{"data":{"id":15587,"title":"Monthly Studio Report: October 2016","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/15587-Monthly-Studio-Report-October-2016","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/15587","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/15587","channel":"Undefined","category":"Undefined","series":"Monthly 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Citizens!\n\nOctober had the Star Citizen dev team turned up to eleven, with CitizenCon and the upcoming 2.6 patch being the main drivers for the month. While we didn\u2019t wind up being able to show off all our efforts on Squadron 42 (make sure to check out the special ATV episode for more details on that, our Homestead Demo highlighted a ton of new and upcoming features including V2 procedural planets, epic weather effects, and the appearance of a Valakkar \u2013 a massive sandworm native to Leir III.\n\nMeanwhile, devs continued their push to get the 2.6 patch ready for release. From constant QA testing of Star Marine to a significant overhaul of the front end menu system, there are plenty of details below on what various teams around the world have been able to achieve these last few weeks.\n\nCloud Imperium Los Angeles\nEngineering\n\nIn regards to vehicles, the engineering team progressed steadily on Item System 2.0 and all that it encompasses. They also dug deeper into Object Containers and Object Container streaming, both necessary tech for further expansion of our seamless universe. Per usual, bugs reared their head and were successfully squashed, which aided progress on Star Citizen and Squadron 42.\n\n\nTech Design\nOur technical design team aided local engineers on implementing Item System 2.0. We also pushed forward on several ships, such as the Constellation Aquila and the Drake Herald, to bring them closer to flight readiness. Finally, we worked alongside the global team to keep the bug queue down.\n\n\nArt\nThis month our character team grew, allowing us to make bigger moves on both character quality and deliveries. We took the Sand Nomad from start to finish, while also pushing the overall character pipeline forward. This included solid progress on clothing, other characters, and general pipeline improvements that will help make the best looking characters possible.\n\n\nNarrative\nBesides providing weekly lore posts, Jump Point magazine articles and marketing copy, the narrative team\u2019s big push involved writing and capturing a ton of content for 3.0 in a mocapa shoot held this past month in London. Progress was also made on additional content for 2.6, the Galactapedia, new component descriptions, and all sorts of really secret stuff.\n\n\nQuality Assurance\nLAQA was front and center at CitizenCon this month with Vincent Sinatra playing the Homestead demo live at the event. When not tackling CitizenCon tasks, they did daily Item 2.0 tests and provided support to LA Engineering tasks.\n\nColby Schneider worked on Squadron 42, including the Vertical Slice, and supported LA Production when needed. Eric Pietro assisted the ATX team with PTU deployments for the Evocati. Between his sessions of bug hunting and regression, he also gave gameplay tutorials to some new hires who were eager to participate in our internal playtests. Finally, LAQA began interviews for a tester position, and hope to add a new member to our team soon!\n\nCloud Imperium Austin\nDesign\n\nThis month we focused our attention on upcoming landing zones. Lead Designer Rob Reininger and Robert Gaither created blueprint level design docs that give a unique look and feel for various shops and services in Crusader, microTech, and Hurston. These blueprints provide the basis to generate requests to other teams, like clothing from the Character artists, so we can begin to populate these locations.\n\nPete \u2018Weather Wizard\u2019 Mackay has been trucking along on \u201cTrade Slayer,\u201d which is an end-to-end economic model of how an item gets created from mining commodities, refined, manufactured, and finally placed on a store shelf. He also aided UK Design in balancing FPS weapons and items for Star Marine, and has been finalizing the first iteration of \u201cPrice Fixer,\u201d which will generate in-game values based on the characteristics and component costs for all of our ships and inform their pricing in persistent universe.\n\nLastly, Rob Reininger has been working closely with the UI team on the \u201cShopping Kiosk\u201d GDD to create mockups and how that system would be interacted with. Once approved, it will be passed off to Engineering for implementation.\n\n\nArt\nChris Smith and Josh Coons made good progress on their respective ships. Josh finished the Herald, which is now in QA testing, and has moved on to the Cutlass variants refactor to bring them up to our current standards. Following feedback from Design and Chris Roberts, he\u2019s already progressed the ship into the Greybox Phase.\n\nMeanwhile, Chris Smith completed his Final Art pass on the Constellation Aquila, which appeared in the Homestead demo at CitizenCon, and Emre Switzer worked on the lighting for the Star Marine maps.\n\n\nAnimation\nRecently, the PU Animation Team tackled implementing a whole new set of background animations, such as characters interacting with datapads, using the PAW tool, getting in and out of beds\/bunk beds, and eating at a mess hall table. These will be used in both Squadron 42 and the Persistent Universe and must work within the parameters for Subsumption Usables, which are nodes that AI navigate to and interact with.\n\nOur Ship Animation Team supported animation tasks for the Ursa Rover, Drake Caterpillar and Drake Herald, while providing insight for ships like the MISC Prospector and Drake Buccaneer. We also added \u201ccombat speed\u201d animations to the Retaliator, Merlin, M50, Scythe, and Freelancer. These new animations shave off valuable time when entering\/exiting a ship.\nBackend Services\nLead Server Engineer Jason Ely spent most of this month completely rewriting our Hub Server. This provides more scalability as our community and player base grows. Next, Jason is turning his attention to grander changes within the backend infrastructure to better optimize our services, among other things.\n\nSr. Server Engineer Tom Sawyer was busy optimizing the Lobby System and smashing bugs to make it flow smoother. As part of our Frontend Refactor, he wrote a new Leaderboard that will allow it to display in-game instead of just on the website.\n\nLastly, Ian Guthrie at Wyrmbyte has been busy creating admin tools for our servers. These new tools will give our Game Support Team more capabilities, including reserving a game master slot on a server, providing slash commands to better identify specific player info and presence, and allowing for better instance controlled testing.\n\n\nQuality Assurance\nThroughout September and October, Don Allen and Todd Raffray lead the charge testing the Homestead Demo. Meanwhile, Andrew Rexroth and Tory Turner (with support from Tyler T) tested the Vertical Slice and provided other Squadron 42 support. Scott McCrea, Brandon Crocker and Matt Gant focused on Star Marine. The team also tested and deployed multiple 2.5.0 builds for the Evocati to test and provide initial feedback on a number of ship-balance changes being considered for 2.6.0.\n\nBryce Benton started rebuilding the QA documentation on server stability diagnostics and bugging. He and Katarzyna Mierostawska also worked with our UK team to test and verify several new automation tests. Jesse Mark assisted in building a new set of web dashboards for the LiveOps and NOC teams. While Michael Blackard and Elijah Montenegro assisted the Austin Animation team with new ship enter and exit animations.\n\n\nGame Support\nThis year for CitizenCon, we provided support both onsite and at the home office, as there was a need to help both attendees and all of our players take advantage of the Polaris and\/or combo sales. We also spent a lot of time on Evocati Test Flight and doubled the size of our volunteer group. The Evocati, a.k.a. The Avocados, now numbering over 800 people, includes members from 40 countries and speaking 18 different languages. This group playtested a full game balance pass and provided us with tons of data that will inform changes in 2.6.0.\n\nWe also hired a few people, as we grow and scale along with the needs of the service, and are excited to be closely collaborating with the Customer Service team. In time, we\u2019ll unify our teams to provide a better level of service and quicker response times. Finally, we cross-trained our \u2018base\u2019 team. They will be the foundation of a much larger organization needed once Squadron 42 and Star Citizen are closer to launch.\n\n\nIT\/Operations\nIT from all studios came together to support the CitizenCon show in Los Angeles. Prep work took weeks and after the show, it took another week to re-organize the equipment. We\u2019d like to give special thanks to all the volunteers who provided tremendous support with setup, teardown and packing of all show related equipment.\n\nIT also supported a number of developers who converged in LA for the final preparations. Dennis Daniel, LA\u2019s IT Manager, worked directly with Mike Jones, IT Director, and the rest of the staff to oversee the builds of over a dozen matching computers used for the final development polish, testing and the presentation itself. The computers used included:\n\nASUS X99-A Motherboard\nASUS STRIX 1080 GPU\nIntel i7-5820 CPU\n64 Gig Corsair Vengeance RAM\nCorsair H55 Cooler\nIntel 750 Series 1.2 TB PCI-Express SSD provided by Intel.\n\n\nLiveOps\/DevOps\nIn October, the LiveOps\/DevOps teams delivered around the clock build and deployment support for CitizenCon. We acted as the gatekeepers controlling each branch and their respective build timings so there would not be conflicts preventing replication to the dev teams around the world. After CitizenCon the team shifted focus to live server infrastructure optimization and patch size reduction. The goal is to deliver smaller patches, and every single member of the team is now committed to this task.\n\nFoundry 42 UK\nArt\n\nIn case you hadn\u2019t heard, CitizenCon happened this month. This awesome event kept us busy, as we produced all the great artwork and designs for the RSI Polaris. We also started on a new MISC ship and Banu archetypes, wrapped up the first round of the Esperia Prowler, finished a Kastak Arms sniper rifle and pistol, and the usual smattering of ship items and props.\n\nThe Environment team had a wide range of tasks waiting for them. We worked to bring a captivating mood to two Star Marine maps. We also collaborated with our DE studio to ensure both art and engineering have what they need to make our planets look even better and allow us to more easily integrate assets. As work continues on the microTech, Crusader and Hurston landing zones, it is important our planets work well with the different settings these each have.\n\nThe DE studio designers also supported our artists on brand new ideas such as surface outposts, modular space stations and satellites. These are the bread and butter of what players will be visiting, so we hope to show more of this soon! Finally, we are hard at work on S42. All of our levels are in final art and we are gearing up to unveil what we have been doing with the Vertical Slice, which will be the first true look into what we are doing across S42.\n\nLet\u2019s not have the Environment team hog all the spotlight. The ship team was busy with the Drake Herald and Vanguard Hoplite for 2.6, both of which are flight ready and testing with QA. The team was also busy with capital ships and are in the final phase of closing out the Idris, Javelin and Bengal. In addition, we have started development on the Vanduul Hunter! As the Driller wraps up, we can take a lot of what that team has done and apply it to the next Vanduul set of ships so these get done faster.\n\n\nGraphics\nThe graphics team focused on several new features this month, including rotating asteroids, physically accurate spot light falloff (important for headlights and torches), and a complex shader-glow effect for alien spaceships. We\u2019ve also started on a major rework and unification of the shadow systems. It will vastly increase the number of simultaneous shadow casting lights we can support, while providing higher resolution shadows and improved performance.\n\n\nProps\nThe last month was hectic but rewarding. CitizenCon also provided the added bonus of highlighting areas of the pipeline to be improved and refined. A large amount of work also went into Squadron 42, the \u201clow tech\u201d set continues to grow, and we converted some older assets over to the new material system, which looks great and is much more efficient.\n\nThe dressing asset library (think handheld sized props) continued to grow. Destructible props are being worked on now, so soon you\u2019ll be able to shoot exploding barrels, blow out lights and windows, and create mayhem!\n\n\nAudio\nBesides setting up the music-logic system and cinematic cues for CitizenCon\u2019s Homestead demo, the audio team also did work on ambience, scavenger voices, the epic sandstorm, and more. Work on Star Marine included setting up the music-logic system, ambience and SFX support, grenade bounce work, and bug fixes.\n\nThe team also refined various ships, like the Dragonfly and Caterpillar, and refactored the Xi\u2019An Scout engines. Improvements were made to quantum drive, ship weapons, and player death. The music system was reworked to support multiple concurrent music suites so there will be seamless music throughout the game. The cinematic flow node was made more robust, and the audio dynamic range changed to a dropdown box with three choices. Amongst many other things, we also improved workflow and collision interpretation with the goal of different clothing, armor, and weapons making specific sounds when bumping or scraping various surfaces.\n\n\nQuality Assurance\nQA focused on Star Marine and really put the control game mode through its paces to weed out some nasty crashes. We tested the new music logic system, which really adds drama to the experience. With new ships coming in, like the Vanguard Hoplite and Drake Herald, we made sure they match the exacting standards required of spaceflight ready machinery!\n\nIn addition, sweeping balance changes for the flight model, shields and ship weapons kept us extremely busy. 2.6 adds a huge amount to Star Citizen and we\u2019ve enjoyed our part in bringing it to you!\n\n\nVFX\nThis month VFX did clean-up and optimization of Arena Commander in preparation for Alpha 2.6. The team also worked on the Herald and Vanguard Hoplite, which will be making their flight-ready premieres in that patch. We made effects improvements on both ships and also updates (including shader fixes) to FPS weapons. We also worked on general ambient VFX for Star Marine levels as well as bug fixes and particle library\/texture cleanup.\n\nFor the Homestead demo we supplied ship contrails (fully driven by code\/data), general ambient effects (sand, debris, weather), weapon improvements (including blood impacts), and upgrades to Dragonfly explosions and Ursa Rover effects. In addition, atmospheric entry VFX are now fully driven by code\/data. Last, but not least, we also continued R&D for planetary VFX automated placement.\n\n\nProgramming\nFor 2.6.0 we completed a large overhaul of the camera system and unified code between the different modes such as the chase, orbit, passenger and spectator cameras. This allows us to have more dramatic and cinematic cameras, and provides more control over DoF, FoV, operator shake, point of interest and zoom.\n\n2.6.0 also contains big changes for the lobby UI. Now you can change your loadout without having to go into the hangar. We\u2019re also investigating a new \u201cmega map\u201d, which would allow you to go between Arena Commander game modes and environments without having to load in\/exit out of the maps.\n\n\nAnimation\nWe did a lot of work in Star Marine, implementing looting animations for weapon pick-ups, working on grenade functionality and visuals, and bringing legacy weapon reloads up to our current quality standards. Must say, they\u2019re looking quite nice in first person.\n\nBeside general bug fixes, we also captured assets for stealth kills from various angles and combat ready AI responding to noises. There was also work done on AI combat animation sets. Most of it was focused on enter\/exit cover, blind fire, and under fire.\n\n\nDesign\nIn October, the UK design team have been split between 2.6 and Squadron 42.\nThe \u2018Live Team\u2019 added mission content for Crusader (including many secrets). We put in new asteroid tech that vastly improved the ring around \u2018Yela\u2019, tweaked station security, and bolstered the belt with improved wreck sites. There were widespread Arena Commander upgrades as well, including persistent missile inventory between deaths, pickups and Pirate Swarm rebalance and improvements.\n\nSquadron 42 designers worked on various elements of the Vertical Slice. This section of gameplay was deliberately picked as it contains almost all aspects of gameplay required overall, but also lacks major spoilers. The intense focus on this section is paying dividends in terms of fixing issues that can sometimes persist late into the development cycle.\n\n\nUI\nAt the start of October, the team focused on HUD & UI needs for the planetary demo showcased at CitizenCon. Since then, the entire team has been working towards the UI needs for 2.6. This involved a significant overhaul to Star Citizen\u2019s front-end menu system. It affects the game lobbies for Arena Commander and Star Marine, new in-game leaderboards, and provides a much needed visual update to the main menu and pause screens. We hope this overhaul will present a much improved end-user experience, especially for new players.\n\nAside from the new front-end overhaul, we also worked with the Character team on creating new first person helmets & HUDs that will have their own individual look and feel. We want the game-mode specific UI to function properly and be visually consistent with the rest of the game UI. Finally, we supported the environment team with ambient screen assets & animations, which gives some life & movement to our environments.\n\nFoundry 42 DE\n\nProgramming\n\nA large amount of this month\u2019s work focused on getting the code for CitizenCon where it needed to be, in combination with our global road map. We did a lot of work on the current ecosystems, vegetation and object spawning, as well as terrain blending. We worked on the vegetation rendering to further improve the performance on CPU. The atmosphere received some attention, including work on cloud modelling and shading, as well as really good progress on improving the visual quality of ocean rendering. We focused some time on occlusion culler optimizations and Physics improvements in conjunction with the local grids. We continued work on our internal Planet tools, iterating on a constant basis with the Environment art team. Finally, we improved the accuracy of our facial rigs and wrinkle map triggering\/blending.\n\n\nAI\nA large focus for AI this month has been on Squadron 42 functionalities. For Subsumption, we added several new tasks that can be available to the primary and secondary subactivities and the future mission logic. To give you an idea of the functionalities we exposed here are some names of the implemented tasks: MoveToTarget, SetAimStance, SetStance, LookAround, GetTargetForEntity, DisableLookAndAim, PeekFromCover, EnterExitVehicleSeat, AttachObject, DetachObject, SelectGadget, StartTimer, HasTimerFinished, SetCurrentTime, TimeComparator, RandomNumber, PickUpItem, AddItemToInventory, SetEmotion, LoopWhile, AnimateOnSpot, PerceiveFactionMask.\n\nWe also added a personal logger; a system that allows each NPC character to log some information useful for us to debug their state and behavior decision process. We also progressed on the implementation of the first pass of the combat behavior into Subsumption. The cover system was improved to correctly work in non z-up environments, and we extended it to allow cover surfaces to be stored into the zone system.\n\nCharacter movement was also a big focus. We refactored the pathfollower to add the ability of raycasting on the navmesh to correctly identify possible shortcuts. We also made fixes to the collision avoidance code, including the ability to recognize the player as an entity so it can be avoided by AI characters.\n\nFor NPC characters, we reintroduced the pseudospeed calculation in the game code, so that Animators and designers can correctly use Mannequin to select animations based on the AI\u2019s current movement speed. We also developed an Emotion component that will become the central place to drive the emotional behaviors of each character. Of course, the information of the emotion will be driven by the relation the NPC has with the character they are interacting with.\n\nAI Spaceships can now correctly request the usage of both the quantum travel and the afterburner, and those requests can also be triggered by designers. The latter can now also request AI space vehicles to target characters and leave a formation without requiring it to be fully disbanded.\n\n\nDesign\nLast month, the entire system design team travelled to the UK to help with CitizenCon. Since then, we are putting what we learned to good use and readjusting some of those systems to improve the quality and make future production faster. The Landing system also received attention, as we continue to refine various landing scenarios such as pilots landing (either on pads or in hangars), docking (either with stations or other ships), and how this looks in-game (e.g. take off procedures, requesting permissions, landing queues, etc.)\n\nThe Level Design team worked on space station locations for the 3.0 release. A lot of progress has been made in designing a modular system for building space stations and cross disciplinary conversations have moved this forward. The earlier work on modular surface outposts and modular satellites is continuing with Level Design and Art working closely together.\n\n\nBuild\nThis month we optimized the Resource compiler process, which currently takes up the most time in our build process. The idea is to run RC through waf (a Python-based build framework) and then distribute it through IncrediBuild. This system will then be hooked up to the new patch\/pak system, which is close to being finished. We also provided the usual Tools\/Build support to keep things running smoothly.\n\n\nEnvironmental Art\nFrankfurt\u2019s Environment artists spent the majority of their time generating the ecosystems that were shown at CitizenCon. As seen in the demo, we created five unique ecosystems within a short amount of time, with a good amount of trial and error along the way. Now we are working closely with the Engineers and UK artists to create additional assets and terrain types for more unique looks and systems.\n\n\nCinematics\nAt the beginning of October, the Cinematic team finished work on the planet v2 \u201cHomestead\u201d demo for CitizenCon. For it, we created a camera path that should probably qualify for a world record since it went from high orbit above Leir III into the planet\u2019s atmosphere and then travelled hundreds of kilometers towards the Homestead site. We also built all cinematic moments for the demo, as well as various dressing and lighting efforts.\n\nAlongside Homestead, dozens of in-cockpit and in-helmet comms were prepped for Squadron 42. Ongoing PCAP to AI animation R&D was done by Jason Cole and Ivo Herzeg, as well as the AI team and designers, with the goal of making Look IK and AI locomotion blend fluidly in and out of narrative performance captured story scenes. As a little side project, we also created a 3d logo reveal for the upcoming Star Marine release.\n\n\nWeapon Art\nLast month the ship weapon artists were mainly focused on ship missiles. The existing missile assets were optimized and polished and a handful of new variants added.\n\nThe FPS team was busy with grenade variants, as well as building iron sights for the Behring P8 weapon family. Here\u2019s a small preview of the incendiary grenade.\n\n\nQuality Assurance\nFor DE QA, once everything calmed down after testing S42 and Homestead for CitizenCon, we resumed our normal activities with test requests ranging from the Engine and Star Marine, to Physics based testing with ragdolls using Gravity boxes and Gravity Areas, as well as checking zone transition changes to interior physics grids. QA Engine Specialist, Melissa Estrada, also appeared in Around the Verse episode 3.11 DE where she shared insight on the life cycle of a test request \u2013 how it goes from start to finish and prevents new issues from being introduced into a working build. You may have also caught a sneak peek of the Physics based test request being worked on by Chris Speak using Gravity boxes and Gravity Areas. Being part of ATV this month was an exciting experience, and QA was happy to share the work we do with the community!\n\nIn addition to test requests, Glenn Kneale also worked closely with the AI team on Squadron 42, as well as the UK QA Star Marine test team. We wrapped up the month with in-house play tests with Chris Roberts, Erin Roberts, Todd Papy, and Ian Leyland to review Star Marine\u2019s current state and obtained valuable feedback.\n\n\nVFX\nThe Frankfurt VFX team focused on effects for CitizenCon and Squadron 42, including various environmental effects such as clouds, heat refraction, sand blowing in the wind, falling rocks and dust around the canyon and the crashed ship. The demo also required several unique bespoke effects like the IED explosion that hits the rover, the sand eruption for when the worm emerges from the ground, and the massive sandstorm. Several of the effects required us to work closely with the cinematics and animation department. This included the sand falling off the worm\u2019s body and the spit effects as the worm roars at the camera.\n\nBHVR\nArt\n\nWe\u2019ve been focusing on some major upcoming milestones and are putting a lot of effort into showcasing the diversity of the Star Citizen Universe with a variety of planet climates, architecture, and overall story of the different locales. We\u2019d like to share some of the current progress on locations being constructed for the Stanton System as they compare to early concept art below. These are all work in progress images, but the Stanton locations are coming together quickly thanks to the building blocks we\u2019ve been constructing.\n\n\nHurston\nHurston is a desert mining world, controlled by a powerful corporation. Life on the planet is harsh, and people working there live no better than indentured servants. Reflecting the condition, the architecture of the planet generally exhibits significant wear and tear. Daily life is constantly monitored by the planet security, a prospect reminiscent of Orwell\u2019s 1984.\n\n\nmicroTech\nOur second planet is microTech, an arctic environment. The natural conditions of the planet are inhospitable and domed cities were constructed to ward off the natural hazards. Inside the domes, cleanliness, technology and simple elegance are the theme of the architecture. Transparent glass is the most prevalent building material, reinforcing the architectural themes with interactive technologies and a view matching the environment\u2019s color scheme.\n\n\nCrusader\nWe are also working on Crusader, a gas giant with a city built on the clouds. The city consists of multiple floating platforms that are long and slender in nature. Between buildings, ships traverse through the skyline. Structures on top of the platform contain varying elevations, allowing breathtaking vistas to surprise the players in between silhouettes of buildings.\n\nTurbulent\n\nCommunication Platform\nAt CitizenCon we finally revealed the new community platform we have been working on. \u201cSpectrum\u201d was designed to integrate forums, chat, and other key features into one streamlined platform. The initial launch will be a web application, but subsequent releases will include more functionality, such as a fully integrated in-game overlay and voice chat. Looking further into the future, you will even be able to launch the game from Spectrum.\n\n\nShip Happens\nOctober was a very busy month for ships! The RSI Polaris, a military-style corvette, went on sale at CitizenCon and was met with great interest. Simultaneously, a number of other ships and ship packages, many with a militia theme, were made available. CitizenCon also kicked off a backer-only free fly which included all flyable ships. After that ended, we launched another free fly that was open to anyone who wanted to try Star Citizen, showcasing the Super Hornet as their trial ship!\n\n\nRSI Newsletter\nThe official Star Citizen newsletter saw an overhaul as we moved away from the standard RSS news update, and into a new layout that favors curated content and more information from the community as a whole. Not only does it include each week\u2019s top stories, but it also recaps updates for RSI Subscribers, current promotions, and showcases top Arena Commander pilots, fan creations from the Community Hub, and sometimes, brand new content you\u2019ve never seen before!\n\nCommunity\n\nWhat. A. Month. I really don\u2019t know where to start. The month of October was nothing short of EPIC!\n\nWe had an unforgettable time meeting many of you in San Diego at the TwitchCon Bar Citizen. Great food, great drinks, great people. And then there was CitizenCon. The amount of support you all gave us was incredibly humbling and an experience we won\u2019t soon forget! We have said it before and we\u2019ll say it again: having the opportunity to interact with all of you REALLY recharges the ol\u2019 battery. The conversations, memories, stories, and moments we shared have us fired up and focused on 2.6, 3.0, and beyond!\n\nAnd if the official CitizenCon was not enough, the Star Citizen community in Germany organized and held their very own CitizenCon event as well! Alongside almost 500 citizens that attended the event, some of our own from Foundry 42 Frankfurt showed up and had a blast getting to speak on panels and meet everyone. I could go on, and on, and on about how much fun we had with all of you, but I\u2019ll save us all some time and simply hope that you all understand how much we appreciate your support.\n\nOn the streaming front, it\u2019s become difficult to keep up with the amount of new podcasts and Star Citizen Streamers! This is a problem we are okay with having. We spend a lot of time interacting and lurking on Twitch, and it has been heartwarming to see many of the veterans answering questions, creating adventures, and fighting the good fight alongside our newer backers.\n\nOn the Community Hub front, you all have successfully made choosing MVP one of the most difficult tasks of our week. The sheer amount of new content we have being posted is overwhelmingly awesome. From a full size 3D printed Behring P4-SC Rifle by RiceMaiden, to another hit piece of music by the legendary Uthos Riley, we are having a blast sorting through all submissions flowing in, so keep them coming!\n\nThank you all for making October one to remember. We can\u2019t wait to see what you all come up with in the month of November\u2026\n\nLooking Ahead\nThank you all for an incredible month. There\u2019s plenty more work to do, so we\u2019re going to keep working hard on Squadron 42, SC Alpha 2.6, Alpha 3.0\u2026 and beyond.\n\nIn two weeks, we will be kicking off our yearly Star Citizen Anniversary Livestream, which celebrates the end of the original Star Citizen crowd funding campaign. The event is going to focus heavily on our ship pipeline, and there will be plenty to see. Tune in or catch it later in this space!","de_DE":"ich hoffe, dass Sie alle verstehen, wie sehr wir Ihre Unterst\u00fctzung zu sch\u00e4tzen wissen.\n\nAuf der Streaming-Seite ist es schwierig geworden, mit der Menge an neuen Podcasts und Star Citizen Streamern Schritt zu halten! Das ist ein Problem, mit dem wir einverstanden sind. Wir verbringen viel Zeit damit, auf Twitch zu interagieren und zu lauern, und es war herzerw\u00e4rmend zu sehen, wie viele der Veteranen Fragen beantworteten, Abenteuer schufen und den guten Kampf mit unseren neueren Geldgebern f\u00fchrten.\n\nAn der Front des Community Hubs haben Sie alle erfolgreich die Wahl des MVP zu einer der schwierigsten Aufgaben unserer Woche gemacht. Die schiere Menge an neuen Inhalten, die wir ver\u00f6ffentlicht haben, ist \u00fcberw\u00e4ltigend gro\u00dfartig. Von einem 3D-gedruckten Behring P4-SC Gewehr von RiceMaiden bis hin zu einem weiteren Musikhit des legend\u00e4ren Uthos Riley, wir haben eine Explosionssortierung durch alle Einreichungen, also lasst sie kommen!\n\nIch danke euch allen, dass ihr den Oktober zu einem unvergesslichen Erlebnis gemacht habt. Wir k\u00f6nnen es kaum erwarten zu sehen, was ihr euch alle im November ausgedacht habt.....\n\nVorausschauend\nIch danke euch allen f\u00fcr einen unglaublichen Monat. Es gibt noch viel zu tun, also werden wir weiterhin hart an Staffel 42, SC Alpha 2.6, Alpha 3.0... und dar\u00fcber hinaus arbeiten.\n\nIn zwei Wochen werden wir unseren j\u00e4hrlichen Star Citizen Anniversary Livestream starten, der das Ende der urspr\u00fcnglichen Star Citizen Crowd Funding Kampagne feiert. Die Veranstaltung wird sich stark auf unsere Schiffspipeline konzentrieren, und es wird viel zu sehen geben. Schalten Sie ein oder fangen Sie es sp\u00e4ter in diesem Raum auf! Gr\u00fc\u00dfe B\u00fcrger!\n\nIm Oktober war das Star Citizen-Entwicklerteam auf elf Uhr angewachsen, wobei CitizenCon und der kommende Patch 2.6 die wichtigsten Treiber f\u00fcr den Monat waren. W\u00e4hrend wir nicht in der Lage waren, all unsere Bem\u00fchungen auf Staffel 42 zu zeigen (schauen Sie sich die spezielle ATV-Episode f\u00fcr weitere Details an), stellte unsere Homestead-Demo eine Vielzahl neuer und bevorstehender Features vor, darunter V2-Prozessplaneten, epische Wettereffekte und das Aussehen eines Valakkars - ein massiver Sandwurm, der in Leir III beheimatet ist.\n\nIn der Zwischenzeit setzten die Entwickler ihre Bem\u00fchungen fort, den 2.6-Patch f\u00fcr die Ver\u00f6ffentlichung vorzubereiten. Von der st\u00e4ndigen Qualit\u00e4tskontrolle von Star Marine bis hin zur umfassenden \u00dcberarbeitung des Front-End-Men\u00fcsystems gibt es im Folgenden viele Details dar\u00fcber, was verschiedene Teams auf der ganzen Welt in den letzten Wochen erreichen konnten.\n\nCloud Imperium Los Angeles\nIngenieurwesen\n\nIm Bereich der Fahrzeuge hat das Entwicklungsteam das Item System 2.0 und alle damit verbundenen Komponenten kontinuierlich weiterentwickelt. Sie haben sich auch tiefer in Object Containers und Object Container Streaming vertieft, beides notwendige Technologien f\u00fcr die weitere Expansion unseres nahtlosen Universums. Normalerweise erhoben sich K\u00e4fer und wurden erfolgreich gequetscht, was den Fortschritt von Star Citizen und Squadron 42 unterst\u00fctzte.\n\n\nTechnisches Design\nUnser technisches Designteam unterst\u00fctzte lokale Ingenieure bei der Implementierung von Item System 2.0. Wir haben auch mehrere Schiffe, wie die Constellation Aquila und die Drake Herald, vorangetrieben, um sie der Flugbereitschaft n\u00e4her zu bringen. Schlie\u00dflich arbeiteten wir mit dem globalen Team zusammen, um die Fehlerwarteschlange niedrig zu halten.\n\n\nKunst\nIn diesem Monat wuchs unser Charakter-Team, so dass wir gr\u00f6\u00dfere Fortschritte bei der Charakterqualit\u00e4t und der Auslieferung machen konnten. Wir haben den Sand Nomad von Anfang bis Ende begleitet und gleichzeitig die gesamte Charakterpipeline vorangetrieben. Dazu geh\u00f6rten solide Fortschritte bei Kleidung, anderen Charakteren und allgemeine Verbesserungen in der Pipeline, die dazu beitragen werden, die am besten aussehenden Charaktere zu machen.\n\n\nNarrativ\nNeben der Bereitstellung von w\u00f6chentlichen \u00dcberlieferungsbeitr\u00e4gen, Artikeln aus der Zeitschrift Jump Point und Marketingkopien war der gro\u00dfe Vorsto\u00df des Erz\u00e4hlteams das Schreiben und Erfassen einer Tonne Inhalt f\u00fcr 3.0 in einem Mocapa-Shooting, das diesen letzten Monat in London stattfand. Fortschritte wurden auch bei zus\u00e4tzlichen Inhalten f\u00fcr 2.6, der Galactapedia, neuen Komponentenbeschreibungen und allen m\u00f6glichen wirklich geheimen Dingen erzielt.\n\n\nQualit\u00e4tssicherung\nLAQA war diesen Monat an vorderster Front auf der CitizenCon vertreten, wobei Vincent Sinatra die Homestead-Demo live auf der Veranstaltung spielte. Wenn sie sich nicht mit CitizenCon-Aufgaben besch\u00e4ftigten, f\u00fchrten sie t\u00e4gliche Item-2.0-Tests durch und unterst\u00fctzten LA Engineering-Aufgaben.\n\nColby Schneider arbeitete an der Staffel 42, einschlie\u00dflich des Vertikalschnitts, und unterst\u00fctzte bei Bedarf die LA-Produktion. Eric Pietro unterst\u00fctzte das ATX-Team bei der PTU-Bereitstellung f\u00fcr die Evocati. Zwischen seinen Sitzungen der Fehlersuche und Regression gab er auch Gameplay-Tutorials f\u00fcr einige neue Mitarbeiter, die begierig darauf waren, an unseren internen Spieltests teilzunehmen. Schlie\u00dflich begann LAQA Interviews f\u00fcr eine Stelle als Tester und hofft, bald ein neues Mitglied in unser Team aufzunehmen!\n\nWolkenimperium Austin\nDesign\n\nDiesen Monat haben wir unser Augenmerk auf die kommenden Landezonen gerichtet. Lead Designer Rob Reininger und Robert Gaither entwarfen Blueprint Level Design Dokumente, die ein einzigartiges Aussehen und Gef\u00fchl f\u00fcr verschiedene Gesch\u00e4fte und Dienstleistungen in Crusader, microTech und Hurston vermitteln. Diese Blaupausen bilden die Grundlage, um Anfragen an andere Teams zu generieren, wie z.B. Kleidung von den Charakter-K\u00fcnstlern, damit wir anfangen k\u00f6nnen, diese Orte zu besetzen.\n\nPete'Weather Wizard' Mackay hat mit dem \"Trade Slayer\" mitgefahren, einem durchgehenden \u00f6konomischen Modell, wie ein Gegenstand aus Bergbaurohstoffen hergestellt, veredelt, hergestellt und schlie\u00dflich in ein Verkaufsregal gestellt wird. Er unterst\u00fctzte UK Design auch beim Ausgleich von FPS-Waffen und Gegenst\u00e4nden f\u00fcr Star Marine und finalisierte die erste Iteration von \"Price Fixer\", das auf der Grundlage der Eigenschaften und Komponentenkosten aller unserer Schiffe im Spiel Werte generieren und deren Preise im persistenten Universum ermitteln wird.\n\nSchlie\u00dflich hat Rob Reininger eng mit dem UI-Team am \"Shopping Kiosk\" GDD zusammengearbeitet, um Mockups zu erstellen und wie mit diesem System interagiert werden soll. Nach der Genehmigung wird es zur Implementierung an das Engineering weitergeleitet.\n\n\nKunst\nChris Smith und Josh Coons machten auf ihren jeweiligen Schiffen gute Fortschritte. Josh beendete den Herald, der sich jetzt im QA-Test befindet, und ist zu den Entermesser-Varianten Refactor \u00fcbergegangen, um sie an unsere aktuellen Standards anzupassen. Nach R\u00fcckmeldungen von Design und Chris Roberts hat er das Schiff bereits in die Greybox-Phase gebracht.\n\nChris Smith vervollst\u00e4ndigte unterdessen seinen Final Art Pass auf dem Constellation Aquila, der in der Homestead Demo auf der CitizenCon erschien, und Emre Switzer arbeitete an der Beleuchtung der Star Marine Karten.\n\n\nAnimation\nVor kurzem hat das PU-Animationsteam die Implementierung einer ganzen Reihe von Hintergrundanimationen in Angriff genommen, wie z.B. die Interaktion von Charakteren mit Datenpads, die Verwendung des PAW-Tools, das Ein- und Aussteigen aus Betten\/Etagenbetten und das Essen an einem Saaltisch. Diese werden sowohl in Staffel 42 als auch im Persistenten Universum verwendet und m\u00fcssen innerhalb der Parameter f\u00fcr Subsumption Usables arbeiten, die Knoten sind, zu denen die KI navigiert und mit denen sie interagiert.\n\nUnser Ship Animation Team unterst\u00fctzte Animationsaufgaben f\u00fcr den Ursa Rover, Drake Caterpillar und Drake Herald und gab Einblicke f\u00fcr Schiffe wie den MISC Prospector und Drake Buccaneer. Wir haben auch Animationen zur \"Kampfgeschwindigkeit\" f\u00fcr den Vergelter, Merlin, M50, Scythe und Freelancer hinzugef\u00fcgt. Diese neuen Animationen sparen wertvolle Zeit beim Betreten und Verlassen eines Schiffes.\n\n\n\nBackend Services\nLead Server Engineer Jason Ely verbrachte die meiste Zeit dieses Monats damit, unseren Hubserver komplett neu zu schreiben. Dies bietet mehr Skalierbarkeit, wenn unsere Community und unsere Spielerbasis w\u00e4chst. Als n\u00e4chstes richtet Jason sein Augenmerk auf gr\u00f6\u00dfere Ver\u00e4nderungen innerhalb der Backend-Infrastruktur, um unter anderem unsere Services besser zu optimieren.\n\nSr. Server Engineer Tom Sawyer war damit besch\u00e4ftigt, das Lobby-System zu optimieren und Bugs zu zerschlagen, damit es reibungsloser l\u00e4uft. Als Teil unseres Frontend-Refactors hat er eine neue Rangliste geschrieben, die es ihm erm\u00f6glicht, im Spiel statt nur auf der Website anzuzeigen.\n\nSchlie\u00dflich war Ian Guthrie von Wyrmbyte damit besch\u00e4ftigt, Admin-Tools f\u00fcr unsere Server zu entwickeln. Diese neuen Tools werden unserem Game Support Team mehr M\u00f6glichkeiten geben, einschlie\u00dflich der Reservierung eines Game Master Slot auf einem Server, der Bereitstellung von Slash-Befehlen zur besseren Identifizierung spezifischer Spielerinformationen und -pr\u00e4senz und der M\u00f6glichkeit, besser kontrollierte Tests durchzuf\u00fchren.\n\n\nQualit\u00e4tssicherung\nIm September und Oktober f\u00fchrten Don Allen und Todd Raffray die Tests der Homestead Demo durch. In der Zwischenzeit testeten Andrew Rexroth und Tory Turner (mit Unterst\u00fctzung von Tyler T) den Vertikalschnitt und leisteten weitere Unterst\u00fctzung f\u00fcr die Staffel 42. Scott McCrea, Brandon Crocker und Matt Gant konzentrierten sich auf Star Marine. Das Team testete und setzte auch mehrere 2.5.0-Builds f\u00fcr die Evocati ein, um sie zu testen und erste R\u00fcckmeldungen \u00fcber eine Reihe von \u00c4nderungen der Schiffsbilanz zu geben, die f\u00fcr 2.6.0 in Betracht gezogen werden.\n\nBryce Benton begann mit dem Neuaufbau der QS-Dokumentation zur Server-Stabilit\u00e4tsdiagnose und Fehlerbehebung. Er und Katarzyna Mierostawska arbeiteten auch mit unserem britischen Team zusammen, um mehrere neue Automatisierungstests zu testen und zu \u00fcberpr\u00fcfen. Jesse Mark half beim Aufbau einer neuen Reihe von Web-Dashboards f\u00fcr die LiveOps- und NOC-Teams. Michael Blackard und Elijah Montenegro unterst\u00fctzten das Austin Animation Team bei der Entwicklung von Animationen f\u00fcr den Ein- und Ausstieg neuer Schiffe.\n\n\nSpielunterst\u00fctzung\nIn diesem Jahr haben wir f\u00fcr CitizenCon sowohl vor Ort als auch im Home Office Unterst\u00fctzung geleistet, da es notwendig war, sowohl den Teilnehmern als auch allen unseren Spielern zu helfen, die Vorteile des Polaris- und\/oder Combo-Verkaufs zu nutzen. Wir verbrachten auch viel Zeit mit dem Evocati Testflug und verdoppelten die Gr\u00f6\u00dfe unserer Freiwilligengruppe. Die Evocati, auch bekannt als Avocados, die heute \u00fcber 800 Menschen z\u00e4hlen, geh\u00f6ren Mitglieder aus 40 L\u00e4ndern an und sprechen 18 verschiedene Sprachen. Diese Gruppe hat einen vollst\u00e4ndigen Spielbalance-Pass getestet und uns Tonnen von Daten zur Verf\u00fcgung gestellt, die uns \u00fcber \u00c4nderungen in 2.6.0 informieren werden.\n\nWir haben auch ein paar Mitarbeiter eingestellt, da wir mit den Anforderungen des Service wachsen und skalieren und freuen uns auf die enge Zusammenarbeit mit dem Customer Service Team. Mit der Zeit werden wir unsere Teams vereinheitlichen, um ein besseres Servicelevel und schnellere Reaktionszeiten zu bieten. Schlie\u00dflich haben wir unser \"Basis\"-Team quer geschult. Sie werden die Grundlage f\u00fcr eine viel gr\u00f6\u00dfere Organisation sein, die ben\u00f6tigt wird, sobald Staffel 42 und Star Citizen kurz vor dem Start stehen.\n\n\nIT\/Betrieb\nIT aus allen Studios trafen sich zur Unterst\u00fctzung der CitizenCon Show in Los Angeles. Die Vorbereitungsarbeiten dauerten Wochen und nach der Show dauerte es eine weitere Woche, um die Ausr\u00fcstung neu zu organisieren. Wir m\u00f6chten uns besonders bei allen Freiwilligen bedanken, die uns beim Aufbau, Abbau und der Verpackung der gesamten Showausr\u00fcstung enorm unterst\u00fctzt haben.\n\nDie IT-Abteilung unterst\u00fctzte auch eine Reihe von Entwicklern, die sich in LA zu den letzten Vorbereitungen trafen. Dennis Daniel, IT-Manager von LA, arbeitete direkt mit Mike Jones, IT-Direktor, und dem Rest der Belegschaft zusammen, um die Entwicklung von \u00fcber einem Dutzend passender Computer zu \u00fcberwachen, die f\u00fcr die abschlie\u00dfende Entwicklungspolitur, das Testen und die Pr\u00e4sentation selbst verwendet wurden. Zu den verwendeten Computern geh\u00f6rten:\n\nASUS X99-A Mainboard\nASUS STRIX 1080 GPU\nIntel i7-5820 CPU\n64 Gig Corsair Rachefeldzug RAM\nCorsair H55 K\u00fchler\nIntel 750 Serie 1,2 TB PCI-Express SSD von Intel.\n\n\nLiveOps\/DevOps\/DevOps\nIm Oktober lieferten die LiveOps\/DevOps-Teams rund um die Uhr Aufbau- und Bereitstellungsunterst\u00fctzung f\u00fcr CitizenCon. Wir fungierten als Gatekeeper, die jeden Zweig und die jeweiligen Build-Timings kontrollierten, so dass es keine Konflikte gab, die die Replikation zu den Entwicklungsteams auf der ganzen Welt verhinderten. Nach der CitizenCon verlagerte das Team den Fokus auf die Optimierung der Serverinfrastruktur und die Reduzierung der Patchgr\u00f6\u00dfe. Ziel ist es, kleinere Patches zu liefern, und jedes einzelne Mitglied des Teams ist nun dieser Aufgabe verpflichtet.\n\nGie\u00dferei 42 UK\nKunst\n\nFalls du es noch nicht geh\u00f6rt hast, CitizenCon fand diesen Monat statt. Dieses gro\u00dfartige Ereignis hielt uns auf Trab, da wir alle gro\u00dfartigen Artworks und Designs f\u00fcr den RSI Polaris produziert haben. Wir begannen auch mit einem neuen MISC-Schiff und Banu-Archetypen, wickelten die erste Runde des Esperia Prowlers ab, beendeten ein Kastak Arms Scharfsch\u00fctzengewehr und eine Pistole und die \u00fcbliche Vernichtung von Schiffselementen und Requisiten.\n\nDas Umweltteam hatte eine Vielzahl von Aufgaben auf sie warten. Wir haben daran gearbeitet, zwei Star Marine Karten mit einer fesselnden Stimmung zu versehen. Wir haben auch mit unserem DE-Studio zusammengearbeitet, um sicherzustellen, dass sowohl Kunst als auch Technik das haben, was sie brauchen, um unsere Planeten noch besser aussehen zu lassen und es uns zu erm\u00f6glichen, Assets leichter zu integrieren. Da die Arbeiten an den Landezonen MicroTech, Crusader und Hurston fortgesetzt werden, ist es wichtig, dass unsere Planeten gut mit den verschiedenen Einstellungen arbeiten, die sie jeweils haben.\n\nDie DE-Studio-Designer unterst\u00fctzten unsere K\u00fcnstler auch bei brandneuen Ideen wie Oberfl\u00e4chenau\u00dfenposten, modularen Raumstationen und Satelliten. Das ist das Brot und die Butter dessen, was die Spieler besuchen werden, also hoffen wir, bald mehr davon zu zeigen! Schlie\u00dflich sind wir bei der Arbeit an S42 hart. Alle unsere Ebenen befinden sich in der finalen Kunst und wir bereiten uns darauf vor, zu enth\u00fcllen, was wir mit dem Vertikalschnitt gemacht haben, der der erste echte Einblick in das ist, was wir \u00fcber S42 tun.\n\nLassen wir das Umweltteam nicht im Rampenlicht stehen. Das Schiffsteam war mit dem Drake Herald und Vanguard Hoplite f\u00fcr 2.6 besch\u00e4ftigt, die beide flugbereit sind und mit QA getestet werden. Das Team war auch mit Gro\u00dfschiffen besch\u00e4ftigt und befindet sich in der Endphase der Schlie\u00dfung von Idris, Speerwerfen und Bengalen. Dar\u00fcber hinaus haben wir mit der Entwicklung des Vanduul Hunter! begonnen. Wenn der Bohrer zum Abschluss kommt, k\u00f6nnen wir viel von dem, was dieses Team getan hat, nehmen und es auf die n\u00e4chsten Vanduul-Schiffe anwenden, damit diese schneller fertig werden.\n\n\nGrafiken\nDas Grafikteam konzentrierte sich in diesem Monat auf mehrere neue Features, darunter rotierende Asteroiden, physikalisch genaue Spotlight Falloff (wichtig f\u00fcr Scheinwerfer und Taschenlampen) und einen komplexen Shader-Lichteffekt f\u00fcr fremde Raumschiffe. Wir haben auch mit einer gro\u00dfen \u00dcberarbeitung und Vereinheitlichung der Schattensysteme begonnen. Es wird die Anzahl der gleichzeitigen Schattenwurflichter, die wir unterst\u00fctzen k\u00f6nnen, enorm erh\u00f6hen, w\u00e4hrend es gleichzeitig Schatten mit h\u00f6herer Aufl\u00f6sung und verbesserter Leistung liefert.\n\n\nRequisiten\nDer letzte Monat war hektisch, aber lohnend. CitizenCon bot auch den zus\u00e4tzlichen Vorteil, dass Bereiche der zu verbessernden und verfeinernden Pipeline hervorgehoben wurden. Auch in Squadron 42 wurde viel Arbeit investiert, das \"Low-Tech\"-Set w\u00e4chst weiter, und wir haben einige \u00e4ltere Anlagen auf das neue Materialsystem umgestellt, das gut aussieht und viel effizienter ist.\n\nDie Bibliothek der Dressing-Assets (denken Sie an handgehaltene Requisiten) wuchs weiter. An zerst\u00f6rbaren Requisiten wird gerade gearbeitet, so dass Sie bald in der Lage sein werden, explodierende F\u00e4sser zu schie\u00dfen, Lichter und Fenster auszublasen und Chaos zu erzeugen!\n\n\nAudio\nNeben der Einrichtung des Musik-Logiksystems und der filmischen Cues f\u00fcr die CitizenCon's Homestead Demo arbeitete das Audio-Team auch an Ambiente, Scavenger-Stimmen, dem epischen Sandsturm und vielem mehr. Die Arbeit an Star Marine beinhaltete die Einrichtung des Musik-Logiksystems, Ambience- und SFX-Unterst\u00fctzung, Granatenabprallarbeiten und Bugfixes.\n\nDas Team verfeinerte auch verschiedene Schiffe, wie die Dragonfly und Caterpillar, und \u00fcberarbeitete die Xi'An Scout Motoren. Verbesserungen wurden am Quantenantrieb, an den Schiffswaffen und am Tod des Spielers vorgenommen. Das Musiksystem wurde \u00fcberarbeitet, um mehrere gleichzeitige Musik-Suiten zu unterst\u00fctzen, so dass es w\u00e4hrend des gesamten Spiels nahtlose Musik geben wird. Der filmische Ablaufknoten wurde robuster gestaltet, und der Audiodynamikbereich wurde in eine Dropdown-Box mit drei Optionen umgewandelt. Neben vielen anderen Dingen haben wir auch die Arbeitsabl\u00e4ufe und die Interpretation von Kollisionen verbessert, mit dem Ziel, dass verschiedene Kleidungsst\u00fccke, R\u00fcstungen und Waffen beim Sto\u00dfen oder Schaben verschiedener Oberfl\u00e4chen spezifische Ger\u00e4usche erzeugen.\n\n\nQualit\u00e4tssicherung\nQA konzentrierte sich auf Star Marine und stellte den Kontrollspielmodus wirklich auf Herz und Nieren, um einige b\u00f6se Abst\u00fcrze zu verhindern. Wir haben das neue Musiklogiksystem getestet, das das Erlebnis wirklich dramatisch macht. Mit neuen Schiffen wie der Vanguard Hoplite und der Drake Herald haben wir sichergestellt, dass sie den hohen Anforderungen an raumfahrtfertige Maschinen entsprechen!\n\nHinzu kamen weitreichende Gleichgewichtsver\u00e4nderungen bei Flugmodell, Schilden und Schiffswaffen, die uns extrem besch\u00e4ftigten. 2.6 f\u00fcgt Star Citizen eine gro\u00dfe Menge hinzu und wir haben unseren Beitrag dazu geleistet, dass Sie es bekommen!\n\n\nVFX\nDiesen Monat hat VFX den Arena Commander in Vorbereitung auf Alpha 2.6 bereinigt und optimiert. Das Team arbeitete auch an dem Herald und Vanguard Hoplite, die in diesem Patch ihre flugfertigen Premieren feiern werden. Wir haben Effekte auf beiden Schiffen verbessert und auch Updates (einschlie\u00dflich Shader-Fixes) f\u00fcr FPS-Waffen vorgenommen. Wir haben auch an allgemeinen Ambient VFX f\u00fcr Star Marine Levels gearbeitet, sowie an Bugfixes und Partikelbibliothek\/Texturbereinigung.\n\nF\u00fcr die Homestead-Demo lieferten wir Schiffskontrails (vollst\u00e4ndig codegesteuert), allgemeine Umgebungseffekte (Sand, Tr\u00fcmmer, Wetter), Waffenverbesserungen (einschlie\u00dflich Bluteinschl\u00e4ge) und Upgrades f\u00fcr Libelle Explosionen und Ursa Rover Effekte. Dar\u00fcber hinaus werden atmosph\u00e4rische Eingangs-VFX nun vollst\u00e4ndig durch Code\/Daten gesteuert. Nicht zuletzt haben wir auch die Forschung und Entwicklung f\u00fcr die automatisierte Platzierung von planetaren VFX-Systemen fortgesetzt.\n\n\nProgrammierung\nF\u00fcr 2.6.0 haben wir eine gro\u00dfe \u00dcberarbeitung des Kamerasystems und einen einheitlichen Code zwischen den verschiedenen Modi wie Chase-, Orbit-, Passagier- und Zuschauerkamera durchgef\u00fchrt. Dies erm\u00f6glicht uns dramatischere und kinoreifere Kameras und bietet mehr Kontrolle \u00fcber DoF, FoV, Bedienersch\u00fctterung, Point of Interest und Zoom.\n\n2.6.0 enth\u00e4lt auch gro\u00dfe \u00c4nderungen f\u00fcr die Lobby-UI. Jetzt k\u00f6nnen Sie Ihre Verladung \u00e4ndern, ohne in den Hangar gehen zu m\u00fcssen. Wir untersuchen auch eine neue \"Megakarte\", mit der Sie zwischen den Spielmodi und Umgebungen des Arena Commander wechseln k\u00f6nnen, ohne die Karten ein- und ausladen zu m\u00fcssen.\n\n\nAnimation\nWir haben viel Arbeit in Star Marine geleistet, indem wir Pl\u00fcnderungsanimationen f\u00fcr Waffenaufnahmen implementiert haben, an der Funktionalit\u00e4t und dem Bildmaterial von Granaten gearbeitet und die alten Waffennachladungen auf unsere aktuellen Qualit\u00e4tsstandards gebracht haben. Ich muss sagen, sie sehen in der ersten Person ziemlich gut aus.\n\nNeben allgemeinen Bugfixes haben wir auch Assets f\u00fcr Stealth Kills aus verschiedenen Blickwinkeln erfasst und bek\u00e4mpfen bereitwillige KI, die auf Ger\u00e4usche reagiert. Es wurde auch an KI-Kampfanimations-Sets gearbeitet. Der gr\u00f6\u00dfte Teil davon konzentrierte sich auf die Ein-\/Ausgangsabdeckung, das blinde Feuer und das Feuer.\n\n\nDesign\nIm Oktober wurde das britische Designteam zwischen 2.6 und Squadron 42 aufgeteilt.\nDas'Live Team' hat Missionsinhalte f\u00fcr Kreuzritter hinzugef\u00fcgt (einschlie\u00dflich vieler Geheimnisse). Wir haben eine neue Asteroidentechnologie eingef\u00fchrt, die den Ring um \"Yela\" erheblich verbessert, die Stationssicherheit verbessert und den G\u00fcrtel mit verbesserten Wrackteilen verst\u00e4rkt hat. Es gab auch weit verbreitete Arena Commander-Upgrades, darunter anhaltende Raketeninventare zwischen Toten, Pickups und Piratenschwarm-Umbalancierungen und Verbesserungen.\n\nDie Designer der Staffel 42 arbeiteten an verschiedenen Elementen des Vertikalschnitts. Dieser Abschnitt des Gameplays wurde bewusst ausgew\u00e4hlt, da er fast alle Aspekte des Gameplays enth\u00e4lt, die insgesamt ben\u00f6tigt werden, aber auch keine gro\u00dfen Spoiler enth\u00e4lt. Der intensive Fokus auf diesen Abschnitt zahlt sich aus, wenn es darum geht, Probleme zu beheben, die manchmal erst sp\u00e4t im Entwicklungszyklus auftreten k\u00f6nnen.\n\n\nUI\nAnfang Oktober konzentrierte sich das Team auf den Bedarf an HUD & UI f\u00fcr die auf der CitizenCon vorgestellte planetarische Demo. Seitdem arbeitet das gesamte Team an den Anforderungen der Benutzeroberfl\u00e4che f\u00fcr 2.6. Dies beinhaltete eine umfassende \u00dcberarbeitung des Frontend-Men\u00fcsystems von Star Citizen. Es betrifft die Spiellobbys f\u00fcr Arena Commander und Star Marine, neue Ranglisten im Spiel, und bietet eine dringend ben\u00f6tigte visuelle Aktualisierung des Hauptmen\u00fcs und der Pausenbildschirme. Wir hoffen, dass diese \u00dcberarbeitung zu einem deutlich verbesserten Endbenutzererlebnis f\u00fchrt, insbesondere f\u00fcr neue Akteure.\n\nNeben der neuen Front-End-\u00dcberholung haben wir auch mit dem Character-Team an der Entwicklung neuer First-Person-Helme & HUDs gearbeitet, die ihr eigenes individuelles Look & Feel haben werden. Wir m\u00f6chten, dass die spielmodus-spezifische Benutzeroberfl\u00e4che ordnungsgem\u00e4\u00df funktioniert und optisch mit der \u00fcbrigen Benutzeroberfl\u00e4che des Spiels \u00fcbereinstimmt. Schlie\u00dflich unterst\u00fctzten wir das Umweltteam mit Ambient Screen Assets & Animationen, die unseren Umgebungen etwas Leben und Bewegung verleihen.\n\nGie\u00dferei 42 DE\n\nProgrammierung\n\nEin gro\u00dfer Teil der Arbeit dieses Monats konzentrierte sich darauf, den Code f\u00fcr CitizenCon dorthin zu bringen, wo er gebraucht wird, in Kombination mit unserer globalen Roadmap. Wir haben viel an den aktuellen \u00d6kosystemen, der Vegetation und dem Laichen von Objekten sowie der Mischung von Terrains gearbeitet. Wir haben am Vegetationsrendering gearbeitet, um die Leistung der CPU weiter zu verbessern. Die Atmosph\u00e4re erhielt einige Aufmerksamkeit, darunter Arbeiten zur Modellierung und Schattierung von Wolken sowie wirklich gute Fortschritte bei der Verbesserung der visuellen Qualit\u00e4t der Meeresdarstellung. Wir konzentrierten uns einige Zeit auf Optimierungen von Okklusionskullern und physikalische Verbesserungen in Verbindung mit den lokalen Gittern. Wir setzten die Arbeit an unseren internen Planet-Tools fort und arbeiteten st\u00e4ndig mit dem Environment Art Team zusammen. Schlie\u00dflich haben wir die Genauigkeit unserer Gesichtsrigs und Runzelkartenausl\u00f6sung und -mischung verbessert.\n\n\nKI\nEin gro\u00dfer Schwerpunkt der KI in diesem Monat lag auf den Funktionalit\u00e4ten der Staffel 42. F\u00fcr Subsumption haben wir mehrere neue Aufgaben hinzugef\u00fcgt, die f\u00fcr die prim\u00e4ren und sekund\u00e4ren Teilaktivit\u00e4ten und die zuk\u00fcnftige Missionslogik verf\u00fcgbar sein k\u00f6nnen. Um Ihnen einen Eindruck von den Funktionalit\u00e4ten zu geben, die wir hier vorstellen, sind einige Namen der implementierten Aufgaben aufgef\u00fchrt: MoveToTarget, SetAimStance, SetStance, LookAround, GetTargetForEntity, DisableLookAndAim, PeekFromCover, EnterExitVehicleSeat, AttachObject, DetachObject, SelectGadget, StartTimer, HasTimerFinished, SetCurrentTime, TimeComparator, RandomNumber, PickUpItem, AddItemToInventory, SetEmotion, LoopWhile, AnimateOnSpot, PerceiveFactionMask.\n\nWir haben auch einen pers\u00f6nlichen Logger hinzugef\u00fcgt; ein System, das es jedem NSC-Charakter erm\u00f6glicht, einige Informationen zu protokollieren, die f\u00fcr uns n\u00fctzlich sind, um seinen Status- und Verhaltensentscheidungsprozess zu \u00fcberpr\u00fcfen. Wir sind auch bei der Umsetzung des ersten Durchlaufs des Kampfverhaltens in die Subsumtion vorangekommen. Das Abdeckungssystem wurde verbessert, um in nicht aufw\u00e4rts gerichteten Umgebungen korrekt zu arbeiten, und wir haben es erweitert, um die Lagerung von Abdeckungsfl\u00e4chen im Zonensystem zu erm\u00f6glichen.\n\nAuch die Charakterbewegung stand im Vordergrund. Wir haben den Pfadanh\u00e4nger \u00fcberarbeitet, um die F\u00e4higkeit des Raycasting auf dem Navmesh hinzuzuf\u00fcgen, um m\u00f6gliche Shortcuts korrekt zu identifizieren. Wir haben auch Korrekturen am Kollisionsvermeidungscode vorgenommen, einschlie\u00dflich der M\u00f6glichkeit, den Spieler als Einheit zu erkennen, damit er von KI-Charakteren vermieden werden kann.\n\nF\u00fcr NSC-Charaktere haben wir die Pseudogeschwindigkeitsberechnung im Spielcode wieder eingef\u00fchrt, so dass Animatoren und Designer Mannequin korrekt verwenden k\u00f6nnen, um Animationen basierend auf der aktuellen Bewegungsgeschwindigkeit der KI auszuw\u00e4hlen. Wir haben auch eine Emotionskomponente entwickelt, die zum zentralen Ort wird, um das emotionale Verhalten jedes Charakters zu steuern. Nat\u00fcrlich wird die Information \u00fcber die Emotion von der Beziehung getrieben, die der NSC zu dem Charakter hat, mit dem er interagiert.\n\nKI-Raumschiffe k\u00f6nnen nun korrekt die Nutzung sowohl der Quantenfahrt als auch des Nachbrenners anfordern, und diese Anforderungen k\u00f6nnen auch von Designern ausgel\u00f6st werden. Letztere k\u00f6nnen nun auch KI-Raumfahrzeuge auffordern, Charaktere zu zielen und eine Formation zu verlassen, ohne dass sie vollst\u00e4ndig aufgel\u00f6st werden muss.\n\n\nDesign\nIm vergangenen Monat reiste das gesamte Systementwicklungsteam nach Gro\u00dfbritannien, um bei CitizenCon zu helfen. Seitdem setzen wir das Gelernte sinnvoll ein und passen einige dieser Systeme an, um die Qualit\u00e4t zu verbessern und die zuk\u00fcnftige Produktion zu beschleunigen. Das Landungssystem wurde ebenfalls aufmerksam verfolgt, da wir verschiedene Landungsszenarien wie die Landung der Piloten (entweder auf Pads oder in Hangars), das Andocken (entweder an Stationen oder andere Schiffe) und die Art und Weise, wie dies im Spiel aussieht (z.B. Startverfahren, Beantragung von Genehmigungen, Landewarteschlangen usw.), weiter verfeinern.\n\nDas Level Design Team arbeitete an den Standorten der Raumstation f\u00fcr das Release 3.0. Bei der Entwicklung eines modularen Systems zum Bau von Raumstationen wurden gro\u00dfe Fortschritte erzielt, und disziplin\u00fcbergreifende Gespr\u00e4che haben dies vorangetrieben. Die fr\u00fcheren Arbeiten an modularen Oberfl\u00e4chenau\u00dfenposten und modularen Satelliten werden fortgesetzt, wobei Level Design und Kunst eng zusammenarbeiten.\n\n\nBauen\nDiesen Monat haben wir den Resource Compiler Prozess optimiert, der derzeit die meiste Zeit in unserem Build-Prozess in Anspruch nimmt. Die Idee ist, RC durch Waf (ein Python-basiertes Build-Framework) zu betreiben und dann \u00fcber IncrediBuild zu verteilen. Dieses System wird dann an das neue Patch\/Pak-System angeschlossen, das kurz vor der Fertigstellung steht. Wir haben auch den \u00fcblichen Tools\/Build-Support bereitgestellt, um einen reibungslosen Ablauf zu gew\u00e4hrleisten.\n\n\nUmweltkunst\nDie Frankfurter Umweltk\u00fcnstler verbrachten den gr\u00f6\u00dften Teil ihrer Zeit damit, die \u00d6kosysteme zu generieren, die auf der CitizenCon gezeigt wurden. Wie in der Demo zu sehen ist, haben wir innerhalb kurzer Zeit f\u00fcnf einzigartige \u00d6kosysteme geschaffen, mit einer guten Menge an Trial-and-Error auf dem Weg dorthin. Jetzt arbeiten wir eng mit den Ingenieuren und britischen K\u00fcnstlern zusammen, um zus\u00e4tzliche Objekte und Gel\u00e4ndearten f\u00fcr einzigartigere Looks und Systeme zu schaffen.\n\n\nKinematiken\nAnfang Oktober beendete das Cinematic-Team die Arbeit an der Planet v2 \"Homestead\" Demo f\u00fcr CitizenCon. Daf\u00fcr haben wir einen Kamerapfad geschaffen, der sich wahrscheinlich f\u00fcr einen Weltrekord qualifizieren sollte, da er von der hohen Umlaufbahn \u00fcber Leir III in die Atmosph\u00e4re des Planeten gelangte und dann Hunderte von Kilometern zum Homestead-Gel\u00e4nde zur\u00fccklegte. Wir haben auch alle filmischen Momente f\u00fcr die Demo gebaut, sowie verschiedene Ankleide- und Beleuchtungsarbeiten.\n\nNeben Homestead wurden Dutzende von In-Cockpit- und In-Helm-Kommandos f\u00fcr Staffel 42 vorbereitet. Die kontinuierliche R&D von PCAP bis KI-Animation wurde von Jason Cole und Ivo Herzeg sowie dem KI-Team und den Designern durchgef\u00fchrt, mit dem Ziel, die Bewegung von Look IK und KI flie\u00dfend in und aus den narrativen Szenen zu integrieren. Als kleines Nebenprojekt haben wir auch eine 3D-Logo Enth\u00fcllung f\u00fcr die bevorstehende Star Marine Ver\u00f6ffentlichung erstellt.\n\n\nWaffenkunst\nIm vergangenen Monat konzentrierten sich die Schiffswaffenk\u00fcnstler haupts\u00e4chlich auf Schiffsraketen. Die bestehenden Raketenanlagen wurden optimiert und poliert und um eine Handvoll neuer Varianten erg\u00e4nzt.\n\nDas FPS-Team war mit Granatenvarianten besch\u00e4ftigt und baute Eisenvisiere f\u00fcr die Behring P8 Waffenfamilie. Hier ist eine kleine Vorschau auf die Brandgranate.\n\n\nQualit\u00e4tssicherung\nF\u00fcr DE QA, nachdem sich alles nach dem Testen von S42 und Homestead f\u00fcr CitizenCon beruhigt hatte, nahmen wir unsere normalen Aktivit\u00e4ten mit Testanforderungen wieder auf, die von der Motor- und Sternenmarine \u00fcber physikalische Tests mit Ragdolls unter Verwendung von Gravity Boxen und Gravity Areas bis hin zur \u00dcberpr\u00fcfung von Zonen\u00fcbergangs\u00e4nderungen an innenliegenden physikalischen Rastern reichten. Melissa Estrada, QA Engine Specialist, erschien auch in Around the Vers Episode 3.11 DE, wo sie Einblicke in den Lebenszyklus einer Testanfrage gab - wie sie von Anfang bis Ende verl\u00e4uft und verhindert, dass neue Probleme in einen funktionierenden Build eingef\u00fchrt werden. M\u00f6glicherweise haben Sie auch einen kurzen Blick auf die physikalisch basierte Testanforderung geworfen, an der Chris Speak mit Gravity Boxen und Gravity Areas arbeitet. Teil des ATV in diesem Monat zu sein, war eine aufregende Erfahrung, und die QA war gl\u00fccklich, die Arbeit, die wir mit der Community machen, zu teilen!\n\nZus\u00e4tzlich zu den Testanfragen arbeitete Glenn Kneale auch eng mit dem KI-Team der Staffel 42 sowie dem britischen QA Star Marine Testteam zusammen. Wir schlossen den Monat mit internen Spieltests mit Chris Roberts, Erin Roberts, Todd Papy und Ian Leyland ab, um den aktuellen Zustand von Star Marine zu \u00fcberpr\u00fcfen und wertvolles Feedback zu erhalten.\n\n\nVFX\nDas Frankfurter VFX-Team konzentrierte sich auf Effekte f\u00fcr CitizenCon und Staffel 42, darunter verschiedene Umwelteffekte wie Wolken, W\u00e4rmebrechung, Sand, der im Wind weht, Steinschlag und Staub um den Canyon und das verungl\u00fcckte Schiff. Die Demo erforderte auch mehrere einzigartige ma\u00dfgeschneiderte Effekte wie die IED-Explosion, die den Rover trifft, den Sandausbruch, wenn der Wurm aus dem Boden auftaucht, und den massiven Sandsturm. Einige der Effekte erforderten eine enge Zusammenarbeit mit der Abteilung f\u00fcr Kinematik und Animation. Dazu geh\u00f6rte der Sand, der vom K\u00f6rper der Schnecke f\u00e4llt, und die Spuckeffekte, wenn die Schnecke in der Kamera br\u00fcllt.\n\nBHVR\nKunst\n\nWir haben uns auf einige wichtige bevorstehende Meilensteine konzentriert und setzen viel M\u00fche darauf, die Vielfalt des Star Citizen Universe mit einer Vielzahl von Planetenklima, Architektur und der Gesamtgeschichte der verschiedenen Orte zu pr\u00e4sentieren. Wir m\u00f6chten einige der aktuellen Fortschritte bei den Standorten, die f\u00fcr das Stanton-System gebaut werden, im Vergleich zu den fr\u00fchen Konzeptkunstwerken im Folgenden darstellen. Dies sind alles Bilder, die noch in Arbeit sind, aber die Stanton-Standorte kommen dank der Bausteine, die wir gebaut haben, schnell zusammen.\n\n\nHurston\nHurston ist eine W\u00fcstenbergbau-Welt, die von einem m\u00e4chtigen Unternehmen kontrolliert wird. Das Leben auf dem Planeten ist hart, und die Menschen, die dort arbeiten, leben nicht besser als vertraglich gebundene Diener. Die Architektur des Planeten spiegelt den Zustand wider und weist im Allgemeinen einen erheblichen Verschlei\u00df auf. Das t\u00e4gliche Leben wird st\u00e4ndig von der Planetensicherheit \u00fcberwacht, eine Perspektive, die an Orwells 1984 erinnert.\n\n\nmicroTech\nUnser zweiter Planet ist MicroTech, eine arktische Umgebung. Die nat\u00fcrlichen Bedingungen des Planeten sind unwirtlich und gew\u00f6lbte St\u00e4dte wurden gebaut, um die Naturgefahren abzuwehren. Im Inneren der Kuppeln sind Sauberkeit, Technologie und schlichte Eleganz das Thema der Architektur. Transparentes Glas ist das am weitesten verbreitete Baumaterial, das die architektonischen Themen mit interaktiven Technologien und einer dem Farbschema der Umgebung entsprechenden Ansicht verst\u00e4rkt.\n\n\nKreuzritter\nWir arbeiten auch an Crusader, einem Gasriesen mit einer auf den Wolken erbauten Stadt. Die Stadt besteht aus mehreren schwimmenden Plattformen, die lang und schlank in der Natur sind. Zwischen den Geb\u00e4uden durchqueren Schiffe die Skyline. Die Strukturen auf der Plattform weisen unterschiedliche H\u00f6hen auf, so dass atemberaubende Ausblicke die Spieler zwischen den Silhouetten von Geb\u00e4uden \u00fcberraschen k\u00f6nnen.\n\nTurbulent\n\nKommunikationsplattform\nAuf der CitizenCon haben wir endlich die neue Community-Plattform vorgestellt, an der wir gearbeitet haben. \"Spectrum\" wurde entwickelt, um Foren, Chat und andere wichtige Funktionen in eine optimierte Plattform zu integrieren. Der erste Start wird eine Webanwendung sein, aber die folgenden Versionen werden mehr Funktionen enthalten, wie z.B. ein vollst\u00e4ndig integriertes In-Game-Overlay und einen Sprachchat. Wenn Sie weiter in die Zukunft blicken, k\u00f6nnen Sie das Spiel sogar von Spectrum aus starten.\n\n\nSchiff passiert\nDer Oktober war ein sehr arbeitsreicher Monat f\u00fcr Schiffe! Die RSI Polaris, eine Korvette im milit\u00e4rischen Stil, wurde auf der CitizenCon verkauft und stie\u00df auf gro\u00dfes Interesse. Gleichzeitig wurden eine Reihe weiterer Schiffe und Schiffspakete, viele davon mit Milizcharakter, zur Verf\u00fcgung gestellt. CitizenCon startete auch eine reine Freifliege f\u00fcr Backer, die alle fliegenden Schiffe umfasste. Nach diesem Ende starteten wir eine weitere Freifliege, die allen offen stand, die Star Citizen ausprobieren wollten, und pr\u00e4sentierten die Super Hornet als ihr Versuchsschiff!\n\n\nRSI Newsletter\nDer offizielle Star Citizen-Newsletter wurde \u00fcberarbeitet, als wir uns von der standardm\u00e4\u00dfigen Aktualisierung der RSS-News verabschiedeten und ein neues Layout einrichteten, das kuratierte Inhalte und mehr Informationen aus der Community als Ganzes bevorzugt. Es enth\u00e4lt nicht nur die Top-Stories jeder Woche, sondern auch Updates f\u00fcr RSI-Abonnenten, aktuelle Promotionen und pr\u00e4sentiert Top-Arenacommander-Piloten, Fan-Kreationen aus dem Community Hub und manchmal brandneue Inhalte, die Sie noch nie zuvor gesehen haben!\n\nCommunity\n\nWas. A. Monat. Ich wei\u00df wirklich nicht, wo ich anfangen soll. Der Monat Oktober war nichts anderes als EPIC!\n\nWir hatten eine unvergessliche Zeit, viele von Ihnen in San Diego im TwitchCon Bar Citizen zu treffen. Tolles Essen, tolle Getr\u00e4nke, tolle Leute. Und dann war da noch die CitizenCon. Die Menge an Unterst\u00fctzung, die ihr uns alle gegeben habt, war unglaublich dem\u00fctigend und eine Erfahrung, die wir nicht so schnell vergessen werden! Wir haben es schon einmal gesagt und werden es noch einmal sagen: Die M\u00f6glichkeit, mit euch allen zu interagieren, l\u00e4dt den alten Akku WIRKLICH auf. Die Gespr\u00e4che, Erinnerungen, Geschichten und Momente, die wir geteilt haben, haben uns angeheizt und auf 2.6, 3.0 und dar\u00fcber hinaus konzentriert!\n\nUnd als ob die offizielle CitizenCon nicht genug w\u00e4re, organisierte und veranstaltete die Star Citizen Community in Deutschland auch ihr eigenes CitizenCon-Event! Neben fast 500 B\u00fcrgern, die an der Veranstaltung teilnahmen, kamen auch einige von uns aus der Gie\u00dferei 42 Frankfurt und hatten einen gro\u00dfen Spa\u00df daran, in Panels zu sprechen und alle zu treffen. Ich k\u00f6nnte weiter und weiter und weiter und weiter dar\u00fcber reden, wie viel Spa\u00df wir mit euch allen hatten, aber ich erspare uns allen etwas Zeit und Sim.","zh_CN":"Greetings Citizens!\n\nOctober had the Star Citizen dev team turned up to eleven, with CitizenCon and the upcoming 2.6 patch being the main drivers for the month. While we didn\u2019t wind up being able to show off all our efforts on Squadron 42 (make sure to check out the special ATV episode for more details on that, our Homestead Demo highlighted a ton of new and upcoming features including V2 procedural planets, epic weather effects, and the appearance of a Valakkar \u2013 a massive sandworm native to Leir III.\n\nMeanwhile, devs continued their push to get the 2.6 patch ready for release. From constant QA testing of Star Marine to a significant overhaul of the front end menu system, there are plenty of details below on what various teams around the world have been able to achieve these last few weeks.\n\nCloud Imperium Los Angeles\nEngineering\n\nIn regards to vehicles, the engineering team progressed steadily on Item System 2.0 and all that it encompasses. They also dug deeper into Object Containers and Object Container streaming, both necessary tech for further expansion of our seamless universe. Per usual, bugs reared their head and were successfully squashed, which aided progress on Star Citizen and Squadron 42.\n\n\nTech Design\nOur technical design team aided local engineers on implementing Item System 2.0. We also pushed forward on several ships, such as the Constellation Aquila and the Drake Herald, to bring them closer to flight readiness. Finally, we worked alongside the global team to keep the bug queue down.\n\n\nArt\nThis month our character team grew, allowing us to make bigger moves on both character quality and deliveries. We took the Sand Nomad from start to finish, while also pushing the overall character pipeline forward. This included solid progress on clothing, other characters, and general pipeline improvements that will help make the best looking characters possible.\n\n\nNarrative\nBesides providing weekly lore posts, Jump Point magazine articles and marketing copy, the narrative team\u2019s big push involved writing and capturing a ton of content for 3.0 in a mocapa shoot held this past month in London. Progress was also made on additional content for 2.6, the Galactapedia, new component descriptions, and all sorts of really secret stuff.\n\n\nQuality Assurance\nLAQA was front and center at CitizenCon this month with Vincent Sinatra playing the Homestead demo live at the event. When not tackling CitizenCon tasks, they did daily Item 2.0 tests and provided support to LA Engineering tasks.\n\nColby Schneider worked on Squadron 42, including the Vertical Slice, and supported LA Production when needed. Eric Pietro assisted the ATX team with PTU deployments for the Evocati. Between his sessions of bug hunting and regression, he also gave gameplay tutorials to some new hires who were eager to participate in our internal playtests. Finally, LAQA began interviews for a tester position, and hope to add a new member to our team soon!\n\nCloud Imperium Austin\nDesign\n\nThis month we focused our attention on upcoming landing zones. Lead Designer Rob Reininger and Robert Gaither created blueprint level design docs that give a unique look and feel for various shops and services in Crusader, microTech, and Hurston. These blueprints provide the basis to generate requests to other teams, like clothing from the Character artists, so we can begin to populate these locations.\n\nPete \u2018Weather Wizard\u2019 Mackay has been trucking along on \u201cTrade Slayer,\u201d which is an end-to-end economic model of how an item gets created from mining commodities, refined, manufactured, and finally placed on a store shelf. He also aided UK Design in balancing FPS weapons and items for Star Marine, and has been finalizing the first iteration of \u201cPrice Fixer,\u201d which will generate in-game values based on the characteristics and component costs for all of our ships and inform their pricing in persistent universe.\n\nLastly, Rob Reininger has been working closely with the UI team on the \u201cShopping Kiosk\u201d GDD to create mockups and how that system would be interacted with. Once approved, it will be passed off to Engineering for implementation.\n\n\nArt\nChris Smith and Josh Coons made good progress on their respective ships. Josh finished the Herald, which is now in QA testing, and has moved on to the Cutlass variants refactor to bring them up to our current standards. Following feedback from Design and Chris Roberts, he\u2019s already progressed the ship into the Greybox Phase.\n\nMeanwhile, Chris Smith completed his Final Art pass on the Constellation Aquila, which appeared in the Homestead demo at CitizenCon, and Emre Switzer worked on the lighting for the Star Marine maps.\n\n\nAnimation\nRecently, the PU Animation Team tackled implementing a whole new set of background animations, such as characters interacting with datapads, using the PAW tool, getting in and out of beds\/bunk beds, and eating at a mess hall table. These will be used in both Squadron 42 and the Persistent Universe and must work within the parameters for Subsumption Usables, which are nodes that AI navigate to and interact with.\n\nOur Ship Animation Team supported animation tasks for the Ursa Rover, Drake Caterpillar and Drake Herald, while providing insight for ships like the MISC Prospector and Drake Buccaneer. We also added \u201ccombat speed\u201d animations to the Retaliator, Merlin, M50, Scythe, and Freelancer. These new animations shave off valuable time when entering\/exiting a ship.\nBackend Services\nLead Server Engineer Jason Ely spent most of this month completely rewriting our Hub Server. This provides more scalability as our community and player base grows. Next, Jason is turning his attention to grander changes within the backend infrastructure to better optimize our services, among other things.\n\nSr. Server Engineer Tom Sawyer was busy optimizing the Lobby System and smashing bugs to make it flow smoother. As part of our Frontend Refactor, he wrote a new Leaderboard that will allow it to display in-game instead of just on the website.\n\nLastly, Ian Guthrie at Wyrmbyte has been busy creating admin tools for our servers. These new tools will give our Game Support Team more capabilities, including reserving a game master slot on a server, providing slash commands to better identify specific player info and presence, and allowing for better instance controlled testing.\n\n\nQuality Assurance\nThroughout September and October, Don Allen and Todd Raffray lead the charge testing the Homestead Demo. Meanwhile, Andrew Rexroth and Tory Turner (with support from Tyler T) tested the Vertical Slice and provided other Squadron 42 support. Scott McCrea, Brandon Crocker and Matt Gant focused on Star Marine. The team also tested and deployed multiple 2.5.0 builds for the Evocati to test and provide initial feedback on a number of ship-balance changes being considered for 2.6.0.\n\nBryce Benton started rebuilding the QA documentation on server stability diagnostics and bugging. He and Katarzyna Mierostawska also worked with our UK team to test and verify several new automation tests. Jesse Mark assisted in building a new set of web dashboards for the LiveOps and NOC teams. While Michael Blackard and Elijah Montenegro assisted the Austin Animation team with new ship enter and exit animations.\n\n\nGame Support\nThis year for CitizenCon, we provided support both onsite and at the home office, as there was a need to help both attendees and all of our players take advantage of the Polaris and\/or combo sales. We also spent a lot of time on Evocati Test Flight and doubled the size of our volunteer group. The Evocati, a.k.a. The Avocados, now numbering over 800 people, includes members from 40 countries and speaking 18 different languages. This group playtested a full game balance pass and provided us with tons of data that will inform changes in 2.6.0.\n\nWe also hired a few people, as we grow and scale along with the needs of the service, and are excited to be closely collaborating with the Customer Service team. In time, we\u2019ll unify our teams to provide a better level of service and quicker response times. Finally, we cross-trained our \u2018base\u2019 team. They will be the foundation of a much larger organization needed once Squadron 42 and Star Citizen are closer to launch.\n\n\nIT\/Operations\nIT from all studios came together to support the CitizenCon show in Los Angeles. Prep work took weeks and after the show, it took another week to re-organize the equipment. We\u2019d like to give special thanks to all the volunteers who provided tremendous support with setup, teardown and packing of all show related equipment.\n\nIT also supported a number of developers who converged in LA for the final preparations. Dennis Daniel, LA\u2019s IT Manager, worked directly with Mike Jones, IT Director, and the rest of the staff to oversee the builds of over a dozen matching computers used for the final development polish, testing and the presentation itself. The computers used included:\n\nASUS X99-A Motherboard\nASUS STRIX 1080 GPU\nIntel i7-5820 CPU\n64 Gig Corsair Vengeance RAM\nCorsair H55 Cooler\nIntel 750 Series 1.2 TB PCI-Express SSD provided by Intel.\n\n\nLiveOps\/DevOps\nIn October, the LiveOps\/DevOps teams delivered around the clock build and deployment support for CitizenCon. We acted as the gatekeepers controlling each branch and their respective build timings so there would not be conflicts preventing replication to the dev teams around the world. After CitizenCon the team shifted focus to live server infrastructure optimization and patch size reduction. The goal is to deliver smaller patches, and every single member of the team is now committed to this task.\n\nFoundry 42 UK\nArt\n\nIn case you hadn\u2019t heard, CitizenCon happened this month. This awesome event kept us busy, as we produced all the great artwork and designs for the RSI Polaris. We also started on a new MISC ship and Banu archetypes, wrapped up the first round of the Esperia Prowler, finished a Kastak Arms sniper rifle and pistol, and the usual smattering of ship items and props.\n\nThe Environment team had a wide range of tasks waiting for them. We worked to bring a captivating mood to two Star Marine maps. We also collaborated with our DE studio to ensure both art and engineering have what they need to make our planets look even better and allow us to more easily integrate assets. As work continues on the microTech, Crusader and Hurston landing zones, it is important our planets work well with the different settings these each have.\n\nThe DE studio designers also supported our artists on brand new ideas such as surface outposts, modular space stations and satellites. These are the bread and butter of what players will be visiting, so we hope to show more of this soon! Finally, we are hard at work on S42. All of our levels are in final art and we are gearing up to unveil what we have been doing with the Vertical Slice, which will be the first true look into what we are doing across S42.\n\nLet\u2019s not have the Environment team hog all the spotlight. The ship team was busy with the Drake Herald and Vanguard Hoplite for 2.6, both of which are flight ready and testing with QA. The team was also busy with capital ships and are in the final phase of closing out the Idris, Javelin and Bengal. In addition, we have started development on the Vanduul Hunter! As the Driller wraps up, we can take a lot of what that team has done and apply it to the next Vanduul set of ships so these get done faster.\n\n\nGraphics\nThe graphics team focused on several new features this month, including rotating asteroids, physically accurate spot light falloff (important for headlights and torches), and a complex shader-glow effect for alien spaceships. We\u2019ve also started on a major rework and unification of the shadow systems. It will vastly increase the number of simultaneous shadow casting lights we can support, while providing higher resolution shadows and improved performance.\n\n\nProps\nThe last month was hectic but rewarding. CitizenCon also provided the added bonus of highlighting areas of the pipeline to be improved and refined. A large amount of work also went into Squadron 42, the \u201clow tech\u201d set continues to grow, and we converted some older assets over to the new material system, which looks great and is much more efficient.\n\nThe dressing asset library (think handheld sized props) continued to grow. Destructible props are being worked on now, so soon you\u2019ll be able to shoot exploding barrels, blow out lights and windows, and create mayhem!\n\n\nAudio\nBesides setting up the music-logic system and cinematic cues for CitizenCon\u2019s Homestead demo, the audio team also did work on ambience, scavenger voices, the epic sandstorm, and more. Work on Star Marine included setting up the music-logic system, ambience and SFX support, grenade bounce work, and bug fixes.\n\nThe team also refined various ships, like the Dragonfly and Caterpillar, and refactored the Xi\u2019An Scout engines. Improvements were made to quantum drive, ship weapons, and player death. The music system was reworked to support multiple concurrent music suites so there will be seamless music throughout the game. The cinematic flow node was made more robust, and the audio dynamic range changed to a dropdown box with three choices. Amongst many other things, we also improved workflow and collision interpretation with the goal of different clothing, armor, and weapons making specific sounds when bumping or scraping various surfaces.\n\n\nQuality Assurance\nQA focused on Star Marine and really put the control game mode through its paces to weed out some nasty crashes. We tested the new music logic system, which really adds drama to the experience. With new ships coming in, like the Vanguard Hoplite and Drake Herald, we made sure they match the exacting standards required of spaceflight ready machinery!\n\nIn addition, sweeping balance changes for the flight model, shields and ship weapons kept us extremely busy. 2.6 adds a huge amount to Star Citizen and we\u2019ve enjoyed our part in bringing it to you!\n\n\nVFX\nThis month VFX did clean-up and optimization of Arena Commander in preparation for Alpha 2.6. The team also worked on the Herald and Vanguard Hoplite, which will be making their flight-ready premieres in that patch. We made effects improvements on both ships and also updates (including shader fixes) to FPS weapons. We also worked on general ambient VFX for Star Marine levels as well as bug fixes and particle library\/texture cleanup.\n\nFor the Homestead demo we supplied ship contrails (fully driven by code\/data), general ambient effects (sand, debris, weather), weapon improvements (including blood impacts), and upgrades to Dragonfly explosions and Ursa Rover effects. In addition, atmospheric entry VFX are now fully driven by code\/data. Last, but not least, we also continued R&D for planetary VFX automated placement.\n\n\nProgramming\nFor 2.6.0 we completed a large overhaul of the camera system and unified code between the different modes such as the chase, orbit, passenger and spectator cameras. This allows us to have more dramatic and cinematic cameras, and provides more control over DoF, FoV, operator shake, point of interest and zoom.\n\n2.6.0 also contains big changes for the lobby UI. Now you can change your loadout without having to go into the hangar. We\u2019re also investigating a new \u201cmega map\u201d, which would allow you to go between Arena Commander game modes and environments without having to load in\/exit out of the maps.\n\n\nAnimation\nWe did a lot of work in Star Marine, implementing looting animations for weapon pick-ups, working on grenade functionality and visuals, and bringing legacy weapon reloads up to our current quality standards. Must say, they\u2019re looking quite nice in first person.\n\nBeside general bug fixes, we also captured assets for stealth kills from various angles and combat ready AI responding to noises. There was also work done on AI combat animation sets. Most of it was focused on enter\/exit cover, blind fire, and under fire.\n\n\nDesign\nIn October, the UK design team have been split between 2.6 and Squadron 42.\nThe \u2018Live Team\u2019 added mission content for Crusader (including many secrets). We put in new asteroid tech that vastly improved the ring around \u2018Yela\u2019, tweaked station security, and bolstered the belt with improved wreck sites. There were widespread Arena Commander upgrades as well, including persistent missile inventory between deaths, pickups and Pirate Swarm rebalance and improvements.\n\nSquadron 42 designers worked on various elements of the Vertical Slice. This section of gameplay was deliberately picked as it contains almost all aspects of gameplay required overall, but also lacks major spoilers. The intense focus on this section is paying dividends in terms of fixing issues that can sometimes persist late into the development cycle.\n\n\nUI\nAt the start of October, the team focused on HUD & UI needs for the planetary demo showcased at CitizenCon. Since then, the entire team has been working towards the UI needs for 2.6. This involved a significant overhaul to Star Citizen\u2019s front-end menu system. It affects the game lobbies for Arena Commander and Star Marine, new in-game leaderboards, and provides a much needed visual update to the main menu and pause screens. We hope this overhaul will present a much improved end-user experience, especially for new players.\n\nAside from the new front-end overhaul, we also worked with the Character team on creating new first person helmets & HUDs that will have their own individual look and feel. We want the game-mode specific UI to function properly and be visually consistent with the rest of the game UI. Finally, we supported the environment team with ambient screen assets & animations, which gives some life & movement to our environments.\n\nFoundry 42 DE\n\nProgramming\n\nA large amount of this month\u2019s work focused on getting the code for CitizenCon where it needed to be, in combination with our global road map. We did a lot of work on the current ecosystems, vegetation and object spawning, as well as terrain blending. We worked on the vegetation rendering to further improve the performance on CPU. The atmosphere received some attention, including work on cloud modelling and shading, as well as really good progress on improving the visual quality of ocean rendering. We focused some time on occlusion culler optimizations and Physics improvements in conjunction with the local grids. We continued work on our internal Planet tools, iterating on a constant basis with the Environment art team. Finally, we improved the accuracy of our facial rigs and wrinkle map triggering\/blending.\n\n\nAI\nA large focus for AI this month has been on Squadron 42 functionalities. For Subsumption, we added several new tasks that can be available to the primary and secondary subactivities and the future mission logic. To give you an idea of the functionalities we exposed here are some names of the implemented tasks: MoveToTarget, SetAimStance, SetStance, LookAround, GetTargetForEntity, DisableLookAndAim, PeekFromCover, EnterExitVehicleSeat, AttachObject, DetachObject, SelectGadget, StartTimer, HasTimerFinished, SetCurrentTime, TimeComparator, RandomNumber, PickUpItem, AddItemToInventory, SetEmotion, LoopWhile, AnimateOnSpot, PerceiveFactionMask.\n\nWe also added a personal logger; a system that allows each NPC character to log some information useful for us to debug their state and behavior decision process. We also progressed on the implementation of the first pass of the combat behavior into Subsumption. The cover system was improved to correctly work in non z-up environments, and we extended it to allow cover surfaces to be stored into the zone system.\n\nCharacter movement was also a big focus. We refactored the pathfollower to add the ability of raycasting on the navmesh to correctly identify possible shortcuts. We also made fixes to the collision avoidance code, including the ability to recognize the player as an entity so it can be avoided by AI characters.\n\nFor NPC characters, we reintroduced the pseudospeed calculation in the game code, so that Animators and designers can correctly use Mannequin to select animations based on the AI\u2019s current movement speed. We also developed an Emotion component that will become the central place to drive the emotional behaviors of each character. Of course, the information of the emotion will be driven by the relation the NPC has with the character they are interacting with.\n\nAI Spaceships can now correctly request the usage of both the quantum travel and the afterburner, and those requests can also be triggered by designers. The latter can now also request AI space vehicles to target characters and leave a formation without requiring it to be fully disbanded.\n\n\nDesign\nLast month, the entire system design team travelled to the UK to help with CitizenCon. Since then, we are putting what we learned to good use and readjusting some of those systems to improve the quality and make future production faster. The Landing system also received attention, as we continue to refine various landing scenarios such as pilots landing (either on pads or in hangars), docking (either with stations or other ships), and how this looks in-game (e.g. take off procedures, requesting permissions, landing queues, etc.)\n\nThe Level Design team worked on space station locations for the 3.0 release. A lot of progress has been made in designing a modular system for building space stations and cross disciplinary conversations have moved this forward. The earlier work on modular surface outposts and modular satellites is continuing with Level Design and Art working closely together.\n\n\nBuild\nThis month we optimized the Resource compiler process, which currently takes up the most time in our build process. The idea is to run RC through waf (a Python-based build framework) and then distribute it through IncrediBuild. This system will then be hooked up to the new patch\/pak system, which is close to being finished. We also provided the usual Tools\/Build support to keep things running smoothly.\n\n\nEnvironmental Art\nFrankfurt\u2019s Environment artists spent the majority of their time generating the ecosystems that were shown at CitizenCon. As seen in the demo, we created five unique ecosystems within a short amount of time, with a good amount of trial and error along the way. Now we are working closely with the Engineers and UK artists to create additional assets and terrain types for more unique looks and systems.\n\n\nCinematics\nAt the beginning of October, the Cinematic team finished work on the planet v2 \u201cHomestead\u201d demo for CitizenCon. For it, we created a camera path that should probably qualify for a world record since it went from high orbit above Leir III into the planet\u2019s atmosphere and then travelled hundreds of kilometers towards the Homestead site. We also built all cinematic moments for the demo, as well as various dressing and lighting efforts.\n\nAlongside Homestead, dozens of in-cockpit and in-helmet comms were prepped for Squadron 42. Ongoing PCAP to AI animation R&D was done by Jason Cole and Ivo Herzeg, as well as the AI team and designers, with the goal of making Look IK and AI locomotion blend fluidly in and out of narrative performance captured story scenes. As a little side project, we also created a 3d logo reveal for the upcoming Star Marine release.\n\n\nWeapon Art\nLast month the ship weapon artists were mainly focused on ship missiles. The existing missile assets were optimized and polished and a handful of new variants added.\n\nThe FPS team was busy with grenade variants, as well as building iron sights for the Behring P8 weapon family. Here\u2019s a small preview of the incendiary grenade.\n\n\nQuality Assurance\nFor DE QA, once everything calmed down after testing S42 and Homestead for CitizenCon, we resumed our normal activities with test requests ranging from the Engine and Star Marine, to Physics based testing with ragdolls using Gravity boxes and Gravity Areas, as well as checking zone transition changes to interior physics grids. QA Engine Specialist, Melissa Estrada, also appeared in Around the Verse episode 3.11 DE where she shared insight on the life cycle of a test request \u2013 how it goes from start to finish and prevents new issues from being introduced into a working build. You may have also caught a sneak peek of the Physics based test request being worked on by Chris Speak using Gravity boxes and Gravity Areas. Being part of ATV this month was an exciting experience, and QA was happy to share the work we do with the community!\n\nIn addition to test requests, Glenn Kneale also worked closely with the AI team on Squadron 42, as well as the UK QA Star Marine test team. We wrapped up the month with in-house play tests with Chris Roberts, Erin Roberts, Todd Papy, and Ian Leyland to review Star Marine\u2019s current state and obtained valuable feedback.\n\n\nVFX\nThe Frankfurt VFX team focused on effects for CitizenCon and Squadron 42, including various environmental effects such as clouds, heat refraction, sand blowing in the wind, falling rocks and dust around the canyon and the crashed ship. The demo also required several unique bespoke effects like the IED explosion that hits the rover, the sand eruption for when the worm emerges from the ground, and the massive sandstorm. Several of the effects required us to work closely with the cinematics and animation department. This included the sand falling off the worm\u2019s body and the spit effects as the worm roars at the camera.\n\nBHVR\nArt\n\nWe\u2019ve been focusing on some major upcoming milestones and are putting a lot of effort into showcasing the diversity of the Star Citizen Universe with a variety of planet climates, architecture, and overall story of the different locales. We\u2019d like to share some of the current progress on locations being constructed for the Stanton System as they compare to early concept art below. These are all work in progress images, but the Stanton locations are coming together quickly thanks to the building blocks we\u2019ve been constructing.\n\n\nHurston\nHurston is a desert mining world, controlled by a powerful corporation. Life on the planet is harsh, and people working there live no better than indentured servants. Reflecting the condition, the architecture of the planet generally exhibits significant wear and tear. Daily life is constantly monitored by the planet security, a prospect reminiscent of Orwell\u2019s 1984.\n\n\nmicroTech\nOur second planet is microTech, an arctic environment. The natural conditions of the planet are inhospitable and domed cities were constructed to ward off the natural hazards. Inside the domes, cleanliness, technology and simple elegance are the theme of the architecture. Transparent glass is the most prevalent building material, reinforcing the architectural themes with interactive technologies and a view matching the environment\u2019s color scheme.\n\n\nCrusader\nWe are also working on Crusader, a gas giant with a city built on the clouds. The city consists of multiple floating platforms that are long and slender in nature. Between buildings, ships traverse through the skyline. Structures on top of the platform contain varying elevations, allowing breathtaking vistas to surprise the players in between silhouettes of buildings.\n\nTurbulent\n\nCommunication Platform\nAt CitizenCon we finally revealed the new community platform we have been working on. \u201cSpectrum\u201d was designed to integrate forums, chat, and other key features into one streamlined platform. The initial launch will be a web application, but subsequent releases will include more functionality, such as a fully integrated in-game overlay and voice chat. Looking further into the future, you will even be able to launch the game from Spectrum.\n\n\nShip Happens\nOctober was a very busy month for ships! The RSI Polaris, a military-style corvette, went on sale at CitizenCon and was met with great interest. Simultaneously, a number of other ships and ship packages, many with a militia theme, were made available. CitizenCon also kicked off a backer-only free fly which included all flyable ships. After that ended, we launched another free fly that was open to anyone who wanted to try Star Citizen, showcasing the Super Hornet as their trial ship!\n\n\nRSI Newsletter\nThe official Star Citizen newsletter saw an overhaul as we moved away from the standard RSS news update, and into a new layout that favors curated content and more information from the community as a whole. Not only does it include each week\u2019s top stories, but it also recaps updates for RSI Subscribers, current promotions, and showcases top Arena Commander pilots, fan creations from the Community Hub, and sometimes, brand new content you\u2019ve never seen before!\n\nCommunity\n\nWhat. A. Month. I really don\u2019t know where to start. The month of October was nothing short of EPIC!\n\nWe had an unforgettable time meeting many of you in San Diego at the TwitchCon Bar Citizen. Great food, great drinks, great people. And then there was CitizenCon. The amount of support you all gave us was incredibly humbling and an experience we won\u2019t soon forget! We have said it before and we\u2019ll say it again: having the opportunity to interact with all of you REALLY recharges the ol\u2019 battery. The conversations, memories, stories, and moments we shared have us fired up and focused on 2.6, 3.0, and beyond!\n\nAnd if the official CitizenCon was not enough, the Star Citizen community in Germany organized and held their very own CitizenCon event as well! Alongside almost 500 citizens that attended the event, some of our own from Foundry 42 Frankfurt showed up and had a blast getting to speak on panels and meet everyone. I could go on, and on, and on about how much fun we had with all of you, but I\u2019ll save us all some time and simply hope that you all understand how much we appreciate your support.\n\nOn the streaming front, it\u2019s become difficult to keep up with the amount of new podcasts and Star Citizen Streamers! This is a problem we are okay with having. We spend a lot of time interacting and lurking on Twitch, and it has been heartwarming to see many of the veterans answering questions, creating adventures, and fighting the good fight alongside our newer backers.\n\nOn the Community Hub front, you all have successfully made choosing MVP one of the most difficult tasks of our week. The sheer amount of new content we have being posted is overwhelmingly awesome. From a full size 3D printed Behring P4-SC Rifle by RiceMaiden, to another hit piece of music by the legendary Uthos Riley, we are having a blast sorting through all submissions flowing in, so keep them coming!\n\nThank you all for making October one to remember. We can\u2019t wait to see what you all come up with in the month of November\u2026\n\nLooking Ahead\nThank you all for an incredible month. There\u2019s plenty more work to do, so we\u2019re going to keep working hard on Squadron 42, SC Alpha 2.6, Alpha 3.0\u2026 and beyond.\n\nIn two weeks, we will be kicking off our yearly Star Citizen Anniversary Livestream, which celebrates the end of the original Star Citizen crowd funding campaign. The event is going to focus heavily on our ship pipeline, and there will be plenty to see. Tune in or catch it later in this space!"},"links_count":1,"comment_count":136,"created_at":"2016-11-04T00:00:00+00:00","created_at_human":"9 years ago"},"meta":{"processed_at":"2026-05-08 00:37:10","valid_relations":["images","links"],"prev_id":15585,"next_id":15588}}