{"data":{"id":15224,"title":"Monthly Studio Report: February 2016","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/15224-Monthly-Studio-Report-February-2016","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/15224","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/15224","channel":"Undefined","category":"Undefined","series":"Monthly 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Citizens,\nWe had an extra day this February, and we put it to good use! Star Citizen Alpha 2.2 is now \u2018live\u2019 and Citizens everywhere are making good use of the new features to expand their adventures around Crusader. Between the hostility system, physicalized EVA and the increased instance limit, things are hopping! An extra special thank you to our front line PTU testers this month, who helped us put out an astounding nine builds before we released 2.2! With 2.2 live, the team is eager to move on to features to be added for 2.3\u2026 but before that happens, we\u2019ll take our monthly look back at Star Citizen\u2019s progress for February 2016.\n\nGreetings Citizens!\nWe are back again with another month in 2016 that has come and gone. Time does seem to fly when you are having fun, doesn\u2019t it? We are definitely having fun, but make no mistake, we are completely focused on getting more enjoyable content released so you can join our merriment within the black void of space.\n\nWith the 2.2 patch released, it is hard to believe it has already been a month since our last community update; not because time flies so quickly but because of how busy the CIG LA office has been these past 29 days (we definitely appreciate the Leap Year giving us an extra day to polish content). Just to give you an idea of what we have been up to, here is a breakdown of what each development team in the LA office has been up to.\n\nEngineering\nThe LA Engineering team has been elbows-deep in new technologies that are getting incorporated into Star Citizen. Starting with Allen Chen\u2019s efforts, we have looked at how player interactions work in-game. For example, when planning out how a player will interact with an object, we realized that a single \u201cUse\u201d prompt was limiting us to a single predefined interaction with an object that didn\u2019t take context into account. By allowing each object to handle interaction logic by itself, this reduces the amount of extra effort required to maintain all of the implementations. Allen has engineered the system so that each contextually possible interaction for an object will contain a localized string token that will be used by the UI to display the description of that action. This leads to a system that allows us to add, remove, enable, or disable interactions on an as-needed basis instead of a more cumbersome and error-prone ad hoc basis.\n\nYou may have heard us mention updates to the Shield system in our news updates, \u201c10 for the Developers\u201d series of videos, and other news outlets. While the Tech Design side is being handled by Lead Tech Designer Kirk Tome, the Engineering side is being performed by Associate Engineer Chad Zamzow with oversight by Lead Engineer Paul Reindell. Chad has been working on implementing the \u201cShield Generator\u201d item to the revised design spec. A large part of this consists of matching the new components to the new design which involves pulling power and converting that power into shield points to be pushed into the corresponding shield pipe.\n\nIn an effort to increase efficiency in our coding and to help provide the Tech Designers with more powerful tools, we have created our own in-house tool we call DataForge. This tool allows us to create data quickly within the game without the need for parsing. This database not only allows us to view data in multiple ways, it also loads data faster and ensures that the data are adhering to a specific schema.\n\nBoth Mark Abent and John Pritchett have been hard at work behind the scenes, performing various changes to our game data that have potentially long-standing implications to how our data functions. Mark has been providing support for projectile creation through DataForge while John has been working on tweaks to the Thrusters and EVA. Mark\u2019s changes to the Projectiles provides our Tech Designers with a powerful option to create projectiles directly through DataForge without having to go through XML editing. Flight Engineer John Pritchett has been busy cleaning up Thruster effects to fix the thruster effect range, boost effect range, and adding transitional effects when activating Boost.\n\nTech Design\nWith the 2.2 release imminent, fixing bugs for 2.2 was the utmost priority for the Tech Design team this past month. Although Shield system has been at the forefront of the Tech Design team\u2019s tasks with regards to new content, our ships have been making great progress through the pipeline as well.\n\nTech Design Lead Kirk Tome has completed the grey box stage of the Xi\u2019An Scout. If you have not watched the recent \u201c10 for the Developers\u201d featuring Mr. Tome, you will find an abundance of information and updates regarding the Xi\u2019An Scout. While the grey box stage has been completed, the final tech design for the Scout is still underway. Furthermore, Kirk has spent a considerable time performing a re-factor of in-game masses. Starting with the ships, he has been researching a more accurate and proper way of calculating the mass.\n\nApart from creating a metric for Shield performance, Tech Designer Calix is in the midst of completing the white box tech design stage of the Drake Caterpillar. This stage includes determining where the components will be located throughout the ship, the layout, along with other important features such as the list of what weapons it will have, where they\u2019re located and most importantly, the basics of how the Cargo mechanic will function. Finally, with our components constantly evolving, Calix is designing how Power and Cooling will function within our ships.\n\nAs mentioned in the Engineering section, with the creation of our in-house tool, DataForge, it allows the Tech Design team greater efficiency and flexibility when creating new items and experimenting with parameterization (laying the groundwork for future balancing passes). Tech Designer Matt Sherman is in the middle of converting all of our Projectiles from XML and setting them up in DataForge. Since this is an ongoing and evolving task, Matt is also responsible for grey box tech designing the MISC Reliant. This includes the metrics that comprise the Reliant such as its internal layout, placement of hardpoints and various components, etc.\n\nArt\nWhen it comes to the CIG LA Art team, there is definitely no shortage of exciting things to report. New ships and old ship revamps along with character updates have been a top priority for the Art team. Furthermore, the Art team has also been responsible for creating lots of new artwork across the game.\n\nWhile Calix has been working on the white box tech design of the Caterpillar, he has been working hand in hand with 3D Art Lead Elwin Bachiller, who in turn has been working on the modeling white box based on additional concept artwork using updates to the Drake style guide, both created by Concept Artist Gurmukh Bhasin.\n\nMoreover, the LA Art team has also been working on the MISC Reliant, having completed several milestones. Exterior LODs were completed by Daniel Kamentsky, while Elwin completed redesigning the cockpit. The changes to the Reliant\u2019s cockpit include redesigning the UI in order to adhere to updated UI specifications, animation, and textures. These are all part of a \u201cflight prep\u201d pass completed by Elwin. The flight prep pass is a review of everything that is needed before the ship becomes \u201cflight ready.\u201d This includes doing a pass over the damage states, LODs, and other precursor tidbits before it is released.\n\nOn the Character side, Artist Omar Aweidah has finished creating high-poly geometry for undersuit armor and several UEE Navy item variants have been his responsibility.\n\nSpeaking of costumes, Jeremiah Lee is submitting a first pass for the Heavy Armor concept after completing an early design pass on the same. Like our spaceships, designing armor and clothing also go through a series of approvals and revisions before they are approved for creation. This ensures we are adhering to thematic style guides based on key manufacturer embellishments.\n\nTech Content\nThe Technical content team is the amalgamation of Tech Art and Tech Animation into a global unified team.\n\nThis team consists of Technical Animators and Technical Artists working together to bring together all of the Art, Animation and even Engineering proceeds into a cohesive \u201cin game\u201d asset or feature. Typically this includes complex problem solving across many different pieces of software, educating members of other teams on best practices for coordination and handoffs, constant performance profiling and even reactive bug fixes on release build content, just to name a few. This team also includes key developers that perform the rigging and animation implementations of both ships and characters.\n\nOn the ship side, recently-promoted Senior Technical Artist Mark McCall (congratulations on a well-deserved accolade) has been tackling animation bugs for the 2.2.0 release. These include fixes such issues as the Vanduul Scythe\/Glaive firing animations, adding steps to prevent clipping animations of the Landing Gear through Mannequin, optimizing thruster setups and many other important fixes.\n\nMeanwhile, Patrick Salerno is continuing the review of all ship LODs and normalizing the mesh count and more importantly density. Patrick is making a huge effort to ensure that performance is at the highest possible level across all of these ships and is currently reviewing the Mustang and Hornet along with each respective variant.\n\nSenior Tech Artist Matt Intrieri is currently performing an LOD pass on various ship components which include the landing gear, escape pods, thrusters, intakes, and many other components. This is an ongoing task given the number of assets requiring his review. Associate Rigger Gaige Hallman and Senior Rigger John Riggs have completed rigging of various character assets that will become obvious to players once character customization comes online. Gaige has finalized the process of skinning vertices from the character models whilst John has completed the asset rigging and simulation setup for the UEE Navy BDU uniform. Next up for John is performing R&D for rigging the Vanduul \u2013 we can\u2019t wait to see the results of this!\n\nNarrative\nFor the most part, we\u2019ve been focusing pretty heavily on Squadron 42. Lead Dave Haddock has bounced over to the UK for the month while Will\u2019s been Skyping in to have daily meetings with the Squadron 42 designers to step through the game to see how the levels and gameplay have been progressing, to see if any changes have necessitated any additional pick-up lines from our higher tier actors, and delve a little deeper into the dialogue and narrative needs for the secondary (non-principal) cast members.\n\nOn the PU front, we\u2019ve been working with Designers in Austin and the UK to flesh out more of the landing zones, provide lore support for ship components and help out with developing narrative in the Baby PU.\n\nIn the Starmap and Galactapedia arenas, Adam finished his review of the previously published Galactic Guides, resulting in a monstrous 120-page document outlining potential changes\/disparities that would need to be made to bring either the Galactic Guide or the Starmap in sync. We will all sit down and go through each one to talk them out. Meanwhile, Cherie has continued to work with our awesome astronomy consultants to generate the scientific data while waging her epic battle with the internal wiki.\n\nSo that\u2019s it for us. Nothing terribly new to report (that we can disclose at least), but continuing to chip away at the mountain of needs.\n\nQuality Assurance\nCIG LA\u2019s Quality Assurance team expanded as we welcomed two new testers to the team after extensively reviewing applicants; Eric Pietro and Colby Schneider have joined Vincent Sinatra as members of the CIG LA Quality Assurance department \u2013 and their timing could not have been better. Considerable time was spent training the duo and getting them up to speed with regards to CIG\u2019s QA methodologies, software testing theory, and acclimating them to our fun world. In a few short days they were ready to hit the ground running; the LA QA team aided our ATX and UK counterparts in testing the new 2.2 code for PTU pushes, as well as investigated a number of issues for Design and Development, including but not limited to:\n\nThe new Hostility Feature\n\nSabre Flight Performance & Equipment loadouts\n\nNew cooler component implementation\n\nEVA adjustments and zone grid transitions\n\nShip entry animations\n\nThe transition from 16 to 24 playable ships in Crusader\n\nShield recharge times\n\nThe QA team also performed an audit of the mass for all ships, as well as a landing gear pass to ensure everything lined up to specs and was functioning correctly.\n\nConclusion\nAs always, this is just the tip of the iceberg of what is going on behind the scenes here in Los Angeles. We are not only excited about you enjoying 2.2, we are also planning for the future and working on quite a large pool of features that are slated for later patches. We are only two months into 2016 and we are always looking at what is next, ready to face these challenges, knowing that the trust you have for us is greatly appreciated. We are proud to have you along for this epic adventure, in the game and out, and we hope you look forward to seeing the major developments to be released in Star Citizen in the coming months of 2016.\n\nGreetings Citizens,\nFebruary began with a push to get 2.1.2 to the Live server, and ended with a push to get 2.2.0 to the Live server. It\u2019s been a busy month and we\u2019ve made an incredible amount of progress on many fronts! The Persistent Universe team has been hard at work, and will have results to show in game very soon. QA and Live Ops have been working around the clock as always, and the global nature of our company and our community allows us to make continuous forward progress on our goals any time of the day or night. Enjoy some detailed reports from each team leader!\n\nPersistent Universe\nThe PU Team in Austin has been making significant progress on several different features this month, the main one being PERISTENCE! Yes that\u2019s right, the cornerstone feature of a \u201cpersistent\u201d universe is indeed the ability to persist data across play sessions, and Jason Ely and the server team here in Austin have been making great strides into laying the groundwork on the backend. We are rounding the corner on this massive undertaking, having rewritten whole portions of the codebase to get this integrated into the game. The first feature we\u2019ve been testing with is \u201cShopping\u201d, and our first release with Persistence in it will utilize Casaba Outlet\u2019s stock of shirts, pants, jackets, etc. to show off persistent gameplay. We\u2019ve also been brainstorming other ideas for opportunities to utilize Persistence in gameplay, such as player health, ship\/item health, currency, and reputation.\n\nHaving mentioned Shopping, let me elaborate on this feature a bit more. This month we\u2019ve solidified the flow of Shopping Phase 1, and we\u2019re wrapping up the tasks that are required to set up Casaba Outlet as a shop in game. This means setting up the clothing racks with items, tagging each item with the tags necessary to get it to show up in the UI correctly, and calling out variants for the clothing assets that have been made so the Character Team can schedule these in. We hope to populate the shop with enough to keep you guys engaged on the first release, but leave enough empty space to allow us to fill it with more varied clothing assets later on down the line.\n\nShip Artists Chris Smith and Josh Coons spent their time this month wrapping up Final Art phase for the Xi\u2019an Scout. They\u2019ll be moving on to the Herald next month, we\u2019re excited to see what they do with it. Emre Switzer finished lighting passes on the shops for the Levski landing zone in Nyx, as well as for the Asteroid and Business Hangar. Mark Skelton has completed several style guides for clothing manufacturers within the \u2018verse that will inform character concept artists and 3d modelers going forward.\n\nOur Animators spent much of this month developing animations for use in Astro Armada and G-Loc Bar. We also did some work on various enter\/exit speeds for the Avenger and Aurora, and we hope to carry this over for all ships into next month. Lead Ship Animator Jay Brushwood spent a couple weeks in the UK syncing up with the Ship Team there, establishing steps in the pipeline and ironing out kinks in the workflow and communication. It was a very productive trip, it\u2019s always good for folks to get face-time with other studios when possible.\n\nLastly, work wrapped up on the Friends System 2.0, which transitions the Friends\/Contacts system from Platform to our backend services. This new Friends System incorporates some much needed new features, such as the Ignore List. This has been handed off to our UI Team to schedule in and create the front-end work for this feature.\n\nLive Operations\nQA\nWhen the month of February began QA was wrapping up our previous release of Star Citizen Alpha 2.1.2 to our Live environment. QA continued to investigate a couple of lingering issues as well as gathered public feedback. Shortly thereafter, QA began focusing efforts squarely on testing the new features which would be included in the next release.\n\nTodd Raffray headed up an early test of the new Party System updates. Each feature improvement was documented and individually tested to ensure the updates worked effectively. QA was very happy to ensure that playing with your friends would be much improved in 2.2.0.\n\nThe team then began testing additional features that were slated to be included in 2.2.0. These included Monitored Space, The Hostility System, and the changes to the layout of the Crusader map. The team also created a list of must fix issues which was then delivered to production.\n\nEach new system was meticulously tested by the coordinated efforts of each of our QA teams around the world. The day would begin with our QA teams in UK and Frankfurt beginning testing headed up by the leadership of QA Manager Phil Webster and Senior QA Tester Steven Brennon. As the day progressed, the testing would be handed off to our US QA teams headed up by QA Leads Andrew Hesse and Vincent Sinatra. The daily information hand-offs went very smoothly and contributed to almost 24 hour daily testing coverage. This coverage ensured development continued smoothly to help release 2.2.0 as soon as possible.\n\nAs new 2.2.0 features came online, they were added to our list of things to test for release. These included flight testing of the newly flyable Sabre, the hangar ready Xi\u2019an Scout, ship cooler items and the new physically based zero gravity EVA.\n\nAdditional in-depth testing was conducted on the ship combat time to kill values for each available ship and weapon as well as a comprehensive pass on the ship landing and repair mechanics.\n\nWe have had some new recruits added to our ranks this month. Phil Webster has joined our Foundry 42 office in Manchester, UK. Phil comes to us from Sony. Phil will be fulfilling the role of QA Manager and is already doing great things leading the Foundry 42 team. Please welcome Lee Jones to our Foundry 42 testing team. Lee also comes to us from Sony and will be assisting our Veteran Liam Guest in dedicated Squadron 42 testing.\n\nWe also have 2 new testers joining our LA studio this month. Eric Pietro and Colby Anderson. Both Eric and Colby have industry experience and have already proven to be great additions to the LA QA team.\n\nSenior QA Tester Christopher Speaks travelled from our Frankfurt studio to Foundry 42 and held training sessions for our UKQA team on the testing and use of the Cryengine Sandbox Editor.\n\nRight now the team is working hard to get 2.2.0 out to the live environment as soon as possible. For the month of March, the team will be focusing on testing the new additions which will be included in Star Citizen Alpha 2.3.0. We are very much looking forward to the new content coming soon. See you in the Verse!\n\nGame Support\nFebruary has been an amazing month for Will Leverett and Chris Danks as Game Support worked feverishly alongside QA, Production, and our PTU testers to get 2.2.0 branched, built, tested, fixed, and shipped out the door. To go from branching to full release in three weeks is amazing, and we think we can still improve the process to make it even better.\n\nWe spent quite a bit of time this month working on establishing our new protocols for PTU invite waves. This was accomplished by focusing on Issue Council engagement and previous PTU participation. From our perspective, 2.2.0 on PTU has been amazingly successful, and in no small part due to the passionate backers who were always ready to help. We\u2019ve gotten amazing feedback that went right into the development pipeline, particularly through the Issue Council and structured playtests.\n\nMany players have questioned why we did not roll out 2.2.0 to a greater number of players on PTU, or what the downside is to having more players involved. The answer is twofold: 1) cost and 2) 2.2.0 simply did not require additional waves for testing (in fact, sometimes having fewer is better). Each build download and every server costs money, and if we can avoid unnecessary expenditures while still accomplishing our development goals, that helps everyone in the long run. Additionally, bugs involving resource allocation and network bandwidth can result in errors that manifest quickly even with relatively small numbers of players. When bugs of this kind are involved, expanding PTU access often doesn\u2019t help diagnose the problem, it just makes it worse \u2013 incurring higher cost for no benefit is just plain wasteful. In cases like this, bugfixes are investigated and applied while the addition of additional waves of testers proceeds at a much more controlled rate until it\u2019s clear that the blocker has been addressed.\n\nA very healthy 70% of the Wave One group participated in at least one build since 2.2.0 went to PTU, and we\u2019ll cull the other 30% from the list in order to rotate in others who want in to help with active testing.\nAside from 2.2.0, Game Support was able to spend time on our service issues, getting completely caught up on our tickets (along with our colleagues in Customer Service) and we\u2019re excited that we can provide quick turnarounds now to players who need individual support.\n\nRelated to that, Game Support will be working with Customer Service and Turbulent to assess different options for creating a true knowledge base that serves the players of Star Citizen. We certainly don\u2019t want to roll out a drab, mechanical site, but instead provide a medium in which the community can interact, find solutions, and when possible, help each other.\n\nIt\u2019s been a super productive month, and we\u2019re excited to roll right into March on the road to 2.3.0!\n\nIT\/Operations\nFebruary has been about Data. We are working on an important project with the rest of the Operations teams and key Development team members in our Frankfurt studio to fix these huge patches once and for all. This project could take some time to roll out due to the depth of work involved but the project is too exciting not to mention.\n\nPatch sizes have to do with the way the data is prepared for each version we publish. We know that patch differential between builds includes between 5-10% change for most builds. However, because the changed files are mixed with the unchanged files then compressed to larger pak files for delivery, even one small change in data can cause an entire pak file look different to the patcher due to the output of the compression scheme, which the patcher sees as an entirely new large file.\n\nIn order to correct this, we need to change a number of things including how the game engine reads data. We also need to change the build system and the entire delivery pipeline in order to do this right. Once done, we\u2019re expecting to see major improvement in the size of patches between versions but we\u2019re hoping for even more. Changes to the build system supporting this new approach should also allow us to do more incremental data builds rather than the much longer full builds. This would greatly reduce the time between developer fixes and testing, particularly for a game the size of Star Citizen.\n\nLiveOps\nThis month the team has been working around the clock on deployments and the build system. We delivered 8 publishes to PTU with major improvements to the process allowing us to minimize downtime to moments from hours. Our analytics reporting has undergone major improvement in February both on the client and data side.\n\nOur build system has been undergoing some substantial changes at the same time which leads to a tricky balancing act when trying to keep up with all the internal builds and PTU publishes. So far we\u2019ve rolled out a new distributed compilation system which has shaved another 75-90% off the build times depending on build type, a new format for keeping track of data, internal and external automated crash reporting, as well as a completely new inclusion\/exclusion system which helps us refine our builds down to specific testing goals.\n\nWe\u2019ve also been working closely with the IT team and the rest of the Operations teams toward the goal of reducing our patch sizes. This task will likely trigger the largest set of changes introduced to the build system to date since we\u2019re incorporating major changes to the build process as well as the delivery pipeline which will have positive impact on internal development as well as external patch delivery. In order to make all this happen while maintaining full support of the existing development schedule we will be building a completely separate build system which will run in parallel to the existing system. IT better crank up their air conditioners because we\u2019re gonna smoke those servers!\n\nHello Star Citizens!\nBetween Star Citizen 2.2 and continuing work on Foundry 42, all of the Foundry 42 UK teams have been working hard and delivering excellent results. Keep in mind that we can\u2019t share everything for fear of spoiling the events of Squadron 42\u2026 but there\u2019s still plenty we CAN talk about.\n\nDesign\nWe have had another busy month in the UK design department. We are still working on the \u201cnew player experience\u201d which is hopefully going to make the learning curve less steep for new backers. This not only encompasses a simplified UI set, but also has a refactor of the controls system to be more conceptually consistent across the various game modes such as EVA, FPS, and space flight. We are still working on mobiGlas, this is a biggie as it is one of the major aspects of both S42 and the PU so we want to get it right the first time around. Scanning, for both cockpit and FPS, is now underway, and we are looking forward to getting sub-targeting of components into the game soon.\n\nAndrew and the Tech team have had a number of meetings about the various balancing issues and we are hopeful that you will start to see the positive results in the coming releases (not in time for 2.2 unfortunately).\n\nThe Idris is getting closer to a game ready state and we have enjoyed our first forays into the test universe with a design team crewing it.\n\nS42 is moving along nicely and we are starting to see blockers shifted in a timely manner so the design truck can keep rolling.\n\nAudio\nIt\u2019s been a jam-packed month as far as CIG Audio is concerned. Apart from the usual bug fixes, we had a very nasty in-game distortion issue at the start of February that was extremely hard to reproduce, and near-impossible to profile. Thanks to our fantastic QA department, as well as Sam Hall, Graham Phillipson, Mikhail Korotyaev and our friends at Audiokinetic for assisting with fixing that, and the community at large who were hugely helpful in sending us data and user stories. Apologies to anyone who suffered from this but we reacted to it as fast as we could. Good came of it, in that we now have added some analytics for the audio system, so we can keep an eye on audio resource usage in the wild (again, thanks to Sam for pushing that out there).\n\nWork continues apace on \u2018Squadron 42\u2019, and Ross Tregenza has continued with putting down as many audio foundations as possible, and keeping close eye on cross-discipline progress. All of the systematic elements we\u2019re working on across the whole game feed into Squadron 42, but there\u2019s still a lot of custom and bespoke aspects of it to keep track of and make sure we\u2019re ready for, so that when the time is right the whole team will sweep across this module.\n\nRoss also worked with Sam Hall on the monitored zone system audio which you\u2019ll witness soon enough, it\u2019s still in a relatively early stage where the audio is concerned and we\u2019ll improve this further as we iterate upon it.\n\nBob Rissolo has been very heavily invested in the Dialogue Pipeline tools and database. This is quite a large project in itself, that feeds into the main Star Citizen experience but is again very important for Squadron 42 which is going to be very character dialogue-centric. He\u2019s been mainly working with Simon Price, who\u2019s joined us as a Consultant Audio Programmer.\n\nBob Rissolo and Phil Smallwood built up and tested out the dialogue recording rig extensively in a test shoot in mid-February, to make sure we\u2019re up to the task of recording dialogue for performance capture sessions. For the most part it all worked as expected with only minor settings tweaks and optimisations required.\n\nSam Hall has submitted Version 2.0 of the Music System, including a visual logic editor. This shipped in 2.2.0 and was a \u2018surprisingly smooth\u2019 transition, at least so he says! Until we get some new content it might not be hugely obvious it\u2019s there, which is a good thing in some respects. You want an in-game soundtrack and musical cues to sound as natural as it does in the movies, if not moreso. If it were to catch your attention unnecessarily, it could be more distracting than immersive.\n\nTalking of new music content though: myself, Ross Tregenza and Pedro Macedo Camacho combined our powers and braved the (actually rather mild) Slovakian winter to attend our first orchestral performance this year, at the Slovak Radio building with the Slovakian National Symphony Orchestra. This provided us with new content for ship-based space combat, which will feed into the aforementioned music-logic system when the material is ready; we still need to add some extra momentary layers and elements for it to be as reactive to the game as Chris Roberts desires. Chris is very into his dynamic music, having pioneered such a system back on \u2018Wing Commander\u2019. So, we still have the extra material to come before we take it to a mixing session to give it some polish, after we\u2019ve proven its effectiveness in our new system. Will keep you posted, and try to get some material from this out for you to experience when the time is right. Many thanks to our conductor Allan Wilson, recording engineer Peter Fuchs and our orchestral fixer Paul Talkington for arranging things.\n\nThese days we\u2019re thinking heavily about dynamic\/procedural mix methods, rather than the usual state-based mixing that\u2019s common to more linear titles. To this end Darren Lambourne has been putting together a dynamic bass management prototype, which is a great place to start when it comes to figuring out mix fundamentals within Wwise. Many games suffer from the summation of too much low-end and we want to keep the experience clean, and configurable, for our users to reflect their different demands and differing set-ups. Will let you know when we have this ready to push out to the game proper but so far it\u2019s quite promising.\n\nAnd talking of mix \u2013 Darren is also working on a parametric mix\/effects system to reflect atmospheric depressurisation, whether that\u2019s out in space or when inside depressurised interior locations. We have the concept right now whereby exterior sound is simulated within ships \u2013 controversial we know but we feel it makes sense! However, the player suit when exposed to space independent of one\u2019s ship, in our lore at least, it doesn\u2019t have the processing power to perform the same function, at least not to the same level of fidelity. So what you\u2019ll probably hear will be much more akin to structure-borne sound transmission, coupled with a lot of suit\/internalised elements. We\u2019re just starting with this one and we want it to be consistent with logic and gameplay, but also dramatically satisfying in its own right. Will share more once we have this at a good place.\n\nDarren\u2019s also pushed out some great EVA audio improvements, particularly re. the manoeuvring jetpack thrusters. We hope you appreciate this one, the articulation is way ahead of where it was previously. In some ways this is now much more subtle, but also far more responsive to player input. We\u2019ll get together some video to show this off properly but it\u2019s far more characterful while still retaining subtlety. We hope you like it.\n\nStefan Rutherford\u2019s been working on some space-station mixing \u2013 there\u2019s some neat bass modulation on one of the stations that varies things as you traverse. He\u2019s done some lovely stuff on the Reliant, too; he\u2019s produced ship ambient mark-up, with parameterisation of sounds so that all of them become far more responsive to external factors. E.g. power-plant level, ship strain. Under his model a single light buzz on a panel can change in tone and timbre, if power output is high to other components \u2013 because non-critical ones (such as a light) are receiving less power. A light fitting will also tend to rattle when the ship is undergoing excessive gravitational forces or \u2018excitement\u2019. We hope the summation of this level of detail will contribute to the ship experience.\n\nThanks to hard work by Graham Phillipson and Matteo Cerquone, we now have a solid and working piece of tech for \u2018Automatic Character Foley\u2019 in place. Traditionally, this sort of character-based sound would be spotted by hand to animation files, but we wanted to make this far more system-driven, as it\u2019s a very labour intensive approach that doesn\u2019t stand up to variable wearables (that\u2019s a tough thing to say) or animation and clothing simply changing dynamically. So now, we have a system that modulates clothing and equipment sounds in response to limb velocities. We\u2019ll hopefully be able to factor in clothing changes soon too, plus added equipment layers that\u2019ll change depending on what weapon you may have equipped. Matteo\u2019s also been working with the Xi\u2019an Scout which has some great SFX in place.\n\nFollowing on from the auto Foley though, we now also have a solid prototype for Automated Footsteps. Again, this is traditionally very labour intensive stuff, whereby sound designers would open up an animation file and spot to a timeline. That\u2019s not a robust enough solution for us, so Graham has somehow figured out a way to infer accurate footstep movement and articulation, and play back appropriate sounds \u2013 in real time. We know this might not seem like a massive deal but there are many sound designers who\u2019ve contributed man-months to this very task in the past so to solve this problem\u2026 well, one of us cried a tear of joy. Almost.\n\nAs fuel for the Foley fires (again with the tongue-twisters), we have a \u2018wild Foley\u2019 session upcoming to record footsteps, and some physics object style sounds (impacts, slides, rolls etc.). Stefan and Matteo will be overseeing that session, hopefully we\u2019ll gather some eminently usable material there.\n\nWe also have a firearms session due at the end of March to capture outdoor gun-fire impulses\/tails in an urban environment, for in-atmosphere locations with lots of reflective surfaces, in contrast to our earlier interior sessions which were more \u2018roomy\u2019, this is all about distant reflections that help define the outdoors.\n\nJason Cobb has been working on bug fixes, design documentation, scripting improvements to workflow. He also has sound design coming together for ship debris clouds, subject to a system to drive this properly, but looking forward to that.\n\nLuke Hatton has continued on ship sounds, as is his specialism \u2013 we\u2019re always fixing and refining audio for those as you know!\n\nOh, watch out for an upcoming extended version of the Big Benny Noodles theme. But I\u2019ve already said too much about this, I\u2019m sure\u2026\n\nThanks for listening everyone, sorry it was such a long update but it\u2019s been a big old month. We blame the leap year thing. Thanks!\n\nEngineering\nThis month\u2019s new big feature for the live releases is the hostility system. We wanted to start coming up with ways where you could see that your actions would have some sort of consequence, and as a result get some additional emergent gameplay going on. As a first step we\u2019ve introduced safe zones, such as around Port Olisar, where the space will be monitored for any illegal behaviour. If you start shooting up an innocent party in the zone you will automatically get a wanted level, become a hostile, you will be marked up on everybody else\u2019s radar as hostile and as you fire on more and more innocent parties the higher your wanted level goes up. Whilst you\u2019re in the safe zone AI will spawn in and try and take you down. To make it more interesting if you have a wanted level you also become fair game for all the other players, so now anybody can now attack you without fear of reprisal. Of course if you are attacking other players outside of a monitored zone it won\u2019t get noticed and your global reputation stands intact, although the players you attacked will remember and see you as hostile going forwards. You can reduce your wanted level though by using a terminal to hack into the system\u2026\n\nOutside of the releases, we\u2019ve been making progress on lots of the other systems. The code to support turrets has been having a bit of an overhaul as previously it was tied very closely to the vehicles, whereas we want to have standalone turrets on a space station for example. We kicked off work on the scanning feature, where you will be able to use your radar to scan vehicles in more detail and get information as to what weapons they\u2019ve got or even what cargo they\u2019re carrying. This of course depends on how good your scanning hardware is and how good the blocking hardware of what you\u2019re trying to scan has. This scanning is also going to be incorporated in the same way when in FPS mode so you can get information about the players around you.\n\nTalking about FPS again it\u2019s about making steady progress on all its mechanics. The new physicalized EVA is getting more and more solid, we\u2019ve been spending a lot of time trying to fix up a lot of edge case issues, mostly when transitioning from inside a vehicle to outside, so you\u2019re going from gravity to zero-g, or vice-versa (or from non-EVA to EVA). Cover is getting better and work has now started on prone and vaulting.\n\nGraphics\nThis month the team has completed some final R&D work into the Gas Cloud tech, and out of that has created a roadmap for the gas cloud system. This outlines when we can start giving this tech to our other internal teams, such as art and design, to work with.\n\nAfter discovering resolving several bugs with our recent Vis Area\/Zone tweaks, the team moved to working on the facial tech. This work has been testing the current framework, to find performance bottle necks, bugs and the look to make general improvements to the tech to get the best out of it without reducing performance.\n\nWe have also been working on updates to bloom and lens flares. The current bloom implementation has a harsh falloff around glowing objects and requires their brightness to be cranked up significantly to be visible. The new system will allow for more subtle glows with a softer falloff, and its performance will also scale better with higher resolutions.\n\nWith the current flare system, an artist has to create a flare set for each light that generates flares, and simulating different lenses (e.g. for cinematics vs gameplay) which requires a lot of manual work creating multiple sets. There is also a limit on the number of flares that can be rendered per frame before they start breaking. We\u2019re working on a system to procedurally render flares in screen space with a more physically based method, and the new system should significantly reduce the workload for artists and make it easier to change the look of the scene on the fly.\n\nVFX\nThis month the VFX team have been working on getting the latest flight-ready ships including the Vanguard and Sabre. We\u2019ve also done some thorough R&D for the Xi\u2019An Scout effects, as we want to tie in with the fiction and create a unique style of effects compared to the human and Vanduul technologies. This all based on the VFX style guide which we mentioned in last month\u2019s report; building a consistent visual language through a ship\u2019s effects is very important for player readability, especially against the vast backdrop of space!\n\nAway from ships, things are progressing solidly on Squadron 42\u2019s environmental effects, as the environment and design teams have been fleshing out their levels in greater detail which allows us to jump in and add effects where required. There\u2019s so much here we would love to tell you about but we can\u2019t for obvious reasons \u2013 no spoilers!\n\nArt\nThe team has been full steam ahead, internal concept and external all busting out fab looking work and it\u2019s been a varied lot too!\n\nHere\u2019s a list which I\u2019m sure you can discern what belongs to what: the Idris Gravity Generator room, Idris Cargo Room, Idris story line look dev, Planet look dev, Vanduul weapon look dev, Bengal Hangar, Hangar Breakouts, Bengal Bridge console\/chair refinement, Powerplants, Quantum Drives, Coolers, Military props, Shubin Pilot briefing room, Shubin Bridge, [REDACTED] ship cargo room, Research Station look dev for the Gravity room and communal areas, Scourge Rail gun final pass, Rail Attachment system, ammo and just started on a new small ship! Oh \u2013 and some 2nd pass concept on storyline bases \u2013 that\u2019s it for Feb!\n\nProps\nThere is a running theme here, another month and a few more ship components! We now have the first couple of coolers and shield generators complete and the power plants have been started.\nBut more exciting than that is that our team has grown! We have gone from 2 in the UK at the start of January up to 4, with our 5th member joining next week!\n\nApart from the ship components the team has been focusing on low tech props, we are focusing mainly on assets that can be used in both the PU environments as well as the squadron 42 environments. We have completed a few more tests with the blend layer material mentioned last month and have asked for a few little tweaks from the rendering team before we can go full steam ahead with it.\n\nFinally we\u2019ve have been making an effort to get on top of our documentation backlog. Now the teams growing it\u2019s really important to have our pipeline properly documented and as its evolved over the last couple of months there is a bit to update! I\u2019ve also been creating and updating our template files to make the animators lives a little easier and improve consistency across the board.\n\nCharacters\nOur two man team has been busy as a pair of motivated bees, I\u2019m not going to spoil any surprises but the character work now is really starting to matchup with the rest of the game in terms of fidelity and quality \u2013 exciting times, plus we have hired 2 more people to join the UK team \u2013 things are looking up!\n\nEnvironment Art\nThis month the environment team have been hard at work fleshing out the environments for Squadron 42, there is a huge range of environments in production currently, so there is a frenzy of activity within the team. There is lots of back and forth between the level artists and designers as they move forwards refining the designs and layouts, something which is quick and entirely real-time using our modular system. That\u2019s it for this months, back to it!\n\nShips\nThe Ship Team has been in the process of planning their angle of attack for the rest of the year, laying foundations down to hopefully make the rest of the year\u2019s production run smoothly to push towards fully content complete of the SQ42 within the next few months ( content complete meaning all assets are in-game, playable but requiring polish ). Major highlights of this process have been pulling the RSI Bengal into a metric system that will take full advantage of a modular construction approach, much like we have done on the Idris, meaning we can have twice as much visual awesomeness with less of a knock on to both visual and memory costs in the engine. The Bengal was the first ship to be seen ever for Star Citizen in the original reveal, it\u2019s like the Crown Jewel of SC and will be treated as such!\n\nBoth the Aegis Idris and Javelin have continued into final production, the Javelin taking full advantage of the Idris\u2019 interior modules, meaning essentially whatever wins we make on the Idris roll over to the Javelin by default, this also has the added benefit that the Javelins interior production will in fact finish not far behind the Idris even though production on the Idris started several months before, we are gaining variation between the two ships with a clever use of material swaps, lighting and atmospherics, the Javelins will have a far more grittier feel to suit its role \/ characteristic as a ship.\n\nOn top of the above, production is almost complete on the Starfarer Base variant, she is looking beautiful indeed, but more so in our opinion is the Gemini variant, the Gemini being kitted out by Aegis really brings an interesting dynamic to the ship\u2019s aesthetic.\n\nGreetings Citizens,\nThe weather in Frankfurt this month was definitely colder than last, but it hasn\u2019t slowed us down. This month the team added new people in Weapons Art, Animation, AI, and Game Programming, we\u2019re now up to 37. As the team grows out here we can feel it continuing to pick up momentum, which is always a good thing.\n\nEarly in the month we had a handful of internal visitors to the office including Chris and Erin. It gave us a good amount of time to look through schedules, adjust priorities, discuss design systems and tech approaches, etc. We also had a few backers through the office which was fun, the team appreciated the good words and the fattening treats.\n\nThanks again for all the German team support from the backers and fans, it means a lot to us.\n\nAI\nEarly in the month we completed the first pass on the refactoring of the Human perception. The new perception is now fully distributed and optimized: we mostly split the perception into visual perception and audio perception. All the other stimuli are either perceived currently as audio or visual objects. In the future we are planning to have several types of senses that can be plugged into the perception if needed.\n\nThe vision perception is mostly based on the CryEngine VisionMap, it allowed us to have a very flexible system that on the CPU side uses an average of 0.01ms! The audio map allows us to model the perception of sound stimuli and it also uses an average of 0.01ms! The new perception abstracts what\u2019s perceived by the different sense and what we use as the target: the behavior tree is in control of the selection of the target and we are also supporting future extensions for characters that might be able to track multiple targets at the same time.\n\nH3. Notes on the Image\n\nThe yellow lines represent the audio events that each NPC has received in relation of different sources.\n\nThe blue lines point to the last position when the target has transitioned between being visible and not visible.\n\nThe green lines point to visible objects in the world for each NPC\n\nThe pink lines represent the attention target of the NPC. If the target is visible it points to the entity otherwise to the last known position of the target.\n\nWe also made very good progresses on Subsumption. We now have a proper tool developed directly by Tony Zurovec, from Austin, that allows the designers to create Subsumption routines. On our side we process the data created by this tool to actually transform data into behaviors that run in the game. We currently have a first version of NPCs running Subsumption, and the code is very optimised in memory. 50 characters running different Subactivities uses around 12Kb of memory. Subsumption is controlled by our high level behavior tree so that any character can also be able to react quickly to combat scenarios using our systemic combat behaviors.\n\nWe then improved several aspects of the Cover usage, we introduce the functionality to blacklist specific cover spots for a specific amount of time, and avoid the effect of NPCs nonsensically selecting covers that have been compromised a few seconds before. We also fixed the selection of the cover based on the actual occupancy size of the character itself so that different NPCs won\u2019t select covers too close to each other.\n\nWe completed the ground work to run dynamic behavior trees inside a main high level one, so that scripted requests can be directly accepted and run by the designers only when the behavior tree is ready without conflicting with the main behavior tree. Also we introduced the concept of \u201cPrimary\u201d and \u201cSecondary\u201d actions in the AISequences so that we can properly validate the logic setup from the level designers and guarantee that what they want to achieve is correctly communicated to the AI.\n\nAnother feature we worked on is the ground work for Assignments, this is the way a designer can suggest specific high level goal to an NPC, something like \u201cDefend a specific area\u201d, \u201cAttack a specific target\u201d, and so on. Along with the above, this should lead to NPCs that can react properly to distractions without completely losing sight of the orders they\u2019ve been given.\n\nIn addition to all of that we have continued to improve the stability of the builds in general.\n\nBuilds Ops\nWe recently switched to use BinXml assets for release builds, this is now the default. Continued work on Trybuild development, deploying and stabilization. We have got a solid db backend now (mysql\/postgres), instead of a mere sqlite database, running in a docker container. This allows us to persist data through server and\/or service reboots.\n\nWe\u2019re doing preparation work to soon switch Transformer to Buildbot Nine. Lots of changes\/improvements\/fixes have been made across the entire pipeline.\n\nCinematics\nA crucial cinematic scene right before Admiral Bishop\u2019s speech in the UEE senate got a major upgrade from our side. The work on that is still ongoing.\n\nIt seemed crucial to Chris and Hannes that we wanted a bigger canvas for the tragedy of these planetside scenes to play out on. Frank, our Senior Env Artist for Cinematics was quite busy building rubble pieces and other things we don\u2019t want to spoil right now.\n\nFor much of the month, Hannes was busy building up these scenes and doing further previs on some Bengal Carrier scenes as UK art is currently jumping on that one. Mike Nagasaka was busy with Chapter 02 and both of us were looking into different holoshader improvement options and did some visual prototyping for a pivotal moment involving alien holo tech during Chapter \u201cX\u201d.\n\nAnimation is busy with prepping pcap we have for Chapter \u201cX\u201d which involves the Starfarer and as that ship has progressed nicely to almost final art we can easily tackle those scenes next month.\n\nBishop\u2019s head model got some refinement, and we tested that as quite some tech issues were fixed since we had him take the stage in the first scene featuring him at the UEE Senate.\n\nAs on ongoing side project we are revamping the cinematic timeline module \u201cTrackview\u201d so that it supports the needs for ships and AI characters, as well as major usability fixes. This will go on for quite some time longer and Sascha Hoba or as we call him \u201cthe fixer\u201d is doing a tremendous job on that which will help cinematic sequences shine!\n\nVFX\nOver the past few weeks the DE VFX team has been working on getting the Xi\u2019an scout ship ready for release. This includes a full VFX pass, including things such as thruster effects, damage effects, weapon effects and even a new version of the quantum drive based on the Xi\u2019an tech style. You can see the current status in our header image.\n\nTech Art\nThe Tech Art team continued developing the internal animation pipeline, supporting cinematics for various tech setups. The team also worked on the FPS weapons rigs and supported the in-game animation team for finalizing the DCC and engine camera for players and weapons.\n\nEngine Programming\nOur Senior Engine Programmer is Christopher Bolte, and his focus during the last month was on two aspects of the game: data transfer protocols (critical to loading times) and the ObjectContainer System. Most of the time was spent on the new data transfer protocol mentioned last month and we made good progress there.\n\nSo far we already have the capability of storing all the assets of the game in a single, very large, pak file and to update this pak file incrementally. The Engine also has the initial support to be able to start from such a pak file. The next steps for the new data patching process is to hook those tools up into our internal build distribution process so that we can test how well the proposed system will perform. Hopefully we can provide updates on how well this worked next month.\n\nThe second focus was on providing our UK Engineers with support for the ObjectContainer System. This system is sort of a replacement of our current level format, with the twist that we can load ObjectsContainer when we already have an objects container loaded. Practically this means we can prepare loading a universe scale level with a very large amount of space stations, planets, or large object groups, even where only the parts that are supposed to be visible to the player are resident in memory. This system should allow us long term to scale to extremely large levels containing many interesting and different objects. So far we have initial support working so that we could load levels with ObjectsContainer instead of as levels. This is absolutely critical to providing a seamless gameplay experience with transparent loading times, made all the more crucial by the fact that the client (your) computer actually only has so much memory to work with.\n\nAs the next steps we will extent this basic version to space stations and ships so that we can load complex objects more efficiently.\n\nCode\nThis month, we made a whole bunch of code related improvements. Including:\n\nWAF build system rollout. All devs are able to compile the project much faster now.\n\nPublic crash handler rollout with 2.2. Already getting good intel from our community in PTU. Thanks to everybody participating and agreeing to send crash info our way.\n\nMore improvements for code quality tracking (system to track asserts automatically, trybuild on the way to avoid submitting code that doesn\u2019t build against latest code depot).\n\nAdditionally:\n\nWe\u2019ve made further progress on the much improved patching solution. The plan is to really ever only download files (inside .paks) that changed. In the future we might expose control of data compression on user\u2019s end to allow custom balancing of IO bandwidth vs CPU decompression time. Incorporating a much more modern compression scheme is also planned (much less CPU decompression overhead for similar compression rates). All this will require stabilizing asset file formats so that re-exports of unchanged assets do not invalidate much of the previously shipped content.\n\nProgress started on further improving optimized mesh data storage format. Vertex streams of meshes will get much more aggressive compression of per-vertex normals and tangent frames all the way up to the GPU (decompressed in vertex shader with very little overhead). This will reduce the .pak size, improve load times and streaming, as well as reduce GPU bandwidth which is critically important for the highly (vertex) detailed meshes of our ships, etc.\n\nWe\u2019ve also done a good amount of work on the procedural tech, but don\u2019t want to go into the details just yet, we\u2019ll hopefully have a larger update in the near future.\n\nAnimation coding was focused primarily on fixing exiting bugs to get the foundation as stable as possible, which will then be easier to build upon.\n\nDesign\nAt the beginning of the month we had a visit from Chris Roberts and a lot of other people from the all the studios. This was a great opportunity to make sure everyone is on the same track and we are all pulling in the same direction. While this might sound like an obvious thing, it\u2019s actually really easy to lose that focus when you\u2019re involved in problem solving for very tricky ground-level technical challenges for weeks on end. Lots of things got clarified on the design side and are reassured that our goals are aligned and the same processes needed to reach those goals.\n\nOn the Level Design side Andreas has taken over the Hurston landing zone. He will be focusing initially on the basic layout, positioning of important landmarks, vistas, landing pads and shops in the three layered zone. The Hurston landing zone is buried within the heavily industrial planet Hurston, owned by Hurston Dynamics in the Stanton system, but besides the actual Industrial Sector it also contains a Civilian Commons Sector and an extensive Business Sector.\n\nThe power distribution prototype that Clement was working on proved successful, so now he is moving forward to integrating life support systems and depressurization to this prototype. He is also extending the layout needed as more features get added to this test level.\n\nOn the System Design side we\u2019ve been specing out some high priority systems needed for PU. We finished work on the Oxygen, Breathing & Stamina system that will handle the mechanics for how the oxygen travels from the suit\u2019s tank to the suit\u2019s internal capacity, through the lungs and into the blood stream and how the levels of oxygen in the player\u2019s blood affect his actions, and also what happens when he runs out of oxygen.\n\nWe\u2019ve also finalized designs on how Quantum Drives & Interdiction function and interact, and are also working on a global universe spawning system that will populate the star systems with content based on dynamic data from the Universe Simulator.\n\nAnother system that has been heavily looked at is loot generation and the actual looting system. We are trying to keep this as realistic & immersive as possible while trying to also have it still be manageable and entertaining for the player. This together with the work being done with Player Transactions should help us kickstart an early version of the economy in the PU.\n\nOn the AI design side, this month, we\u2019ve started to receive tools that help us greatly in the process of building our behaviours and subsumption tasks so we have started working with these and hopefully our AI will greatly improve because of it.\n\nEnvironment Art\nThis month environment art completed work on the (can\u2019t say) which will feature in the (can\u2019t say) of the game. They also started working on a wrecked version of the (can\u2019t say) that will be used as set dressing in specific cinematic scenes. Making the wrecked version of the (can\u2019t say) will involve taking the existing (can\u2019t say) and adjusting the geometry and textures to simulate a smashed up and burnt look, while also using decals to really make it look like this thing has suffered some fairly intense damage.\n\nThey also continued supporting the Engine team on the procedural tech, further defining the pipeline and approach to get the finest level of detail possible.\n\nGreetings Citizens,\nFrom building the largest environments to growing the smallest space plants, Behaviour\u2019s work ran the gamut this month!\n\nDesign\nBehaviour\u2019s Design team has been very busy this February. Starting with Hurston landing zone, we designed, blueprinted and whiteboxed all shop locations for the level, 10 in total and every designers chipped in. Good job guys! They are very different from what we did before as Hurston has its own visual signature and gameplay requirements. BHVR artists are going to start working on them soon and we can\u2019t wait to see the result.\n\nWe are also helping out design, scope and plan for shopping which is a big priority for us. Regarding that, we made a few changes to the AR mode and AR labels, the more significant improvement will come with the shopping release but we got some very promising prototype on how this will look and feel. Even the March flair items will have AR information attached.\n\nTalking about flair items, we gave a big push for flair hangar decoration this month, try to forge ahead. March will see the new flair collection revealed which will have 2 decorations: a subscriber one and even a stretch goal one. We even have a few more surprises in bank\u2026 To be continued.\n\nEngineering\nFebruary has seen most of us working on polishing, debugging and optimizing various features for the 2.2.0 branch.\n\nThese include many fixes on contact list, hangar swapping loadouts, turret display in multi crew and holotable features.\n\nAside from that Adamo Maiorano has worked on Augmented Reality prototypes for the shopping experience and general AR changes to fit design changes.\n\nArt\nThe Behaviour Art team has been finishing the available shops for Levski. Mostly polishing, dressing and creating props to give a distinct look and feel to each shop.\n\nAlso, we began work on performance optimisation to ensure a good frame rate for once NPC and players will be populating the level.\n\nLots of support was given to the 2.2 release, mostly fixing bugs and updating a few assets.\n\nIn addition, work continued on generic props for the lowtech style. These will be extremely useful for our many planets and SQ42 needs.\n\nOn the Concept art side, we began work on paintovers for the future Hurston shops.\n\nFinally, the next flair objects has been completed for the next release.\n\nGreetings from freezing-rainy Montreal! Here\u2019s what we\u2019ve been up to in the last month:\n\nShip Stats\nWith over 70 ships currently listed on the site, the \u201cShip Stats\u201d page needs a redesign with revamped readability and usability. We have gone back to the drawing board, creating a new user interface with additional search filters, allowing you to quickly find and compare the ships that interest you, as well as give better insight into the ship production pipeline. We are currently in the design phase, so we\u2019ll post a screenshot in an upcoming report.\n\nMulti-Factor Authentication (MFA)\nLast month, we continued our development of multi-factor authentication, i.e. best practices research, prototyping, and data modeling. Our objective is to upgrade our current authentication services and allow anyone to enable this added security feature. On the design front, we finalized the page layouts for the security settings section, which is where the user will setup MFA. In upcoming reports we\u2019ll be able to go into more details about the foreseen short- and long-term options.\n\nCommunication Platform\nWe began brainstorming on a new communication platform for the site which would be able to aggregate and blend forum threads, chatrooms, private messaging into one hub. Our first step was to benchmark and rate other communication tools used by gamers and we are now starting the actual functional design process. Our aim is that this platform could be the next big functional step for Organizations.\n\nShip Happens\nLast month, we updated the game packages on the website, so moving forward, Star Citizen and the upcoming Squadron 42 will be sold separately. It is important to note that his does not affect any packages that you already own; it applies only to packages sold after Feb 14.\n\nBehind the Scenes\nThe Panic Service is live! Star Citizen devs are now able to access all crash data from this database, making it easier to extract the pertinent information.\n\nAdditionally we have been working with CIG to bring about the next big steps in persistence and how it will handle what everyone has on their website accounts. More on this as soon as we\u2019re allowed to disclose anything!\n\nCommunity\u2026 huh\u2026 yeah\n\nWhat is it good for?\n\nAbsolutely everything, oh hoh, oh\u2026\n\n(YOU try starting one of these things\u2026)\n\nFebruary went by in a blur like the short month that it is. Like always, it was a month of videos, forums, live events, perks, and more, so let\u2019s dive right in.\n\nVideos\nThe 10 For series reached another pinnacle when we had Sean Tracy and Steve Bender take over the show early this month. We knew it was going to be a spectacular trainwreck when we came up with the idea, and the boys didn\u2019t disappoint. The variety of people it takes to make a game of this scope and quality continuously amazes me, and it delights me in equal measure when we can share those people with you, and show you that having fun in video games isn\u2019t just for the people playing them.\n\nAround the Verse continues to evolve with the inclusion of a more newcomer friendly hosting portion, remote video segments that allow us to showcase our developers around the world, and the return of fun segments like Which Glitch, and the Wonderful World of Star Citizen, where we showcase the community content creators on our flagship broadcast. In the coming weeks and months, you\u2019ll see gamestreamers, youtubers, podcasters, ship builders and more highlighted on Around the Verse, as well as your gameplay videos front and center from now on in the opening of the show.\n\nReverse the Verse, our weekly informal livestream with the fans, is also evolving! Recent additions to the show include a new graphics and overlay package and a more structured format to the show. Response has been very positive so far, and keep watching as even more additions to the show come over the next few months.\n\nWebsite\nThe RSI website continues to be the heart of Star Citizen-related conversation. Last month\u2019s addition of the Shipyard section to the forums has taken off, small revisions to the Issue Council have helped us better track the bugs that affect your gameplay experience, and after a slight database issue that caused havoc with the upvote system in the Community Hub, that appears back on track. We\u2019re hopeful to have continued iterations to both the Issue Council and Community Hub in the near future, and are even exploring options related to a major upgrade to our forums. No details to speak of just yet, but we continue to explore ways to improve all aspects of the Star Citizen experience during development\u2026 because that\u2019s what development is for, yeah?\n\nLive Events\nNo live events for the month of February, but we continue to make plans for our Gamescom and CitizenCon presence later this year. For Gamescom (Aug. 17-21) we\u2019ll be on the show floor in our very own booth all five days, and are looking to host a number of pop-up parties in the evenings throughout the week, so stay tuned for more info on that as we get closer to the event. CitizenCon will be October 9th in Los Angeles at the Avalon Hollywood. The specific start time is still being determined, but we\u2019ll have tickets up on the site for that in the coming weeks once all relevant details have been locked down.\n\nPerks\nSubscribers continue to get their monthly flair, and tune into Around the Verse next week to get a glimpse at a new flair series coming to subscribers that has us excited here.\n\nCoda\nThat\u2019s all we got for this month. We pretty much leave it all out on the field as they say in Sportsball. We\u2019ll continue doing our best to generate and share as much Star Citizen content as we can with you each and every week. As always, a huge thanks to the 6 studios for taking the time to gather all this info for us to share with you.\n\nSee you in the \u2018Verse!","de_DE":"Gr\u00fc\u00dfe B\u00fcrger,\nWir hatten diesen Februar einen zus\u00e4tzlichen Tag, und wir haben ihn gut genutzt! Star Citizen Alpha 2.2 ist jetzt \"live\" und \u00fcberall nutzen die B\u00fcrger die neuen Funktionen, um ihre Abenteuer rund um Crusader zu erweitern. Zwischen dem Feindseligkeitssystem, dem physisierten EVA und der erh\u00f6hten Instanzgrenze springen die Dinge! Ein ganz besonderes Dankesch\u00f6n an unsere PTU-Tester in diesem Monat, die uns geholfen haben, erstaunliche neun Builds herauszubringen, bevor wir 2.2 ver\u00f6ffentlicht haben! Mit 2.2 live ist das Team begierig darauf, zu den Features \u00fcberzugehen, die f\u00fcr 2.3.... hinzugef\u00fcgt werden sollen, aber bevor das passiert, werden wir unseren monatlichen R\u00fcckblick auf die Fortschritte von Star Citizen f\u00fcr Februar 2016 machen.\n\nGr\u00fc\u00dfe B\u00fcrger!\nWir sind wieder zur\u00fcck mit einem weiteren Monat im Jahr 2016, der gekommen und gegangen ist. Die Zeit scheint zu vergehen, wenn man Spa\u00df hat, nicht wahr? Wir haben definitiv Spa\u00df, aber machen Sie keinen Fehler, wir konzentrieren uns ganz darauf, mehr Spa\u00df an den Inhalten zu haben, damit Sie sich unserer Fr\u00f6hlichkeit in der schwarzen Leere des Weltraums anschlie\u00dfen k\u00f6nnen.\n\nMit dem 2.2-Patch ist es schwer zu glauben, dass es bereits einen Monat seit unserem letzten Community-Update war; nicht weil die Zeit so schnell vergeht, sondern weil das CIG LA-B\u00fcro in den letzten 29 Tagen sehr ausgelastet war (wir sch\u00e4tzen das Schaltjahr, das uns einen zus\u00e4tzlichen Tag zum Polieren von Inhalten gibt). Nur um Ihnen eine Vorstellung davon zu geben, was wir vorhaben, hier ist eine Aufstellung dessen, was jedes Entwicklungsteam im B\u00fcro in LA vorhat.\n\nIngenieurwesen\nDas LA Engineering Team ist sehr stark in neue Technologien vertieft, die in Star Citizen integriert werden. Ausgehend von den Bem\u00fchungen von Allen Chen haben wir untersucht, wie Spielerinteraktionen im Spiel funktionieren. Als wir zum Beispiel planten, wie ein Spieler mit einem Objekt interagieren wird, stellten wir fest, dass eine einzige \"Use\"-Anfrage uns auf eine einzige vordefinierte Interaktion mit einem Objekt beschr\u00e4nkte, die den Kontext nicht ber\u00fccksichtigte. Da jedes Objekt die Interaktionslogik selbst steuern kann, reduziert sich der zus\u00e4tzliche Aufwand f\u00fcr die Pflege aller Implementierungen. Allen hat das System so konzipiert, dass jede kontextuell m\u00f6gliche Interaktion f\u00fcr ein Objekt ein lokalisiertes Zeichenketten-Token enth\u00e4lt, das von der Benutzeroberfl\u00e4che verwendet wird, um die Beschreibung dieser Aktion anzuzeigen. Dies f\u00fchrt zu einem System, das es uns erm\u00f6glicht, Interaktionen nach Bedarf hinzuzuf\u00fcgen, zu entfernen, zu aktivieren oder zu deaktivieren, anstatt eine schwerf\u00e4lligere und fehleranf\u00e4lligere Ad-hoc-Basis.\n\nM\u00f6glicherweise haben Sie uns in unseren Nachrichten-Updates, der Video-Serie \"10 for the Developers\" und anderen Nachrichtensendungen \u00fcber Updates des Shield-Systems sprechen h\u00f6ren. W\u00e4hrend die Tech Design-Seite von Lead Tech Designer Kirk Tome betreut wird, wird die Engineering-Seite von Associate Engineer Chad Zamzow mit Aufsicht von Lead Engineer Paul Reindell durchgef\u00fchrt. Chad hat an der Implementierung des Elements \"Shield Generator\" in die \u00fcberarbeitete Designspezifikation gearbeitet. Ein gro\u00dfer Teil davon besteht darin, die neuen Komponenten an das neue Design anzupassen, bei dem die Leistung gezogen und in Schirmpunkte umgewandelt wird, die in das entsprechende Schildrohr geschoben werden.\n\nUm die Effizienz unserer Programmierung zu steigern und den Tech Designern leistungsf\u00e4higere Werkzeuge zur Verf\u00fcgung zu stellen, haben wir unser eigenes hauseigenes Tool namens DataForge entwickelt. Dieses Tool erm\u00f6glicht es uns, Daten schnell und ohne Parsing im Spiel zu erstellen. Diese Datenbank erm\u00f6glicht es uns nicht nur, Daten auf vielf\u00e4ltige Weise anzuzeigen, sie l\u00e4dt auch Daten schneller und stellt sicher, dass die Daten einem bestimmten Schema entsprechen.\n\nSowohl Mark Abent als auch John Pritchett haben hinter den Kulissen hart gearbeitet und verschiedene \u00c4nderungen an unseren Spieldaten vorgenommen, die m\u00f6glicherweise langfristige Auswirkungen auf die Funktionsweise unserer Daten haben. Mark hat die Projektilentwicklung durch DataForge unterst\u00fctzt, w\u00e4hrend John an der Anpassung der Thrusters und EVA gearbeitet hat. Die \u00c4nderungen von Mark an den Projektilen bieten unseren Tech Designern eine leistungsstarke M\u00f6glichkeit, Projektile direkt \u00fcber DataForge zu erstellen, ohne dass sie eine XML-Bearbeitung durchf\u00fchren m\u00fcssen. Flugingenieur John Pritchett war damit besch\u00e4ftigt, Thruster-Effekte zu bereinigen, um den Thruster-Effektbereich zu fixieren, den Boost-Effektbereich zu erweitern und \u00dcbergangseffekte hinzuzuf\u00fcgen, wenn er Boost aktiviert.\n\nTechnisches Design\nMit dem bevorstehenden Release 2.2 war die Behebung von Fehlern f\u00fcr 2.2 f\u00fcr das Tech Design Team im vergangenen Monat die oberste Priorit\u00e4t. Obwohl das Shield-System bei den Aufgaben des Tech Design Teams bei neuen Inhalten an vorderster Front stand, haben unsere Schiffe auch in der Pipeline gro\u00dfe Fortschritte gemacht.\n\nTech Design Lead Kirk Tome hat die graue Boxenphase des Xi'An Scout abgeschlossen. Wenn Sie die aktuelle \"10 f\u00fcr die Entwickler\" mit Herrn Tome nicht gesehen haben, finden Sie eine F\u00fclle von Informationen und Updates zum Xi'An Scout. W\u00e4hrend die Graukastenphase abgeschlossen ist, ist das endg\u00fcltige technische Design f\u00fcr den Scout noch im Gange. Dar\u00fcber hinaus hat Kirk viel Zeit damit verbracht, einen Refactor der Massen im Spiel durchzuf\u00fchren. Ausgehend von den Schiffen hat er eine genauere und korrektere Methode zur Berechnung der Masse erforscht.\n\nNeben der Erstellung einer Metrik f\u00fcr die Shield-Performance ist Tech Designer Calix dabei, die technische Entwurfsphase der Drake Caterpillar abzuschlie\u00dfen. Diese Phase beinhaltet das Bestimmen, wo sich die Komponenten im gesamten Schiff befinden, das Layout, zusammen mit anderen wichtigen Merkmalen wie der Liste der Waffen, die es haben wird, wo sie sich befinden und vor allem die Grundlagen, wie der Frachtmechaniker funktionieren wird. Schlie\u00dflich entwickelt Calix mit seinen sich st\u00e4ndig weiterentwickelnden Komponenten, wie Power und Cooling in unseren Schiffen funktionieren werden.\n\nWie im Abschnitt Engineering erw\u00e4hnt, erm\u00f6glicht es dem Tech Design Team mit der Entwicklung unseres hauseigenen Tools DataForge eine h\u00f6here Effizienz und Flexibilit\u00e4t bei der Erstellung neuer Artikel und dem Experimentieren mit der Parametrisierung (Schaffung der Voraussetzungen f\u00fcr zuk\u00fcnftige Auswuchtungen). Tech Designer Matt Sherman ist gerade dabei, alle unsere Projektile aus XML zu konvertieren und in DataForge einzurichten. Da es sich hierbei um eine laufende und sich entwickelnde Aufgabe handelt, ist Matt auch f\u00fcr die Entwicklung des MISC Relianten verantwortlich. Dazu geh\u00f6ren die Metriken, die den Relianten ausmachen, wie sein interner Aufbau, die Platzierung von Hardpoints und verschiedenen Komponenten usw.\n\nKunst\nWenn es um das CIG LA Art Team geht, gibt es definitiv keinen Mangel an spannenden Dingen zu berichten. Neue Schiffe und alte Schiffs\u00fcberholungen sowie Charakteraktualisierungen haben f\u00fcr das Art-Team h\u00f6chste Priorit\u00e4t. Dar\u00fcber hinaus war das Art-Team auch f\u00fcr die Erstellung vieler neuer Grafiken im gesamten Spiel verantwortlich.\n\nW\u00e4hrend Calix an dem White Box Tech Design der Caterpillar gearbeitet hat, hat er Hand in Hand mit 3D Art Lead Elwin Bachiller gearbeitet, der wiederum an der Modellierung der White Box gearbeitet hat, basierend auf zus\u00e4tzlichen Konzeptgrafiken unter Verwendung von Updates des Drake Style Guides, beide erstellt von Concept Artist Gurmukh Bhasin.\n\nDar\u00fcber hinaus hat das LA Art Team auch an dem MISC Reliant gearbeitet und mehrere Meilensteine erreicht. Die Au\u00dfen-LODs wurden von Daniel Kamentsky fertiggestellt, w\u00e4hrend Elwin die Neugestaltung des Cockpits abschloss. Die \u00c4nderungen am Cockpit des Reliants beinhalten das Neugestalten der Benutzeroberfl\u00e4che, um den aktualisierten Spezifikationen, Animationen und Texturen der Benutzeroberfl\u00e4che zu entsprechen. Diese sind alle Teil eines von Elwin ausgef\u00fcllten \"Flight Prep\"-Passes. Der Flugvorbereitungspass ist ein \u00dcberblick \u00fcber alles, was ben\u00f6tigt wird, bevor das Schiff \"flugbereit\" wird. Dazu geh\u00f6rt auch, dass Sie die Schadenszust\u00e4nde, LODs und andere Leckerbissen der Vorl\u00e4ufer durchlaufen, bevor sie freigegeben werden.\n\nAuf der Charakterseite hat der K\u00fcnstler Omar Aweidah die Erstellung einer hochpolymeren Geometrie f\u00fcr die Unterziehr\u00fcstung abgeschlossen, und mehrere UEE Navy Artikelvarianten lagen in seiner Verantwortung.\n\nApropos Kost\u00fcme, Jeremiah Lee reicht einen ersten Durchgang f\u00fcr das Heavy Armor-Konzept ein, nachdem er einen fr\u00fchen Designpass auf demselben abgeschlossen hat. Wie unsere Raumschiffe durchlaufen auch der Entwurf von R\u00fcstungen und Kleidung eine Reihe von Genehmigungen und \u00dcberarbeitungen, bevor sie zur Herstellung freigegeben werden. Dies stellt sicher, dass wir uns an thematische Styleguides halten, die auf den wichtigsten Verzierungen der Hersteller basieren.\n\nTechnischer Inhalt\nDas Technical Content Team ist die Zusammenf\u00fchrung von Tech Art und Tech Animation zu einem weltweit einheitlichen Team.\n\nDieses Team besteht aus technischen Animatoren und technischen K\u00fcnstlern, die zusammenarbeiten, um alle Kunst-, Animations- und sogar Engineering-Projekte zu einem zusammenh\u00e4ngenden \"In Game\"-Asset oder Feature zusammenzuf\u00fchren. Dazu geh\u00f6ren typischerweise die komplexe Probleml\u00f6sung \u00fcber viele verschiedene Softwarekomponenten hinweg, die Schulung von Mitgliedern anderer Teams \u00fcber Best Practices f\u00fcr Koordination und Weitergabe, die Erstellung von konstanten Leistungsprofilen und sogar reaktive Fehlerbehebungen bei Release-Buildinhalten, um nur einige zu nennen. Zu diesem Team geh\u00f6ren auch wichtige Entwickler, die die Rigging- und Animationsimplementierungen von Schiffen und Charakteren durchf\u00fchren.\n\nAuf der Schiffsseite hat der k\u00fcrzlich bef\u00f6rderte Senior Technical Artist Mark McCall (herzlichen Gl\u00fcckwunsch zu einer wohlverdienten Auszeichnung) Animationsfehler f\u00fcr die Version 2.2.0 behoben. Dazu geh\u00f6ren Korrekturen wie die Vanduul Scythe\/Glaive Feueranimationen, das Hinzuf\u00fcgen von Schritten, um zu verhindern, dass Animationen des Fahrwerks durch Mannequin geclippt werden, die Optimierung von Thruster-Setups und viele andere wichtige Korrekturen.\n\nPatrick Salerno setzt unterdessen die \u00dcberpr\u00fcfung aller Schiffs-LODs fort und normalisiert die Maschenzahl und vor allem die Dichte. Patrick unternimmt gro\u00dfe Anstrengungen, um sicherzustellen, dass die Leistung auf allen diesen Schiffen auf dem h\u00f6chstm\u00f6glichen Niveau ist, und \u00fcberpr\u00fcft derzeit den Mustang und die Hornet sowie die jeweiligen Varianten.\n\nSenior Tech Artist Matt Intrieri f\u00fchrt derzeit einen LOD-Pass an verschiedenen Schiffskomponenten durch, darunter Fahrwerk, Fluchtkapseln, Triebwerke, Einl\u00e4sse und viele andere Komponenten. Dies ist eine st\u00e4ndige Aufgabe angesichts der Anzahl der Verm\u00f6genswerte, die seiner \u00dcberpr\u00fcfung bed\u00fcrfen. Associate Rigger Gaige Hallman und Senior Rigger John Riggs haben die Manipulation verschiedener Charaktere abgeschlossen, die f\u00fcr die Spieler offensichtlich werden, sobald die Charakteranpassung online geht. Gaige hat den Prozess des Skinning von Knoten aus den Charakter-Modellen abgeschlossen, w\u00e4hrend John das Asset-Rigging und die Simulation f\u00fcr die UEE Navy BDU-Uniform abgeschlossen hat. Als n\u00e4chstes f\u00fchrt John die Forschung und Entwicklung f\u00fcr die Takelung der Vanduul durch - wir k\u00f6nnen es kaum erwarten, die Ergebnisse zu sehen!\n\nNarrativ\nIn den meisten F\u00e4llen haben wir uns ziemlich stark auf die Staffel 42 konzentriert. Lead Dave Haddock ist f\u00fcr den Monat nach Gro\u00dfbritannien geflogen, w\u00e4hrend Will sich mit den Designern der Staffel 42 getroffen hat, um t\u00e4glich durch das Spiel zu gehen, um zu sehen, wie sich die Level und das Gameplay entwickelt haben, um zu sehen, ob irgendwelche \u00c4nderungen zus\u00e4tzliche Auffassungslinien von unseren Akteuren der h\u00f6heren Ebene erforderlich gemacht haben, und um ein wenig tiefer in den Dialog und die Erz\u00e4hlbed\u00fcrfnisse der sekund\u00e4ren (nicht prinzipiellen) Darsteller einzutauchen.\n\nAuf der PU-Front haben wir mit Designern in Austin und Gro\u00dfbritannien zusammengearbeitet, um mehr von den Landezonen zu konkretisieren, \u00dcberlieferungen f\u00fcr Schiffskomponenten zu liefern und bei der Entwicklung von Geschichten in der Baby-PU zu helfen.\n\nIn den Arenen Starmap und Galactapedia beendete Adam seine \u00dcberpr\u00fcfung der zuvor ver\u00f6ffentlichten Galaktischen F\u00fchrer, was zu einem monstr\u00f6sen 120-seitigen Dokument f\u00fchrte, in dem m\u00f6gliche \u00c4nderungen\/Disparit\u00e4ten beschrieben wurden, die vorgenommen werden mussten, um entweder den Galaktischen F\u00fchrer oder den Starmap synchron zu bringen. Wir werden uns alle hinsetzen und durch jeden einzelnen gehen, um sie auszusprechen. In der Zwischenzeit hat Cherie weiterhin mit unseren gro\u00dfartigen Astronomie-Beratern zusammengearbeitet, um die wissenschaftlichen Daten zu generieren, w\u00e4hrend sie ihren epischen Kampf mit dem internen Wiki f\u00fchrt.\n\nDas war's also f\u00fcr uns. Nichts Schreckliches Neues zu berichten (was wir zumindest offenbaren k\u00f6nnen), aber weiterhin den Berg der Bed\u00fcrfnisse zu verlassen.\n\nQualit\u00e4tssicherung\nDas Qualit\u00e4tssicherungsteam der CIG LA wurde erweitert, als wir nach eingehender Pr\u00fcfung der Bewerber zwei neue Tester im Team begr\u00fc\u00dften; Eric Pietro und Colby Schneider sind Vincent Sinatra als Mitglieder der Qualit\u00e4tssicherungsabteilung der CIG LA beigetreten - und ihr Zeitplan h\u00e4tte nicht besser sein k\u00f6nnen. Es wurde viel Zeit damit verbracht, das Duo zu schulen und auf den neuesten Stand zu bringen, was die QS-Methoden der CIG, die Theorie des Softwaretestens und die Eingew\u00f6hnung in unsere Spa\u00dfwelt betrifft. In wenigen Tagen waren sie bereit, den ersten Schritt zu wagen; das LA QA-Team unterst\u00fctzte unsere ATX- und UK-Partner beim Testen des neuen 2.2-Codes f\u00fcr PTU-Pushes und untersuchte eine Reihe von Fragen f\u00fcr Design und Entwicklung, einschlie\u00dflich, aber nicht beschr\u00e4nkt auf:\n\nDie neuen Feindseligkeitsmerkmale Sabre Flight Performance & Equipment Auslastungen Neue K\u00fchlerkomponenten-Implementierung EVA-Anpassungen und Zonengitter\u00fcberg\u00e4nge Schiffseintrittsanimationen Der \u00dcbergang von 16 auf 24 spielbaren Schiffen in Crusader Shield Ladezeiten Das QA-Team f\u00fchrte auch eine Pr\u00fcfung der Masse f\u00fcr alle Schiffe sowie einen Fahrwerkspass durch, um sicherzustellen, dass alles nach den Vorgaben ausgerichtet ist und korrekt funktioniert.\n\nFazit\nWie immer ist dies nur die Spitze des Eisbergs dessen, was hier in Los Angeles hinter den Kulissen vor sich geht. Wir freuen uns nicht nur, dass du 2.2 genie\u00dft, wir planen auch f\u00fcr die Zukunft und arbeiten an einem ziemlich gro\u00dfen Pool von Features, die f\u00fcr sp\u00e4tere Patches vorgesehen sind. Wir sind erst zwei Monate nach 2016 und schauen immer nach dem N\u00e4chsten, bereit, sich diesen Herausforderungen zu stellen, in dem Wissen, dass das Vertrauen, das Sie uns entgegenbringen, sehr gesch\u00e4tzt wird. Wir sind stolz darauf, Sie f\u00fcr dieses epische Abenteuer im Spiel und unterwegs zu haben, und wir hoffen, dass Sie sich auf die wichtigsten Entwicklungen freuen, die in den kommenden Monaten 2016 in Star Citizen ver\u00f6ffentlicht werden.\n\nGr\u00fc\u00dfe B\u00fcrger,\nFebruar begann mit einem Push, um 2.1.2 auf den Live-Server zu \u00fcbertragen, und endete mit einem Push, um 2.2.0 auf den Live-Server zu \u00fcbertragen. Es war ein arbeitsreicher Monat und wir haben an vielen Fronten unglaubliche Fortschritte gemacht! Das Team von Persistent Universe hat hart gearbeitet und wird in K\u00fcrze Ergebnisse vorweisen k\u00f6nnen. QA und Live Ops arbeiten wie immer rund um die Uhr, und der globale Charakter unseres Unternehmens und unserer Gemeinschaft erm\u00f6glicht es uns, zu jeder Tages- und Nachtzeit kontinuierliche Fortschritte bei der Erreichung unserer Ziele zu erzielen. Genie\u00dfen Sie einige detaillierte Berichte von jedem Teamleiter!\n\nPersistentes Universum\nDas PU-Team in Austin hat in diesem Monat bedeutende Fortschritte bei mehreren verschiedenen Features gemacht, wobei das wichtigste die PERISTENZ ist! Ja, das stimmt, das Eckpfeiler eines \"persistenten\" Universums ist in der Tat die F\u00e4higkeit, Daten \u00fcber Play-Sessions hinweg zu persistieren, und Jason Ely und das Server-Team hier in Austin haben gro\u00dfe Fortschritte bei der Schaffung der Grundlagen f\u00fcr das Backend gemacht. Wir sind um die Ecke bei diesem gewaltigen Unterfangen, nachdem wir ganze Teile der Codebasis neu geschrieben haben, um sie in das Spiel zu integrieren. Das erste Feature, mit dem wir getestet haben, ist \"Shopping\", und unsere erste Version mit Persistenz darin wird Casaba Outlets Bestand an Hemden, Hosen, Jacken usw. nutzen, um das anhaltende Gameplay zu zeigen. Wir haben auch andere Ideen f\u00fcr M\u00f6glichkeiten zur Nutzung von Persistenz im Gameplay entwickelt, wie z.B. Spielergesundheit, Schiffs- und Artikelgesundheit, W\u00e4hrung und Ruf.\n\nNachdem ich Shopping erw\u00e4hnt habe, m\u00f6chte ich auf dieses Feature noch ein wenig mehr eingehen. Diesen Monat haben wir den Ablauf der Shopping Phase 1 verfestigt und erledigen die Aufgaben, die erforderlich sind, um Casaba Outlet als Shop in Game einzurichten. Dies bedeutet, dass die Kleiderst\u00e4nder mit Gegenst\u00e4nden eingerichtet werden, dass jedes Element mit den Tags versehen wird, die notwendig sind, damit es in der Benutzeroberfl\u00e4che korrekt angezeigt wird, und dass Varianten f\u00fcr die hergestellten Kleidungsst\u00fccke aufgerufen werden, damit das Charakter-Team diese planen kann. Wir hoffen, den Shop mit genug zu f\u00fcllen, um euch mit dem ersten Release zu besch\u00e4ftigen, aber wir lassen gen\u00fcgend Platz, damit wir ihn sp\u00e4ter mit vielf\u00e4ltigeren Kleidungsst\u00fccken f\u00fcllen k\u00f6nnen.\n\nDie Schiffsk\u00fcnstler Chris Smith und Josh Coons verbrachten ihre Zeit in diesem Monat damit, die Final Art Phase f\u00fcr den Xi'an Scout abzuschlie\u00dfen. Sie werden n\u00e4chsten Monat zum Herald weiterziehen, wir sind gespannt, was sie damit machen. Emre Switzer hat die Gesch\u00e4fte f\u00fcr die Levski-Landezone in Nyx sowie f\u00fcr den Asteroiden und den Business Hangar fertig beleuchtet. Mark Skelton hat mehrere Style Guides f\u00fcr Bekleidungshersteller innerhalb des Verses erstellt, die Charakter-Konzeptk\u00fcnstler und 3D-Modelle in Zukunft informieren werden.\n\nUnsere Animatoren verbrachten einen Gro\u00dfteil dieses Monats damit, Animationen f\u00fcr die Verwendung in der Astro Armada und der G-Loc Bar zu entwickeln. Wir haben auch an verschiedenen Ein- und Ausstiegsgeschwindigkeiten f\u00fcr den Avenger und die Aurora gearbeitet und hoffen, diese f\u00fcr alle Schiffe auf den n\u00e4chsten Monat zu \u00fcbertragen. Lead Ship Animator Jay Brushwood verbrachte einige Wochen in Gro\u00dfbritannien, um sich mit dem dortigen Ship Team abzustimmen, Schritte in der Pipeline festzulegen und Knoten im Workflow und in der Kommunikation zu beseitigen. Es war eine sehr produktive Reise, es ist immer gut f\u00fcr die Leute, wenn m\u00f6glich, mit anderen Studios zusammen zu sein.\n\nSchlie\u00dflich wurde die Arbeit am Friends System 2.0 abgeschlossen, das das Friends\/Contacts-System von der Plattform in unsere Backend-Services \u00fcberf\u00fchrt. Dieses neue Freundessystem enth\u00e4lt einige dringend ben\u00f6tigte neue Funktionen, wie z.B. die Ignorierliste. Diese wurde an unser UI-Team \u00fcbergeben, um die Frontend-Arbeit f\u00fcr dieses Feature zu planen und zu erstellen.\n\nLive-Betrieb\nQA\nAls der Monat Februar begann, beendete QA unsere vorherige Version von Star Citizen Alpha 2.1.2 in unserer Live-Umgebung. Die QA untersuchte weiterhin einige anhaltende Probleme und sammelte \u00f6ffentliches Feedback. Kurz darauf begann die Qualit\u00e4tssicherung, sich ganz auf das Testen der neuen Funktionen zu konzentrieren, die in der n\u00e4chsten Version enthalten sein w\u00fcrden.\n\nTodd Raffray leitete einen fr\u00fchen Test der neuen Updates des Parteiensystems. Jede Funktionsverbesserung wurde dokumentiert und einzeln getestet, um sicherzustellen, dass die Updates effektiv funktionierten. QA war sehr gl\u00fccklich, sicherzustellen, dass das Spielen mit deinen Freunden in 2.2.0 wesentlich verbessert wird.\n\nDas Team begann dann mit dem Testen zus\u00e4tzlicher Funktionen, die in 2.2.0 aufgenommen werden sollten. Dazu geh\u00f6rten Monitored Space, The Hostility System und die \u00c4nderungen am Layout der Kreuzritterkarte. Das Team erstellte auch eine Liste von must fix issues, die dann an die Produktion geliefert wurden.\n\nJedes neue System wurde durch die koordinierte Arbeit jedes unserer QS-Teams auf der ganzen Welt sorgf\u00e4ltig getestet. Der Tag begann damit, dass unsere QS-Teams in Gro\u00dfbritannien und Frankfurt mit den Tests begannen, angef\u00fchrt von der Leitung von QA-Manager Phil Webster und Senior QA-Tester Steven Brennon. Im Laufe des Tages sollten die Tests an unsere US-Qualit\u00e4tssicherungsteams unter der Leitung von Andrew Hesse und Vincent Sinatra \u00fcbergeben werden. Die t\u00e4glichen Informations\u00fcbergaben verliefen sehr reibungslos und trugen zu einer fast 24-st\u00fcndigen t\u00e4glichen Testabdeckung bei. Diese Abdeckung stellte sicher, dass die Entwicklung reibungslos weiterging, um das Release 2.2.0 so schnell wie m\u00f6glich zu unterst\u00fctzen.\n\nAls neue Funktionen von 2.2.0 online kamen, wurden sie in unsere Liste der Dinge aufgenommen, die wir f\u00fcr die Freigabe testen sollten. Dazu geh\u00f6rten Flugtests der neu fliegenden S\u00e4bel, des Hangar-tauglichen Xi'an Scout, Schiffsk\u00fchler und des neuen physikalisch basierten Zero Gravity EVA.\n\nZus\u00e4tzliche detaillierte Tests wurden w\u00e4hrend der Schiffskampfzeit durchgef\u00fchrt, um Werte f\u00fcr jedes verf\u00fcgbare Schiff und jede verf\u00fcgbare Waffe zu vernichten, sowie ein umfassender Pass \u00fcber die Schiffslandungs- und Reparaturmechanik.\n\nWir haben in diesem Monat einige neue Rekruten in unsere Reihen aufgenommen. Phil Webster hat sich unserem Foundry 42 B\u00fcro in Manchester, UK, angeschlossen. Phil kommt von Sony zu uns. Phil wird die Rolle des QA-Managers \u00fcbernehmen und leistet bereits Gro\u00dfes, indem er das Foundry 42-Team leitet. Bitte begr\u00fc\u00dfen Sie Lee Jones in unserem Foundry 42 Testteam. Lee kommt auch von Sony zu uns und wird unseren Veteran Liam Guest bei speziellen Squadron 42 Tests unterst\u00fctzen.\n\nAu\u00dferdem haben wir diesen Monat 2 neue Tester in unserem LA-Studio. Eric Pietro und Colby Anderson. Sowohl Eric als auch Colby verf\u00fcgen \u00fcber Branchenerfahrung und haben sich bereits als gro\u00dfartige Erg\u00e4nzung zum LA QA-Team erwiesen.\n\nSenior QA-Tester Christopher Speaks reiste von unserem Frankfurter Studio zur Foundry 42 und f\u00fchrte Schulungen f\u00fcr unser UKQA-Team \u00fcber das Testen und Verwenden des Cryengine Sandbox Editor durch.\n\nIm Moment arbeitet das Team hart daran, 2.2.0 so schnell wie m\u00f6glich in die Live-Umgebung zu bringen. F\u00fcr den Monat M\u00e4rz konzentriert sich das Team auf das Testen der Neuerungen, die in Star Citizen Alpha 2.3.0 enthalten sein werden. Wir freuen uns sehr auf die kommenden neuen Inhalte. Wir sehen uns im Vers!\n\nSpielunterst\u00fctzung\nFebruar war ein erstaunlicher Monat f\u00fcr Will Leverett und Chris Danks als Game Support, der fieberhaft neben QA, Production und unseren PTU-Testern arbeitete, um 2.2.0 verzweigt, gebaut, getestet, repariert und ausgeliefert zu bekommen. Von der Verzweigung zur vollst\u00e4ndigen Ver\u00f6ffentlichung in drei Wochen zu gelangen, ist erstaunlich, und wir denken, dass wir den Prozess noch verbessern k\u00f6nnen, um ihn noch besser zu machen.\n\nWir haben diesen Monat ziemlich viel Zeit damit verbracht, an der Etablierung unserer neuen Protokolle f\u00fcr PTU-Einladungswellen zu arbeiten. Dies wurde durch die Konzentration auf das Engagement des Issue Council und die fr\u00fchere Teilnahme an der PTU erreicht. Aus unserer Sicht war 2.2.0 auf PTU erstaunlich erfolgreich, und das nicht zuletzt dank der leidenschaftlichen Unterst\u00fctzer, die immer bereit waren zu helfen. Wir haben erstaunliches Feedback erhalten, das direkt in die Entwicklungspipeline eingeflossen ist, insbesondere durch das Issue Council und strukturierte Playtests.\n\nViele Spieler haben sich gefragt, warum wir 2.2.0 nicht bei einer gr\u00f6\u00dferen Anzahl von Spielern auf PTU eingef\u00fchrt haben, oder was der Nachteil ist, dass mehr Spieler beteiligt sind. Die Antwort ist zweifach: 1) Kosten und 2) 2.2.0 ben\u00f6tigten einfach keine zus\u00e4tzlichen Wellen f\u00fcr den Test (tats\u00e4chlich ist es manchmal besser, weniger zu haben). Jeder Build-Download und jeder Server kostet Geld, und wenn wir unn\u00f6tige Ausgaben vermeiden und gleichzeitig unsere Entwicklungsziele erreichen k\u00f6nnen, hilft das langfristig jedem. Dar\u00fcber hinaus k\u00f6nnen Fehler bei der Ressourcenzuweisung und der Netzwerkbandbreite zu Fehlern f\u00fchren, die sich selbst bei relativ geringer Anzahl von Spielern schnell manifestieren. Wenn es sich um Fehler dieser Art handelt, hilft die Erweiterung des PTU-Zugriffs oft nicht, das Problem zu diagnostizieren, sondern verschlimmert es nur - h\u00f6here Kosten ohne Nutzen zu verursachen, ist einfach verschwenderisch. In solchen F\u00e4llen werden Bugfixes untersucht und angewendet, w\u00e4hrend das Hinzuf\u00fcgen zus\u00e4tzlicher Wellen von Testern mit einer viel kontrollierteren Rate erfolgt, bis klar ist, dass der Blocker angesprochen wurde.\n\nEin sehr gesundes 70% der Wave One Gruppe nahm an mindestens einem Build teil, da 2.2.0 an PTU ging, und wir werden die anderen 30% von der Liste streichen, um andere zu wechseln, die bei aktiven Tests helfen wollen.\nAbgesehen von 2.2.0 konnte der Game Support Zeit mit unseren Serviceproblemen verbringen und sich (zusammen mit unseren Kollegen im Kundenservice) vollst\u00e4ndig \u00fcber unsere Tickets informieren, und wir freuen uns, dass wir nun Spielern, die individuellen Support ben\u00f6tigen, schnelle L\u00f6sungen anbieten k\u00f6nnen.\n\nIn diesem Zusammenhang wird der Game Support mit dem Kundenservice und Turbulent zusammenarbeiten, um verschiedene M\u00f6glichkeiten zur Schaffung einer echten Wissensbasis zu pr\u00fcfen, die den Spielern von Star Citizen dient. Wir wollen sicherlich keinen langweiligen, mechanischen Ort einf\u00fchren, sondern ein Medium schaffen, in dem die Gemeinschaft interagieren, L\u00f6sungen finden und sich nach M\u00f6glichkeit gegenseitig helfen kann.\n\nEs war ein super produktiver Monat, und wir freuen uns, bis in den M\u00e4rz hinein auf dem Weg zu 2.3.0 zu sein!\n\nIT\/Betrieb\nIm Februar ging es um Data. Wir arbeiten an einem wichtigen Projekt mit dem Rest der Operations-Teams und den wichtigsten Mitgliedern des Entwicklungsteams in unserem Frankfurter Studio, um diese riesigen Patches ein f\u00fcr alle Mal zu reparieren. Dieses Projekt k\u00f6nnte aufgrund des hohen Arbeitsaufwands einige Zeit in Anspruch nehmen, aber das Projekt ist zu spannend, um nicht zu erw\u00e4hnen.\n\nDie Patch-Gr\u00f6\u00dfen h\u00e4ngen damit zusammen, wie die Daten f\u00fcr jede Version, die wir ver\u00f6ffentlichen, aufbereitet werden. Wir wissen, dass die Patch-Differenz zwischen den Builds zwischen 5-10% \u00c4nderung f\u00fcr die meisten Builds beinhaltet. Da die ge\u00e4nderten Dateien jedoch mit den unver\u00e4nderten Dateien gemischt und zur Auslieferung zu gr\u00f6\u00dferen Pak-Dateien komprimiert werden, kann bereits eine kleine Daten\u00e4nderung dazu f\u00fchren, dass eine ganze Pak-Datei aufgrund der Ausgabe des Kompressionsschemas, das der Patcher als eine v\u00f6llig neue gro\u00dfe Datei betrachtet, anders aussieht als der Patcher.\n\nUm dies zu korrigieren, m\u00fcssen wir eine Reihe von Dingen \u00e4ndern, darunter die Art und Weise, wie die Game Engine Daten liest. Um dies zu erreichen, m\u00fcssen wir auch das Bausystem und die gesamte Lieferpipeline \u00e4ndern. Nach der Fertigstellung erwarten wir eine deutliche Verbesserung der Gr\u00f6\u00dfe der Patches zwischen den Versionen, aber wir hoffen auf noch mehr. \u00c4nderungen am Build-System, die diesen neuen Ansatz unterst\u00fctzen, sollten es uns auch erm\u00f6glichen, mehr inkrementelle Data Builds statt der viel l\u00e4ngeren Full Builds durchzuf\u00fchren. Dies w\u00fcrde die Zeit zwischen Entwicklerfixes und Tests erheblich verk\u00fcrzen, insbesondere bei einem Spiel der Gr\u00f6\u00dfe von Star Citizen.\n\nLiveOps\nIn diesem Monat hat das Team rund um die Uhr an Implementierungen und dem Build-System gearbeitet. Wir haben 8 Ver\u00f6ffentlichungen an PTU geliefert, mit wesentlichen Verbesserungen des Prozesses, die es uns erm\u00f6glichen, Ausfallzeiten auf wenige Stunden zu reduzieren. Unsere Analytics-Berichterstattung hat sich im Februar sowohl auf Kunden- als auch auf Datenseite deutlich verbessert.\n\nUnser Build-System hat gleichzeitig einige wesentliche \u00c4nderungen erfahren, was zu einem schwierigen Balanceakt f\u00fchrt, wenn es darum geht, mit all den internen Builds und PTU-Ver\u00f6ffentlichungen Schritt zu halten. Bisher haben wir ein neues verteiltes Kompilierungssystem eingef\u00fchrt, das je nach Build-Typ weitere 75-90% der Buildzeiten eingespart hat, ein neues Format zur Verfolgung von Daten, internes und externes automatisiertes Crash-Reporting sowie ein komplett neues Ein-\/Ausschlusssystem, das uns hilft, unsere Builds auf spezifische Testziele zu verfeinern.\n\nWir haben auch eng mit dem IT-Team und dem Rest der Operations-Teams zusammengearbeitet, um unsere Patch-Gr\u00f6\u00dfen zu reduzieren. Diese Aufgabe wird wahrscheinlich die bisher gr\u00f6\u00dften \u00c4nderungen am Build-System ausl\u00f6sen, da wir wichtige \u00c4nderungen am Build-Prozess sowie an der Delivery-Pipeline vornehmen, die sich positiv auf die interne Entwicklung und die externe Patch-Delivery auswirken werden. Um dies alles bei voller Unterst\u00fctzung des bestehenden Entwicklungsplans zu erm\u00f6glichen, werden wir ein v\u00f6llig separates Build-System bauen, das parallel zum bestehenden System l\u00e4uft. IT sollte ihre Klimaanlagen besser aufdrehen, denn wir werden diese Server rauchen!\n\nHallo Sternenb\u00fcrger!\nZwischen Star Citizen 2.2 und der Fortsetzung der Arbeit an Foundry 42 haben alle Teams von Foundry 42 UK hart gearbeitet und hervorragende Ergebnisse erzielt. Denke daran, dass wir nicht alles teilen k\u00f6nnen, aus Angst, die Ereignisse der Staffel 42 zu verderben.... aber es gibt immer noch viel, wor\u00fcber wir reden k\u00f6nnen.\n\nDesign\nWir hatten einen weiteren arbeitsreichen Monat in der britischen Designabteilung. Wir arbeiten noch an der \"neuen Spielerfahrung\", die hoffentlich die Lernkurve f\u00fcr neue Geldgeber weniger steil macht. Dies umfasst nicht nur eine vereinfachte Benutzeroberfl\u00e4che, sondern auch einen Refactor des Steuerungssystems, der konzeptionell konsistenter \u00fcber die verschiedenen Spielmodi wie EVA, FPS und Raumflug ist. Wir arbeiten noch an mobiGlas, das ist eine gro\u00dfe Sache, da es einer der Hauptaspekte von S42 und PU ist, also wollen wir es beim ersten Mal richtig machen. Das Scannen, sowohl f\u00fcr das Cockpit als auch f\u00fcr FPS, ist bereits im Gange, und wir freuen uns darauf, die Unterausrichtung der Komponenten bald ins Spiel zu bringen.\n\nAndrew und das Tech-Team hatten eine Reihe von Gespr\u00e4chen \u00fcber die verschiedenen Balancing-Probleme und wir hoffen, dass Sie die positiven Ergebnisse in den kommenden Releases sehen werden (leider nicht rechtzeitig f\u00fcr 2.2).\n\nDer Idris n\u00e4hert sich einem spielbereiten Zustand und wir haben unsere ersten Ausfl\u00fcge in das Testuniversum mit einem Designteam genossen.\n\nS42 bewegt sich gut und wir beginnen zu sehen, wie die Blocker rechtzeitig verschoben werden, damit der Design-Truck weiterfahren kann.\n\nAudio\nEs war ein turbulenter Monat, was CIG Audio betrifft. Abgesehen von den \u00fcblichen Bugfixes hatten wir Anfang Februar ein sehr b\u00f6ses Problem mit der Verzerrung im Spiel, das extrem schwer zu reproduzieren und fast unm\u00f6glich zu beschreiben war. Vielen Dank an unsere fantastische QA-Abteilung sowie an Sam Hall, Graham Phillipson, Mikhail Korotyaev und unsere Freunde von Audiokinetic f\u00fcr ihre Unterst\u00fctzung bei der Behebung dieses Problems und an die Community im Allgemeinen, die uns sehr geholfen haben, Daten und Anwenderberichte zu senden. Entschuldigung an alle, die darunter gelitten haben, aber wir haben so schnell wie m\u00f6glich darauf reagiert. Gut, dass wir jetzt einige Analysen f\u00fcr das Audiosystem hinzugef\u00fcgt haben, damit wir die Nutzung der Audio-Ressourcen in der Wildnis im Auge behalten k\u00f6nnen (wiederum danke an Sam, dass er das so weit gebracht hat).\n\nDie Arbeiten an \"Squadron 42\" gehen z\u00fcgig voran, und Ross Tregenza hat damit begonnen, so viele Audio-Fundamente wie m\u00f6glich zu erstellen und die disziplin\u00fcbergreifenden Fortschritte genau zu verfolgen. Alle systematischen Elemente, an denen wir im gesamten Spiel arbeiten, flie\u00dfen in Squadron 42 ein, aber es gibt immer noch viele benutzerdefinierte und ma\u00dfgeschneiderte Aspekte, f\u00fcr die wir den \u00dcberblick behalten und sicherstellen m\u00fcssen, dass wir bereit sind, so dass das gesamte Team, wenn die Zeit reif ist, \u00fcber dieses Modul fegen wird.\n\nRoss arbeitete auch mit Sam Hall an dem Audio des \u00fcberwachten Zonensystems, das Sie fr\u00fch genug sehen werden, es befindet sich noch in einem relativ fr\u00fchen Stadium, was das Audio betrifft, und wir werden es weiter verbessern, wenn wir es wiederholen.\n\nBob Rissolo wurde sehr intensiv in die Werkzeuge und die Datenbank der Dialog-Pipeline investiert. Dies ist an sich schon ein ziemlich gro\u00dfes Projekt, das in die Haupterfahrung von Star Citizen einflie\u00dft, aber wiederum sehr wichtig f\u00fcr Staffel 42 ist, die sehr charakterorientiert und dialogorientiert sein wird. Er arbeitet haupts\u00e4chlich mit Simon Price zusammen, der als Consultant Audio Programmer zu uns gesto\u00dfen ist.\n\nBob Rissolo und Phil Smallwood bauten und testeten das Dialog-Aufnahmeger\u00e4t in einem Testshooting Mitte Februar ausgiebig, um sicherzustellen, dass wir der Aufgabe gewachsen sind, den Dialog f\u00fcr Performance-Capture-Sessions aufzunehmen. Meistens funktionierte alles wie erwartet, mit nur wenigen kleinen Einstellungen und Optimierungen.\n\nSam Hall hat die Version 2.0 des Musiksystems eingereicht, einschlie\u00dflich eines visuellen Logik-Editors. Dies wurde in 2.2.0 ausgeliefert und war ein \"\u00fcberraschend reibungsloser\" \u00dcbergang, zumindest sagt er das! Bis wir einige neue Inhalte erhalten, ist es vielleicht nicht ganz offensichtlich, dass sie da sind, was in mancher Hinsicht eine gute Sache ist. Sie m\u00f6chten, dass ein In-Game-Ton und musikalische Cues so nat\u00fcrlich klingen wie in den Filmen, wenn nicht sogar moreso. Wenn es Ihre Aufmerksamkeit unn\u00f6tig auf sich ziehen w\u00fcrde, k\u00f6nnte es ablenkender sein als imme. rsive.\n\nApropos neuer Musikinhalt: Ich selbst, Ross Tregenza und Pedro Macedo Camacho, haben unsere Kr\u00e4fte geb\u00fcndelt und dem (eigentlich eher milden) slowakischen Winter getrotzt, um an unserem ersten Orchesterauftritt in diesem Jahr teilzunehmen, im Geb\u00e4ude des Slowakischen Radios mit dem Slowakischen Nationalen Symphonieorchester. Dies brachte uns neue Inhalte f\u00fcr den schiffsbasierten Weltraumkampf, die in das vorgenannte Musik-Logik-System einflie\u00dfen werden, wenn das Material fertig ist; wir m\u00fcssen noch einige zus\u00e4tzliche tempor\u00e4re Schichten und Elemente hinzuf\u00fcgen, damit es so reaktiv auf das Spiel reagiert, wie es Chris Roberts w\u00fcnscht. Chris steht sehr auf seine dynamische Musik, nachdem er ein solches System bereits mit Wing Commander\" entwickelt hat. So haben wir noch das zus\u00e4tzliche Material, bevor wir es zu einer Mixing-Session bringen, um es etwas aufzupolieren, nachdem wir seine Wirksamkeit in unserem neuen System bewiesen haben. Wird dich auf dem Laufenden halten und versuchen, etwas Material daraus herauszuholen, damit du es erleben kannst, wenn die Zeit reif ist. Vielen Dank an unseren Dirigenten Allan Wilson, den Toningenieur Peter Fuchs und unseren Orchesterfixateur Paul Talkington f\u00fcr die Organisation.\n\nHeutzutage denken wir intensiv \u00fcber dynamische\/prozedurale Mischmethoden nach, und nicht \u00fcber die \u00fcbliche zustandsbasierte Mischung, die bei lineareren Titeln \u00fcblich ist. Zu diesem Zweck hat Darren Lambourne einen dynamischen Bassmanagement-Prototypen zusammengestellt, der ein gro\u00dfartiger Ausgangspunkt ist, wenn es darum geht, die Grundlagen des Mixes in Wwise herauszufinden. Viele Spiele leiden unter der Summierung von zu viel Low-End und wir wollen das Erlebnis sauber und konfigurierbar halten, damit unsere Benutzer ihre unterschiedlichen Anforderungen und unterschiedlichen Einstellungen widerspiegeln k\u00f6nnen. Ich werde dich wissen lassen, wenn wir dies bereit haben, um zum eigentlichen Spiel vorzudringen, aber bisher ist es ziemlich vielversprechend.\n\nUnd wo wir gerade von Mix sprechen - Darren arbeitet auch an einem parametrischen Mix\/Effekt-System, um die atmosph\u00e4rische Druckentlastung zu reflektieren, egal ob im Raum oder in drucklosen Innenr\u00e4umen. Wir haben gerade das Konzept, bei dem Au\u00dfenger\u00e4usche auf Schiffen simuliert werden - kontrovers, wie wir wissen, aber wir denken, dass es Sinn macht! Allerdings hat der Spieler, wenn er dem Weltraum unabh\u00e4ngig vom eigenen Schiff ausgesetzt ist, zumindest in unserer \u00dcberlieferung nicht die Rechenleistung, um die gleiche Funktion zu erf\u00fcllen, zumindest nicht auf dem gleichen Niveau der Treue. Was Sie also wahrscheinlich h\u00f6ren werden, wird viel mehr der K\u00f6rperschall\u00fcbertragung \u00e4hneln, gepaart mit vielen passenden\/verinnerlichten Elementen. Wir fangen gerade erst mit diesem an und wollen, dass es mit Logik und Gameplay \u00fcbereinstimmt, aber auch dramatisch befriedigend f\u00fcr sich genommen. Wir werden mehr teilen, sobald wir dies an einem guten Ort haben.\n\nDarren's hat auch einige gro\u00dfartige EVA-Audio-Verbesserungen vorangetrieben, insbesondere hinsichtlich der man\u00f6vrierenden Jetpack-Triebwerke. Wir hoffen, dass Sie dies zu sch\u00e4tzen wissen, die Artikulation ist weit voraus, wo sie vorher war. In gewisser Weise ist dies jetzt viel subtiler, aber auch viel besser auf die Eingaben der Spieler abgestimmt. Wir werden ein Video zusammenstellen, um dies richtig zu zeigen, aber es ist viel charakteristischer, ohne dabei die Subtilit\u00e4t zu verlieren. Wir hoffen, es gef\u00e4llt dir.\n\nStefan Rutherford hat an einem Raumstationsmix gearbeitet - es gibt eine ordentliche Bassmodulation auf einer der Stationen, die die Dinge beim Durchlaufen variiert. Er hat auch einige sch\u00f6ne Dinge \u00fcber den Reliant gemacht; er hat einen Schiffsumgebungsaufschlag produziert, mit Parametrisierung der Sounds, so dass alle viel besser auf externe Faktoren reagieren. Z.B. Kraftwerksebene, Schiffsdehnung. Unter seinem Modell kann sich ein einzelnes Lichtsignal auf einem Panel in Ton und Klangfarbe \u00e4ndern, wenn die Ausgangsleistung bei anderen Komponenten hoch ist - weil unkritische (z.B. ein Licht) weniger Strom erhalten. Eine Leuchte neigt auch zum Klappern, wenn das Schiff \u00fcberm\u00e4\u00dfige Schwerkr\u00e4fte oder \"Aufregung\" erf\u00e4hrt. Wir hoffen, dass die Zusammenfassung dieses Detaillierungsgrades zur Schiffserfahrung beitr\u00e4gt.\n\nDank der harten Arbeit von Graham Phillipson und Matteo Cerquone haben wir nun ein solides und funktionierendes St\u00fcck Technik f\u00fcr'Automatic Character Foley' im Einsatz. Traditionell wird diese Art von charakterbasiertem Sound von Hand in Animationsdateien entdeckt, aber wir wollten dies viel systemorientierter machen, da es sich um einen sehr arbeitsintensiven Ansatz handelt, der nicht gegen variable Wearables (das ist eine schwierige Sache) oder Animationen und Kleidung, die sich einfach dynamisch \u00e4ndern, resistent ist. Jetzt haben wir also ein System, das Kleidung und Ger\u00e4usche als Reaktion auf die Geschwindigkeit der Gliedma\u00dfen moduliert. Wir werden hoffentlich auch bald in der Lage sein, Bekleidungs\u00e4nderungen zu ber\u00fccksichtigen, sowie zus\u00e4tzliche Ausr\u00fcstungsschichten, die sich je nachdem, welche Waffe du ausger\u00fcstet hast, \u00e4ndern werden. Matteo arbeitet auch mit dem Xi'an Scout zusammen, der \u00fcber einige gro\u00dfartige SFXs verf\u00fcgt.\n\nNach dem Auto Foley haben wir nun aber auch einen soliden Prototyp f\u00fcr Automated Footsteps. Auch hier handelt es sich traditionell um sehr arbeitsintensive Dinge, bei denen Sound-Designer eine Animationsdatei \u00f6ffnen und auf eine Timeline verweisen. Das ist f\u00fcr uns keine robuste L\u00f6sung, also hat Graham irgendwie einen Weg gefunden, um auf pr\u00e4zise Trittbewegungen und Artikulationen zu schlie\u00dfen und entsprechende Sounds wiederzugeben - in Echtzeit. Wir wissen, dass dies vielleicht nicht wie ein riesiger Deal aussieht, aber es gibt viele Sound-Designer, die in der Vergangenheit Mannmonate zu genau dieser Aufgabe beigetragen haben, um dieses Problem zu l\u00f6sen.... nun, einer von uns schrie eine Tr\u00e4ne der Freude. Fast.\n\nAls Brennstoff f\u00fcr die Foley-Feuer (wieder mit den Zungenbrechern) haben wir eine \"wilde Foley\"-Sitzung, die bevorsteht, um Schritte aufzunehmen, und einige physikalische Objekt-Stilger\u00e4usche (St\u00f6\u00dfe, Folien, Rollen usw.). Stefan und Matteo werden diese Sitzung leiten, hoffentlich werden wir dort einige hervorragend brauchbare Materialien sammeln.\n\nWir haben auch eine Schusswaffen-Session f\u00fcr Ende M\u00e4rz, um Impulse\/Schweife im st\u00e4dtischen Umfeld im Freien zu erfassen, f\u00fcr Orte in der Atmosph\u00e4re mit vielen reflektierenden Oberfl\u00e4chen, im Gegensatz zu unseren fr\u00fcheren Innen-Sessions, die ger\u00e4umiger\" waren, geht es hier um ferne Reflexionen, die helfen, das Au\u00dfengel\u00e4nde zu definieren.\n\nJason Cobb hat an Bugfixes, Design-Dokumentation, Scripting-Verbesserungen im Workflow gearbeitet. Er hat auch ein Sounddesign f\u00fcr Schiffsm\u00fcllwolken, die einem System unterliegen, um dies richtig zu steuern, freut sich aber darauf.\n\nLuke Hatton hat die Schiffskl\u00e4nge fortgesetzt, ebenso wie sein Spezialgebiet - wir reparieren und verfeinern immer wieder den Ton f\u00fcr diejenigen, wie Sie wissen!\n\nOh, achten Sie auf eine bevorstehende erweiterte Version des Big Benny Noodles Themas. Aber ich habe bereits zu viel dar\u00fcber gesagt, ich bin sicher.....\n\nDanke, dass du allen zugeh\u00f6rt hast, sorry, es war so ein langes Update, aber es war ein gro\u00dfer alter Monat. Wir geben der Schaltjahressituation die Schuld. Danke!\n\nIngenieurwesen\nDas neue gro\u00dfe Feature dieses Monats f\u00fcr die Live-Releases ist das Feindseligkeitssystem. Wir wollten anfangen, Wege zu finden, wie du sehen kannst, dass deine Aktionen eine Art Konsequenz haben w\u00fcrden, und als Ergebnis davon ein zus\u00e4tzliches, aufkommendes Gameplay in Gang bringen. Als ersten Schritt haben wir Sicherheitszonen eingerichtet, wie z.B. um Port Olisar, wo der Raum auf illegales Verhalten \u00fcberwacht wird. Wenn du anf\u00e4ngst, eine unschuldige Gruppe in der Zone zu erschie\u00dfen, bekommst du automatisch ein gew\u00fcnschtes Level, wirst feindselig, du wirst auf dem Radar aller anderen als feindselig markiert und wenn du auf immer mehr unschuldige Parteien schie\u00dft, steigt dein gew\u00fcnschtes Level umso h\u00f6her. W\u00e4hrend Sie sich in der sicheren Zone befinden, wird die KI eintauchen und versuchen, Sie zu Fall zu bringen. Um es interessanter zu machen, wenn du ein gew\u00fcnschtes Level hast, wirst du auch f\u00fcr alle anderen Spieler zum Fairplay, so dass jetzt jeder dich ohne Angst vor Vergeltung angreifen kann. Nat\u00fcrlich, wenn du andere Spieler au\u00dferhalb einer \u00fcberwachten Zone angreifst, wird es nicht bemerkt und dein globaler Ruf bleibt intakt, obwohl sich die Spieler, die du angegriffen hast, daran erinnern werden und dich als feindselig betrachten. Du kannst dein gew\u00fcnschtes Level reduzieren, indem du dich \u00fcber ein Terminal in das System hackst.....\n\nAu\u00dferhalb der Releases haben wir auf vielen anderen Systemen Fortschritte gemacht. Der Code zur Unterst\u00fctzung von Gesch\u00fctzt\u00fcrmen wurde ein wenig \u00fcberarbeitet, da er zuvor sehr eng mit den Fahrzeugen verbunden war, w\u00e4hrend wir beispielsweise eigenst\u00e4ndige Gesch\u00fctzt\u00fcrme auf einer Raumstation haben wollen. Wir haben mit der Arbeit an der Scan-Funktion begonnen, bei der Sie mit Ihrem Radar Fahrzeuge detaillierter scannen und Informationen dar\u00fcber erhalten k\u00f6nnen, welche Waffen sie haben oder sogar welche Ladung sie tragen. Dies h\u00e4ngt nat\u00fcrlich davon ab, wie gut Ihre Scanhardware ist und wie gut die Blockierhardware dessen, was Sie zu scannen versuchen, ist. Dieses Scannen wird auch im FPS-Modus auf die gleiche Weise integriert, so dass Sie Informationen \u00fcber die Spieler um Sie herum erhalten k\u00f6nnen.\n\nWenn man wieder \u00fcber FPS spricht, geht es darum, stetige Fortschritte in der gesamten Mechanik zu machen. Das neue physikalisierte EVA wird immer solider, wir haben viel Zeit damit verbracht, viele Edge-Case-Probleme zu beheben, vor allem beim \u00dcbergang von der Innenseite eines Fahrzeugs zur Au\u00dfenseite, so dass Sie von der Schwerkraft zu Zero-g oder umgekehrt (oder von Nicht-EVA zu EVA) wechseln. Die Deckung wird immer besser und die Arbeit an Bauch- und Voltigieren hat begonnen.\n\nGrafiken\nIn diesem Monat hat das Team einige abschlie\u00dfende F&E-Arbeiten im Bereich der Gas Cloud-Technologie abgeschlossen und daraus eine Roadmap f\u00fcr das Gas Cloud System erstellt. Dies zeigt, wann wir anfangen k\u00f6nnen, diese Technologie an unsere anderen internen Teams, wie Kunst und Design, weiterzugeben, mit denen wir zusammenarbeiten k\u00f6nnen.\n\nNachdem das Team mehrere Fehler mit unseren j\u00fcngsten Vis Area\/Zone Optimierungen behoben hatte, begann es mit der Arbeit an der Gesichtstechnik. Diese Arbeit hat das aktuelle Framework getestet, um Performance-Engp\u00e4sse, Bugs und den Look zu finden, um allgemeine Verbesserungen an der Technologie vorzunehmen, um das Beste aus ihr herauszuholen, ohne die Leistung zu beeintr\u00e4chtigen.\n\nWir haben auch an Updates f\u00fcr Bl\u00fcten- und Linsenfackeln gearbeitet. Die aktuelle Bloom-Implementierung hat einen starken Falloff um gl\u00fchende Objekte herum und erfordert, dass deren Helligkeit deutlich angehoben wird, um sichtbar zu sein. Das neue System erm\u00f6glicht ein subtileres Gl\u00fchen mit einem weicheren Falloff, und seine Leistung wird mit h\u00f6heren Aufl\u00f6sungen auch besser skaliert.\n\nMit dem aktuellen Flare-System muss ein K\u00fcnstler f\u00fcr jedes Licht, das Flares erzeugt, ein Flare-Set erstellen und verschiedene Objektive simulieren (z.B. f\u00fcr Cinematics vs. Gameplay), was viel Handarbeit bei der Erstellung mehrerer Sets erfordert. Es gibt auch eine Begrenzung der Anzahl der Blenden, die pro Frame gerendert werden k\u00f6nnen, bevor sie zu brechen beginnen. Wir arbeiten an einem System, um Fackeln prozedural im Bildschirmraum mit einer physikalischeren Methode darzustellen, und das neue System sollte den Arbeitsaufwand f\u00fcr K\u00fcnstler deutlich reduzieren und es einfacher machen, das Aussehen der Szene w\u00e4hrend der Fahrt zu \u00e4ndern.\n\nVFX\nDiesen Monat hat das VFX-Team daran gearbeitet, die neuesten flugbereiten Schiffe einschlie\u00dflich der Vanguard und Sabre zu beschaffen. Wir haben auch einige gr\u00fcndliche Forschung und Entwicklung f\u00fcr die Xi'An Scout-Effekte betrieben, da wir an die Fiktion ankn\u00fcpfen und einen einzigartigen Effektstil im Vergleich zu den Technologien Mensch und Vanduul kreieren wollen. Dies alles basiert auf dem VFX Style Guide, den wir im letzten Monat im Bericht erw\u00e4hnt haben; der Aufbau einer konsistenten Bildsprache durch die Effekte eines Schiffes ist sehr wichtig f\u00fcr die Lesbarkeit der Spieler, besonders vor dem Hintergrund des Weltraums!\n\nAbseits der Schiffe schreiten die Dinge bei den Umweltauswirkungen der Staffel 42 solide voran, da die Umwelt- und Designteams ihre Ebenen detaillierter ausgearbeitet haben, so dass wir bei Bedarf einsteigen und Effekte hinzuf\u00fcgen k\u00f6nnen. Es gibt so viel hier, von dem wir dir gerne erz\u00e4hlen w\u00fcrden, aber wir k\u00f6nnen es aus offensichtlichen Gr\u00fcnden nicht - keine Spoiler!\n\nKunst\nDas Team war mit Volldampf voraus, das interne Konzept und das externe Konzept, das alles hat fabelhaft aussehende Arbeit hervorgebracht, und es war auch eine Menge Abwechslung!\n\nHier ist eine Liste, die Sie sicher erkennen k\u00f6nnen, was zu was geh\u00f6rt: der Idris Gravity Generator Raum, Idris Cargo Room, Idris Story Line Look Dev, Planet Look Dev, Vanduul Waffen Look Dev, Bengal Hangar, Hangar Breakouts, Bengal Bridge Konsole\/Stuhlveredelung, Powerplants, Quantum Drives, Coolers, Military Requisiten, Shubin Pilot Briefing Room, Shubin Bridge,[REDACTED] Schiffsladeraum, Forschungsstation suchen dev f\u00fcr den Schwerkraftraum und die Gemeinschaftsr\u00e4ume, Scourge Rail gun final pass, Rail Attachment System, Munition und haben gerade mit einem neuen kleinen Schiff begonnen! Oh - und ein 2. Durchgang Konzept auf Storyline-Basis - das ist es f\u00fcr Februar!\n\nRequisiten\nEs gibt hier ein laufendes Thema, einen weiteren Monat und ein paar weitere Schiffskomponenten! Wir haben nun die ersten paar K\u00fchler und Schildgeneratoren fertig gestellt und die Kraftwerke in Betrieb genommen.\nAber noch spannender ist, dass unser Team gewachsen ist! Wir sind von 2 in Gro\u00dfbritannien Anfang Januar auf 4 gestiegen, wobei unser f\u00fcnftes Mitglied n\u00e4chste Woche hinzugekommen ist!\n\nNeben den Schiffskomponenten, die das Team auf Low-Tech-Requisiten konzentriert hat, konzentrieren wir uns vor allem auf Assets, die sowohl in der PU-Umgebung als auch in der Staffel 42-Umgebung eingesetzt werden k\u00f6nnen. Wir haben im letzten Monat noch ein paar weitere Tests mit dem erw\u00e4hnten Mischschichtmaterial durchgef\u00fchrt und um ein paar kleine Optimierungen vom Rendering-Team gebeten, bevor wir mit Hochdruck daran arbeiten k\u00f6nnen.\n\nSchlie\u00dflich haben wir uns bem\u00fcht, unseren Dokumentationsbestand zu erweitern. Jetzt, da die Teams wachsen, ist es wirklich wichtig, dass unsere Pipeline richtig dokumentiert ist, und da sie sich in den letzten Monaten entwickelt hat, gibt es einiges zu aktualisieren! Ich habe auch unsere Vorlagendateien erstellt und aktualisiert, um das Leben der Animatoren ein wenig einfacher zu machen und die Konsistenz auf breiter Front zu verbessern.\n\nCharaktere\nUnser Zwei-Mann-Team war als motiviertes Bienenpaar besch\u00e4ftigt, ich werde keine \u00dcberraschungen verderben, aber die Charakterarbeit beginnt jetzt wirklich, sich mit dem Rest des Spiels in Bezug auf Treue und Qualit\u00e4t zu messen - aufregende Zeiten, und wir haben zwei weitere Leute eingestellt, um dem britischen Team beizutreten - die Dinge laufen gut!\n\nUmwelt Kunst\nDiesen Monat hat das Umweltteam hart daran gearbeitet, die Umgebungen f\u00fcr die Staffel 42 zu konkretisieren, es gibt derzeit eine gro\u00dfe Bandbreite an Umgebungen in der Produktion, so dass es einen Rausch an Aktivit\u00e4ten innerhalb des Teams gibt. Es gibt viele Hin und Her zwischen den Level-K\u00fcnstlern und Designern, w\u00e4hrend sie die Designs und Layouts weiter verfeinern, was mit unserem modularen System schnell und in Echtzeit geschieht. Das war's f\u00fcr diesen Monat, zur\u00fcck an die Arbeit!\n\nSchiffe\nDas Schiffsteam war gerade dabei, seinen Angriffswinkel f\u00fcr den Rest des Jahres zu planen und legte die Grundlage, um hoffentlich den Rest der Produktion des Jahres reibungslos laufen zu lassen, um innerhalb der n\u00e4chsten Monate den vollst\u00e4ndigen Inhalt des SQ42 voranzutreiben (Content Complete, d.h. alle Assets sind im Spiel, spielbar, m\u00fcssen aber poliert werden). Wichtige Highlights dieses Prozesses waren die Einf\u00fchrung des RSI Bengal in ein metrisches System, das die Vorteile eines modularen Konstruktionsansatzes voll aussch\u00f6pft, \u00e4hnlich wie beim Idris, was bedeutet, dass wir doppelt so viel visuelle Gro\u00dfartigkeit mit weniger Auswirkungen auf die visuellen und Speicherkosten im Motor haben k\u00f6nnen. Die Bengal war das erste Schiff, das jemals f\u00fcr Star Citizen in der Originalfeier zu sehen war, es ist wie das Kronjuwel des SC und wird als solches behandelt werden!\n\nSowohl der Aegis Idris als auch der Javelin sind in die Endproduktion gegangen, wobei der Javelin die Innenmodule des Idris voll ausnutzt, d.h. im Wesentlichen alle Gewinne, die wir mit dem Idris erzielen, werden standardm\u00e4\u00dfig auf den Javelin \u00fcbertragen, Dies hat auch den zus\u00e4tzlichen Vorteil, dass die Innenproduktion der Javelins tats\u00e4chlich nicht weit hinter der Idris enden wird, obwohl die Produktion auf der Idris einige Monate zuvor begonnen hat, wir gewinnen Variationen zwischen den beiden Schiffen durch den geschickten Einsatz von Materialtausch, Beleuchtung und Atmosph\u00e4ren, die Javelins werden ein viel mutigeres Gef\u00fchl haben, um ihrer Rolle \/ Eigenschaft als Schiff gerecht zu werden.\n\nDar\u00fcber hinaus ist die Produktion der Starfarer Base Variante fast abgeschlossen, sie sieht in der Tat wundersch\u00f6n aus, aber unserer Meinung nach noch mehr die Gemini Variante, die von Aegis ausgestattete Gemini bringt wirklich eine interessante Dynamik in die Schiffs\u00e4sthetik.\n\nGr\u00fc\u00dfe B\u00fcrger,\nDas Wetter in Frankfurt war in diesem Monat definitiv k\u00e4lter als im Vorjahr, aber es hat uns nicht aufgehalten. Diesen Monat hat das Team neue Leute in den Bereichen Waffenkunst, Animation, KI und Spieleprogrammierung hinzugef\u00fcgt, wir sind jetzt bei 37. Wenn das Team hier w\u00e4chst, sp\u00fcrt man, dass es weiter an Dynamik gewinnt, was immer eine gute Sache ist.\n\nAnfang des Monats hatten wir eine Handvoll interner Besucher im B\u00fcro, darunter Chris und Erin. Es gab uns viel Zeit, um die Zeitpl\u00e4ne durchzugehen, Priorit\u00e4ten anzupassen, Designsysteme und technische Ans\u00e4tze zu diskutieren, etc. Wir hatten auch ein paar Unterst\u00fctzer im B\u00fcro, was Spa\u00df machte, das Team sch\u00e4tzte die guten Worte und die m\u00e4sten Leckereien.\n\nNochmals vielen Dank f\u00fcr die Unterst\u00fctzung der deutschen Mannschaft durch die Geldgeber und Fans, es bedeutet uns sehr viel.\n\nKI\nAnfang des Monats haben wir den ersten Pass \u00fcber das Refactoring der menschlichen Wahrnehmung abgeschlossen. Die neue Wahrnehmung ist nun vollst\u00e4ndig verteilt und optimiert: Wir haben die Wahrnehmung meist in visuelle Wahrnehmung und Audiowahrnehmung aufgeteilt. Alle anderen Reize werden entweder derzeit als audio- oder visuelle Objekte wahrgenommen. In Zukunft planen wir mehrere Arten von Sinnen, die bei Bedarf in die Wahrnehmung eingebunden werden k\u00f6nnen.\n\nDie Sehwahrnehmung basiert haupts\u00e4chlich auf der CryEngine VisionMap, sie erm\u00f6glichte uns ein sehr flexibles System, das auf der CPU-Seite durchschnittlich 0,01ms verbraucht! Die Audiokarte erm\u00f6glicht es uns, die Wahrnehmung von Schallreizen zu modellieren und verwendet au\u00dferdem einen Durchschnitt von 0,01 ms! Die neue Wahrnehmung abstrahiert, was von dem anderen Sinn wahrgenommen wird und was wir als Ziel verwenden: Der Verhaltensbaum kontrolliert die Auswahl des Ziels und wir unterst\u00fctzen auch zuk\u00fcnftige Erweiterungen f\u00fcr Charaktere, die in der Lage sein k\u00f6nnten, mehrere Ziele gleichzeitig zu verfolgen.\n\nH3. Hinweise zum Bild\n\nDie gelben Linien stellen die Audioereignisse dar, die jeder NSC in Bezug auf verschiedene Quellen empfangen hat. Die blauen Linien zeigen auf die letzte Position, an der sich das Ziel zwischen sichtbar und nicht sichtbar bewegt hat. Die gr\u00fcnen Linien zeigen f\u00fcr jeden NSC auf sichtbare Objekte in der Welt. Die rosa Linien stellen das Aufmerksamkeitsziel des NSC dar. Wenn das Ziel sichtbar ist, zeigt es auf das Objekt, ansonsten auf die letzte bekannte Position des Ziels. Auch bei der Aufnahme haben wir sehr gute Fortschritte gemacht. Wir haben jetzt ein eigenes Werkzeug, das direkt von Tony Zurovec aus Austin entwickelt wurde, das es den Designern erm\u00f6glicht, Subsumption-Routinen zu erstellen. Auf unserer Seite verarbeiten wir die von diesem Tool erzeugten Daten, um Daten tats\u00e4chlich in Verhaltensweisen umzuwandeln, die im Spiel ablaufen. Wir haben derzeit eine erste Version von NSCs mit Subsumption, und der Code ist im Speicher sehr optimiert. 50 Zeichen, die verschiedene Subactivities ausf\u00fchren, verbrauchen ca. 12Kb Speicher. Die Unterordnung wird durch unseren hochrangigen Verhaltensbaum gesteuert, so dass jeder Charakter auch in der Lage ist, mit unserem systemischen Kampfverhalten schnell auf Kampfszenarien zu reagieren.\n\nWir haben dann mehrere Aspekte der Cover-Nutzung verbessert, wir f\u00fchren die Funktionalit\u00e4t ein, um bestimmte Cover-Spots f\u00fcr eine bestimmte Zeit auf die schwarze Liste zu setzen, und vermeiden den Effekt, dass NSCs unsinnig Cover ausw\u00e4hlen, die ein paar Sekunden zuvor kompromittiert wurden. Wir haben auch die Auswahl der Deckung auf der Grundlage der tats\u00e4chlichen Belegungsgr\u00f6\u00dfe des Charakters selbst festgelegt, so dass verschiedene NSCs keine zu nahe beieinander liegenden Deckungen ausw\u00e4hlen.\n\nWir haben die Grundarbeit abgeschlossen, um dynamische Verhaltensb\u00e4ume innerhalb eines Haupt-High-Level-Baums auszuf\u00fchren, so dass skriptgesteuerte Anfragen von den Designern nur dann direkt akzeptiert und ausgef\u00fchrt werden k\u00f6nnen, wenn der Verhaltensbaum bereit ist, ohne mit dem Hauptverhaltensbaum zu kollidieren. Au\u00dferdem haben wir das Konzept der \"Primary\"- und \"Secondary\"-Aktionen in den AISequences eingef\u00fchrt, damit wir den Logikaufbau der Leveldesigner richtig validieren und sicherstellen k\u00f6nnen, dass das, was sie erreichen wollen, korrekt an die KI kommuniziert wird.\n\nEin weiteres Feature, an dem wir gearbeitet haben, ist die Grundarbeit f\u00fcr Aufgaben, so kann ein Designer einem NSC ein bestimmtes hochrangiges Ziel vorschlagen, etwa \"Ein bestimmtes Gebiet verteidigen\", \"Ein bestimmtes Ziel angreifen\" und so weiter. Zusammen mit dem oben Gesagten sollte dies zu NSCs f\u00fchren, die richtig auf Ablenkungen reagieren k\u00f6nnen, ohne die ihnen erteilten Befehle v\u00f6llig aus den Augen zu verlieren.\n\nDar\u00fcber hinaus haben wir die Stabilit\u00e4t der Builds im Allgemeinen weiter verbessert.\n\nAufbau von Ops\nWir haben vor kurzem gewechselt, um BinXml-Assets f\u00fcr Release Builds zu verwenden, dies ist jetzt der Standard. Fortlaufende Arbeit an der Entwicklung, Bereitstellung und Stabilisierung von Trybuild. Wir haben jetzt ein solides DB-Backend (mysql\/postgres), statt einer reinen SQLite-Datenbank, die in einem Docker-Container l\u00e4uft. Dies erm\u00f6glicht es uns, Daten durch Server- und\/oder Dienstneustarts zu erhalten.\n\nWir bereiten die baldige Umstellung von Transformer auf Buildbot Nine vor. Es wurden viele \u00c4nderungen\/Verbesserungen\/Fixierungen an der gesamten Pipeline vorgenommen.\n\nKinematiken\nEine wichtige Filmszene kurz vor der Rede von Admiral Bishop im UEE-Senat erhielt von unserer Seite ein gro\u00dfes Upgrade. Die Arbeiten daran sind noch im Gange.\n\nF\u00fcr Chris und Hannes schien es entscheidend, dass wir eine gr\u00f6\u00dfere Leinwand f\u00fcr die Trag\u00f6die dieser Planetenszenen wollten. Frank, unser Senior Env Artist f\u00fcr Cinematics, war ziemlich besch\u00e4ftigt mit Bauschuttst\u00fccken und anderen Dingen, die wir im Moment nicht verderben wollen.\n\nHannes war den gr\u00f6\u00dften Teil des Monats damit besch\u00e4ftigt, diese Szenen aufzubauen und weitere Previs f\u00fcr einige Bengal Carrier Szenen zu machen, da die britische Kunst derzeit auf diese Szene setzt. Mike Nagasaka war mit Kapitel 02 besch\u00e4ftigt und wir beide untersuchten verschiedene M\u00f6glichkeiten zur Verbesserung des Holoshaders und machten einige visuelle Prototypen f\u00fcr einen entscheidenden Moment mit Alien Holo Tech w\u00e4hrend Kapitel \"X\".\n\nDie Animation ist mit der Vorbereitung der Kappe besch\u00e4ftigt, die wir f\u00fcr Kapitel \"X\" haben, in dem der Starfarer involviert ist, und da dieses Schiff sich gut zu fast endg\u00fcltiger Kunst entwickelt hat, k\u00f6nnen wir diese Szenen n\u00e4chsten Monat leicht in Angriff nehmen.\n\nBishop's Kopfmodell erhielt etwas Verfeinerung, und wir testeten, dass, da einige technische Probleme behoben wurden, da wir ihn die B\u00fchne in der ersten Szene mit ihm im UEE-Senat betreten lie\u00dfen.\n\nWie bei einem laufenden Nebenprojekt \u00fcberarbeiten wir das filmische Timeline-Modul \"Trackview\" so, dass es die Anforderungen an Schiffe und KI-Charaktere sowie wichtige Usability-Fixes unterst\u00fctzt. Das wird noch eine ganze Weile so weitergehen und Sascha Hoba oder wie wir ihn \"der Fixer\" nennen, leistet einen gewaltigen Beitrag zu dem, was dazu beitr\u00e4gt, dass Filmsequenzen gl\u00e4nzen!\n\nVFX\nIn den letzten Wochen hat das DE VFX Team daran gearbeitet, das Xi'an Scout Schiff f\u00fcr die Ver\u00f6ffentlichung vorzubereiten. Dazu geh\u00f6rt ein kompletter VFX-Pass, der Dinge wie Thruster-Effekte, Schadenseffekte, Waffeneffekte und sogar eine neue Version des Quantenantriebs basierend auf dem Xi'an-Tech-Stil beinhaltet. Den aktuellen Status sehen Sie in unserem Kopfbild.\n\nTechnische Kunst\nDas Tech Art-Team entwickelte die interne Animationspipeline weiter und unterst\u00fctzte die Filmkunst f\u00fcr verschiedene Tech-Setups. Das Team arbeitete auch an den FPS-Waffenrigs und unterst\u00fctzte das Animationsteam im Spiel bei der Fertigstellung des DCC und der Motorkamera f\u00fcr Spieler und Waffen.\n\nMotorprogrammierung\nUnser Senior Engine Programmierer ist Christopher Bolte, und sein Fokus lag im letzten Monat auf zwei Aspekten des Spiels: Datentransferprotokolle (entscheidend f\u00fcr die Ladezeiten) und das ObjectContainer System. Die meiste Zeit wurde mit dem im letzten Monat erw\u00e4hnten neuen Daten\u00fcbertragungsprotokoll verbracht, und wir haben dort gute Fortschritte gemacht.\n\nBisher haben wir bereits die M\u00f6glichkeit, alle Assets des Spiels in einer einzigen, sehr gro\u00dfen Pak-Datei zu speichern und diese Pak-Datei schrittweise zu aktualisieren. Die Engine hat auch die anf\u00e4ngliche Unterst\u00fctzung, um von einer solchen pak-Datei aus starten zu k\u00f6nnen. Die n\u00e4chsten Schritte f\u00fcr den neuen Datenpatch-Prozess sind die Anbindung dieser Tools an unseren internen Build-Distributionsprozess, so dass wir testen k\u00f6nnen, wie gut das vorgeschlagene System funktioniert. Hoffentlich k\u00f6nnen wir Ihnen mitteilen, wie gut das im n\u00e4chsten Monat funktioniert hat.\n\nDer zweite Schwerpunkt lag auf der Unterst\u00fctzung unserer britischen Ingenieure f\u00fcr das ObjectContainer-System. Dieses System ist eine Art Ersatz f\u00fcr unser aktuelles Level-Format, mit dem Twist, dass wir ObjectsContainer laden k\u00f6nnen, wenn wir bereits einen Objektcontainer geladen haben. Praktisch bedeutet dies, dass wir das Laden einer Universumsebene mit einer sehr gro\u00dfen Anzahl von Raumstationen, Planeten oder gro\u00dfen Objektgruppen vorbereiten k\u00f6nnen, auch wenn nur die Teile, die f\u00fcr den Spieler sichtbar sein sollen, im Speicher liegen. Dieses System sollte es uns langfristig erm\u00f6glichen, auf extrem gro\u00dfe Ebenen mit vielen interessanten und unterschiedlichen Objekten zu skalieren. Bisher haben wir erste Unterst\u00fctzung bei der Arbeit, so dass wir Ebenen mit ObjectsContainer statt als Ebenen laden k\u00f6nnen. Dies ist absolut entscheidend f\u00fcr ein nahtloses Spielerlebnis mit transparenten Ladezeiten, was umso wichtiger ist, als der Client (Ihr) Computer tats\u00e4chlich nur so viel Speicherplatz hat, mit dem er arbeiten kann.\n\nIm n\u00e4chsten Schritt werden wir diese Basisversion auf Raumstationen und Schiffe erweitern, um komplexe Objekte effizienter laden zu k\u00f6nnen.\n\nCode\nDiesen Monat haben wir eine ganze Reihe von codebezogenen Verbesserungen vorgenommen. Einschlie\u00dflich:\n\nWAF baut System-Rollout. Alle Entwickler sind nun in der Lage, das Projekt viel schneller zu erstellen. \u00d6ffentlicher Crash-Handler Rollout mit 2.2. Ich bekomme bereits gute Informationen von unserer Community in der PTU. Vielen Dank an alle Beteiligten und die Zusage, Crash-Informationen auf unserem Weg zu senden. Weitere Verbesserungen f\u00fcr die Verfolgung der Codequalit\u00e4t (System zur automatischen Verfolgung von Asserts, Trybuild auf dem Weg zur Vermeidung von Code, der nicht mit dem neuesten Codedepot kompatibel ist). Zus\u00e4tzlich:\n\nWir haben weitere Fortschritte bei der deutlich verbesserten Patch-L\u00f6sung gemacht. Der Plan ist, wirklich immer nur Dateien (innerhalb von.paks) herunterzuladen, die sich ge\u00e4ndert haben. In Zukunft k\u00f6nnten wir die Kontrolle \u00fcber die Datenkompression auf der Benutzerseite offen legen, um ein individuelles Gleichgewicht zwischen IO-Bandbreite und CPU-Dekompressionszeit zu erm\u00f6glichen. Es ist auch geplant, ein viel moderneres Kompressionsschema zu integrieren (viel weniger CPU-Dekompressions-Overhead bei \u00e4hnlichen Kompressionsraten). All dies erfordert die Stabilisierung der Dateiformate von Assets, so dass der Re-Export von unver\u00e4nderten Assets nicht einen Gro\u00dfteil der zuvor ausgelieferten Inhalte ung\u00fcltig macht.\n\nDie Fortschritte bei der weiteren Verbesserung des optimierten Mesh-Datenspeicherformats wurden eingeleitet. Vertex-Streams von Meshes erhalten eine viel aggressivere Kompression von Per-Vertex-Normalen und Tangentenrahmen bis hin zur GPU (dekomprimiert im Vertex-Shader mit sehr wenig Overhead). Dies wird die Gr\u00f6\u00dfe des .pak reduzieren, die Ladezeiten und das Streaming verbessern sowie die GPU-Bandbreite reduzieren, was f\u00fcr die hochdetaillierten Netze unserer Schiffe von entscheidender Bedeutung ist.\n\nWir haben auch viel Arbeit an der Verfahrenstechnik geleistet, wollen aber noch nicht ins Detail gehen, wir werden hoffentlich in naher Zukunft ein gr\u00f6\u00dferes Update haben.\n\nDie Animationskodierung konzentrierte sich in erster Linie auf die Behebung von auftretenden Fehlern, um das Fundament so stabil wie m\u00f6glich zu machen, auf das dann leichter aufgebaut werden kann.\n\nDesign\nAnfang des Monats hatten wir einen Besuch von Chris Roberts und vielen anderen Leuten aus allen Studios. Dies war eine gro\u00dfartige Gelegenheit, um sicherzustellen, dass alle auf dem gleichen Weg sind und wir alle in die gleiche Richtung ziehen. W\u00e4hrend dies nach einer offensichtlichen Sache klingen mag, ist es eigentlich wirklich einfach, diesen Fokus zu verlieren, wenn man an der Probleml\u00f6sung f\u00fcr sehr knifflige technische Herausforderungen auf ebener Erde \u00fcber Wochen hinweg beteiligt ist. Viele Dinge wurden auf der Designseite gekl\u00e4rt und es ist sicher, dass unsere Ziele aufeinander abgestimmt sind und die gleichen Prozesse zur Erreichung dieser Ziele erforderlich sind.\n\nAuf der Level Design Seite hat Andreas die Hurston Landezone \u00fcbernommen. Er wird sich zun\u00e4chst auf das Grundlayout, die Positionierung wichtiger Sehensw\u00fcrdigkeiten, Ausblicke, Landepl\u00e4tze und Gesch\u00e4fte in der dreischichtigen Zone konzentrieren. Die Hurston Landezone liegt innerhalb des schwerindustriellen Planeten Hurston, der sich im Besitz von Hurston Dynamics im Stanton-System befindet, aber neben dem eigentlichen Industriesektor enth\u00e4lt sie auch einen zivilen Gemeing\u00fctersektor und einen umfangreichen Gesch\u00e4ftssektor.\n\nDer Prototyp der Stromverteilung, an dem Clement gearbeitet hat, hat sich als erfolgreich erwiesen, so dass er nun die Integration von Lebenserhaltungssystemen und die Druckentlastung in diesen Prototyp vorantreibt. Er erweitert auch das ben\u00f6tigte Layout, da weitere Funktionen zu diesem Testlevel hinzugef\u00fcgt werden.\n\nAuf der Seite des Systemdesigns haben wir einige Systeme mit hoher Priorit\u00e4t herausgestellt, die f\u00fcr PU ben\u00f6tigt werden. Wir haben die Arbeit am Oxygen, Breathing & Stamina System abgeschlossen, das die Mechanik daf\u00fcr \u00fcbernimmt, wie der Sauerstoff vom Tank des Anzuges zur internen Kapazit\u00e4t des Anzuges, durch die Lunge und in den Blutkreislauf gelangt und wie sich die Sauerstoffwerte im Blut des Spielers auf seine Handlungen auswirken, und auch, was passiert, wenn ihm der Sauerstoff ausgeht.\n\nWir haben auch Entw\u00fcrfe dar\u00fcber fertiggestellt, wie Quantum Drives & Interdiction funktionieren und interagieren, und arbeiten auch an einem globalen Universums-Spawning-System, das die Sternensysteme mit Inhalten f\u00fcllen wird, die auf dynamischen Daten aus dem Universums-Simulator basieren.\n\nEin weiteres System, das intensiv untersucht wurde, ist die Beutebildung und das eigentliche Beutelsystem. Wir versuchen, dies so realistisch und eindringlich wie m\u00f6glich zu halten und gleichzeitig zu versuchen, dass es f\u00fcr den Spieler noch \u00fcberschaubar und unterhaltsam ist. Dies zusammen mit der Arbeit an Spielertransaktionen sollte uns helfen, eine fr\u00fche Version der Wirtschaft in der PU zu starten.\n\nAuf der Seite des KI-Designs haben wir diesen Monat damit begonnen, Werkzeuge zu erhalten, die uns beim Aufbau unserer Verhaltensweisen und Unterlassungsaufgaben sehr helfen, so dass wir mit diesen angefangen haben, und hoffentlich wird sich unsere KI dadurch stark verbessern.\n\nUmwelt Kunst\nDiesen Monat hat environment art die Arbeit an dem (kann ich nicht sagen) abgeschlossen, das im (kann ich nicht sagen) des Spiels erscheinen wird. Sie begannen auch mit der Arbeit an einer zerst\u00f6rten Version der (kann ich nicht sagen), die als Set Dressing in bestimmten Filmszenen verwendet werden soll. Die zerst\u00f6rte Version des (kann ich nicht sagen) zu machen, bedeutet, das Vorhandene zu nehmen (kann ich nicht sagen) und die Geometrie und Texturen anzupassen, um einen zertr\u00fcmmerten und verbrannten Look zu simulieren, w\u00e4hrend ich auch Decals benutze, um es wirklich so aussehen zu lassen, als h\u00e4tte dieses Ding einen ziemlich intensiven Schaden erlitten.\n\nSie unterst\u00fctzten auch weiterhin das Motorenteam bei der Verfahrenstechnik und definierten die Pipeline und den Ansatz, um den gr\u00f6\u00dftm\u00f6glichen Detaillierungsgrad zu erreichen.\n\nGr\u00fc\u00dfe B\u00fcrger,\nVom Bau der gr\u00f6\u00dften Umgebungen bis hin zum Anbau der kleinsten Raumpflanzen - Behaviour's Arbeit hat diesen Monat die gesamte Bandbreite abgedeckt!\n\nDesign\nDas Designteam von Behaviour war im Februar dieses Jahres sehr besch\u00e4ftigt. Beginnend mit der Landezone von Hurston, entwarfen wir, bluepri nted und whiteboxed alle Shop-Standorte f\u00fcr die Ebene, 10 insgesamt und alle Designer haben sich gemeldet. Gut gemacht, Leute! Sie unterscheiden sich sehr von dem, was wir zuvor getan haben, da Hurston seine eigene visuelle Handschrift und Spielanforderungen hat. BHVR-K\u00fcnstler werden bald mit der Arbeit an ihnen beginnen und wir k\u00f6nnen es kaum erwarten, das Ergebnis zu sehen.\n\nWir helfen auch bei der Gestaltung, dem Umfang und der Planung des Einkaufens, was f\u00fcr uns eine gro\u00dfe Priorit\u00e4t ist. Was das betrifft, haben wir ein paar \u00c4nderungen am AR-Modus und an den AR-Labels vorgenommen, die deutlichere Verbesserung wird mit dem Shopping-Release kommen, aber wir haben einige sehr vielversprechende Prototypen, wie dies aussehen und sich anf\u00fchlen wird. Sogar die M\u00e4rz-Flairartikel werden mit AR-Informationen versehen sein.\n\nApropos Flairartikel, wir haben diesen Monat einen gro\u00dfen Ansto\u00df f\u00fcr die Dekoration des Flair-Hangars gegeben, versuchen Sie, voranzukommen. Im M\u00e4rz wird die neue Flair-Kollektion enth\u00fcllt, die zwei Dekorationen haben wird: eine Abonnenten- und sogar eine Stretch-Tor-Kollektion. Wir haben sogar noch ein paar weitere \u00dcberraschungen in der Bank.... Fortsetzung folgt.\n\nIngenieurwesen\nIm Februar haben die meisten von uns an dem Polieren, Debuggen und Optimieren verschiedener Funktionen f\u00fcr den 2.2.0-Zweig gearbeitet.\n\nDazu geh\u00f6ren viele Fixes auf der Kontaktliste, Auslastungen beim Hangartausch, Turmdarstellung in Multi-Crew und holotable Features.\n\nDar\u00fcber hinaus hat Adamo Maiorano an Augmented Reality-Prototypen f\u00fcr das Einkaufserlebnis und allgemeine AR-\u00c4nderungen bei Design\u00e4nderungen gearbeitet.\n\nKunst\nDas Behaviour Art Team hat die verf\u00fcgbaren Shops f\u00fcr Levski fertig gestellt. Haupts\u00e4chlich Polieren, Abrichten und Erstellen von Requisiten, um jedem Gesch\u00e4ft ein unverwechselbares Aussehen und Gef\u00fchl zu verleihen.\n\nAu\u00dferdem haben wir mit der Arbeit an der Leistungsoptimierung begonnen, um eine gute Framerate zu gew\u00e4hrleisten, sobald NSC und Spieler den Level besetzen werden.\n\nDie Version 2.2 erhielt viel Unterst\u00fctzung, vor allem bei der Behebung von Fehlern und der Aktualisierung einiger Assets.\n\nDar\u00fcber hinaus wurde an generischen Requisiten f\u00fcr den Lowtech-Stil gearbeitet. Diese werden f\u00fcr unsere vielen Planeten und SQ42 Bed\u00fcrfnisse \u00e4u\u00dferst n\u00fctzlich sein.\n\nAuf der Seite der Konzeptkunst begannen wir mit der Arbeit an Lackierungen f\u00fcr die zuk\u00fcnftigen Hurston-Shops.\n\nSchlie\u00dflich wurden die n\u00e4chsten Flair-Objekte f\u00fcr das n\u00e4chste Release fertiggestellt.\n\nGr\u00fc\u00dfe aus dem eiskaltregenden Montreal! Hier ist, was wir im letzten Monat gemacht haben:\n\nSchiffsstatistiken\nMit \u00fcber 70 Schiffen, die derzeit auf der Website gelistet sind, ben\u00f6tigt die Seite \"Ship Stats\" ein neues Design mit \u00fcberarbeiteter Lesbarkeit und Benutzerfreundlichkeit. Wir sind zur\u00fcck zum Rei\u00dfbrett gegangen und haben eine neue Benutzeroberfl\u00e4che mit zus\u00e4tzlichen Suchfiltern geschaffen, die es Ihnen erm\u00f6glicht, die f\u00fcr Sie interessanten Schiffe schnell zu finden und zu vergleichen sowie einen besseren Einblick in die Schiffsproduktionspipeline zu geben. Wir befinden uns derzeit in der Designphase, daher werden wir einen Screenshot in einem kommenden Bericht ver\u00f6ffentlichen.\n\nMulti-Faktor-Authentifizierung (MFA)\nIm vergangenen Monat haben wir unsere Entwicklung der Multi-Faktor-Authentifizierung fortgesetzt, d.h. Best Practice Forschung, Prototyping und Datenmodellierung. Unser Ziel ist es, unsere aktuellen Authentifizierungsdienste zu aktualisieren und es jedem zu erm\u00f6glichen, diese zus\u00e4tzliche Sicherheitsfunktion zu aktivieren. Auf der Designseite haben wir die Seitenlayouts f\u00fcr den Bereich Sicherheitseinstellungen fertig gestellt, in dem der Benutzer die MFA einrichten wird. In den kommenden Berichten werden wir auf die geplanten kurz- und langfristigen Optionen n\u00e4her eingehen k\u00f6nnen.\n\nKommunikationsplattform\nWir begannen mit dem Brainstorming \u00fcber eine neue Kommunikationsplattform f\u00fcr die Website, die in der Lage sein w\u00fcrde, Forumsthreads, Chatrooms und Private Messaging zu einem einzigen Hub zusammenzufassen und zu verschmelzen. Unser erster Schritt war das Benchmarking und die Bewertung anderer Kommunikationstools, die von Spielern verwendet werden, und wir starten nun den eigentlichen funktionalen Designprozess. Unser Ziel ist es, dass diese Plattform der n\u00e4chste gro\u00dfe funktionale Schritt f\u00fcr Unternehmen sein k\u00f6nnte.\n\nSchiff passiert\nLetzten Monat haben wir die Spielepakete auf der Website aktualisiert, so dass Star Citizen und die kommende Staffel 42 separat verkauft werden. Es ist wichtig zu beachten, dass sein Name keine Auswirkungen auf Pakete hat, die Sie bereits besitzen; er gilt nur f\u00fcr Pakete, die nach dem 14. Februar verkauft wurden.\n\nHinter den Kulissen\nDer Panikdienst ist live! Star Citizen-Entwickler k\u00f6nnen nun auf alle Crash-Daten aus dieser Datenbank zugreifen, was die Extraktion der relevanten Informationen erleichtert.\n\nDar\u00fcber hinaus haben wir mit CIG zusammengearbeitet, um die n\u00e4chsten gro\u00dfen Schritte in der Persistenz zu erreichen und wie sie mit dem umgehen wird, was jeder auf seinen Website-Konten hat. Mehr dazu, sobald wir etwas verraten d\u00fcrfen!\n\nGemeinschaft... huh... ja... ja.\n\nWozu ist es gut?\n\nAbsolut alles, oh hoh, oh.....\n\n(DU versuchst, eines dieser Dinge zu starten....)\n\nDer Februar verlief verschwommen wie der kurze Monat, der er ist. Wie immer war es ein Monat mit Videos, Foren, Live-Events, Verg\u00fcnstigungen und mehr, also lasst uns gleich eintauchen.\n\nVideos\nDie 10 For Serie erreichte einen weiteren H\u00f6hepunkt, als wir Sean Tracy und Steve Bender Anfang dieses Monats die Show \u00fcbernahmen. Wir wussten, dass es ein spektakul\u00e4res Zugungl\u00fcck werden w\u00fcrde, als wir die Idee hatten, und die Jungs waren nicht entt\u00e4uscht. Die Vielfalt der Menschen, die es braucht, um ein Spiel mit diesem Umfang und dieser Qualit\u00e4t zu entwickeln, erstaunt mich immer wieder, und es begeistert mich gleicherma\u00dfen, wenn wir diese Menschen mit Ihnen teilen k\u00f6nnen und Ihnen zeigen, dass Spa\u00df an Videospielen nicht nur f\u00fcr die Menschen gilt, die sie spielen.\n\nAround the Vers entwickelt sich weiter mit der Aufnahme eines neueren, freundlicheren Hosting-Teils, entfernten Videosegmenten, die es uns erm\u00f6glichen, unsere Entwickler auf der ganzen Welt zu pr\u00e4sentieren, und der R\u00fcckkehr von lustigen Segmenten wie Which Glitch und Wonderful World of Star Citizen, wo wir die Entwickler von Community-Inhalten in unserer Flaggschiffsendung pr\u00e4sentieren. In den kommenden Wochen und Monaten werden Sie Gamestreamer, Youtubers, Podcaster, Schiffsbauer und andere auf Around the Vers hervorgehoben sehen, ebenso wie Ihre Gameplay-Videos von nun an bei der Er\u00f6ffnung der Show im Mittelpunkt stehen.\n\nReverse the Verse, unser w\u00f6chentlicher informeller Livestream mit den Fans, entwickelt sich ebenfalls weiter! Zu den j\u00fcngsten Neuerungen in der Show geh\u00f6ren ein neues Grafik- und Overlay-Paket und ein strukturierteres Format der Show. Die Resonanz ist bisher sehr positiv, und schauen Sie zu, da in den n\u00e4chsten Monaten noch mehr Neuerungen in die Show kommen.\n\nWebsite\nDie RSI-Website ist nach wie vor das Herzst\u00fcck des Star Citizen-Gespr\u00e4chs. Die Erweiterung des Forums um den Bereich Werft im vergangenen Monat ist angelaufen, kleine \u00c4nderungen am Issue Council haben uns geholfen, die Fehler, die sich auf Ihr Spielerlebnis auswirken, besser zu verfolgen, und nach einem leichten Datenbankproblem, das Chaos mit dem Upvote-System im Community Hub verursacht hat, das wieder auf den richtigen Weg zu kommen scheint. Wir hoffen, dass wir in naher Zukunft weitere Iterationen sowohl des Issue Council als auch des Community Hubs durchgef\u00fchrt haben und pr\u00fcfen sogar Optionen im Zusammenhang mit einem gr\u00f6\u00dferen Upgrade unserer Foren. Noch keine Details zu nennen, aber wir erforschen weiterhin M\u00f6glichkeiten, alle Aspekte der Sternenb\u00fcrger-Erfahrung w\u00e4hrend der Entwicklung zu verbessern.... denn daf\u00fcr ist Entwicklung da, ja?\n\nLive-Events\nKeine Live-Events f\u00fcr den Monat Februar, aber wir planen weiterhin unsere Gamescom- und CitizenCon-Pr\u00e4senz im Laufe dieses Jahres. F\u00fcr die Gamescom (17. bis 21. August) sind wir alle f\u00fcnf Tage auf der Ausstellungsfl\u00e4che in unserem eigenen Stand und m\u00f6chten w\u00e4hrend der Woche abends eine Reihe von Popup-Partys veranstalten, also bleiben Sie dran, um mehr dar\u00fcber zu erfahren, wenn wir dem Event n\u00e4her kommen. CitizenCon wird am 9. Oktober in Los Angeles im Avalon Hollywood stattfinden. Die genaue Startzeit wird noch festgelegt, aber daf\u00fcr werden wir in den kommenden Wochen Tickets auf der Website haben, sobald alle relevanten Details gesperrt sind.\n\nVerg\u00fcnstigungen\nAbonnenten erhalten weiterhin ihr monatliches Flair und stimmen sich n\u00e4chste Woche auf Around the Vers ein, um einen Blick auf eine neue Flair-Serie zu werfen, die zu Abonnenten kommt, die uns hier begeistert hat.\n\nCoda\nDas ist alles, was wir f\u00fcr diesen Monat haben. Wir lassen alles auf dem Feld liegen, wie man im Sportsball sagt. Wir werden weiterhin unser Bestes tun, um jede Woche so viele Star Citizen-Inhalte wie m\u00f6glich zu generieren und mit Ihnen zu teilen. Wie immer, ein gro\u00dfes Dankesch\u00f6n an die 6 Studios, dass sie sich die Zeit genommen haben, all diese Informationen zu sammeln, die wir mit Ihnen teilen k\u00f6nnen.\n\nWir sehen uns im Vers!","zh_CN":"Greetings Citizens,\nWe had an extra day this February, and we put it to good use! Star Citizen Alpha 2.2 is now \u2018live\u2019 and Citizens everywhere are making good use of the new features to expand their adventures around Crusader. Between the hostility system, physicalized EVA and the increased instance limit, things are hopping! An extra special thank you to our front line PTU testers this month, who helped us put out an astounding nine builds before we released 2.2! With 2.2 live, the team is eager to move on to features to be added for 2.3\u2026 but before that happens, we\u2019ll take our monthly look back at Star Citizen\u2019s progress for February 2016.\n\nGreetings Citizens!\nWe are back again with another month in 2016 that has come and gone. Time does seem to fly when you are having fun, doesn\u2019t it? We are definitely having fun, but make no mistake, we are completely focused on getting more enjoyable content released so you can join our merriment within the black void of space.\n\nWith the 2.2 patch released, it is hard to believe it has already been a month since our last community update; not because time flies so quickly but because of how busy the CIG LA office has been these past 29 days (we definitely appreciate the Leap Year giving us an extra day to polish content). Just to give you an idea of what we have been up to, here is a breakdown of what each development team in the LA office has been up to.\n\nEngineering\nThe LA Engineering team has been elbows-deep in new technologies that are getting incorporated into Star Citizen. Starting with Allen Chen\u2019s efforts, we have looked at how player interactions work in-game. For example, when planning out how a player will interact with an object, we realized that a single \u201cUse\u201d prompt was limiting us to a single predefined interaction with an object that didn\u2019t take context into account. By allowing each object to handle interaction logic by itself, this reduces the amount of extra effort required to maintain all of the implementations. Allen has engineered the system so that each contextually possible interaction for an object will contain a localized string token that will be used by the UI to display the description of that action. This leads to a system that allows us to add, remove, enable, or disable interactions on an as-needed basis instead of a more cumbersome and error-prone ad hoc basis.\n\nYou may have heard us mention updates to the Shield system in our news updates, \u201c10 for the Developers\u201d series of videos, and other news outlets. While the Tech Design side is being handled by Lead Tech Designer Kirk Tome, the Engineering side is being performed by Associate Engineer Chad Zamzow with oversight by Lead Engineer Paul Reindell. Chad has been working on implementing the \u201cShield Generator\u201d item to the revised design spec. A large part of this consists of matching the new components to the new design which involves pulling power and converting that power into shield points to be pushed into the corresponding shield pipe.\n\nIn an effort to increase efficiency in our coding and to help provide the Tech Designers with more powerful tools, we have created our own in-house tool we call DataForge. This tool allows us to create data quickly within the game without the need for parsing. This database not only allows us to view data in multiple ways, it also loads data faster and ensures that the data are adhering to a specific schema.\n\nBoth Mark Abent and John Pritchett have been hard at work behind the scenes, performing various changes to our game data that have potentially long-standing implications to how our data functions. Mark has been providing support for projectile creation through DataForge while John has been working on tweaks to the Thrusters and EVA. Mark\u2019s changes to the Projectiles provides our Tech Designers with a powerful option to create projectiles directly through DataForge without having to go through XML editing. Flight Engineer John Pritchett has been busy cleaning up Thruster effects to fix the thruster effect range, boost effect range, and adding transitional effects when activating Boost.\n\nTech Design\nWith the 2.2 release imminent, fixing bugs for 2.2 was the utmost priority for the Tech Design team this past month. Although Shield system has been at the forefront of the Tech Design team\u2019s tasks with regards to new content, our ships have been making great progress through the pipeline as well.\n\nTech Design Lead Kirk Tome has completed the grey box stage of the Xi\u2019An Scout. If you have not watched the recent \u201c10 for the Developers\u201d featuring Mr. Tome, you will find an abundance of information and updates regarding the Xi\u2019An Scout. While the grey box stage has been completed, the final tech design for the Scout is still underway. Furthermore, Kirk has spent a considerable time performing a re-factor of in-game masses. Starting with the ships, he has been researching a more accurate and proper way of calculating the mass.\n\nApart from creating a metric for Shield performance, Tech Designer Calix is in the midst of completing the white box tech design stage of the Drake Caterpillar. This stage includes determining where the components will be located throughout the ship, the layout, along with other important features such as the list of what weapons it will have, where they\u2019re located and most importantly, the basics of how the Cargo mechanic will function. Finally, with our components constantly evolving, Calix is designing how Power and Cooling will function within our ships.\n\nAs mentioned in the Engineering section, with the creation of our in-house tool, DataForge, it allows the Tech Design team greater efficiency and flexibility when creating new items and experimenting with parameterization (laying the groundwork for future balancing passes). Tech Designer Matt Sherman is in the middle of converting all of our Projectiles from XML and setting them up in DataForge. Since this is an ongoing and evolving task, Matt is also responsible for grey box tech designing the MISC Reliant. This includes the metrics that comprise the Reliant such as its internal layout, placement of hardpoints and various components, etc.\n\nArt\nWhen it comes to the CIG LA Art team, there is definitely no shortage of exciting things to report. New ships and old ship revamps along with character updates have been a top priority for the Art team. Furthermore, the Art team has also been responsible for creating lots of new artwork across the game.\n\nWhile Calix has been working on the white box tech design of the Caterpillar, he has been working hand in hand with 3D Art Lead Elwin Bachiller, who in turn has been working on the modeling white box based on additional concept artwork using updates to the Drake style guide, both created by Concept Artist Gurmukh Bhasin.\n\nMoreover, the LA Art team has also been working on the MISC Reliant, having completed several milestones. Exterior LODs were completed by Daniel Kamentsky, while Elwin completed redesigning the cockpit. The changes to the Reliant\u2019s cockpit include redesigning the UI in order to adhere to updated UI specifications, animation, and textures. These are all part of a \u201cflight prep\u201d pass completed by Elwin. The flight prep pass is a review of everything that is needed before the ship becomes \u201cflight ready.\u201d This includes doing a pass over the damage states, LODs, and other precursor tidbits before it is released.\n\nOn the Character side, Artist Omar Aweidah has finished creating high-poly geometry for undersuit armor and several UEE Navy item variants have been his responsibility.\n\nSpeaking of costumes, Jeremiah Lee is submitting a first pass for the Heavy Armor concept after completing an early design pass on the same. Like our spaceships, designing armor and clothing also go through a series of approvals and revisions before they are approved for creation. This ensures we are adhering to thematic style guides based on key manufacturer embellishments.\n\nTech Content\nThe Technical content team is the amalgamation of Tech Art and Tech Animation into a global unified team.\n\nThis team consists of Technical Animators and Technical Artists working together to bring together all of the Art, Animation and even Engineering proceeds into a cohesive \u201cin game\u201d asset or feature. Typically this includes complex problem solving across many different pieces of software, educating members of other teams on best practices for coordination and handoffs, constant performance profiling and even reactive bug fixes on release build content, just to name a few. This team also includes key developers that perform the rigging and animation implementations of both ships and characters.\n\nOn the ship side, recently-promoted Senior Technical Artist Mark McCall (congratulations on a well-deserved accolade) has been tackling animation bugs for the 2.2.0 release. These include fixes such issues as the Vanduul Scythe\/Glaive firing animations, adding steps to prevent clipping animations of the Landing Gear through Mannequin, optimizing thruster setups and many other important fixes.\n\nMeanwhile, Patrick Salerno is continuing the review of all ship LODs and normalizing the mesh count and more importantly density. Patrick is making a huge effort to ensure that performance is at the highest possible level across all of these ships and is currently reviewing the Mustang and Hornet along with each respective variant.\n\nSenior Tech Artist Matt Intrieri is currently performing an LOD pass on various ship components which include the landing gear, escape pods, thrusters, intakes, and many other components. This is an ongoing task given the number of assets requiring his review. Associate Rigger Gaige Hallman and Senior Rigger John Riggs have completed rigging of various character assets that will become obvious to players once character customization comes online. Gaige has finalized the process of skinning vertices from the character models whilst John has completed the asset rigging and simulation setup for the UEE Navy BDU uniform. Next up for John is performing R&D for rigging the Vanduul \u2013 we can\u2019t wait to see the results of this!\n\nNarrative\nFor the most part, we\u2019ve been focusing pretty heavily on Squadron 42. Lead Dave Haddock has bounced over to the UK for the month while Will\u2019s been Skyping in to have daily meetings with the Squadron 42 designers to step through the game to see how the levels and gameplay have been progressing, to see if any changes have necessitated any additional pick-up lines from our higher tier actors, and delve a little deeper into the dialogue and narrative needs for the secondary (non-principal) cast members.\n\nOn the PU front, we\u2019ve been working with Designers in Austin and the UK to flesh out more of the landing zones, provide lore support for ship components and help out with developing narrative in the Baby PU.\n\nIn the Starmap and Galactapedia arenas, Adam finished his review of the previously published Galactic Guides, resulting in a monstrous 120-page document outlining potential changes\/disparities that would need to be made to bring either the Galactic Guide or the Starmap in sync. We will all sit down and go through each one to talk them out. Meanwhile, Cherie has continued to work with our awesome astronomy consultants to generate the scientific data while waging her epic battle with the internal wiki.\n\nSo that\u2019s it for us. Nothing terribly new to report (that we can disclose at least), but continuing to chip away at the mountain of needs.\n\nQuality Assurance\nCIG LA\u2019s Quality Assurance team expanded as we welcomed two new testers to the team after extensively reviewing applicants; Eric Pietro and Colby Schneider have joined Vincent Sinatra as members of the CIG LA Quality Assurance department \u2013 and their timing could not have been better. Considerable time was spent training the duo and getting them up to speed with regards to CIG\u2019s QA methodologies, software testing theory, and acclimating them to our fun world. In a few short days they were ready to hit the ground running; the LA QA team aided our ATX and UK counterparts in testing the new 2.2 code for PTU pushes, as well as investigated a number of issues for Design and Development, including but not limited to:\n\nThe new Hostility Feature\n\nSabre Flight Performance & Equipment loadouts\n\nNew cooler component implementation\n\nEVA adjustments and zone grid transitions\n\nShip entry animations\n\nThe transition from 16 to 24 playable ships in Crusader\n\nShield recharge times\n\nThe QA team also performed an audit of the mass for all ships, as well as a landing gear pass to ensure everything lined up to specs and was functioning correctly.\n\nConclusion\nAs always, this is just the tip of the iceberg of what is going on behind the scenes here in Los Angeles. We are not only excited about you enjoying 2.2, we are also planning for the future and working on quite a large pool of features that are slated for later patches. We are only two months into 2016 and we are always looking at what is next, ready to face these challenges, knowing that the trust you have for us is greatly appreciated. We are proud to have you along for this epic adventure, in the game and out, and we hope you look forward to seeing the major developments to be released in Star Citizen in the coming months of 2016.\n\nGreetings Citizens,\nFebruary began with a push to get 2.1.2 to the Live server, and ended with a push to get 2.2.0 to the Live server. It\u2019s been a busy month and we\u2019ve made an incredible amount of progress on many fronts! The Persistent Universe team has been hard at work, and will have results to show in game very soon. QA and Live Ops have been working around the clock as always, and the global nature of our company and our community allows us to make continuous forward progress on our goals any time of the day or night. Enjoy some detailed reports from each team leader!\n\nPersistent Universe\nThe PU Team in Austin has been making significant progress on several different features this month, the main one being PERISTENCE! Yes that\u2019s right, the cornerstone feature of a \u201cpersistent\u201d universe is indeed the ability to persist data across play sessions, and Jason Ely and the server team here in Austin have been making great strides into laying the groundwork on the backend. We are rounding the corner on this massive undertaking, having rewritten whole portions of the codebase to get this integrated into the game. The first feature we\u2019ve been testing with is \u201cShopping\u201d, and our first release with Persistence in it will utilize Casaba Outlet\u2019s stock of shirts, pants, jackets, etc. to show off persistent gameplay. We\u2019ve also been brainstorming other ideas for opportunities to utilize Persistence in gameplay, such as player health, ship\/item health, currency, and reputation.\n\nHaving mentioned Shopping, let me elaborate on this feature a bit more. This month we\u2019ve solidified the flow of Shopping Phase 1, and we\u2019re wrapping up the tasks that are required to set up Casaba Outlet as a shop in game. This means setting up the clothing racks with items, tagging each item with the tags necessary to get it to show up in the UI correctly, and calling out variants for the clothing assets that have been made so the Character Team can schedule these in. We hope to populate the shop with enough to keep you guys engaged on the first release, but leave enough empty space to allow us to fill it with more varied clothing assets later on down the line.\n\nShip Artists Chris Smith and Josh Coons spent their time this month wrapping up Final Art phase for the Xi\u2019an Scout. They\u2019ll be moving on to the Herald next month, we\u2019re excited to see what they do with it. Emre Switzer finished lighting passes on the shops for the Levski landing zone in Nyx, as well as for the Asteroid and Business Hangar. Mark Skelton has completed several style guides for clothing manufacturers within the \u2018verse that will inform character concept artists and 3d modelers going forward.\n\nOur Animators spent much of this month developing animations for use in Astro Armada and G-Loc Bar. We also did some work on various enter\/exit speeds for the Avenger and Aurora, and we hope to carry this over for all ships into next month. Lead Ship Animator Jay Brushwood spent a couple weeks in the UK syncing up with the Ship Team there, establishing steps in the pipeline and ironing out kinks in the workflow and communication. It was a very productive trip, it\u2019s always good for folks to get face-time with other studios when possible.\n\nLastly, work wrapped up on the Friends System 2.0, which transitions the Friends\/Contacts system from Platform to our backend services. This new Friends System incorporates some much needed new features, such as the Ignore List. This has been handed off to our UI Team to schedule in and create the front-end work for this feature.\n\nLive Operations\nQA\nWhen the month of February began QA was wrapping up our previous release of Star Citizen Alpha 2.1.2 to our Live environment. QA continued to investigate a couple of lingering issues as well as gathered public feedback. Shortly thereafter, QA began focusing efforts squarely on testing the new features which would be included in the next release.\n\nTodd Raffray headed up an early test of the new Party System updates. Each feature improvement was documented and individually tested to ensure the updates worked effectively. QA was very happy to ensure that playing with your friends would be much improved in 2.2.0.\n\nThe team then began testing additional features that were slated to be included in 2.2.0. These included Monitored Space, The Hostility System, and the changes to the layout of the Crusader map. The team also created a list of must fix issues which was then delivered to production.\n\nEach new system was meticulously tested by the coordinated efforts of each of our QA teams around the world. The day would begin with our QA teams in UK and Frankfurt beginning testing headed up by the leadership of QA Manager Phil Webster and Senior QA Tester Steven Brennon. As the day progressed, the testing would be handed off to our US QA teams headed up by QA Leads Andrew Hesse and Vincent Sinatra. The daily information hand-offs went very smoothly and contributed to almost 24 hour daily testing coverage. This coverage ensured development continued smoothly to help release 2.2.0 as soon as possible.\n\nAs new 2.2.0 features came online, they were added to our list of things to test for release. These included flight testing of the newly flyable Sabre, the hangar ready Xi\u2019an Scout, ship cooler items and the new physically based zero gravity EVA.\n\nAdditional in-depth testing was conducted on the ship combat time to kill values for each available ship and weapon as well as a comprehensive pass on the ship landing and repair mechanics.\n\nWe have had some new recruits added to our ranks this month. Phil Webster has joined our Foundry 42 office in Manchester, UK. Phil comes to us from Sony. Phil will be fulfilling the role of QA Manager and is already doing great things leading the Foundry 42 team. Please welcome Lee Jones to our Foundry 42 testing team. Lee also comes to us from Sony and will be assisting our Veteran Liam Guest in dedicated Squadron 42 testing.\n\nWe also have 2 new testers joining our LA studio this month. Eric Pietro and Colby Anderson. Both Eric and Colby have industry experience and have already proven to be great additions to the LA QA team.\n\nSenior QA Tester Christopher Speaks travelled from our Frankfurt studio to Foundry 42 and held training sessions for our UKQA team on the testing and use of the Cryengine Sandbox Editor.\n\nRight now the team is working hard to get 2.2.0 out to the live environment as soon as possible. For the month of March, the team will be focusing on testing the new additions which will be included in Star Citizen Alpha 2.3.0. We are very much looking forward to the new content coming soon. See you in the Verse!\n\nGame Support\nFebruary has been an amazing month for Will Leverett and Chris Danks as Game Support worked feverishly alongside QA, Production, and our PTU testers to get 2.2.0 branched, built, tested, fixed, and shipped out the door. To go from branching to full release in three weeks is amazing, and we think we can still improve the process to make it even better.\n\nWe spent quite a bit of time this month working on establishing our new protocols for PTU invite waves. This was accomplished by focusing on Issue Council engagement and previous PTU participation. From our perspective, 2.2.0 on PTU has been amazingly successful, and in no small part due to the passionate backers who were always ready to help. We\u2019ve gotten amazing feedback that went right into the development pipeline, particularly through the Issue Council and structured playtests.\n\nMany players have questioned why we did not roll out 2.2.0 to a greater number of players on PTU, or what the downside is to having more players involved. The answer is twofold: 1) cost and 2) 2.2.0 simply did not require additional waves for testing (in fact, sometimes having fewer is better). Each build download and every server costs money, and if we can avoid unnecessary expenditures while still accomplishing our development goals, that helps everyone in the long run. Additionally, bugs involving resource allocation and network bandwidth can result in errors that manifest quickly even with relatively small numbers of players. When bugs of this kind are involved, expanding PTU access often doesn\u2019t help diagnose the problem, it just makes it worse \u2013 incurring higher cost for no benefit is just plain wasteful. In cases like this, bugfixes are investigated and applied while the addition of additional waves of testers proceeds at a much more controlled rate until it\u2019s clear that the blocker has been addressed.\n\nA very healthy 70% of the Wave One group participated in at least one build since 2.2.0 went to PTU, and we\u2019ll cull the other 30% from the list in order to rotate in others who want in to help with active testing.\nAside from 2.2.0, Game Support was able to spend time on our service issues, getting completely caught up on our tickets (along with our colleagues in Customer Service) and we\u2019re excited that we can provide quick turnarounds now to players who need individual support.\n\nRelated to that, Game Support will be working with Customer Service and Turbulent to assess different options for creating a true knowledge base that serves the players of Star Citizen. We certainly don\u2019t want to roll out a drab, mechanical site, but instead provide a medium in which the community can interact, find solutions, and when possible, help each other.\n\nIt\u2019s been a super productive month, and we\u2019re excited to roll right into March on the road to 2.3.0!\n\nIT\/Operations\nFebruary has been about Data. We are working on an important project with the rest of the Operations teams and key Development team members in our Frankfurt studio to fix these huge patches once and for all. This project could take some time to roll out due to the depth of work involved but the project is too exciting not to mention.\n\nPatch sizes have to do with the way the data is prepared for each version we publish. We know that patch differential between builds includes between 5-10% change for most builds. However, because the changed files are mixed with the unchanged files then compressed to larger pak files for delivery, even one small change in data can cause an entire pak file look different to the patcher due to the output of the compression scheme, which the patcher sees as an entirely new large file.\n\nIn order to correct this, we need to change a number of things including how the game engine reads data. We also need to change the build system and the entire delivery pipeline in order to do this right. Once done, we\u2019re expecting to see major improvement in the size of patches between versions but we\u2019re hoping for even more. Changes to the build system supporting this new approach should also allow us to do more incremental data builds rather than the much longer full builds. This would greatly reduce the time between developer fixes and testing, particularly for a game the size of Star Citizen.\n\nLiveOps\nThis month the team has been working around the clock on deployments and the build system. We delivered 8 publishes to PTU with major improvements to the process allowing us to minimize downtime to moments from hours. Our analytics reporting has undergone major improvement in February both on the client and data side.\n\nOur build system has been undergoing some substantial changes at the same time which leads to a tricky balancing act when trying to keep up with all the internal builds and PTU publishes. So far we\u2019ve rolled out a new distributed compilation system which has shaved another 75-90% off the build times depending on build type, a new format for keeping track of data, internal and external automated crash reporting, as well as a completely new inclusion\/exclusion system which helps us refine our builds down to specific testing goals.\n\nWe\u2019ve also been working closely with the IT team and the rest of the Operations teams toward the goal of reducing our patch sizes. This task will likely trigger the largest set of changes introduced to the build system to date since we\u2019re incorporating major changes to the build process as well as the delivery pipeline which will have positive impact on internal development as well as external patch delivery. In order to make all this happen while maintaining full support of the existing development schedule we will be building a completely separate build system which will run in parallel to the existing system. IT better crank up their air conditioners because we\u2019re gonna smoke those servers!\n\nHello Star Citizens!\nBetween Star Citizen 2.2 and continuing work on Foundry 42, all of the Foundry 42 UK teams have been working hard and delivering excellent results. Keep in mind that we can\u2019t share everything for fear of spoiling the events of Squadron 42\u2026 but there\u2019s still plenty we CAN talk about.\n\nDesign\nWe have had another busy month in the UK design department. We are still working on the \u201cnew player experience\u201d which is hopefully going to make the learning curve less steep for new backers. This not only encompasses a simplified UI set, but also has a refactor of the controls system to be more conceptually consistent across the various game modes such as EVA, FPS, and space flight. We are still working on mobiGlas, this is a biggie as it is one of the major aspects of both S42 and the PU so we want to get it right the first time around. Scanning, for both cockpit and FPS, is now underway, and we are looking forward to getting sub-targeting of components into the game soon.\n\nAndrew and the Tech team have had a number of meetings about the various balancing issues and we are hopeful that you will start to see the positive results in the coming releases (not in time for 2.2 unfortunately).\n\nThe Idris is getting closer to a game ready state and we have enjoyed our first forays into the test universe with a design team crewing it.\n\nS42 is moving along nicely and we are starting to see blockers shifted in a timely manner so the design truck can keep rolling.\n\nAudio\nIt\u2019s been a jam-packed month as far as CIG Audio is concerned. Apart from the usual bug fixes, we had a very nasty in-game distortion issue at the start of February that was extremely hard to reproduce, and near-impossible to profile. Thanks to our fantastic QA department, as well as Sam Hall, Graham Phillipson, Mikhail Korotyaev and our friends at Audiokinetic for assisting with fixing that, and the community at large who were hugely helpful in sending us data and user stories. Apologies to anyone who suffered from this but we reacted to it as fast as we could. Good came of it, in that we now have added some analytics for the audio system, so we can keep an eye on audio resource usage in the wild (again, thanks to Sam for pushing that out there).\n\nWork continues apace on \u2018Squadron 42\u2019, and Ross Tregenza has continued with putting down as many audio foundations as possible, and keeping close eye on cross-discipline progress. All of the systematic elements we\u2019re working on across the whole game feed into Squadron 42, but there\u2019s still a lot of custom and bespoke aspects of it to keep track of and make sure we\u2019re ready for, so that when the time is right the whole team will sweep across this module.\n\nRoss also worked with Sam Hall on the monitored zone system audio which you\u2019ll witness soon enough, it\u2019s still in a relatively early stage where the audio is concerned and we\u2019ll improve this further as we iterate upon it.\n\nBob Rissolo has been very heavily invested in the Dialogue Pipeline tools and database. This is quite a large project in itself, that feeds into the main Star Citizen experience but is again very important for Squadron 42 which is going to be very character dialogue-centric. He\u2019s been mainly working with Simon Price, who\u2019s joined us as a Consultant Audio Programmer.\n\nBob Rissolo and Phil Smallwood built up and tested out the dialogue recording rig extensively in a test shoot in mid-February, to make sure we\u2019re up to the task of recording dialogue for performance capture sessions. For the most part it all worked as expected with only minor settings tweaks and optimisations required.\n\nSam Hall has submitted Version 2.0 of the Music System, including a visual logic editor. This shipped in 2.2.0 and was a \u2018surprisingly smooth\u2019 transition, at least so he says! Until we get some new content it might not be hugely obvious it\u2019s there, which is a good thing in some respects. You want an in-game soundtrack and musical cues to sound as natural as it does in the movies, if not moreso. If it were to catch your attention unnecessarily, it could be more distracting than immersive.\n\nTalking of new music content though: myself, Ross Tregenza and Pedro Macedo Camacho combined our powers and braved the (actually rather mild) Slovakian winter to attend our first orchestral performance this year, at the Slovak Radio building with the Slovakian National Symphony Orchestra. This provided us with new content for ship-based space combat, which will feed into the aforementioned music-logic system when the material is ready; we still need to add some extra momentary layers and elements for it to be as reactive to the game as Chris Roberts desires. Chris is very into his dynamic music, having pioneered such a system back on \u2018Wing Commander\u2019. So, we still have the extra material to come before we take it to a mixing session to give it some polish, after we\u2019ve proven its effectiveness in our new system. Will keep you posted, and try to get some material from this out for you to experience when the time is right. Many thanks to our conductor Allan Wilson, recording engineer Peter Fuchs and our orchestral fixer Paul Talkington for arranging things.\n\nThese days we\u2019re thinking heavily about dynamic\/procedural mix methods, rather than the usual state-based mixing that\u2019s common to more linear titles. To this end Darren Lambourne has been putting together a dynamic bass management prototype, which is a great place to start when it comes to figuring out mix fundamentals within Wwise. Many games suffer from the summation of too much low-end and we want to keep the experience clean, and configurable, for our users to reflect their different demands and differing set-ups. Will let you know when we have this ready to push out to the game proper but so far it\u2019s quite promising.\n\nAnd talking of mix \u2013 Darren is also working on a parametric mix\/effects system to reflect atmospheric depressurisation, whether that\u2019s out in space or when inside depressurised interior locations. We have the concept right now whereby exterior sound is simulated within ships \u2013 controversial we know but we feel it makes sense! However, the player suit when exposed to space independent of one\u2019s ship, in our lore at least, it doesn\u2019t have the processing power to perform the same function, at least not to the same level of fidelity. So what you\u2019ll probably hear will be much more akin to structure-borne sound transmission, coupled with a lot of suit\/internalised elements. We\u2019re just starting with this one and we want it to be consistent with logic and gameplay, but also dramatically satisfying in its own right. Will share more once we have this at a good place.\n\nDarren\u2019s also pushed out some great EVA audio improvements, particularly re. the manoeuvring jetpack thrusters. We hope you appreciate this one, the articulation is way ahead of where it was previously. In some ways this is now much more subtle, but also far more responsive to player input. We\u2019ll get together some video to show this off properly but it\u2019s far more characterful while still retaining subtlety. We hope you like it.\n\nStefan Rutherford\u2019s been working on some space-station mixing \u2013 there\u2019s some neat bass modulation on one of the stations that varies things as you traverse. He\u2019s done some lovely stuff on the Reliant, too; he\u2019s produced ship ambient mark-up, with parameterisation of sounds so that all of them become far more responsive to external factors. E.g. power-plant level, ship strain. Under his model a single light buzz on a panel can change in tone and timbre, if power output is high to other components \u2013 because non-critical ones (such as a light) are receiving less power. A light fitting will also tend to rattle when the ship is undergoing excessive gravitational forces or \u2018excitement\u2019. We hope the summation of this level of detail will contribute to the ship experience.\n\nThanks to hard work by Graham Phillipson and Matteo Cerquone, we now have a solid and working piece of tech for \u2018Automatic Character Foley\u2019 in place. Traditionally, this sort of character-based sound would be spotted by hand to animation files, but we wanted to make this far more system-driven, as it\u2019s a very labour intensive approach that doesn\u2019t stand up to variable wearables (that\u2019s a tough thing to say) or animation and clothing simply changing dynamically. So now, we have a system that modulates clothing and equipment sounds in response to limb velocities. We\u2019ll hopefully be able to factor in clothing changes soon too, plus added equipment layers that\u2019ll change depending on what weapon you may have equipped. Matteo\u2019s also been working with the Xi\u2019an Scout which has some great SFX in place.\n\nFollowing on from the auto Foley though, we now also have a solid prototype for Automated Footsteps. Again, this is traditionally very labour intensive stuff, whereby sound designers would open up an animation file and spot to a timeline. That\u2019s not a robust enough solution for us, so Graham has somehow figured out a way to infer accurate footstep movement and articulation, and play back appropriate sounds \u2013 in real time. We know this might not seem like a massive deal but there are many sound designers who\u2019ve contributed man-months to this very task in the past so to solve this problem\u2026 well, one of us cried a tear of joy. Almost.\n\nAs fuel for the Foley fires (again with the tongue-twisters), we have a \u2018wild Foley\u2019 session upcoming to record footsteps, and some physics object style sounds (impacts, slides, rolls etc.). Stefan and Matteo will be overseeing that session, hopefully we\u2019ll gather some eminently usable material there.\n\nWe also have a firearms session due at the end of March to capture outdoor gun-fire impulses\/tails in an urban environment, for in-atmosphere locations with lots of reflective surfaces, in contrast to our earlier interior sessions which were more \u2018roomy\u2019, this is all about distant reflections that help define the outdoors.\n\nJason Cobb has been working on bug fixes, design documentation, scripting improvements to workflow. He also has sound design coming together for ship debris clouds, subject to a system to drive this properly, but looking forward to that.\n\nLuke Hatton has continued on ship sounds, as is his specialism \u2013 we\u2019re always fixing and refining audio for those as you know!\n\nOh, watch out for an upcoming extended version of the Big Benny Noodles theme. But I\u2019ve already said too much about this, I\u2019m sure\u2026\n\nThanks for listening everyone, sorry it was such a long update but it\u2019s been a big old month. We blame the leap year thing. Thanks!\n\nEngineering\nThis month\u2019s new big feature for the live releases is the hostility system. We wanted to start coming up with ways where you could see that your actions would have some sort of consequence, and as a result get some additional emergent gameplay going on. As a first step we\u2019ve introduced safe zones, such as around Port Olisar, where the space will be monitored for any illegal behaviour. If you start shooting up an innocent party in the zone you will automatically get a wanted level, become a hostile, you will be marked up on everybody else\u2019s radar as hostile and as you fire on more and more innocent parties the higher your wanted level goes up. Whilst you\u2019re in the safe zone AI will spawn in and try and take you down. To make it more interesting if you have a wanted level you also become fair game for all the other players, so now anybody can now attack you without fear of reprisal. Of course if you are attacking other players outside of a monitored zone it won\u2019t get noticed and your global reputation stands intact, although the players you attacked will remember and see you as hostile going forwards. You can reduce your wanted level though by using a terminal to hack into the system\u2026\n\nOutside of the releases, we\u2019ve been making progress on lots of the other systems. The code to support turrets has been having a bit of an overhaul as previously it was tied very closely to the vehicles, whereas we want to have standalone turrets on a space station for example. We kicked off work on the scanning feature, where you will be able to use your radar to scan vehicles in more detail and get information as to what weapons they\u2019ve got or even what cargo they\u2019re carrying. This of course depends on how good your scanning hardware is and how good the blocking hardware of what you\u2019re trying to scan has. This scanning is also going to be incorporated in the same way when in FPS mode so you can get information about the players around you.\n\nTalking about FPS again it\u2019s about making steady progress on all its mechanics. The new physicalized EVA is getting more and more solid, we\u2019ve been spending a lot of time trying to fix up a lot of edge case issues, mostly when transitioning from inside a vehicle to outside, so you\u2019re going from gravity to zero-g, or vice-versa (or from non-EVA to EVA). Cover is getting better and work has now started on prone and vaulting.\n\nGraphics\nThis month the team has completed some final R&D work into the Gas Cloud tech, and out of that has created a roadmap for the gas cloud system. This outlines when we can start giving this tech to our other internal teams, such as art and design, to work with.\n\nAfter discovering resolving several bugs with our recent Vis Area\/Zone tweaks, the team moved to working on the facial tech. This work has been testing the current framework, to find performance bottle necks, bugs and the look to make general improvements to the tech to get the best out of it without reducing performance.\n\nWe have also been working on updates to bloom and lens flares. The current bloom implementation has a harsh falloff around glowing objects and requires their brightness to be cranked up significantly to be visible. The new system will allow for more subtle glows with a softer falloff, and its performance will also scale better with higher resolutions.\n\nWith the current flare system, an artist has to create a flare set for each light that generates flares, and simulating different lenses (e.g. for cinematics vs gameplay) which requires a lot of manual work creating multiple sets. There is also a limit on the number of flares that can be rendered per frame before they start breaking. We\u2019re working on a system to procedurally render flares in screen space with a more physically based method, and the new system should significantly reduce the workload for artists and make it easier to change the look of the scene on the fly.\n\nVFX\nThis month the VFX team have been working on getting the latest flight-ready ships including the Vanguard and Sabre. We\u2019ve also done some thorough R&D for the Xi\u2019An Scout effects, as we want to tie in with the fiction and create a unique style of effects compared to the human and Vanduul technologies. This all based on the VFX style guide which we mentioned in last month\u2019s report; building a consistent visual language through a ship\u2019s effects is very important for player readability, especially against the vast backdrop of space!\n\nAway from ships, things are progressing solidly on Squadron 42\u2019s environmental effects, as the environment and design teams have been fleshing out their levels in greater detail which allows us to jump in and add effects where required. There\u2019s so much here we would love to tell you about but we can\u2019t for obvious reasons \u2013 no spoilers!\n\nArt\nThe team has been full steam ahead, internal concept and external all busting out fab looking work and it\u2019s been a varied lot too!\n\nHere\u2019s a list which I\u2019m sure you can discern what belongs to what: the Idris Gravity Generator room, Idris Cargo Room, Idris story line look dev, Planet look dev, Vanduul weapon look dev, Bengal Hangar, Hangar Breakouts, Bengal Bridge console\/chair refinement, Powerplants, Quantum Drives, Coolers, Military props, Shubin Pilot briefing room, Shubin Bridge, [REDACTED] ship cargo room, Research Station look dev for the Gravity room and communal areas, Scourge Rail gun final pass, Rail Attachment system, ammo and just started on a new small ship! Oh \u2013 and some 2nd pass concept on storyline bases \u2013 that\u2019s it for Feb!\n\nProps\nThere is a running theme here, another month and a few more ship components! We now have the first couple of coolers and shield generators complete and the power plants have been started.\nBut more exciting than that is that our team has grown! We have gone from 2 in the UK at the start of January up to 4, with our 5th member joining next week!\n\nApart from the ship components the team has been focusing on low tech props, we are focusing mainly on assets that can be used in both the PU environments as well as the squadron 42 environments. We have completed a few more tests with the blend layer material mentioned last month and have asked for a few little tweaks from the rendering team before we can go full steam ahead with it.\n\nFinally we\u2019ve have been making an effort to get on top of our documentation backlog. Now the teams growing it\u2019s really important to have our pipeline properly documented and as its evolved over the last couple of months there is a bit to update! I\u2019ve also been creating and updating our template files to make the animators lives a little easier and improve consistency across the board.\n\nCharacters\nOur two man team has been busy as a pair of motivated bees, I\u2019m not going to spoil any surprises but the character work now is really starting to matchup with the rest of the game in terms of fidelity and quality \u2013 exciting times, plus we have hired 2 more people to join the UK team \u2013 things are looking up!\n\nEnvironment Art\nThis month the environment team have been hard at work fleshing out the environments for Squadron 42, there is a huge range of environments in production currently, so there is a frenzy of activity within the team. There is lots of back and forth between the level artists and designers as they move forwards refining the designs and layouts, something which is quick and entirely real-time using our modular system. That\u2019s it for this months, back to it!\n\nShips\nThe Ship Team has been in the process of planning their angle of attack for the rest of the year, laying foundations down to hopefully make the rest of the year\u2019s production run smoothly to push towards fully content complete of the SQ42 within the next few months ( content complete meaning all assets are in-game, playable but requiring polish ). Major highlights of this process have been pulling the RSI Bengal into a metric system that will take full advantage of a modular construction approach, much like we have done on the Idris, meaning we can have twice as much visual awesomeness with less of a knock on to both visual and memory costs in the engine. The Bengal was the first ship to be seen ever for Star Citizen in the original reveal, it\u2019s like the Crown Jewel of SC and will be treated as such!\n\nBoth the Aegis Idris and Javelin have continued into final production, the Javelin taking full advantage of the Idris\u2019 interior modules, meaning essentially whatever wins we make on the Idris roll over to the Javelin by default, this also has the added benefit that the Javelins interior production will in fact finish not far behind the Idris even though production on the Idris started several months before, we are gaining variation between the two ships with a clever use of material swaps, lighting and atmospherics, the Javelins will have a far more grittier feel to suit its role \/ characteristic as a ship.\n\nOn top of the above, production is almost complete on the Starfarer Base variant, she is looking beautiful indeed, but more so in our opinion is the Gemini variant, the Gemini being kitted out by Aegis really brings an interesting dynamic to the ship\u2019s aesthetic.\n\nGreetings Citizens,\nThe weather in Frankfurt this month was definitely colder than last, but it hasn\u2019t slowed us down. This month the team added new people in Weapons Art, Animation, AI, and Game Programming, we\u2019re now up to 37. As the team grows out here we can feel it continuing to pick up momentum, which is always a good thing.\n\nEarly in the month we had a handful of internal visitors to the office including Chris and Erin. It gave us a good amount of time to look through schedules, adjust priorities, discuss design systems and tech approaches, etc. We also had a few backers through the office which was fun, the team appreciated the good words and the fattening treats.\n\nThanks again for all the German team support from the backers and fans, it means a lot to us.\n\nAI\nEarly in the month we completed the first pass on the refactoring of the Human perception. The new perception is now fully distributed and optimized: we mostly split the perception into visual perception and audio perception. All the other stimuli are either perceived currently as audio or visual objects. In the future we are planning to have several types of senses that can be plugged into the perception if needed.\n\nThe vision perception is mostly based on the CryEngine VisionMap, it allowed us to have a very flexible system that on the CPU side uses an average of 0.01ms! The audio map allows us to model the perception of sound stimuli and it also uses an average of 0.01ms! The new perception abstracts what\u2019s perceived by the different sense and what we use as the target: the behavior tree is in control of the selection of the target and we are also supporting future extensions for characters that might be able to track multiple targets at the same time.\n\nH3. Notes on the Image\n\nThe yellow lines represent the audio events that each NPC has received in relation of different sources.\n\nThe blue lines point to the last position when the target has transitioned between being visible and not visible.\n\nThe green lines point to visible objects in the world for each NPC\n\nThe pink lines represent the attention target of the NPC. If the target is visible it points to the entity otherwise to the last known position of the target.\n\nWe also made very good progresses on Subsumption. We now have a proper tool developed directly by Tony Zurovec, from Austin, that allows the designers to create Subsumption routines. On our side we process the data created by this tool to actually transform data into behaviors that run in the game. We currently have a first version of NPCs running Subsumption, and the code is very optimised in memory. 50 characters running different Subactivities uses around 12Kb of memory. Subsumption is controlled by our high level behavior tree so that any character can also be able to react quickly to combat scenarios using our systemic combat behaviors.\n\nWe then improved several aspects of the Cover usage, we introduce the functionality to blacklist specific cover spots for a specific amount of time, and avoid the effect of NPCs nonsensically selecting covers that have been compromised a few seconds before. We also fixed the selection of the cover based on the actual occupancy size of the character itself so that different NPCs won\u2019t select covers too close to each other.\n\nWe completed the ground work to run dynamic behavior trees inside a main high level one, so that scripted requests can be directly accepted and run by the designers only when the behavior tree is ready without conflicting with the main behavior tree. Also we introduced the concept of \u201cPrimary\u201d and \u201cSecondary\u201d actions in the AISequences so that we can properly validate the logic setup from the level designers and guarantee that what they want to achieve is correctly communicated to the AI.\n\nAnother feature we worked on is the ground work for Assignments, this is the way a designer can suggest specific high level goal to an NPC, something like \u201cDefend a specific area\u201d, \u201cAttack a specific target\u201d, and so on. Along with the above, this should lead to NPCs that can react properly to distractions without completely losing sight of the orders they\u2019ve been given.\n\nIn addition to all of that we have continued to improve the stability of the builds in general.\n\nBuilds Ops\nWe recently switched to use BinXml assets for release builds, this is now the default. Continued work on Trybuild development, deploying and stabilization. We have got a solid db backend now (mysql\/postgres), instead of a mere sqlite database, running in a docker container. This allows us to persist data through server and\/or service reboots.\n\nWe\u2019re doing preparation work to soon switch Transformer to Buildbot Nine. Lots of changes\/improvements\/fixes have been made across the entire pipeline.\n\nCinematics\nA crucial cinematic scene right before Admiral Bishop\u2019s speech in the UEE senate got a major upgrade from our side. The work on that is still ongoing.\n\nIt seemed crucial to Chris and Hannes that we wanted a bigger canvas for the tragedy of these planetside scenes to play out on. Frank, our Senior Env Artist for Cinematics was quite busy building rubble pieces and other things we don\u2019t want to spoil right now.\n\nFor much of the month, Hannes was busy building up these scenes and doing further previs on some Bengal Carrier scenes as UK art is currently jumping on that one. Mike Nagasaka was busy with Chapter 02 and both of us were looking into different holoshader improvement options and did some visual prototyping for a pivotal moment involving alien holo tech during Chapter \u201cX\u201d.\n\nAnimation is busy with prepping pcap we have for Chapter \u201cX\u201d which involves the Starfarer and as that ship has progressed nicely to almost final art we can easily tackle those scenes next month.\n\nBishop\u2019s head model got some refinement, and we tested that as quite some tech issues were fixed since we had him take the stage in the first scene featuring him at the UEE Senate.\n\nAs on ongoing side project we are revamping the cinematic timeline module \u201cTrackview\u201d so that it supports the needs for ships and AI characters, as well as major usability fixes. This will go on for quite some time longer and Sascha Hoba or as we call him \u201cthe fixer\u201d is doing a tremendous job on that which will help cinematic sequences shine!\n\nVFX\nOver the past few weeks the DE VFX team has been working on getting the Xi\u2019an scout ship ready for release. This includes a full VFX pass, including things such as thruster effects, damage effects, weapon effects and even a new version of the quantum drive based on the Xi\u2019an tech style. You can see the current status in our header image.\n\nTech Art\nThe Tech Art team continued developing the internal animation pipeline, supporting cinematics for various tech setups. The team also worked on the FPS weapons rigs and supported the in-game animation team for finalizing the DCC and engine camera for players and weapons.\n\nEngine Programming\nOur Senior Engine Programmer is Christopher Bolte, and his focus during the last month was on two aspects of the game: data transfer protocols (critical to loading times) and the ObjectContainer System. Most of the time was spent on the new data transfer protocol mentioned last month and we made good progress there.\n\nSo far we already have the capability of storing all the assets of the game in a single, very large, pak file and to update this pak file incrementally. The Engine also has the initial support to be able to start from such a pak file. The next steps for the new data patching process is to hook those tools up into our internal build distribution process so that we can test how well the proposed system will perform. Hopefully we can provide updates on how well this worked next month.\n\nThe second focus was on providing our UK Engineers with support for the ObjectContainer System. This system is sort of a replacement of our current level format, with the twist that we can load ObjectsContainer when we already have an objects container loaded. Practically this means we can prepare loading a universe scale level with a very large amount of space stations, planets, or large object groups, even where only the parts that are supposed to be visible to the player are resident in memory. This system should allow us long term to scale to extremely large levels containing many interesting and different objects. So far we have initial support working so that we could load levels with ObjectsContainer instead of as levels. This is absolutely critical to providing a seamless gameplay experience with transparent loading times, made all the more crucial by the fact that the client (your) computer actually only has so much memory to work with.\n\nAs the next steps we will extent this basic version to space stations and ships so that we can load complex objects more efficiently.\n\nCode\nThis month, we made a whole bunch of code related improvements. Including:\n\nWAF build system rollout. All devs are able to compile the project much faster now.\n\nPublic crash handler rollout with 2.2. Already getting good intel from our community in PTU. Thanks to everybody participating and agreeing to send crash info our way.\n\nMore improvements for code quality tracking (system to track asserts automatically, trybuild on the way to avoid submitting code that doesn\u2019t build against latest code depot).\n\nAdditionally:\n\nWe\u2019ve made further progress on the much improved patching solution. The plan is to really ever only download files (inside .paks) that changed. In the future we might expose control of data compression on user\u2019s end to allow custom balancing of IO bandwidth vs CPU decompression time. Incorporating a much more modern compression scheme is also planned (much less CPU decompression overhead for similar compression rates). All this will require stabilizing asset file formats so that re-exports of unchanged assets do not invalidate much of the previously shipped content.\n\nProgress started on further improving optimized mesh data storage format. Vertex streams of meshes will get much more aggressive compression of per-vertex normals and tangent frames all the way up to the GPU (decompressed in vertex shader with very little overhead). This will reduce the .pak size, improve load times and streaming, as well as reduce GPU bandwidth which is critically important for the highly (vertex) detailed meshes of our ships, etc.\n\nWe\u2019ve also done a good amount of work on the procedural tech, but don\u2019t want to go into the details just yet, we\u2019ll hopefully have a larger update in the near future.\n\nAnimation coding was focused primarily on fixing exiting bugs to get the foundation as stable as possible, which will then be easier to build upon.\n\nDesign\nAt the beginning of the month we had a visit from Chris Roberts and a lot of other people from the all the studios. This was a great opportunity to make sure everyone is on the same track and we are all pulling in the same direction. While this might sound like an obvious thing, it\u2019s actually really easy to lose that focus when you\u2019re involved in problem solving for very tricky ground-level technical challenges for weeks on end. Lots of things got clarified on the design side and are reassured that our goals are aligned and the same processes needed to reach those goals.\n\nOn the Level Design side Andreas has taken over the Hurston landing zone. He will be focusing initially on the basic layout, positioning of important landmarks, vistas, landing pads and shops in the three layered zone. The Hurston landing zone is buried within the heavily industrial planet Hurston, owned by Hurston Dynamics in the Stanton system, but besides the actual Industrial Sector it also contains a Civilian Commons Sector and an extensive Business Sector.\n\nThe power distribution prototype that Clement was working on proved successful, so now he is moving forward to integrating life support systems and depressurization to this prototype. He is also extending the layout needed as more features get added to this test level.\n\nOn the System Design side we\u2019ve been specing out some high priority systems needed for PU. We finished work on the Oxygen, Breathing & Stamina system that will handle the mechanics for how the oxygen travels from the suit\u2019s tank to the suit\u2019s internal capacity, through the lungs and into the blood stream and how the levels of oxygen in the player\u2019s blood affect his actions, and also what happens when he runs out of oxygen.\n\nWe\u2019ve also finalized designs on how Quantum Drives & Interdiction function and interact, and are also working on a global universe spawning system that will populate the star systems with content based on dynamic data from the Universe Simulator.\n\nAnother system that has been heavily looked at is loot generation and the actual looting system. We are trying to keep this as realistic & immersive as possible while trying to also have it still be manageable and entertaining for the player. This together with the work being done with Player Transactions should help us kickstart an early version of the economy in the PU.\n\nOn the AI design side, this month, we\u2019ve started to receive tools that help us greatly in the process of building our behaviours and subsumption tasks so we have started working with these and hopefully our AI will greatly improve because of it.\n\nEnvironment Art\nThis month environment art completed work on the (can\u2019t say) which will feature in the (can\u2019t say) of the game. They also started working on a wrecked version of the (can\u2019t say) that will be used as set dressing in specific cinematic scenes. Making the wrecked version of the (can\u2019t say) will involve taking the existing (can\u2019t say) and adjusting the geometry and textures to simulate a smashed up and burnt look, while also using decals to really make it look like this thing has suffered some fairly intense damage.\n\nThey also continued supporting the Engine team on the procedural tech, further defining the pipeline and approach to get the finest level of detail possible.\n\nGreetings Citizens,\nFrom building the largest environments to growing the smallest space plants, Behaviour\u2019s work ran the gamut this month!\n\nDesign\nBehaviour\u2019s Design team has been very busy this February. Starting with Hurston landing zone, we designed, blueprinted and whiteboxed all shop locations for the level, 10 in total and every designers chipped in. Good job guys! They are very different from what we did before as Hurston has its own visual signature and gameplay requirements. BHVR artists are going to start working on them soon and we can\u2019t wait to see the result.\n\nWe are also helping out design, scope and plan for shopping which is a big priority for us. Regarding that, we made a few changes to the AR mode and AR labels, the more significant improvement will come with the shopping release but we got some very promising prototype on how this will look and feel. Even the March flair items will have AR information attached.\n\nTalking about flair items, we gave a big push for flair hangar decoration this month, try to forge ahead. March will see the new flair collection revealed which will have 2 decorations: a subscriber one and even a stretch goal one. We even have a few more surprises in bank\u2026 To be continued.\n\nEngineering\nFebruary has seen most of us working on polishing, debugging and optimizing various features for the 2.2.0 branch.\n\nThese include many fixes on contact list, hangar swapping loadouts, turret display in multi crew and holotable features.\n\nAside from that Adamo Maiorano has worked on Augmented Reality prototypes for the shopping experience and general AR changes to fit design changes.\n\nArt\nThe Behaviour Art team has been finishing the available shops for Levski. Mostly polishing, dressing and creating props to give a distinct look and feel to each shop.\n\nAlso, we began work on performance optimisation to ensure a good frame rate for once NPC and players will be populating the level.\n\nLots of support was given to the 2.2 release, mostly fixing bugs and updating a few assets.\n\nIn addition, work continued on generic props for the lowtech style. These will be extremely useful for our many planets and SQ42 needs.\n\nOn the Concept art side, we began work on paintovers for the future Hurston shops.\n\nFinally, the next flair objects has been completed for the next release.\n\nGreetings from freezing-rainy Montreal! Here\u2019s what we\u2019ve been up to in the last month:\n\nShip Stats\nWith over 70 ships currently listed on the site, the \u201cShip Stats\u201d page needs a redesign with revamped readability and usability. We have gone back to the drawing board, creating a new user interface with additional search filters, allowing you to quickly find and compare the ships that interest you, as well as give better insight into the ship production pipeline. We are currently in the design phase, so we\u2019ll post a screenshot in an upcoming report.\n\nMulti-Factor Authentication (MFA)\nLast month, we continued our development of multi-factor authentication, i.e. best practices research, prototyping, and data modeling. Our objective is to upgrade our current authentication services and allow anyone to enable this added security feature. On the design front, we finalized the page layouts for the security settings section, which is where the user will setup MFA. In upcoming reports we\u2019ll be able to go into more details about the foreseen short- and long-term options.\n\nCommunication Platform\nWe began brainstorming on a new communication platform for the site which would be able to aggregate and blend forum threads, chatrooms, private messaging into one hub. Our first step was to benchmark and rate other communication tools used by gamers and we are now starting the actual functional design process. Our aim is that this platform could be the next big functional step for Organizations.\n\nShip Happens\nLast month, we updated the game packages on the website, so moving forward, Star Citizen and the upcoming Squadron 42 will be sold separately. It is important to note that his does not affect any packages that you already own; it applies only to packages sold after Feb 14.\n\nBehind the Scenes\nThe Panic Service is live! Star Citizen devs are now able to access all crash data from this database, making it easier to extract the pertinent information.\n\nAdditionally we have been working with CIG to bring about the next big steps in persistence and how it will handle what everyone has on their website accounts. More on this as soon as we\u2019re allowed to disclose anything!\n\nCommunity\u2026 huh\u2026 yeah\n\nWhat is it good for?\n\nAbsolutely everything, oh hoh, oh\u2026\n\n(YOU try starting one of these things\u2026)\n\nFebruary went by in a blur like the short month that it is. Like always, it was a month of videos, forums, live events, perks, and more, so let\u2019s dive right in.\n\nVideos\nThe 10 For series reached another pinnacle when we had Sean Tracy and Steve Bender take over the show early this month. We knew it was going to be a spectacular trainwreck when we came up with the idea, and the boys didn\u2019t disappoint. The variety of people it takes to make a game of this scope and quality continuously amazes me, and it delights me in equal measure when we can share those people with you, and show you that having fun in video games isn\u2019t just for the people playing them.\n\nAround the Verse continues to evolve with the inclusion of a more newcomer friendly hosting portion, remote video segments that allow us to showcase our developers around the world, and the return of fun segments like Which Glitch, and the Wonderful World of Star Citizen, where we showcase the community content creators on our flagship broadcast. In the coming weeks and months, you\u2019ll see gamestreamers, youtubers, podcasters, ship builders and more highlighted on Around the Verse, as well as your gameplay videos front and center from now on in the opening of the show.\n\nReverse the Verse, our weekly informal livestream with the fans, is also evolving! Recent additions to the show include a new graphics and overlay package and a more structured format to the show. Response has been very positive so far, and keep watching as even more additions to the show come over the next few months.\n\nWebsite\nThe RSI website continues to be the heart of Star Citizen-related conversation. Last month\u2019s addition of the Shipyard section to the forums has taken off, small revisions to the Issue Council have helped us better track the bugs that affect your gameplay experience, and after a slight database issue that caused havoc with the upvote system in the Community Hub, that appears back on track. We\u2019re hopeful to have continued iterations to both the Issue Council and Community Hub in the near future, and are even exploring options related to a major upgrade to our forums. No details to speak of just yet, but we continue to explore ways to improve all aspects of the Star Citizen experience during development\u2026 because that\u2019s what development is for, yeah?\n\nLive Events\nNo live events for the month of February, but we continue to make plans for our Gamescom and CitizenCon presence later this year. For Gamescom (Aug. 17-21) we\u2019ll be on the show floor in our very own booth all five days, and are looking to host a number of pop-up parties in the evenings throughout the week, so stay tuned for more info on that as we get closer to the event. CitizenCon will be October 9th in Los Angeles at the Avalon Hollywood. The specific start time is still being determined, but we\u2019ll have tickets up on the site for that in the coming weeks once all relevant details have been locked down.\n\nPerks\nSubscribers continue to get their monthly flair, and tune into Around the Verse next week to get a glimpse at a new flair series coming to subscribers that has us excited here.\n\nCoda\nThat\u2019s all we got for this month. We pretty much leave it all out on the field as they say in Sportsball. We\u2019ll continue doing our best to generate and share as much Star Citizen content as we can with you each and every week. As always, a huge thanks to the 6 studios for taking the time to gather all this info for us to share with you.\n\nSee you in the \u2018Verse!"},"links_count":0,"comment_count":77,"created_at":"2016-03-04T00:00:00+00:00","created_at_human":"10 years ago"},"meta":{"processed_at":"2026-05-08 06:56:49","valid_relations":["images","links"],"prev_id":15223,"next_id":15225}}