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Citizens!\n\nWelcome to the monthly report where we collect updates from our studios around the world into a single comprehensive place to summarize the various progresses (and setbacks) they\u2019ve experienced.\n\nLast month we debuted our new style of Monthly Report, utilizing the weekly Studio Reports found in Around the Verse to create an overview of progress made in the last four weeks. In addition to our continuing progress with Squadron 42 and the PU 3.0 undertaking, we released both 2.6.2 and 2.6.3 to the entire community, and have now focused those attentions to the upcoming Star Citizen Alpha 3.0.\n\nWith that, let\u2019s review some of what each studio did this month.\n\nCLOUD IMPERIUM: LOS ANGELES\nSHIP ART AND DESIGN\n\nThe ship team spent a lot of the month working on the Drake Buccaneer. Art created a custom dual weapon mount and generated all the LODs, while the tech content team implemented UV2s and Damage. Tech design made their flight balance passes to get it ready for flight with sound and then passed it along to VFX. The ship team has also made a lot of progress on the newly revamped RSI Aurora. The whitebox phase in now complete, which includes a proxy layout of the space, establishing the animation positions, placing the screens, and making sure the characters could hold the controls. The final geometry of the cockpit has begun in an effort to improve the inside of the ship. Now that tech design has implemented all the art updates into the ship\u2019s new archetype, the RSI Aurora is heading into greybox.\n\n\nTECH DESIGN\nThe tech design group completed the design for the Multi Function Display (MFD) screens, which controls power, heat, coolers, shields, weapons, countermeasures and missiles, in preparation for Item 2.0 functionality. These designer prototypes are meant to help understand what\u2019s needed and see how everything will interact with each other.\n\n\nUI\nAs soon as these designs have been approved, the UI team will create an interface to take advantage of the functionality that engineering is implementing in the back end. Once this system is in place, a ship that is staffed by a knowledgeable crew will be able to operate their ship beyond the default system settings and min-max the various ship systems to suit not only a player\u2019s style, but potentially save a player during a potentially devastating attack.\n\n\nQA\nThis month QA aided LA Development by checking a variety of fixes for 2.6.2 issues. They also provided support to Austin QA with PTU & LIVE sanity checks, smoke tests, sweeps and deployments, and helped new hires get up to speed with the game. As for feature work, the team swept ship destruction VFX, Item System 2.0, implementation of recent loadout changes, and tested multiple iterations of new targeting and ESP code. For a quick reminder on Quality Assurance terms, a Sanity Check basically ensures that the game loads. This is now automated, but can take about an hour or two to investigate any errors that arise. A Smoke Test checks the basic functionality. This process takes 6-8 people about a day if there aren\u2019t any major issues. A Full Sweep means checking everything possible, a process which requires a much larger team and can take over a week. Full Sweeps are the most arduous, rigorous, and intense, but also incredibly important.\n\n\nENGINEERING\nThe engineering team started a new shop entity that uses DataCore components to allow shops to be easily streamed in with object containers, with the aim to be finished in the next sprint. The plan is to make shops more dynamic and reactive to the economy by retrieving their inventory from the back end. The engineering team added a new attribute to vehicle XMLs that allows designers to specify the interior grid type of the vehicle (small, medium, or large). This optimization will reduce memory storage as all ships previously defaulted to medium size.\n\nAs discussed previously, a new Light Group entity was developed, equipped with a state machine to serve as the ultimate light switch. Now that implementation of the core state-switching functionality is complete, the next step is to start using the Light Group in our vehicles and environments and replace all instances of the old layer-switching method of light management. This new light group entity reduces the number of lights used, which has dramatic impacts on performance. For example, hundreds of entities were reduced down to 90 or less with no visual impact on the Drake Caterpillar.\n\nA framework is being developed in IFCS (Intelligent Flight Control System) for the autopilot to handle situations like take-off and landing sequences. This also applies to AI control, so they\u2019ll be providing the AI developers with a set of tools for controlling the ships, like a \u201cmove-to\u201d, \u201cchange speed to\u201d, etc. This will improve the stability and predictability of ship motion under optimal conditions.\n\nThe Room System and Atmosphere Containers were updated with several new features, better debugging tools, and several bug fixes. The room system has only been implemented in a few locations, but these changes will allow the implementation of rooms and atmospheres throughout the various locations and ships in the game. At the moment, the entering and exiting of airlocks are scripted events. They don\u2019t factor in atmosphere of any kind. This new system will be able to replace this setup with an actual room and atmosphere that allows for a dynamic experience.\n\nIn addition to the room system changes, a new feature allows the designers and artists to set wear and dirt parameters for loadouts. This functionality comes in two levels: overall and individual values for specific items. Wear and Dirt values are used by the render node to set shader parameters that make items look old, dusty, scuffed up, and burnt out. This task also used Loadout Editor side work, where the team added UI support to edit wear and dirt.\n\nRecently, the team started on the Entity Owner Manager. This system will be responsible for managing ownership and lifetimes of all the entities in the game and is a core feature required to take gameplay from a multiplayer game to a persistent online experience. It will work in conjunction with the back end persistence systems to indicate dynamic changes to the world that need to be tracked and persisted across sessions. The Entity Owner Manager will also work with various game and engine systems, including Debris, Salvage, Criminality, Streaming, Missions, Cargo, Shops, and more to help create the persistent experience across clients and servers.\n\nThe team has been working on scanning subcomponents, which required some slight refactoring of the object databank. After the changes, the databank can support the storage of \u201cchild\u201d entries, which will be the subcomponents on ships\/players\/etc. In doing this, the thread safety of accessing data within the databank was also improved. This allows calculations to be moved onto other threads, which will help improve performance. This focuses on two big elements: the ping component and angle of focus. The ping component is the method in which a player or pilot will send out a wave to see if there are any objects of note within their scan range. This could be a ship, an asteroid, or even traces that mark whether a player entered or exited quantum travel. Since other players can detect these traces, we think that this could have some pretty heavy game implications. For example, if you were an outlaw, it would allow you to track potential prey. Angle of focus allows players to adjust the angle with which they\u2019re scanning. A smaller angle will also provide more range, but only contacts within the angle can be detected. The underlying radar query logic is being refactored to use zone queries rather than a huge iteration of registered radar objects. This will make the scanning system much more efficient.\n\n\nTECH CONTENT\nSince the tech content team supports and implements every pipeline within Star Citizen and Squadron 42, one of their main focuses have been performance improvements. For instance, the team changed the mesh vertex and position formats, which massively improves streaming of these meshes as well as reducing build size.They\u2019re also improving the Python integration within our editor, which allows for faster development of Python tools which are used by every department across the company. The tools can script any sandbox process they want. For example, it can place asteroids and generate modular outposts, which saves a tremendous amount of development time on otherwise tedious and time consuming tasks. The tech content team completed a character animation tool that tracks and reports the number of various wild lines each character will have in the universe. With over 1200 pages of script for S42, which include all story lines as well as wild lines, a tool was needed to continuously generate reports on how many were completed and what was left to solve. Once the various lines are all in, the system will be able to pull lines based on player action and situation, but also randomize the potential wildline responses so the NPCs aren\u2019t repeating the same line every time.\n\nAll helmets have been converted to a dot skin format. The conversion was important to allow a unified LOD ratio across the character skins. This means no more helmet-less people running around the \u2019verse. To ensure this is easier in the future, Tech Content also created a tool that rigs skins and exports automatically which will drastically reduce dev time from an entire day to just a few minutes.\n\nHeads were also successfully converted to use the human skin shader developed by the graphics team. Since there are 44 different areas of blended wrinkles and blended diffuse, the texture cost was quite high, at about 100 MB per head. With this change, roughly 90% of the original texture memory cost was saved without discernable visual impact.\n\nWith the implementation of the female character progressing rapidly, thousands of animations have been transferred from male to female to complete her motion set and provide a data for animation to iterate on.\n\nTo help the cinematics team focus on content needed for Squadron 42, a tool was written to allow for visibility of scenes before they even hit the engine. This allows for fast exporting of animations and preview renders which are then automatically uploaded to Shotgun. This makes it easier and faster to review the many hours of cinematics for Squadron 42.\n\n\nNARRATIVE\nThe narrative team has been developing some additional 3.0 missions. They\u2019ve also begun documenting posters and props to populate the world of Star Citizen. The team also created an equivalent Time Capsule approach for the Xi\u2019an history from birth to present day as a means of expanding Xi\u2019an history and society documentation. Breakdowns of ethno-groups in the Star Citizen universe has been in progress to take full advantage of the character customization technology 3Lateral showcased at GDC a few weeks ago.\n\n\nCHARACTER ART\nThe character team is working on the ingame mesh of the Heavy Outlaw. Next, it will go onto rigging and implementation. The light, medium, and heavy female marine armor and the undersuit has been sent to rigging and implementation. Once the male base suits were done, an adjusted wrap technique was used to save development time. We\u2019ve also made progress on the Female Explorer suit, which has now moved through the high poly phase, so she\u2019ll be exploring the universe in no time. On the Squadron 42 front, both the EVA deck crew and the Marine BDU have gone through the high poly phase and are onto the in-game mesh and texturing phase. We\u2019ve continued developing the Vanduul and the medium and heavy versions of the OMC outlaw faction. Lastly, the mechanized Titan Suit is in R&D along with other alien concept sculpts.\n\nCLOUD IMPERIUM: AUSTIN\nDESIGN\n\nThe ATX Design team focused on getting 2.6.2 out the door, which has mainly consisted of adding new subscriber flair items and fixing some minor bugs. Additional shop-related elements have been updated as the shopping system continues to grow. The team is also in the process of revising the Stanton System Map. Also, Landing Zone AI and Usables are undergoing additional development.\n\nNew subscriber flair will be rolled out in the coming months. One of the new items is called the \u2018viVid Display,\u2019 which can display game locations holographically. Players can use the \u2018viVid Display\u2019 to find out more about locations, including their intended visuals. Other flair items include a series of ship schematics, which will showcase the level of detail that goes into ship design. These light board displays can be hung from any poster style port in your hangar.\n\nThe Shopping System will be revamped in our next release. As the Item 2.0 system advances, the Item Port structure has been changed as well so it can fall in line with the end goal. These fluctuations have re-addressed things like how Shop Mannequins and Item Bundles are set up. The team\u2019s goal is to create a base mannequin object that the shopping system can apply loadouts to. The items on a given mannequin would be purchasable by themselves, or as a bundle for a discounted price. In the past, every outfit was only purchasable as an entire set of items. On top of that, a bespoke mannequin setup had to be generated for each unique outfit display. Fortunately, advancing tech will soon allow the Loadout Editor to quickly create various item combinations within a given shop. That loadout, comprised of items in the shop, will then be assigned to the shop\u2019s inventory as a \u201cBundle.\u201d The Shopping System will then spawn these bundles directly onto an empty shop mannequin with no additional effort by the designers. A process that took hours will soon take minutes, allowing different item combinations to be quickly generated for display on the mannequins. While this might seem like a minor change, this will actually unlock a multitude of options for the design team to create realistic shops.\n\n\nANIMATION\nThe PU Animation Team just finished a small Mocap shoot using the in-house OptiTrack system. This was a pickup shoot to help fill in all the gaps from the Performance Capture shoots done at Imaginarium studios and captured transition animations for both male and female characters. These animations included sitting down at tables with trays, going through the chow line, eating, drinking, rummaging, or sitting in cockpits and turrets. A Usable is an object that a player or NPC can interact with like a chair, wall, table, or any other set piece, but also include props such as cups, plates, bottles, crates, and anything else that can physically picked up by a person. Obviously, animation can only get these game assets so far. The biggest challenge right now is making all the usables function in game. It is up to code, tech and designers to make them work, which is why Austin Animation is working closely with our Frankfurt and UK studios. The team also amended metrics for door control panels, bathroom toilet facilities, and chow lines in the Idris mess hall. Tech is being put in place that will allow an NPC to navigate to a usable set piece and perform a variety of actions (like grabbing a usable prop off the set piece, setting other usable props onto it, walking away with the prop, going to and interacting with another usable set piece, setting usable props on top of usable props, then getting up and navigating to a third usable set piece to dispose of the usable prop with all the usable props on it). Once this one test case is fully functional, we will be able to use these universal animations with different usables throughout the game.\n\n\nSHIP ANIMATION\nThe Ship Animation team has finished the major animation tasks for the Drake Cutlass Black. Characters can now enter and exit the pilot and copilot seats properly. For the copilot, the team used a new cockpit template called the \u201cStick.\u201d This template positions the player in a pose like that of a helicopter pilot which was required to fit the new geometry of the Cutlass cockpit.\n\n\nDEV OPS\nDevOps added additional logging to better track issues and allows the team to dump the status of the users download session at the moment they experience the issue. The DevOps team then works directly with the Community Relations team to debug the issue or issues the user is experiencing. A great example of this is the latest version of the Patcher. As some of the Windows 10 users may have already noticed, the 2.4.9 version of the Patcher brought back music that had been missing. The exact cause of the issue was that the Windows 10 sound settings were set to 192kHz which caused the Patcher to crash if you had the music turned on. You can now enjoy all of Pedro Camacho\u2019s music again!\n\n\nQA\nThe QA Department has been heavily focused on 2.6.2 testing. With the addition of Multiplayer Megamap and Serialized Variables, multiple cross-studio playtests between the ATX and UK studios were performed in order to check for any unexpected behaviors, such as increased desynchronization and lag between clients, massive performance changes (good or bad), and crashes.\n\nSince the new Drake Buccaneer came online sooner than expected, we were able to perform frequent testing to ensure the ship was operating as expected for its inclusion in 2.6.2.\n\nIn the development stream testing, Squadron 42 testing continues, as well as a range of tests with ground vehicles on planetary surfaces in a multiplayer environment. Various development tools are also being tested, such as the Procedural Planet Editor (PlanED), and the Subsumption Editor.\n\n\nPLAYER RELATIONS\nThe Player Relations team was very busy in both the US and UK this month helping with 2.6.2 and 2.6.3. We spent a lot of time with Evocati and QA working on getting the final bugs worked out, then managing our public PTU playtests. In the coming weeks, we will be increasing and updating our PTU test numbers, so we\u2019ve spent a lot of time working on how to roll that out, too. Lastly, we also had a great summit in LA with other department leads and stakeholders to work out our plans for the rest of year, and we got to spend a little time working with our Turbulent friends as well.\n\nFOUNDRY 42: UK\nPROGRAMMING\n\nThe player interaction sprint is proceeding at full speed. Rather than outlining a whole mesh, they have created a system where sub-objects can be highlighted allowing players to choose individual parts. This is especially useful in cockpits, where players can interact with individual buttons and switches to access things like ship functions and resource distribution. The team has also been ensuring the new interaction system works seamlessly with the multifunction displays (MFD). The new placement system has also come online, so players can choose where and with what orientation objects can be set down. If the placement position is out of range, players now automatically go into a throw state.\n\nDifferent actor states have been added to the Player Status System, so the player finds it harder, or even impossible, to do things like jump, vault and mantle depending on how fatigued they are. Mass has been added to the suit and weapons as another way to influence the player\u2019s stamina. We\u2019ve also added a breathing state component to bring together the player\u2019s status with the procedural breathing animation and sound. The team is now starting work on new gameplay elements like suit punctures, oxygen recharging and depressurisation.The team invested time in the conversation system tech by creating a tool to help simplify complicated conversations when there are multiple actors in the same scene.\n\n\nUI\nThe UI team began the front-end skeleton framework for Kiosk shopping. This includes properly setting up all UI components such as lists, grids, buttons, TextFields, and other various assets. Once this is done, the engineers will hook these components up to the game data and get it presented diegetically in the game world. The team is also supporting the player interaction system to unify the way the players will interact with in-game UI screens across the game. This means the same underlying system used to interact with a MFD in a ship seat will be applied to all in-game terminals, wall-mounted displays, and kiosks. This will make interaction with in-game displays feel much less clunky and constrictive. In anticipation of the Graphics Team\u2019s work on the new render-to-texture (RTT) tech, the UI team has done a round of testing using current helmet interiors to see how well the UI looks rendered onto an interior glass surface.The new RTT tech will eventually allow the UI to render properly in the rendering pipeline, making it feel much more integrated with the game-world than it is currently. They have also checked how well the text will read at various sizes and how any post-processing effects, such as motion blur or chromatic aberration, might potentially negatively impact the legibility of the text and symbols. The UI team is also looking at potential impacts the new incoming dynamic field of view system might have on the UI. This new system will allow such things like the HUD and 3D helmet interior to remain roughly the same size on screen when setting a lower or higher field of view.\n\n\nAUDIO\nThe Audio team has been involved in all gameplay features like the Buccaneer, surface outposts, Squadron level development, and the actor status system. Work has continued on the Audio Propagation system to make audio respect walls, doors and paths. In the current system, audio triggers play from their point of origin and either being occluded or un-occluded, but always play from their source position. The new propagation system will allow a sound playing inside a room to be heard by anyone listening from outside the room, either through the door, window, or any other opening. This extends to other rooms, so a sound playing 4 rooms away will navigate the doorways and the air in between in order to reach the listener. Also, the first and second pass of the mix management system have been completed. This is a virtual mixing console that can be applied to certain areas or rooms and allows the creation of mix snapshots that can apply volume, filter or effect settings on any parts of the audio mix with faders in DataForge that can be tweaked in real-time. Setting up and organising these areas, and mix snapshots, will allow for easy adjustment of the audio mix. Finally, a lot of progress has been made on the WordUp dialogue tool to manage the huge amount of spoken lines in the PU and S42.\n\nFor fun, here\u2019s a piece of original Star Citizen music called Atomos for you to enjoy.\n\n\nCONCEPT ART\nThe Concept team has been finishing the Gemini ballistic shotgun and establishing the look of a new ship weapon manufacturer, Preacher Armaments. Preacher prides themselves on making high-quality, reliable and effective weapons that are favored by bounty hunters, police, and militia. In 2940, the conglomerate Eon Group bought out Preacher from founder Kino Walton and immediately ramped up manufacturing. Preacher Armaments is aggressively making its way into stores across the universe.\n\nConcept work for the Banu Defender is complete, as well as on two additional ships that will be revealed in the future. Work continues on the truckstop interiors, satellite interiors, New Babbage on microTech and dressing for the modular habitation modules. Here is a glimpse of a WIP Truckstop interior. Truckstops will serve as waypoints for haulers and other travelers making their way through the system giving them a chance to restock, refuel, and stretch their legs.\n\n\nENVIRONMENT ART\nThe environment team has been refining the surface outposts with technical, engineering, and habitation spaces coming together with their preliminary dressing passes. The exteriors are now mostly complete. The team is also looking into lighting variations for the procedural system to add more complex setups for the lighting states. The greybox for the truckstop space station is continuing and now that all the building set pieces have been established, the detail phase has begun. On the Satellite sprint, we\u2019re close to being Whitebox complete on the communication archetype, which means the modules and classifications that were specified by design have been visually explored.\n\n\nSHIP ART AND DESIGN\nOur ship team has been continuing work on the Hull-C and Reclaimer, which includes the new light controller work that allows for easier set up of different lighting entities and switches them between property states (e.g., on, off, emergency) depending on various circumstances such as a player interaction or sufficient pull from a connected power pipe. The Javelin continues to be polished for both Squadron 42 and Star Citizen. The team is also completing the capital ships of the Vanduul Fleet.\n\n\nVFX\nAs you\u2019re aware, the VFX was completed on the Drake Buccaneer and the ship was released in 2.6.2. Meanwhile, the RSI Constellation Aquila is going through its flight-ready pass. The MISC Prospector finished a thrusters first pass and damage R&D blockout. The new GPU-driven thruster trails have completed its initial implementation phase. On the Weapon VFX side, the style guide has been improved by bringing in a new system that defines the visual style of a weapon based on manufacturer and energy type. The Apocalypse Arms Scourge railgun, Kastak Arms Devastator plasma shotgun rework, and Klaus & Werner Gallant energy rifle rework finished their first pass. The layered impact library has been rolled out. Previously, impacts were per weapon and per surface type, but the new setup allows us to layer up individual elements which gives more flexibility and less maintenance.\n\n\nANIMATION\nThe animation team has been exploring a lot of technical previs this past month. Part of that work includes improving the functionality of the shouldered weapon state to get the railgun ready and playable for 3.0. The team also polished the prone set so it will be ready for code to work their magic on fixing any edge cases and continued to work on Breathing & Stamina to create a solid look and feel for a player breathing across multiple states, such as normal, tired and hyperventilating. The weapons-free jumps are getting a pass to bring the animations more in line with the mocap rather than the technical first pass implementation. The Devastator shotgun, Gallant, Arrowhead, and Railgun weapon reloads have been improved. Meanwhile, the Derby Studio continued with Facial animation for SQ42 and Star Citizen cinematics. They attended a facial shoot down in London for 3.0 and members of the team visited the LA studio for some facial animation R&D meetings.\n\nFOUNDRY 42: DE\nWEAPONS\n\nThis past month, we completed all the rockets and rocket pods ranging from size 1 to 3 as well as the first art pass for the Knightbridge Arms Ballistic Cannons. The various sizes can now be used to test out the new modularity system and various upgraded levels and combinations. The FPS weapon artists finished a second art pass on the Klaus & Werner Arclight II, Gallant, and Arrowhead which now include new venting mechanisms that add more visual interest to the reloads. The first art pass on the Kastak Arms Ravager-212 and a second art pass on the Kastak Arms Devastator with an additional layer of detail was also completed.\n\n\nLIGHTING\nThe lighting team began determining a way to integrate lighting on modular surface outposts, so it feels coherent across potentially countless outpost layout permutations. The challenge with this task is that every room could have a different arrangement of props and objects, which dictates where lights would logically be placed, as well as the theme or mood of that room. For example, crew sleeping quarters should have a different mood than a hydroponics lab. To do this, the lighting team tested for possible issues (such as light leaking through walls or certain lighting variations looking incorrect when placed next to others) by integrating simple lighting variations into the procedural system. The team also focused on creating a visual target for our main room types (habitation, hydroponics, mining, and storage) to see how far we can push the lighting to match our concepts and goals for the interior look of our surface outposts. When these are finished, we can then determine how to break the lighting down into modular components that can be fed back into the procedural system.\n\n\nTECH ART\nThe tech art team worked on multiple skinning tasks, including clothing for both the PU and SQ42 (to widen the range of character customization) and a skinning pass on the final Vanduul mesh (so the animators can work on their animations).The team created a tool that allows the team to quickly update the exact grip placements for individual weapons. Artists can now use a reference mesh, create an offset, hit export, and immediately see their changes live in engine. This will allow them to iterate much quicker than before. In addition, they developed a tool for the animators to redirect their walking animations to turn animations. This fairly simple tool that will ultimately reduce the time the animators need to spend on certain specific animations.\n\n\nDESIGN\nThe Level Design team worked on the modularity of Space Stations and Surface Outposts. As an initial proof of concept, the team has decided to move forward with five versions of the outposts. Ultimately with this system, we\u2019ll be able to create a large number of outposts with different layouts and purposes, but first, the systems, props, and placement of planets need to work as intended. The Truck Stop is our first test of modularity in Space Stations. Soon, customizable hubs will be able to create variations using add-ons and procedural prop placement which can add flavor to various rooms. The modularity of Space Stations also extends to how the rooms connect to one another through the use of pre-made flowcharts. Design is collaborating with engineers to get it functioning in-game as intended. The system design team has been continuing their work on the usables system, as well as working with the cinematics team in helping to establish the final look and feel for the conversation system.\n\n\nENGINE TEAM\nThe engine team finished the physics grid refactoring, which is used to store each individual physical object in the world and to allow for fast neighbour queries. The old legacy CryPhysics grid system worked by projecting the entire world onto a fixed 2d array of cells of uniform dimension. For memory reasons, the old system was configured to huge cell sizes to allow for our massive worlds, which lead to severe performance problems when dealing with lots of small objects as well as lots of entities returned due to the fact the grid would \u2018wrap-around\u2019 every few thousand kilometres. To address these issues, the new grid system was designed to have a sparse and fixed hierarchy of nested 3D grid cells of various sizes where objects will get inserted into different levels of the fixed hierarchy depending on their size. That way, the engine can efficiently handle objects the size of a planet (several thousand kilometres in radius) all the way down to small pebbles just a few centimeters across. Initial performance tests in Stanton have proven the new grid to be vastly more efficient (10x less entities returned for small queries, and queries in general faster in the magnitude of 1.2x \u2013 2x) while using slightly more memory than the legacy system.\n\nThe team has also been developing the core foundation of our AI movement. While motion capture animation is perfect for cut-scenes and all types of linear animations where things are fixed and predictable, mocap-data can\u2019t be used directly for animations that need to be truly interactive. To use mocap-data in interactive situations, longer motion-clips must be broken into shorter clips and generated into multiple variations of the same motion-style. As an example, a simple walk-cycle needs the ability to walk at different speeds, walk in circles, walk on slopes, and walk in different directions. A typical AI-character in Squadron might have about 1000 of these motion-clips. It\u2019s impossible to create unique animations-clips for every given situation. That\u2019s why we developed a blending technique called Parametric Blending.\n\nParametric Blending enables all these clips to be controllable at runtime. It takes the concept of \u201csimple\u201d animation-blending and moves it to the next level. The goal is to make the outcome of a transition or an interpolation predictable for an undefined number of assets. Each motion-clip contains a combination of physical and stylistic properties (what we call the \u201cnatural\u201d motion-parameters, because they are inherently part of the motion itself). To control a character in a game, these \u201cnatural\u201d motion-parameters need to be passed to the animation-system, and let it generate the motion we need. Once there are enough animation-clips, they\u2019re placed into a blend-space. The most important aspect of a blend-space is that each animation-clip represents a point in a coordinate-system and all points are connected by an index list. In a blend-space, blending is treated as a geometrical problem. The relationship between animation-clips is extremely important for the blending to work. The placement of the assets into the blend-space is fully automatic due to how the animators set up their locators before export. In a single blend-space, there can be more than 100 unique animation-clips and they can be controlled like a single animation. In a 2D blendspace, the travel-speed is on the X and the turn-speed is on the Y. This means we can generate all motions between a slow-walk and fast-walk while maintaining the correct turn-speeds. Blend-spaces are not only limited to simple motion-cycles, they\u2019ll be used for most AI motions in our vast universe, enabling our AI-characters to move fluidly and realistically in the world.\n\nThe engine team also did improvements to the objects blending with terrain. The underlying terrain and objects shapes are now taken into account to blend procedurally distributed objects more naturally with the planetary generated environment.\n\n\nQA\nThe QA team has been testing the Loadout Editor. The Loadout Editor is heavily used by our devs across all four locations, so it made sense to increase the depth of testing on a daily basis. The first version of the Solar System Editor (also known by its shortened name: SolEd) is being tested as well. The Engineers went over SolEd\u2019s functionality and gathered initial feedback from the team. QA documented the feedback and will work closely with the engineers on the best ways to address and test specific feedback in the near future. They also supported the Engine team with testing of a few things such as the updated Planet Physics grid and the Refactoring of Texture Streamer logic.\n\n\nAI\nThe AI team this month completed some work on Mission related functionalities for both the PU and Squadron 42 designers. They also improved the setup for complex conversation scenarios, where multiple characters need to interact with one another. The first step to achieve that was to allow the subsumption logic to run on top of players. That allows logic on predefined story scenes to be executed and also ensures the AI system can fully communicate with players and interact with them. The subsumption tool also had some improvements on the conversation setup. The team also kicked off work on \u201cConversation Sub Activities.\u201d The sub-activities describe the logic for multiple characters in one view, to make it easier for designers to synchronize interactions between the characters and the environment. Essentially, those conversations will still result in unique sub activities that run on the different characters so that each individual entity can still handle further events\/situations on their own.\n\nThe first pass on refactoring of the perception for the spaceships was also completed. There is currently a general perception component on characters that can handle several types of senses. A normal Human will have his own vision and hearing senses, but once sitting down inside a spaceship, they will also be able to interface with the spaceship radar and group the information about the different senses into its perception component. This will allow for progress towards more \u201ccharacter-controlled\u201d behaviors on spaceships, since strict dependencies between the game code and specific behaviors running on the vehicles themselves will be removed.\n\n\nCINEMATICS\nThe cinematics team is making steady progress across multiple chapters, from implementing new scenes to polishing existing ones. The team also assisted in defining the look of the conversation system and participated in the various sprints push this system along. The goal is to allow for a cinematic feel while still maintaining flexibility and immersion.\n\n\nVFX\nThe VFX team in Frankfurt has continued working on planetary effects. The systems for implementation have been progressing nicely thanks to the close collaboration between the VFX artists and Engineers. They started implementing some of the new effects on the planets, including various atmosphere and weather effects, as well as more specific effects for various types of assets that will be distributed with the object scattering system.\n\n\nENVIRONMENT ART\nThe Frankfurt environment team has been primarily focused on finalizing the Crusader\u2019s moons. The procedural assets distribution system has seen a lot of progress and is still improving. All the separate pieces that make-up our procedural planets and moons are truly starting to fall into place. The team is now moving on to get the Levski landing zone integrated onto Delamar and will be the first big landing zone on a procedural entity. This means a new procedural planet\/asteroid and the exteriors architecture of Levski will be created. The challenge is to merge the procedural terrain and the landing zone in a way in which they feel like they belong together.\n\nTURBULENT\n\nThis month, Turbulent launched spectrum 0.3.2, which includes major performance updates to help render messages and threads in the client. Hopefully, this will allow users to switch faster between lobbies and channels, as well as take less CPU and render time than in the 0.3.1 version. 0.3.2 also brings two new features. First users can now re-order communities in the top left of the sidebar by dragging and dropping the community to the new location.Second, the other feature is the channel thread list, so now threads that contain media information and videos have thumbnail images allowing users to preview the content.\n\nThere has also been mobile optimization and keyboard fixes that will hopefully be ready for 0.3.3. This should fix bugs Android users have been encountering when typing into the chat. The new patch also adds nested threads to the forums Users can now create a new thread and change a discussion type from a classic chronological timeline into a nested discussion. This gives us two benefits. First, we can now sort by up votes and get a nested reply tree behind it. Second, users can gain more control into choosing discussion types. The post creator will have the option of choosing if it\u2019s a nested thread or not.\n\nTurbulent will also archive the old forums on Friday, April 14. We\u2019ve expanded our category list to bring all those discussions from the old forum to Spectrum. This will not be an import, but a recreation inside the new system. This month, the team also worked on the new delta patcher. Turbulent is responsible for building the actual application that hosts the patching libraries, so we\u2019ve worked hard over this month to get this new application setup. It requires a whole new application stack called Electron which lets the team patch the game data with this new launcher internally.\n\nAnother major project started this month is a redesign of some of the elements of the RSI site. This is a massive overhaul of the website to address how it caters to new users. We can\u2019t talk much about it now, but there will be updates as the design progresses. There has also been progress on updating the Ship Stats page. The ship stats are supposed to reflect the intent design of a ship and not necessarily the exact stats that are currently in game, but at the same time, there are things that are missing. The team is changing how the back end manages this by re-designing some of the tech view, specifications view, and holoviewer.\n\nCommunity\n\nSome of our devs attended Austin\u2019s biggest media festival, South by Southwest, and participated in a special panel last month. Before that, Community Manager Jared Huckaby and Lead Community Manager Tyler Witkin attended PAX East where they got some hands on time with our incredible backers. CIG team members haven\u2019t been back to meet our East Coast backers since 2014, so it was good to visit again. In addition to meeting many content creators at the PAX event itself, they were also able to attend a Boston Bar Citizen with fans from all over. The importance of these events cannot be understated, as they\u2019re not only a great chance for you to meet the team, but it really energizes the team to directly interface with all of you. And speaking of Bar Citizens, the team was also honored to attend meet-ups in Brisbane, Australia; Austin, Texas; and Santa Monica, California. There are Bar Citizens happening every week. Learn more about them here.\n\nSubscribers this month saw the Space Station flair series begin in addition to receiving their very own Big Benny\u2019s machine as part of the annual Subscription update. The March Jump Point was also released with a focus on the Anvil Hurricane. The issue also includes plenty of lore, part of an original Star Citizen serial, and more!\n\nOn Citizens of the Stars, the team checked in with some of the best screenshot artists, original video makers, and news reporters in the community while also spotlighting plenty of other backer projects. Don\u2019t forget, if you\u2019re a subscriber you can contribute questions to Quantum Questions and vote for which ones are asked to the weekly development guests. Check out the thread in the Subscriber\u2019s Den on Spectrum.\n\nDuring this month\u2019s Happy Hours, the team showed how our designers prototype new systems by building a basketball game mockup live, and our very own Ben Lesnick took a dive into Chris Roberts\u2019 Privateer to talk about how this classic game has influenced Star Citizen.\n\nStar Citizen joined the worldwide celebration of Space Week with many developers, including Sean Tracy and Erin Roberts, appearing on the Twitch front page to talk about the worlds being built in Star Citizen.The team at Turbulent also held a live Town Hall to answer questions about Spectrum and their other platform work. Spectrum continues to update with more functionality on the horizon. As of today, old forums are being closed and archived. Posts will still be available to read, but Spectrum will be the new home for any future discussions.\n\nLast week, the team held a special \u2018Drake-over\u2019 sale to celebrate the Buccaneer being flight-ready. With the Dragonfly and Cutlass finishing up, the current Drake lineup is almost done. Also on the ship front, a lot of work has been put into our next reveal, the Banu Defender. Stay tuned to learn more about both the Defender and the Banu race! Additionally, an update to the Referral Program is in progress. Expect to hear more about this soon, including details on a special contest.\n\n\nWE\u2019LL SEE YOU NEXT MONTH\u2026","de_DE":"Gr\u00fc\u00dfe B\u00fcrger!\n\nWillkommen zum Monatsbericht, in dem wir Updates aus unseren Studios auf der ganzen Welt an einem einzigen umfassenden Ort sammeln, um die verschiedenen Fortschritte (und R\u00fcckschl\u00e4ge) zusammenzufassen, die sie erlebt haben.\n\nIm vergangenen Monat haben wir unseren neuen Stil des Monatsberichts vorgestellt, der die w\u00f6chentlichen Studio-Berichte aus Around the Vers verwendet, um einen \u00dcberblick \u00fcber die in den letzten vier Wochen erzielten Fortschritte zu erhalten. Zus\u00e4tzlich zu unseren kontinuierlichen Fortschritten mit Squadron 42 und dem PU 3.0-Projekt haben wir sowohl 2.6.2 als auch 2.6.3 f\u00fcr die gesamte Community freigegeben und diese Aufmerksamkeit nun auf den kommenden Star Citizen Alpha 3.0 konzentriert.\n\nLassen Sie uns damit einen \u00dcberblick dar\u00fcber geben, was jedes Studio in diesem Monat geleistet hat.\n\nWOLKENIMPERIUM: LOS ANGELES\nSCHIFFSKUNST UND -DESIGN\n\nDas Schiffsteam verbrachte einen Gro\u00dfteil des Monats damit, am Drake Buccaneer zu arbeiten. Art entwickelte eine benutzerdefinierte Doppelwaffenhalterung und generierte alle LODs, w\u00e4hrend das Tech Content Team UV2s und Damage implementierte. Tech Design machte seine Flugbilanzp\u00e4sse, um sie mit Sound flugbereit zu machen, und gab sie dann an VFX weiter. Auch beim neu gestalteten RSI Aurora hat das Schiffsteam gro\u00dfe Fortschritte gemacht. Die Whitebox-Phase ist nun abgeschlossen, die ein Proxy-Layout des Raumes, das Festlegen der Animationspositionen, das Platzieren der Bildschirme und das Sicherstellen, dass die Charaktere die Kontrollen halten k\u00f6nnen, beinhaltet. Die endg\u00fcltige Geometrie des Cockpits hat begonnen, um das Innere des Schiffes zu verbessern. Nachdem Tech Design nun alle Kunst-Updates in den neuen Archetyp des Schiffes implementiert hat, steuert die RSI Aurora in die Greybox.\n\n\nTECH DESIGN\nDie Tech-Design-Gruppe fertigte das Design f\u00fcr die Multifunktionsanzeige (MFD), die Strom-, W\u00e4rme-, K\u00fchler-, Schild-, Waffen-, Gegenma\u00dfnahmen- und Lenkflugk\u00f6rper steuert, in Vorbereitung auf die Funktionalit\u00e4t von Punkt 2.0. Diese Designer-Prototypen sollen helfen zu verstehen, was ben\u00f6tigt wird und sehen, wie alles miteinander interagiert.\n\n\nUI\nSobald diese Designs genehmigt sind, wird das UI-Team eine Schnittstelle erstellen, um die Vorteile der Funktionalit\u00e4t zu nutzen, die das Engineering im Backend implementiert. Sobald dieses System eingerichtet ist, wird ein Schiff, das von einer sachkundigen Besatzung besetzt ist, in der Lage sein, sein Schiff \u00fcber die Standardeinstellungen des Systems hinaus zu betreiben und die verschiedenen Schiffssysteme so zu minimieren, dass sie nicht nur dem Stil eines Spielers entsprechen, sondern auch einen Spieler bei einem potenziell verheerenden Angriff retten k\u00f6nnen.\n\n\nQA\nDiesen Monat unterst\u00fctzte QA die LA-Entwicklung, indem sie eine Vielzahl von Korrekturen f\u00fcr 2.6.2-Probleme \u00fcberpr\u00fcfte. Sie unterst\u00fctzten Austin QA auch bei PTU & LIVE Gesundheitschecks, Rauchtest, Sweeps und Deployments und halfen Neueinstellungen, sich mit dem Spiel vertraut zu machen. Was die Featurearbeit betrifft, so hat das Team die Schiffszerst\u00f6rung VFX, Item System 2.0, die Implementierung der letzten Ladungs\u00e4nderungen und mehrere Iterationen von neuem Targeting und ESP-Code getestet. F\u00fcr eine kurze Erinnerung an die Begriffe der Qualit\u00e4tssicherung stellt ein Sanity Check grunds\u00e4tzlich sicher, dass das Spiel geladen wird. Dies ist jetzt automatisiert, kann aber etwa ein bis zwei Stunden dauern, um auftretende Fehler zu untersuchen. Ein Rauchtest \u00fcberpr\u00fcft die Grundfunktionalit\u00e4t. Dieser Prozess dauert etwa 6-8 Personen pro Tag, wenn es keine gr\u00f6\u00dferen Probleme gibt. Ein Full Sweep bedeutet, alles M\u00f6gliche zu \u00fcberpr\u00fcfen, ein Prozess, der ein viel gr\u00f6\u00dferes Team erfordert und \u00fcber eine Woche dauern kann. Full Sweeps sind die m\u00fchsamsten, rigorosesten und intensivsten, aber auch unglaublich wichtigsten.\n\n\nMASCHINENBAU\nDas Engineering-Team gr\u00fcndete eine neue Shop-Entit\u00e4t, die DataCore-Komponenten verwendet, um Shops mit Objektcontainern einfach einzubinden, mit dem Ziel, im n\u00e4chsten Sprint fertig zu werden. Es ist geplant, die Gesch\u00e4fte dynamischer und reaktionsschneller zu gestalten, indem sie ihre Best\u00e4nde aus dem Backend beziehen. Das Entwicklungsteam hat den Fahrzeug-XMLs ein neues Attribut hinzugef\u00fcgt, das es Designern erm\u00f6glicht, den Innenrastertyp des Fahrzeugs (klein, mittel oder gro\u00df) festzulegen. Diese Optimierung reduziert den Speicherplatz, da alle Schiffe, die zuvor auf mittlere Gr\u00f6\u00dfe eingestellt waren.\n\nWie bereits erw\u00e4hnt, wurde eine neue Light Group Einheit entwickelt, die mit einer Zustandsmaschine ausgestattet ist, die als ultimativer Lichtschalter dient. Nachdem die Implementierung der zentralen Zustandswechselfunktionalit\u00e4t abgeschlossen ist, wird im n\u00e4chsten Schritt mit dem Einsatz der Light Group in unseren Fahrzeugen und Umgebungen begonnen und alle Instanzen der alten Layer-Switching-Methode des Lichtmanagements ersetzt. Diese neue Lichtgruppeneinheit reduziert die Anzahl der verwendeten Leuchten, was dramatische Auswirkungen auf die Leistung hat. So wurden beispielsweise Hunderte von Einheiten auf 90 oder weniger reduziert, ohne dass die Drake Caterpillar optisch beeintr\u00e4chtigt wurde.\n\nIm IFCS (Intelligent Flight Control System) wird ein Framework f\u00fcr den Autopiloten entwickelt, um Situationen wie Start- und Landeabl\u00e4ufe zu bew\u00e4ltigen. Dies gilt auch f\u00fcr die KI-Steuerung, so dass sie den KI-Entwicklern eine Reihe von Tools zur Steuerung der Schiffe zur Verf\u00fcgung stellen werden, wie z.B. \"move-to\", \"change speed to\", etc. Dies wird die Stabilit\u00e4t und Vorhersehbarkeit der Schiffsbewegungen unter optimalen Bedingungen verbessern.\n\nDie Room System und Atmosph\u00e4rencontainer wurden mit mehreren neuen Funktionen, besseren Debugging-Tools und mehreren Bugfixes aktualisiert. Das Raumsystem wurde nur an wenigen Orten implementiert, aber diese \u00c4nderungen werden es erm\u00f6glichen, R\u00e4ume und Atmosph\u00e4ren an den verschiedenen Orten und Schiffen im Spiel zu implementieren. Im Moment sind das Betreten und Verlassen von Luftschleusen geskriptete Ereignisse. Sie ber\u00fccksichtigen keine Atmosph\u00e4re jeglicher Art. Dieses neue System wird in der Lage sein, diese Einrichtung durch einen tats\u00e4chlichen Raum und eine Atmosph\u00e4re zu ersetzen, die ein dynamisches Erlebnis erm\u00f6glicht.\n\nZus\u00e4tzlich zu den \u00c4nderungen des Raumsystems erm\u00f6glicht eine neue Funktion den Designern und K\u00fcnstlern, Verschlei\u00df- und Schmutzparameter f\u00fcr Ladungen einzustellen. Diese Funktionalit\u00e4t gibt es in zwei Stufen: Gesamt- und Einzelwerte f\u00fcr bestimmte Positionen. Die Werte f\u00fcr Verschlei\u00df und Schmutz werden vom Renderknoten verwendet, um Shader-Parameter festzulegen, die Elemente alt, staubig, verschlissen und ausgebrannt aussehen lassen. Diese Aufgabe nutzte auch die Seitenarbeit des Loadout Editors, bei der das Team die Benutzeroberfl\u00e4chenunterst\u00fctzung zur Bearbeitung von Verschlei\u00df und Schmutz hinzuf\u00fcgte.\n\nVor kurzem begann das Team mit dem Entity Owner Manager. Dieses System ist f\u00fcr die Verwaltung des Eigentums und der Lebenszeiten aller Einheiten im Spiel verantwortlich und ist ein Kernfeature, das erforderlich ist, um das Gameplay von einem Multiplayer-Spiel zu einem anhaltenden Online-Erlebnis zu machen. Es wird in Verbindung mit den Backend-Persistenzsystemen arbeiten, um dynamische Ver\u00e4nderungen in der Welt anzuzeigen, die \u00fcber Sitzungen hinweg verfolgt und fortgesetzt werden m\u00fcssen. Der Entity Owner Manager wird auch mit verschiedenen Spiel- und Motorsystemen arbeiten, einschlie\u00dflich Tr\u00fcmmern, Bergung, Kriminalit\u00e4t, Streaming, Missionen, Fracht, Gesch\u00e4ften und mehr, um die dauerhafte Erfahrung \u00fcber Clients und Server hinweg zu erm\u00f6glichen.\n\nDas Team hat an der Untersuchung von Teilkomponenten gearbeitet, was eine leichte \u00dcberarbeitung der Objektdatenbank erforderte. Nach den \u00c4nderungen kann die Datenbank die Speicherung von \"untergeordneten\" Eintr\u00e4gen unterst\u00fctzen, die die Unterkomponenten auf Schiffen\/Spielern\/etc. sein werden. Damit wurde auch die Thread-Sicherheit beim Zugriff auf Daten innerhalb der Datenbank verbessert. Auf diese Weise k\u00f6nnen Berechnungen auf andere Threads verschoben werden, was zur Leistungssteigerung beitr\u00e4gt. Dies konzentriert sich auf zwei gro\u00dfe Elemente: die Ping-Komponente und den Fokuswinkel. Die Ping-Komponente ist das Verfahren, bei dem ein Spieler oder Pilot eine Welle aussenden wird, um zu sehen, ob sich in seinem Scan-Bereich irgendwelche Objekte von Bedeutung befinden. Dies kann ein Schiff, ein Asteroid oder sogar Spuren sein, die markieren, ob ein Spieler eine Quantenreise betreten oder verlassen hat. Da andere Spieler diese Spuren erkennen k\u00f6nnen, denken wir, dass dies einige ziemlich schwere Auswirkungen auf das Spiel haben k\u00f6nnte. Zum Beispiel, wenn du ein Gesetzloser w\u00e4rst, w\u00fcrde es dir erlauben, m\u00f6gliche Beute zu verfolgen. Der Fokuswinkel erm\u00f6glicht es dem Spieler, den Winkel, mit dem er scannt, einzustellen. Ein kleinerer Winkel bietet auch mehr Reichweite, aber es k\u00f6nnen nur Kontakte innerhalb des Winkels erkannt werden. Die zugrunde liegende Radarabfragelogik wird \u00fcberarbeitet, um Zonenabfragen anstelle einer gro\u00dfen Iteration von registrierten Radarobjekten zu verwenden. Dadurch wird das Scan-System wesentlich effizienter.\n\n\nTECH INHALT\nDa das Tech Content Team jede Pipeline innerhalb von Star Citizen und Squadron 42 unterst\u00fctzt und implementiert, liegt einer ihrer Schwerpunkte in der Leistungssteigerung. So hat das Team beispielsweise die Mesh-Vertex- und Positionsformate ge\u00e4ndert, was das Streaming dieser Meshes massiv verbessert und die Build-Gr\u00f6\u00dfe reduziert, sowie die Python-Integration in unserem Editor verbessert, was eine schnellere Entwicklung von Python-Tools erm\u00f6glicht, die von allen Abteilungen im gesamten Unternehmen eingesetzt werden. Die Tools k\u00f6nnen jeden beliebigen Sandbox-Prozess skripten. So kann es beispielsweise Asteroiden platzieren und modulare Au\u00dfenposten generieren, was bei ansonsten m\u00fchsamen und zeitaufw\u00e4ndigen Aufgaben eine enorme Menge an Entwicklungszeit spart. Das Tech Content Team vervollst\u00e4ndigte ein Charakteranimationstool, das die Anzahl der verschiedenen wilden Linien verfolgt und berichtet, die jeder Charakter im Universum haben wird. Mit \u00fcber 1200 Seiten Skript f\u00fcr S42, die sowohl alle Storylines als auch Wild Lines enthalten, war ein Werkzeug erforderlich, um kontinuierlich Berichte dar\u00fcber zu erstellen, wie viele abgeschlossen wurden und was noch zu l\u00f6sen war. Sobald die verschiedenen Linien alle vorhanden sind, kann das System Linien ziehen, die auf der Aktion und der Situation des Spielers basieren, aber auch die m\u00f6glichen Reaktionen auf die Wildlinie zuf\u00e4llig bestimmen, so dass die NSCs nicht jedes Mal die gleiche Linie wiederholen.\n\nAlle Helme wurden auf ein Punkt-Skin-Format umgestellt. Die Konvertierung war wichtig, um ein einheitliches LOD-Verh\u00e4ltnis \u00fcber die Charakterskins hinweg zu erm\u00f6glichen. Das bedeutet, dass keine Helmlosen mehr um den Vers herumlaufen. Um dies in Zukunft zu erleichtern, hat Tech Content auch ein Tool entwickelt, das Skins und Exporte automatisch manipuliert, was die Entwicklungszeit von einem ganzen Tag auf wenige Minuten reduziert.\n\nAuch die Umr\u00fcstung der K\u00f6pfe auf den vom Grafikteam entwickelten Human Skin Shader ist gelungen. Da es 44 verschiedene Bereiche mit gemischten Falten und gemischten Diffusoren gibt, waren die Texturkosten mit etwa 100 MB pro Kopf recht hoch. Mit dieser \u00c4nderung wurden etwa 90% der Kosten f\u00fcr den urspr\u00fcnglichen Texturspeicher eingespart, ohne dass eine visuelle Beeintr\u00e4chtigung erkennbar war.\n\nW\u00e4hrend die Implementierung der weiblichen Figur schnell voranschreitet, wurden Tausende von Animationen von Mann zu Frau \u00fcbertragen, um ihren Bewegungssatz zu vervollst\u00e4ndigen und Daten f\u00fcr die Animation zur Verf\u00fcgung zu stellen.\n\nUm dem Kamerateam zu helfen, sich auf die Inhalte zu konzentrieren, die f\u00fcr die Staffel 42 ben\u00f6tigt werden, wurde ein Tool geschrieben, das die Sichtbarkeit von Szenen erm\u00f6glicht, bevor sie \u00fcberhaupt auf den Motor treffen. Dies erm\u00f6glicht einen schnellen Export von Animationen und Vorschau-Renderings, die dann automatisch in Shotgun hochgeladen werden. Dies macht es einfacher und schneller, die vielen Stunden an Filmmaterial f\u00fcr die Staffel 42 zu \u00fcberpr\u00fcfen.\n\n\nNARRATIV\nDas Erz\u00e4hlteam hat einige zus\u00e4tzliche 3.0-Missionen entwickelt. Sie haben auch damit begonnen, Poster und Requisiten zu dokumentieren, um die Welt von Star Citizen zu bev\u00f6lkern. Das Team entwickelte auch einen \u00e4quivalenten Time Capsule-Ansatz f\u00fcr die Xi'an-Geschichte von der Geburt bis heute, um die Xi'an-Geschichte und die Dokumentation der Gesellschaft zu erweitern. Die Zusammenbr\u00fcche von Ethno-Gruppen im Star Citizen-Universum wurden in Angriff genommen, um die Vorteile der Charakteranpassungstechnologie 3Lateral, die vor einigen Wochen auf der GDC vorgestellt wurde, voll auszusch\u00f6pfen.\n\n\nCHARAKTERISTISCHE KUNST\nDas Charakter-Team arbeitet an dem Ingame Mesh des Heavy Outlaw. Als n\u00e4chstes wird es um die Takelung und Umsetzung gehen. Die leichte, mittlere und schwere weibliche Marinepanzerung und der Unteranzug wurden zur Takelage und Implementierung geschickt. Sobald die m\u00e4nnlichen Basisanz\u00fcge fertig waren, wurde eine angepasste Wickeltechnik verwendet, um Entwicklungszeit zu sparen. Auch beim Anzug Female Explorer, der nun durch die High-Poly-Phase gegangen ist, sind wir vorangekommen, so dass sie das Universum im Handum erkunden wird. An der Front der Staffel 42 haben sowohl die EVA-Deckmannschaft als auch der Marine BDU die High-Poly-Phase durchlaufen und befinden sich auf der In-Game-Netz und Texturierungsphase. Wir haben die Vanduul- und die mittlere und schwere Version der OMC Outlaw-Fraktion weiterentwickelt. Schlie\u00dflich befindet sich der mechanisierte Titananzug zusammen mit anderen au\u00dferirdischen Konzept-Skulpturen in der Entwicklung.\n\nWOLKENIMPERIUM: AUSTIN\nDESIGN\n\nDas ATX Design Team konzentrierte sich darauf, 2.6.2 aus der T\u00fcr zu bekommen, was haupts\u00e4chlich darin bestand, neue Flairartikel f\u00fcr Abonnenten hinzuzuf\u00fcgen und einige kleinere Fehler zu beheben. Im Zuge des weiteren Wachstums des Einkaufssystems wurden weitere werkstattbezogene Elemente aktualisiert. Das Team ist auch dabei, die Stanton System Map zu \u00fcberarbeiten. Auch die Landing Zone AI und Usables werden weiter entwickelt.\n\nDas neue Abonnenten-Flair wird in den kommenden Monaten eingef\u00fchrt. Eines der neuen Elemente hei\u00dft'viVid Display', das die Spielorte holographisch anzeigen kann. Mit dem'viVid Display' k\u00f6nnen sich die Spieler \u00fcber die Standorte und die von ihnen gew\u00fcnschten Bilder informieren. Weitere Flairartikel sind eine Reihe von Schiffsschemata, die den Detaillierungsgrad des Schiffsdesigns verdeutlichen. Diese Leuchttafel-Displays k\u00f6nnen an jedem Hafen in Ihrem Hangar aufgeh\u00e4ngt werden.\n\nDas Einkaufssystem wird in unserem n\u00e4chsten Release \u00fcberarbeitet. Im Zuge der Weiterentwicklung des Item 2.0-Systems wurde auch die Item-Port-Struktur ge\u00e4ndert, so dass sie mit dem Endziel \u00fcbereinstimmen kann. Diese Schwankungen haben Dinge wie die Einrichtung von Schaufensterpuppen und Item Bundles neu angegangen. Das Ziel des Teams ist es, ein Basis-Schaufensterpuppenobjekt zu erstellen, auf das das Einkaufssystem Auslastungen anwenden kann. Die Gegenst\u00e4nde auf einer bestimmten Schaufensterpuppe sind einzeln oder als Paket zu einem erm\u00e4\u00dfigten Preis erh\u00e4ltlich. In der Vergangenheit war jedes Outfit nur als ganzes Set von Gegenst\u00e4nden erh\u00e4ltlich. Dar\u00fcber hinaus musste f\u00fcr jedes einzelne Outfit-Display ein ma\u00dfgeschneidertes Mannequin-Setup erstellt werden. Gl\u00fccklicherweise wird es dem Loadout Editor dank der fortschreitenden Technologie bald m\u00f6glich sein, schnell verschiedene Artikelkombinationen innerhalb eines bestimmten Shops zu erstellen. Diese Verladung, die sich aus Artikeln im Shop zusammensetzt, wird dann als \"Bundle\" dem Bestand des Shops zugeordnet. Das Einkaufssystem wird diese B\u00fcndel dann ohne zus\u00e4tzlichen Aufwand f\u00fcr die Designer direkt auf eine leere Schaufensterpuppe laichen. Ein Prozess, der Stunden gedauert hat, wird bald Minuten dauern, so dass schnell verschiedene Artikelkombinationen f\u00fcr die Pr\u00e4sentation auf den Schaufensterpuppen generiert werden k\u00f6nnen. Dies mag zwar wie eine kleine \u00c4nderung erscheinen, aber dies wird dem Designteam eine Vielzahl von M\u00f6glichkeiten er\u00f6ffnen, realistische Gesch\u00e4fte zu gestalten.\n\n\nANIMATION\nDas PU Animation Team hat gerade ein kleines Mocap Shooting mit dem hauseigenen OptiTrack System abgeschlossen. Dies war ein Pickup-Shooting, um alle L\u00fccken aus den Performance Capture-Shootings in den Imaginarium-Studios zu schlie\u00dfen und \u00dcbergangsanimationen f\u00fcr m\u00e4nnliche und weibliche Charaktere aufzunehmen. Diese Animationen umfassten das Sitzen an Tischen mit Tabletts, das Durchlaufen der Chow-Linie, das Essen, Trinken, St\u00f6bern oder das Sitzen in Cockpits und T\u00fcrmen. Ein verwendbarer Gegenstand ist ein Objekt, mit dem ein Spieler oder NSC interagieren kann, wie ein Stuhl, eine Wand, ein Tisch oder ein anderes B\u00fchnenbild, aber auch Requisiten wie Tassen, Teller, Flaschen, Kisten und alles andere, was von einer Person physisch aufgenommen werden kann. Offensichtlich kann die Animation diese Spielinhalte nur so weit bekommen. Die gr\u00f6\u00dfte Herausforderung im Moment ist es, alle nutzbaren Funktionen im Spiel zu realisieren. Es liegt an Code, Technik und Designern, diese in die Tat umzusetzen, weshalb Austin Animation eng mit unseren Frankfurter und britischen Studios zusammenarbeitet. Das Team \u00e4nderte auch die Metriken f\u00fcr T\u00fcrsteuerungen, Toilettenanlagen und Chowlines in der Messe Idris. Es wird eine Technologie eingef\u00fchrt, die es einem NSC erm\u00f6glicht, zu einem verwendbaren B\u00fchnenbild zu navigieren und eine Vielzahl von Aktionen durchzuf\u00fchren (wie z.B. das Greifen einer verwendbaren St\u00fctze vom B\u00fchnenbild, das Setzen anderer verwendbarer St\u00fctzen auf sie, das Weggehen mit der St\u00fctze, das Gehen zu und die Interaktion mit einem anderen verwendbaren B\u00fchnenbild, das Setzen verwendbarer St\u00fctzen auf benutzbare St\u00fctzen, dann das Aufstehen und die Navigation zu einem dritten verwendbaren B\u00fchnenbild, um die verwendbare St\u00fctze mit allen verwendbaren St\u00fctzen darauf zu entsorgen). Sobald dieser eine Testfall voll funktionsf\u00e4hig ist, k\u00f6nnen wir diese universellen Animationen mit verschiedenen Nutzungsm\u00f6glichkeiten im gesamten Spiel verwenden.\n\n\nSCHIFFSANIMATION\nDas Ship Animation Team hat die gro\u00dfen Animationsaufgaben f\u00fcr den Drake Cutlass Black erledigt. Charaktere k\u00f6nnen nun den Piloten- und Copilotensitz richtig betreten und verlassen. F\u00fcr den Copiloten verwendete das Team eine neue Cockpitvorlage namens \"Stick\". Diese Vorlage positioniert den Spieler in einer Pose wie die eines Hubschrauberpiloten, die erforderlich war, um die neue Geometrie des Cutlass-Cockpits anzupassen.\n\n\nDEV OPS\nDevOps f\u00fcgte zus\u00e4tzliche Protokollierung hinzu, um Probleme besser zu verfolgen, und erm\u00f6glicht es dem Team, den Status der Download-Sitzung der Benutzer in dem Moment abzulesen, in dem sie das Problem erleben. Das DevOps-Team arbeitet dann direkt mit dem Community Relations-Team zusammen, um das Problem oder die Probleme zu beheben, die der Benutzer gerade hat. Ein gutes Beispiel daf\u00fcr ist die neueste Version des Patcher. Wie einige der Windows 10-Anwender vielleicht schon bemerkt haben, brachte die Version 2.4.9 des Patcher fehlende Musik zur\u00fcck. Die genaue Ursache des Problems war, dass die Windows 10-Soundeinstellungen auf 192 kHz gesetzt wurden, was dazu f\u00fchrte, dass der Patcher abst\u00fcrzte, wenn Sie die Musik eingeschaltet hatten. Du kannst jetzt wieder die gesamte Musik von Pedro Camacho genie\u00dfen!\n\n\nQA\nDie QA-Abteilung hat sich stark auf die 2.6.2-Tests konzentriert. Mit der Hinzuf\u00fcgung von Multiplayer-Megamap und Serialized Variables wurden mehrere Cross-Studio-Playtests zwischen den ATX- und UK-Studios durchgef\u00fchrt, um auf unerwartete Verhaltensweisen wie erh\u00f6hte Desynchronisation und Verz\u00f6gerung zwischen den Clients, massive Leistungs\u00e4nderungen (gut oder schlecht) und Abst\u00fcrze zu pr\u00fcfen.\n\nDa der neue Drake Buccaneer fr\u00fcher als erwartet online ging, konnten wir h\u00e4ufige Tests durchf\u00fchren, um sicherzustellen, dass das Schiff wie erwartet funktionierte und in 2.6.2 aufgenommen wurde.\n\nIm Rahmen des Entwicklungsstromtests werden die Tests der Staffel 42 fortgesetzt, ebenso wie eine Reihe von Tests mit Bodenfahrzeugen auf Planetenoberfl\u00e4chen in einer Mehrspielerumgebung. Dar\u00fcber hinaus werden verschiedene Entwicklungswerkzeuge getestet, wie z.B. der Procedural Planet Editor (PlanED) und der Subsumption Editor.\n\n\nSPIELERBEZIEHUNGEN\nDas Player Relations-Team war diesen Monat sowohl in den USA als auch in Gro\u00dfbritannien sehr besch\u00e4ftigt und half mit 2.6.2 und 2.6.3. Wir verbrachten viel Zeit mit Evocati und QA, um die letzten Fehler zu beheben und dann unsere \u00f6ffentlichen PTU-Playtests zu verwalten. In den kommenden Wochen werden wir unsere PTU-Testnummern erh\u00f6hen und aktualisieren, so dass wir viel Zeit damit verbracht haben, auch daran zu arbeiten, wie man das Rollout durchf\u00fchren kann. Schlie\u00dflich hatten wir auch einen gro\u00dfen Gipfel in LA mit anderen Abteilungsleitern und Stakeholdern, um unsere Pl\u00e4ne f\u00fcr den Rest des Jahres auszuarbeiten, und wir durften auch ein wenig Zeit mit unseren turbulenten Freunden verbringen.\n\nGIE\u00dfEREI 42: GRO\u00dfBRITANNIEN\nPROGRAMMIERUNG\n\nDer Sprint der Spielerinteraktion l\u00e4uft mit voller Geschwindigkeit ab. Anstatt ein ganzes Netz zu skizzieren, haben sie ein System geschaffen, in dem Teilobjekte hervorgehoben werden k\u00f6nnen, so dass die Spieler einzelne Teile ausw\u00e4hlen k\u00f6nnen. Dies ist besonders n\u00fctzlich in Cockpits, wo Spieler mit einzelnen Schaltfl\u00e4chen und Schaltern interagieren k\u00f6nnen, um auf Dinge wie Schiffsfunktionen und Ressourcenverteilung zuzugreifen. Das Team hat auch daf\u00fcr gesorgt, dass das neue Interaktionssystem nahtlos mit den Multifunktionsanzeigen (MFD) zusammenarbeitet. Auch das neue Platzierungssystem ist online gegangen, so dass die Spieler w\u00e4hlen k\u00f6nnen, wo und mit welcher Ausrichtung Objekte abgelegt werden k\u00f6nnen. Wenn die Platzierungsposition au\u00dfer Reichweite ist, gehen die Spieler nun automatisch in einen Wurfzustand.\n\nDem Spieler-Statutsystem wurden verschiedene Akteurszust\u00e4nde hinzugef\u00fcgt, so dass es f\u00fcr den Spieler schwieriger oder sogar unm\u00f6glich ist, Dinge wie Sprung, Sprung, Sprung und Mantel zu tun, je nachdem, wie m\u00fcde sie sind. Die Masse wurde der Farbe und den Waffen als weitere M\u00f6glichkeit hinzugef\u00fcgt, die Ausdauer des Spielers zu beeinflussen. Wir haben auch eine Komponente f\u00fcr den Atemzustand hinzugef\u00fcgt, um den Status des Spielers mit der prozeduralen Atmungsanimation und dem Sound zu verbinden. Das Team beginnt nun mit der Arbeit an neuen Gameplay-Elementen wie Anzugpannen, Sauerstoffaufladung und Druckentlastung und investierte Zeit in die Konversationssystemtechnik, indem es ein Tool entwickelte, das dazu beitr\u00e4gt, komplizierte Gespr\u00e4che zu vereinfachen, wenn mehrere Akteure in derselben Szene sind.\n\n\nUI\nDas UI-Team begann mit dem Front-End-Skelett-Framework f\u00fcr Kiosk-Shopping. Dazu geh\u00f6rt auch die korrekte Einrichtung aller UI-Komponenten wie Listen, Gitter, Schaltfl\u00e4chen, Textfelder und andere verschiedene Objekte. Sobald dies geschehen ist, werden die Ingenieure diese Komponenten an die Spieldaten anschlie\u00dfen und sie in der Spielwelt di\u00e4tetisch darstellen lassen. Das Team unterst\u00fctzt auch das Spielerinteraktionssystem, um die Art und Weise, wie die Spieler mit den Benutzeroberfl\u00e4chen im Spiel interagieren, im gesamten Spiel zu vereinheitlichen. Das bedeutet, dass das gleiche Basissystem, das f\u00fcr die Interaktion mit einem MFD in einem Schiffssitz verwendet wird, auf alle In-Game-Terminals, an der Wand montierten Displays und Kioske angewendet wird. Dadurch f\u00fchlt sich die Interaktion mit In-Game-Displays viel weniger klobig und eng an. In Erwartung der Arbeit des Grafik-Teams an der neuen Render-to-texture (RTT)-Technologie hat das UI-Team eine Runde lang mit aktuellen Helminnenr\u00e4umen getestet, um zu sehen, wie gut die Benutzeroberfl\u00e4che auf einer Glasinnenfl\u00e4che gerendert wird. Sie haben auch gepr\u00fcft, wie gut der Text in verschiedenen Gr\u00f6\u00dfen gelesen wird und wie sich Nachbearbeitungseffekte wie Bewegungsunsch\u00e4rfe oder chromatische Aberration potenziell negativ auf die Lesbarkeit von Text und Symbolen auswirken k\u00f6nnen. Das UI-Team untersucht auch m\u00f6gliche Auswirkungen, die das neue eingehende dynamische Sichtfeld-System auf die Benutzeroberfl\u00e4che haben k\u00f6nnte. Dieses neue System wird es erm\u00f6glichen, dass Dinge wie das HUD- und 3D-Helminterieur bei der Einstellung eines niedrigeren oder h\u00f6heren Sichtfeldes auf dem Bildschirm etwa gleich gro\u00df bleiben.\n\n\nAUDIO\nDas Audio-Team war an allen Gameplay-Features wie dem Buccaneer, den Oberfl\u00e4chenau\u00dfenposten, der Staffelebenenentwicklung und dem Schauspielerstatutsystem beteiligt. Die Arbeiten am Audio Propagation System wurden fortgesetzt, um die Einhaltung von W\u00e4nden, T\u00fcren und Wegen zu gew\u00e4hrleisten. Im aktuellen System l\u00f6sen Audio-Trigger die Wiedergabe von ihrem Ursprungsort aus und werden entweder verschlossen oder unverschlossen, spielen aber immer von ihrer Quellposition aus. Das neue Ausbreitungssystem erm\u00f6glicht es, dass ein Ger\u00e4usch innerhalb eines Raumes von jedem, der von au\u00dferhalb des Raumes h\u00f6rt, geh\u00f6rt werden kann, entweder durch die T\u00fcr, das Fenster oder eine andere \u00d6ffnung. Dies erstreckt sich auf andere R\u00e4ume, so dass ein Klang, der 4 R\u00e4ume entfernt spielt, durch die T\u00fcren und die Luft dazwischen navigiert, um den Zuh\u00f6rer zu erreichen. Au\u00dferdem sind der erste und zweite Durchgang des Mix-Management-Systems abgeschlossen. Dies ist ein virtuelles Mischpult, das auf bestimmte Bereiche oder R\u00e4ume angewendet werden kann und die Erstellung von Mix-Snapshots erm\u00f6glicht, die Lautst\u00e4rke-, Filter- oder Effekteinstellungen auf alle Teile des Audiomixes anwenden k\u00f6nnen, mit Fadern in DataForge, die in Echtzeit optimiert werden k\u00f6nnen. Die Einrichtung und Organisation dieser Bereiche und das Mischen von Schnappsch\u00fcssen erm\u00f6glicht eine einfache Anpassung der Audiomischung. Schlie\u00dflich wurden beim WordUp-Dialogtool zur Verwaltung der riesigen Menge an gesprochenen Zeilen in der PU und S42 gro\u00dfe Fortschritte erzielt.\n\nZum Spa\u00df gibt es hier ein St\u00fcck Original Star Citizen Musik namens Atomos, das Sie genie\u00dfen k\u00f6nnen.\n\n\nKONZEPT ART\nDas Konzeptteam hat die ballistische Schrotflinte von Gemini fertiggestellt und den Look eines neuen Schiffswaffenherstellers, Preacher Armaments, etabliert. Prediger sind stolz darauf, hochwertige, zuverl\u00e4ssige und effektive Waffen herzustellen, die von Kopfgeldj\u00e4gern, Polizei und Miliz bevorzugt werden. Im Jahr 2940 kaufte der Mischkonzern Eon Group den Preacher vom Gr\u00fcnder Kino Walton und nahm sofort die Produktion auf. Prediger R\u00fcstung macht sich aggressiv auf den Weg in die Gesch\u00e4fte im ganzen Universum.\n\nDie Konzeptarbeiten f\u00fcr den Banu Defender sind abgeschlossen, ebenso wie f\u00fcr zwei weitere Schiffe, die in Zukunft enth\u00fcllt werden. Die Arbeiten an den Truckstop-Innenr\u00e4umen, den Satelliten-Innenr\u00e4umen, New Babbage zu MicroTech und der Ausstattung der modularen Wohnmodule werden fortgesetzt. Hier ist ein Blick auf ein WIP Truckstop Interieur. Truckstopps dienen als Wegpunkte f\u00fcr Spediteure und andere Reisende, die ihren Weg durch das System finden, so dass sie ihre Beine wieder auff\u00fcllen, auftanken und strecken k\u00f6nnen.\n\n\nUMWELTKUNST\nDas Umweltteam hat die Oberfl\u00e4chenau\u00dfenposten mit technischen, technischen und Wohnr\u00e4umen verfeinert, die mit ihren vorl\u00e4ufigen Ankleidep\u00e4ssen zusammenkommen. Die Au\u00dfenseiten sind nun weitgehend fertig. Das Team untersucht auch Beleuchtungsvarianten f\u00fcr das Verfahrenssystem, um komplexere Konfigurationen f\u00fcr die Beleuchtungszust\u00e4nde hinzuzuf\u00fcgen. Die Graubox f\u00fcr die Raumstation Truckstop wird fortgesetzt, und nachdem alle Bausteine festgelegt sind, beginnt die Detailphase. Beim Satellitensprint sind wir kurz davor, die Whitebox im Kommunikationsarchetyp komplett zu machen, was bedeutet, dass die vom Design spezifizierten Module und Klassifizierungen visuell untersucht wurden.\n\n\nSCHIFFSKUNST UND -DESIGN\nUnser Schiffsteam hat die Arbeit am Hull-C und Reclaimer fortgesetzt, zu dem auch die neue Lichtsteuerung geh\u00f6rt, die es erm\u00f6glicht, verschiedene Beleuchtungseinheiten einfacher einzurichten und zwischen den Objektzust\u00e4nden (z.B. Ein, Aus, Notfall) zu wechseln, je nach den verschiedenen Umst\u00e4nden, wie z.B. einer Spielerinteraktion oder einem ausreichenden Zug aus einer angeschlossenen Stromleitung. Der Speerwerfer wird weiterhin sowohl f\u00fcr die Staffel 42 als auch f\u00fcr Star Citizen poliert. Das Team fertigt auch die Gro\u00dfschiffe der Vanduul-Flotte.\n\n\nVFX\nWie Sie wissen, wurde der VFX auf dem Drake Buccaneer fertiggestellt und das Schiff wurde in 2.6.2 freigegeben. In der Zwischenzeit durchl\u00e4uft die RSI Constellation Aquila ihren flugfertigen Pass. Der MISC-Prospektor beendete einen ersten Durchgang der Triebwerke und besch\u00e4digte den F&E-Blockout. Die neuen GPU-gesteuerten Thruster Trails haben ihre erste Implementierungsphase abgeschlossen. Auf der Waffen-VFX-Seite wurde der Style Guide verbessert, indem ein neues System eingef\u00fchrt wurde, das den visuellen Stil einer Waffe basierend auf Hersteller und Energieart definiert. Die Apokalypse Arms Scourge Railgun, Kastak Arms Devastator Plasma Shotgun Rework und Klaus & Werner Gallant Energy Gifle Rework beendeten ihren ersten Durchgang. Die mehrschichtige Impact-Bibliothek wurde ausgerollt. Fr\u00fcher wurden die Schl\u00e4ge pro Waffe und pro Oberfl\u00e4chentyp durchgef\u00fchrt, aber die neue Anordnung erm\u00f6glicht es uns, einzelne Elemente \u00fcbereinander zu legen, was mehr Flexibilit\u00e4t und weniger Wartung bietet.\n\n\nANIMATION\nDas Animationsteam hat im vergangenen Monat viele technische Vorabinformationen durchgef\u00fchrt. Ein Teil dieser Arbeit beinhaltet die Verbesserung der Funktionalit\u00e4t des geschulterten Waffenzustandes, um die Railgun bereit und spielbar f\u00fcr 3.0 zu machen. Das Team hat auch das Bauchfell-Set poliert, damit es f\u00fcr den Code bereit ist, um seine Magie bei der Behebung von Kantenf\u00e4llen einzusetzen, und arbeitete weiter an Breathing & Stamina, um ein solides Aussehen und Gef\u00fchl f\u00fcr einen Spieler zu schaffen, der \u00fcber mehrere Zust\u00e4nde hinweg atmet, wie z.B. normal, m\u00fcde und hyperventilierend. Die waffenlosen Spr\u00fcnge erhalten einen Durchgang, um die Animationen eher mit dem Mocap als mit der technischen Implementierung des ersten Durchgangs in Einklang zu bringen. Die Nachladungen der Zerst\u00f6rer-Schrotflinte, des Gallant, der Pfeilspitze und der Railgun-Waffen wurden verbessert. Unterdessen setzte das Derby Studio die Gesichtsanimation f\u00fcr SQ42 und Star Citizen Kinofilme fort. Sie nahmen an einem Gesichtsshootings in London f\u00fcr 3,0 teil und Mitglieder des Teams besuchten das LA-Studio f\u00fcr einige F&E-Meetings mit Gesichtsanimationen.\n\nGIE\u00dfEREI 42: DE\nWEAPONS\n\nIm vergangenen Monat haben wir alle Raketen und Raketensch\u00e4chte von Gr\u00f6\u00dfe 1 bis 3 sowie den ersten Kunstpass f\u00fcr die Knightbridge Arms Ballistic Cannons fertig gestellt. Mit den verschiedenen Gr\u00f6\u00dfen k\u00f6nnen nun das neue Modularit\u00e4tssystem und verschiedene Aufr\u00fcstungen und Kombinationen getestet werden. Die FPS-Waffenk\u00fcnstler fertigten einen zweiten Kunstpass auf den Klaus & Werner Arclight II, Gallant und Arrowhead, die nun neue Entl\u00fcftungsmechanismen beinhalten, die den Nachladungen mehr visuelles Interesse verleihen. Der erste Kunstpass auf dem Kastak Arms Ravager-212 und ein zweiter Kunstpass auf dem Kastak Arms Devastator mit einer zus\u00e4tzlichen Detailschicht wurde ebenfalls fertiggestellt.\n\n\nLICHT\nDas Beleuchtungsteam begann, eine M\u00f6glichkeit zu finden, die Beleuchtung in modulare Oberfl\u00e4chenau\u00dfenposten zu integrieren, so dass sie sich \u00fcber potenziell unz\u00e4hlige Kombinationen von Au\u00dfenposten-Layouts hinweg einheitlich anf\u00fchlt. Die Herausforderung bei dieser Aufgabe besteht darin, dass jeder Raum eine andere Anordnung von Requisiten und Objekten haben k\u00f6nnte, die festlegt, wo die Lichter logischerweise platziert werden, sowie das Thema oder die Stimmung dieses Raumes. Zum Beispiel sollten die Schlafr\u00e4ume der Besatzung eine andere Stimmung haben als ein Hydrokulturlabor. Dazu testete das Beleuchtungsteam m\u00f6gliche Probleme (wie z.B. Lichtaustritt durch W\u00e4nde oder bestimmte Lichtvariationen, die in der N\u00e4he von anderen falsch aussehen), indem es einfache Lichtvariationen in das Verfahrenssystem integrierte. Das Team konzentrierte sich auch darauf, ein visuelles Ziel f\u00fcr unsere Hauptraumtypen (Wohnen, Hydrokultur, Bergbau und Lagerung) zu schaffen, um zu sehen, wie weit wir die Beleuchtung vorantreiben k\u00f6nnen, um unsere Konzepte und Ziele f\u00fcr den Innenausbau unserer Oberfl\u00e4chenau\u00dfenposten zu erreichen. Wenn diese fertig sind, k\u00f6nnen wir dann bestimmen, wie die Beleuchtung in modulare Komponenten zerlegt werden kann, die in das Prozesssystem zur\u00fcckgef\u00fchrt werden k\u00f6nnen.\n\n\nTECH ART\nDas Tech Art Team arbeitete an mehreren Skinning-Aufgaben, darunter Kleidung f\u00fcr PU und SQ42 (um den Umfang der Charakteranpassung zu erweitern) und einen Skinning Pass f\u00fcr das letzte Vanduul Mesh (damit die Animatoren an ihren Animationen arbeiten k\u00f6nnen). K\u00fcnstler k\u00f6nnen nun ein Referenznetz verwenden, einen Offset erstellen, den Export starten und ihre \u00c4nderungen sofort live in der Engine sehen. Dies wird es ihnen erm\u00f6glichen, viel schneller als bisher zu iterieren. Dar\u00fcber hinaus entwickelten sie ein Werkzeug f\u00fcr die Animatoren, um ihre Gehanimationen umzuleiten, um Animationen zu drehen. Dieses relativ einfache Tool, das letztendlich die Zeit verk\u00fcrzt, die die Animatoren f\u00fcr bestimmte Animationen aufwenden m\u00fcssen.\n\n\nDESIGN\nDas Level Design Team arbeitete an der Modularit\u00e4t von Raumstationen und Oberfl\u00e4chenau\u00dfenposten. Als ersten Proof of Concept hat sich das Team entschieden, f\u00fcnf Versionen der Au\u00dfenposten zu entwickeln. Letztendlich werden wir mit diesem System in der Lage sein, eine gro\u00dfe Anzahl von Au\u00dfenposten mit unterschiedlichen Layouts und Zwecken zu erstellen, aber zuerst m\u00fcssen die Systeme, Requisiten und die Platzierung der Planeten wie geplant funktionieren. Der Truck Stop ist unser erster Test f\u00fcr die Modularit\u00e4t in Raumstationen. Bald werden anpassbare Hubs in der Lage sein, Variationen mit Hilfe von Add-ons und prozeduralen Requisitenplatzierungen zu erstellen, die verschiedenen R\u00e4umen Geschmack verleihen k\u00f6nnen. Die Modularit\u00e4t von Spac e Stations erstreckt sich auch darauf, wie die R\u00e4ume durch vorgefertigte Flussdiagramme miteinander verbunden sind. Design arbeitet mit Ingenieuren zusammen, um sicherzustellen, dass es im Spiel wie vorgesehen funktioniert. Das Systemdesignteam hat seine Arbeit am Usables-System fortgesetzt und zusammen mit dem Cinematics-Team daran mitgewirkt, das endg\u00fcltige Look-and-Feel f\u00fcr das Konversationssystem festzulegen.\n\n\nMOTORTEAM\nDas Engine-Team beendete das Physikgitter-Refactoring, das verwendet wird, um jedes einzelne physische Objekt der Welt zu speichern und schnelle Nachbarschaftsabfragen zu erm\u00f6glichen. Das alte veraltete CryPhysics-Gridsystem arbeitete, indem es die ganze Welt auf eine feste 2D-Anordnung von Zellen einheitlicher Gr\u00f6\u00dfe projizierte. Aus Speichergr\u00fcnden wurde das alte System auf riesige Zellgr\u00f6\u00dfen konfiguriert, um unsere massiven Welten zu erm\u00f6glichen, was zu schwerwiegenden Performance-Problemen beim Umgang mit vielen kleinen Objekten sowie vielen zur\u00fcckgegebenen Objekten f\u00fchrt, da das Grid alle paar tausend Kilometer \"umlaufen\" w\u00fcrde. Um diese Probleme zu l\u00f6sen, wurde das neue Gittersystem so konzipiert, dass es eine sp\u00e4rliche und feste Hierarchie von verschachtelten 3D-Gitterzellen unterschiedlicher Gr\u00f6\u00dfe aufweist, in die Objekte je nach Gr\u00f6\u00dfe in verschiedene Ebenen der festen Hierarchie eingef\u00fcgt werden. So kann der Motor Objekte von der Gr\u00f6\u00dfe eines Planeten (mehrere tausend Kilometer Radius) bis hinunter zu kleinen Kieselsteinen von nur wenigen Zentimetern Durchmesser effizient handhaben. Erste Leistungstests in Stanton haben gezeigt, dass das neue Grid wesentlich effizienter ist (10x weniger Entit\u00e4ten f\u00fcr kleine Abfragen und Abfragen im Allgemeinen schneller in der Gr\u00f6\u00dfenordnung von 1,2x - 2x) und etwas mehr Speicher ben\u00f6tigt als das Altsystem.\n\nDas Team hat auch die Kerngrundlage unserer KI-Bewegung entwickelt. W\u00e4hrend Motion-Cap-Animationen perfekt f\u00fcr Cut-Scenes und alle Arten von linearen Animationen geeignet sind, bei denen die Dinge fixiert und vorhersehbar sind, k\u00f6nnen Mocap-Daten nicht direkt f\u00fcr Animationen verwendet werden, die wirklich interaktiv sein m\u00fcssen. Um Mocap-Daten in interaktiven Situationen zu verwenden, m\u00fcssen l\u00e4ngere Motion-Clips in k\u00fcrzere Clips zerlegt und in mehrere Variationen desselben Bewegungsstils generiert werden. Als Beispiel ben\u00f6tigt ein einfaches Laufrad die F\u00e4higkeit, mit unterschiedlichen Geschwindigkeiten zu gehen, im Kreis zu gehen, auf Steigungen zu gehen und in verschiedene Richtungen zu gehen. Ein typischer KI-Charakter in Squadron k\u00f6nnte etwa 1000 dieser Bewegungs-Clips haben. Es ist unm\u00f6glich, f\u00fcr jede Situation individuelle Animations-Clips zu erstellen. Aus diesem Grund haben wir eine Mischtechnik namens Parametrisches Mischen entwickelt.\n\nParametrisches Blending erm\u00f6glicht es, dass alle diese Clips zur Laufzeit steuerbar sind. Es nimmt das Konzept des \"einfachen\" Animationsmischens auf und bringt es auf die n\u00e4chste Ebene. Ziel ist es, das Ergebnis eines \u00dcbergangs oder einer Interpolation f\u00fcr eine unbestimmte Anzahl von Verm\u00f6genswerten vorhersehbar zu machen. Jeder Motion-Clip enth\u00e4lt eine Kombination aus physikalischen und stilistischen Eigenschaften (was wir die \"nat\u00fcrlichen\" Bewegungsparameter nennen, da sie von Natur aus Teil der Bewegung selbst sind). Um einen Charakter in einem Spiel zu steuern, m\u00fcssen diese \"nat\u00fcrlichen\" Bewegungsparameter an das Animationssystem \u00fcbergeben werden, damit es die Bewegung erzeugt, die wir brauchen. Sobald es gen\u00fcgend Animations-Clips gibt, werden sie in einen Mischbereich platziert. Der wichtigste Aspekt eines Blend-space ist, dass jeder Animationsclip einen Punkt in einem Koordinatensystem darstellt und alle Punkte durch eine Indexliste verbunden sind. In einem Mischraum wird das Blending als geometrisches Problem behandelt. Die Beziehung zwischen den Animations-Clips ist \u00e4u\u00dferst wichtig, damit das Blending funktioniert. Die Platzierung der Assets im Blend-space erfolgt vollautomatisch, da die Animatoren ihre Locators vor dem Export einrichten. In einem einzigen Mischbereich k\u00f6nnen mehr als 100 einzigartige Animations-Clips vorhanden sein und sie k\u00f6nnen wie eine einzelne Animation gesteuert werden. In einem 2D-Mischraum befindet sich die Fahrgeschwindigkeit auf dem X und die Drehgeschwindigkeit auf dem Y. Das bedeutet, dass wir alle Bewegungen zwischen einem langsamen Gang und einem schnellen Gang unter Beibehaltung der richtigen Drehgeschwindigkeiten erzeugen k\u00f6nnen. Mischr\u00e4ume sind nicht nur auf einfache Bewegungszyklen beschr\u00e4nkt, sie werden auch f\u00fcr die meisten KI-Bewegungen in unserem riesigen Universum verwendet, so dass sich unsere KI-Charaktere in der Welt fl\u00fcssig und realistisch bewegen k\u00f6nnen.\n\nDas Motorenteam hat auch Verbesserungen an den Objekten vorgenommen, die sich mit dem Gel\u00e4nde vermischen. Die zugrunde liegenden Gel\u00e4nde- und Objektformen werden nun ber\u00fccksichtigt, um prozedural verteilte Objekte nat\u00fcrlicher mit der planetarisch erzeugten Umgebung zu verschmelzen.\n\n\nQA\nDas QA-Team hat den Loadout Editor getestet. Der Loadout Editor wird von unseren Entwicklern an allen vier Standorten stark genutzt, so dass es sinnvoll war, die Testtiefe t\u00e4glich zu erh\u00f6hen. Die erste Version des Sonnensystem-Editors (auch bekannt unter dem verk\u00fcrzten Namen SolEd) wird ebenfalls getestet. Die Ingenieure gingen auf die Funktionalit\u00e4t von SolEd ein und sammelten erste R\u00fcckmeldungen aus dem Team. Die Qualit\u00e4tssicherung dokumentierte das Feedback und wird eng mit den Ingenieuren zusammenarbeiten, um die besten M\u00f6glichkeiten zu finden, wie spezifisches Feedback in naher Zukunft behandelt und getestet werden kann. Sie unterst\u00fctzten das Engine Team auch beim Testen einiger Dinge, wie z.B. des aktualisierten Planet Physics Grids und des Refactoring der Texture Streamer Logik.\n\n\nKI\nDas KI-Team hat in diesem Monat einige Arbeiten an missionsspezifischen Funktionalit\u00e4ten f\u00fcr die Designer von PU und Squadron 42 abgeschlossen. Sie verbesserten auch die Einrichtung f\u00fcr komplexe Gespr\u00e4chsszenarien, bei denen mehrere Charaktere miteinander interagieren m\u00fcssen. Der erste Schritt, um das zu erreichen, bestand darin, dass die Subsumtionslogik auf den Spielern laufen konnte. Dadurch kann die Logik vordefinierter Storyszenen ausgef\u00fchrt werden und das KI-System kann vollst\u00e4ndig mit den Spielern kommunizieren und mit ihnen interagieren. Das Subsumption-Tool hatte auch einige Verbesserungen bei der Konversationseinrichtung. Das Team begann auch mit der Arbeit an \"Conversation Sub Activities\". Die Teilaktivit\u00e4ten beschreiben die Logik f\u00fcr mehrere Zeichen in einer Ansicht, um es den Designern zu erleichtern, Interaktionen zwischen den Zeichen und der Umgebung zu synchronisieren. Im Wesentlichen werden diese Gespr\u00e4che immer noch zu einzigartigen Unteraktivit\u00e4ten f\u00fchren, die auf den verschiedenen Charakteren laufen, so dass jede einzelne Einheit noch weitere Ereignisse\/Situationen alleine bew\u00e4ltigen kann.\n\nAuch die erste Weitergabe der Refaktorierung der Wahrnehmung f\u00fcr die Raumschiffe wurde abgeschlossen. Es gibt derzeit eine allgemeine Wahrnehmungskomponente f\u00fcr Charaktere, die mit mehreren Arten von Sinnen umgehen kann. Ein normaler Mensch wird seine eigenen Seh- und H\u00f6rsinne haben, aber wenn er sich einmal in ein Raumschiff gesetzt hat, wird er auch in der Lage sein, sich mit dem Raumschiffradar zu verbinden und die Informationen \u00fcber die verschiedenen Sinne in seiner Wahrnehmungskomponente zu b\u00fcndeln. Dies wird es erm\u00f6glichen, Fortschritte in Richtung eines \"charakterkontrollierten\" Verhaltens auf Raumschiffen zu machen, da strenge Abh\u00e4ngigkeiten zwischen dem Spiel-Code und bestimmten Verhaltensweisen, die auf den Fahrzeugen selbst ablaufen, beseitigt werden.\n\n\nKINEMATIK\nDas Cinematics-Team macht in mehreren Kapiteln stetige Fortschritte, von der Implementierung neuer Szenen bis hin zum Polieren bestehender Szenen. Das Team half auch bei der Definition des Aussehens des Gespr\u00e4chssystems und nahm an den verschiedenen Sprints teil, die dieses System vorantrieben. Ziel ist es, ein filmisches Gef\u00fchl zu vermitteln und gleichzeitig Flexibilit\u00e4t und Eintauchen zu bewahren.\n\n\nVFX\nDas VFX-Team in Frankfurt hat weiter an Planeteneffekten gearbeitet. Die Systeme f\u00fcr die Implementierung sind dank der engen Zusammenarbeit zwischen den VFX-K\u00fcnstlern und Ingenieuren gut vorangekommen. Sie begannen mit der Implementierung einiger der neuen Effekte auf den Planeten, darunter verschiedene Atmosph\u00e4ren- und Wettereffekte, sowie spezifischere Effekte f\u00fcr verschiedene Arten von Assets, die mit dem Objektstreuungssystem verteilt werden.\n\n\nUMWELTKUNST\nDas Frankfurter Umweltteam konzentrierte sich in erster Linie auf die Fertigstellung der Monde des Kreuzritter. Das verfahrenstechnische Asset-Verteilungssystem hat viele Fortschritte gemacht und verbessert sich weiter. Alle Einzelteile, aus denen sich unsere prozeduralen Planeten und Monde zusammensetzen, beginnen wirklich zu greifen. Das Team arbeitet nun daran, die Levski-Landezone in Delamar zu integrieren und wird die erste gro\u00dfe Landezone einer Verfahrenseinheit sein. Dies bedeutet, dass ein neuer prozeduraler Planet\/asteroid und die \u00e4u\u00dfere Architektur von Levski geschaffen werden. Die Herausforderung besteht darin, das verfahrenstechnische Gel\u00e4nde und die Landezone so zu verschmelzen, dass sie sich als zusammengeh\u00f6rig f\u00fchlen.\n\nTURBULENT\n\nDiesen Monat startete Turbulent Spektrum 0.3.2, das wichtige Leistungs-Updates enth\u00e4lt, um Nachrichten und Threads im Client zu rendern. Hoffentlich wird dies es den Benutzern erm\u00f6glichen, schneller zwischen Lobbys und Kan\u00e4len zu wechseln, sowie weniger CPU und Renderzeit als in der Version 0.3.1 zu ben\u00f6tigen. 0.3.2 bringt auch zwei neue Features mit sich. Erste Benutzer k\u00f6nnen Communities nun in der linken oberen Ecke der Seitenleiste neu ordnen, indem sie die Community per Drag-and-Drop an den neuen Speicherort ziehen. Zweitens ist das andere Feature die Channel-Thread-Liste, so dass jetzt Threads, die Medieninformationen enthalten und Videos Miniaturansichten haben, die es Benutzern erm\u00f6glichen, den Inhalt in der Vorschau anzuzeigen.\n\nEs gab auch mobile Optimierungen und Tastaturkorrekturen, die hoffentlich f\u00fcr 0.3.3.3 bereit sein werden. Dies sollte Fehler beheben, auf die Android-Benutzer bei der Eingabe in den Chat gesto\u00dfen sind. Der neue Patch f\u00fcgt auch verschachtelte Threads zu den Foren hinzu. Benutzer k\u00f6nnen nun einen neuen Thread erstellen und einen Diskussionstyp von einer klassischen chronologischen Zeitleiste in eine verschachtelte Diskussion \u00e4ndern. Das bringt uns zwei Vorteile. Erstens k\u00f6nnen wir jetzt nach Stimmen sortieren und einen verschachtelten Antwortbaum dahinter erhalten. Zweitens k\u00f6nnen Benutzer mehr Kontrolle bei der Wahl der Diskussionsarten gewinnen. Der Post-Ersteller hat die M\u00f6glichkeit zu w\u00e4hlen, ob es sich um einen verschachtelten Thread handelt oder nicht.\n\nTurbulent wird auch die alten Foren am Freitag, den 14. April, archivieren. Wir haben unsere Kategorienliste erweitert, um all diese Diskussionen aus dem alten Forum nach Spectrum zu bringen. Dies wird kein Import sein, sondern eine Wiederherstellung innerhalb des neuen Systems. In diesem Monat arbeitete das Team auch an dem neuen Delta-Patcher. Turbulent ist verantwortlich f\u00fcr die Erstellung der eigentlichen Anwendung, die die Patches der Bibliotheken hostet, daher haben wir diesen Monat hart gearbeitet, um dieses neue Anwendungs-Setup zu erhalten. Es erfordert einen ganz neuen Anwendungsstapel namens Electron, mit dem das Team die Spieldaten intern mit diesem neuen Launcher patchen kann.\n\nEin weiteres gro\u00dfes Projekt, das in diesem Monat gestartet wurde, ist ein Redesign einiger Elemente der RSI-Site. Dies ist eine massive \u00dcberarbeitung der Website, um zu untersuchen, wie sie neuen Nutzern zur Verf\u00fcgung steht. Wir k\u00f6nnen jetzt nicht viel dar\u00fcber reden, aber es wird im Laufe des Designs Updates geben. Auch bei der Aktualisierung der Seite Ship Stats wurden Fortschritte erzielt. Die Schiffsstatistiken sollen das beabsichtigte Design eines Schiffes widerspiegeln und nicht unbedingt die genauen Statistiken, die derzeit im Spiel sind, aber gleichzeitig gibt es Dinge, die fehlen. Das Team ver\u00e4ndert die Art und Weise, wie das Backend dies handhabt, indem es einige der technischen Ansichten, die Spezifikationsansicht und den Holoviewer neu gestaltet.\n\nCommunity\n\nEinige unserer Entwickler nahmen an Austins gr\u00f6\u00dftem Medienfestival teil, South by Southwest, und nahmen letzten Monat an einem speziellen Panel teil. Davor besuchten Community Manager Jared Huckaby und Lead Community Manager Tyler Witkin die PAX East, wo sie mit unseren unglaublichen Geldgebern p\u00fcnktlich zum Einsatz kamen. Die Mitglieder des CIG-Teams waren seit 2014 nicht mehr da, um unsere Unterst\u00fctzer an der Ostk\u00fcste zu treffen, daher war es gut, wieder vorbeizuschauen. Neben dem Treffen mit vielen Content-Erstellern auf der PAX-Veranstaltung selbst konnten sie auch an einem Boston Bar Citizen mit Fans aus aller Welt teilnehmen. Die Bedeutung dieser Ereignisse kann nicht untersch\u00e4tzt werden, da sie nicht nur eine gro\u00dfe Chance f\u00fcr Sie sind, das Team zu treffen, sondern auch das Team wirklich dazu anregen, sich direkt mit Ihnen allen zu verbinden. Und wo wir gerade von Bar Citizens sprechen, das Team wurde auch geehrt, an Meet-ups in Brisbane, Australien, Austin, Texas und Santa Monica, Kalifornien, teilzunehmen. Jede Woche finden Bar-B\u00fcrger statt. Mehr dar\u00fcber erfahren Sie hier.\n\nAbonnenten sahen in diesem Monat den Beginn der Flair-Serie der Raumstation und erhielten im Rahmen des j\u00e4hrlichen Abonnement-Updates ihre ganz eigene Big Benny's-Maschine. Der March Jump Point wurde ebenfalls ver\u00f6ffentlicht, mit Schwerpunkt auf dem Anvil Hurricane. Die Ausgabe enth\u00e4lt auch viele \u00dcberlieferungen, Teil einer originalen Star Citizen-Serie und vieles mehr!\n\nBei Citizens of the Stars informierte sich das Team bei einigen der besten Screenshot-K\u00fcnstler, Original-Videomacher und Nachrichtenreporter in der Community und stellte gleichzeitig viele andere Backer-Projekte vor. Vergiss nicht, wenn du ein Abonnent bist, kannst du Fragen zu Quantum Questions beitragen und abstimmen, f\u00fcr welche Fragen du den w\u00f6chentlichen Entwicklungsg\u00e4sten gestellt wirst. Schauen Sie sich den Thread im Subscriber's Den on Spectrum an.\n\nW\u00e4hrend der Happy Hours in diesem Monat zeigte das Team, wie unsere Designer neue Systeme prototypisch umsetzen, indem sie ein Basketballspiel-Mockup live bauen, und unser eigener Ben Lesnick tauchte in Chris Roberts' Privateer ein, um dar\u00fcber zu sprechen, wie dieses klassische Spiel Star Citizen beeinflusst hat.\n\nStar Citizen nahm an der weltweiten Feier der Space Week teil, wobei viele Entwickler, darunter Sean Tracy und Erin Roberts, auf der Twitch-Startseite erschienen sind, um \u00fcber die Welten zu sprechen, die in Star Citizen gebaut werden. Spectrum aktualisiert weiterhin mit mehr Funktionalit\u00e4t am Horizont. Seit heute werden alte Foren geschlossen und archiviert. Beitr\u00e4ge werden weiterhin zum Lesen zur Verf\u00fcgung stehen, aber Spectrum wird die neue Heimat f\u00fcr alle zuk\u00fcnftigen Diskussionen sein.\n\nLetzte Woche veranstaltete das Team einen speziellen \"Drake-over\"-Verkauf, um die Flugbereitschaft des Buccaneers zu feiern. Mit der Fertigstellung von Dragonfly und Cutlass ist das aktuelle Drake Lineup fast fertig. Auch an der Schiffsfront wurde viel Arbeit in unsere n\u00e4chste Enth\u00fcllung, den Banu Defender, gesteckt. Bleiben Sie dran, um mehr \u00fcber den Verteidiger und das Banu-Rennen zu erfahren! Dar\u00fcber hinaus wird derzeit ein Update des Empfehlungsprogramms durchgef\u00fchrt. Erwarten Sie, dass Sie bald mehr dar\u00fcber erfahren, einschlie\u00dflich Details zu einem speziellen Wettbewerb.\n\n\nWIR SEHEN UNS N\u00c4CHSTEN MONAT.....","zh_CN":"Greetings Citizens!\n\nWelcome to the monthly report where we collect updates from our studios around the world into a single comprehensive place to summarize the various progresses (and setbacks) they\u2019ve experienced.\n\nLast month we debuted our new style of Monthly Report, utilizing the weekly Studio Reports found in Around the Verse to create an overview of progress made in the last four weeks. In addition to our continuing progress with Squadron 42 and the PU 3.0 undertaking, we released both 2.6.2 and 2.6.3 to the entire community, and have now focused those attentions to the upcoming Star Citizen Alpha 3.0.\n\nWith that, let\u2019s review some of what each studio did this month.\n\nCLOUD IMPERIUM: LOS ANGELES\nSHIP ART AND DESIGN\n\nThe ship team spent a lot of the month working on the Drake Buccaneer. Art created a custom dual weapon mount and generated all the LODs, while the tech content team implemented UV2s and Damage. Tech design made their flight balance passes to get it ready for flight with sound and then passed it along to VFX. The ship team has also made a lot of progress on the newly revamped RSI Aurora. The whitebox phase in now complete, which includes a proxy layout of the space, establishing the animation positions, placing the screens, and making sure the characters could hold the controls. The final geometry of the cockpit has begun in an effort to improve the inside of the ship. Now that tech design has implemented all the art updates into the ship\u2019s new archetype, the RSI Aurora is heading into greybox.\n\n\nTECH DESIGN\nThe tech design group completed the design for the Multi Function Display (MFD) screens, which controls power, heat, coolers, shields, weapons, countermeasures and missiles, in preparation for Item 2.0 functionality. These designer prototypes are meant to help understand what\u2019s needed and see how everything will interact with each other.\n\n\nUI\nAs soon as these designs have been approved, the UI team will create an interface to take advantage of the functionality that engineering is implementing in the back end. Once this system is in place, a ship that is staffed by a knowledgeable crew will be able to operate their ship beyond the default system settings and min-max the various ship systems to suit not only a player\u2019s style, but potentially save a player during a potentially devastating attack.\n\n\nQA\nThis month QA aided LA Development by checking a variety of fixes for 2.6.2 issues. They also provided support to Austin QA with PTU & LIVE sanity checks, smoke tests, sweeps and deployments, and helped new hires get up to speed with the game. As for feature work, the team swept ship destruction VFX, Item System 2.0, implementation of recent loadout changes, and tested multiple iterations of new targeting and ESP code. For a quick reminder on Quality Assurance terms, a Sanity Check basically ensures that the game loads. This is now automated, but can take about an hour or two to investigate any errors that arise. A Smoke Test checks the basic functionality. This process takes 6-8 people about a day if there aren\u2019t any major issues. A Full Sweep means checking everything possible, a process which requires a much larger team and can take over a week. Full Sweeps are the most arduous, rigorous, and intense, but also incredibly important.\n\n\nENGINEERING\nThe engineering team started a new shop entity that uses DataCore components to allow shops to be easily streamed in with object containers, with the aim to be finished in the next sprint. The plan is to make shops more dynamic and reactive to the economy by retrieving their inventory from the back end. The engineering team added a new attribute to vehicle XMLs that allows designers to specify the interior grid type of the vehicle (small, medium, or large). This optimization will reduce memory storage as all ships previously defaulted to medium size.\n\nAs discussed previously, a new Light Group entity was developed, equipped with a state machine to serve as the ultimate light switch. Now that implementation of the core state-switching functionality is complete, the next step is to start using the Light Group in our vehicles and environments and replace all instances of the old layer-switching method of light management. This new light group entity reduces the number of lights used, which has dramatic impacts on performance. For example, hundreds of entities were reduced down to 90 or less with no visual impact on the Drake Caterpillar.\n\nA framework is being developed in IFCS (Intelligent Flight Control System) for the autopilot to handle situations like take-off and landing sequences. This also applies to AI control, so they\u2019ll be providing the AI developers with a set of tools for controlling the ships, like a \u201cmove-to\u201d, \u201cchange speed to\u201d, etc. This will improve the stability and predictability of ship motion under optimal conditions.\n\nThe Room System and Atmosphere Containers were updated with several new features, better debugging tools, and several bug fixes. The room system has only been implemented in a few locations, but these changes will allow the implementation of rooms and atmospheres throughout the various locations and ships in the game. At the moment, the entering and exiting of airlocks are scripted events. They don\u2019t factor in atmosphere of any kind. This new system will be able to replace this setup with an actual room and atmosphere that allows for a dynamic experience.\n\nIn addition to the room system changes, a new feature allows the designers and artists to set wear and dirt parameters for loadouts. This functionality comes in two levels: overall and individual values for specific items. Wear and Dirt values are used by the render node to set shader parameters that make items look old, dusty, scuffed up, and burnt out. This task also used Loadout Editor side work, where the team added UI support to edit wear and dirt.\n\nRecently, the team started on the Entity Owner Manager. This system will be responsible for managing ownership and lifetimes of all the entities in the game and is a core feature required to take gameplay from a multiplayer game to a persistent online experience. It will work in conjunction with the back end persistence systems to indicate dynamic changes to the world that need to be tracked and persisted across sessions. The Entity Owner Manager will also work with various game and engine systems, including Debris, Salvage, Criminality, Streaming, Missions, Cargo, Shops, and more to help create the persistent experience across clients and servers.\n\nThe team has been working on scanning subcomponents, which required some slight refactoring of the object databank. After the changes, the databank can support the storage of \u201cchild\u201d entries, which will be the subcomponents on ships\/players\/etc. In doing this, the thread safety of accessing data within the databank was also improved. This allows calculations to be moved onto other threads, which will help improve performance. This focuses on two big elements: the ping component and angle of focus. The ping component is the method in which a player or pilot will send out a wave to see if there are any objects of note within their scan range. This could be a ship, an asteroid, or even traces that mark whether a player entered or exited quantum travel. Since other players can detect these traces, we think that this could have some pretty heavy game implications. For example, if you were an outlaw, it would allow you to track potential prey. Angle of focus allows players to adjust the angle with which they\u2019re scanning. A smaller angle will also provide more range, but only contacts within the angle can be detected. The underlying radar query logic is being refactored to use zone queries rather than a huge iteration of registered radar objects. This will make the scanning system much more efficient.\n\n\nTECH CONTENT\nSince the tech content team supports and implements every pipeline within Star Citizen and Squadron 42, one of their main focuses have been performance improvements. For instance, the team changed the mesh vertex and position formats, which massively improves streaming of these meshes as well as reducing build size.They\u2019re also improving the Python integration within our editor, which allows for faster development of Python tools which are used by every department across the company. The tools can script any sandbox process they want. For example, it can place asteroids and generate modular outposts, which saves a tremendous amount of development time on otherwise tedious and time consuming tasks. The tech content team completed a character animation tool that tracks and reports the number of various wild lines each character will have in the universe. With over 1200 pages of script for S42, which include all story lines as well as wild lines, a tool was needed to continuously generate reports on how many were completed and what was left to solve. Once the various lines are all in, the system will be able to pull lines based on player action and situation, but also randomize the potential wildline responses so the NPCs aren\u2019t repeating the same line every time.\n\nAll helmets have been converted to a dot skin format. The conversion was important to allow a unified LOD ratio across the character skins. This means no more helmet-less people running around the \u2019verse. To ensure this is easier in the future, Tech Content also created a tool that rigs skins and exports automatically which will drastically reduce dev time from an entire day to just a few minutes.\n\nHeads were also successfully converted to use the human skin shader developed by the graphics team. Since there are 44 different areas of blended wrinkles and blended diffuse, the texture cost was quite high, at about 100 MB per head. With this change, roughly 90% of the original texture memory cost was saved without discernable visual impact.\n\nWith the implementation of the female character progressing rapidly, thousands of animations have been transferred from male to female to complete her motion set and provide a data for animation to iterate on.\n\nTo help the cinematics team focus on content needed for Squadron 42, a tool was written to allow for visibility of scenes before they even hit the engine. This allows for fast exporting of animations and preview renders which are then automatically uploaded to Shotgun. This makes it easier and faster to review the many hours of cinematics for Squadron 42.\n\n\nNARRATIVE\nThe narrative team has been developing some additional 3.0 missions. They\u2019ve also begun documenting posters and props to populate the world of Star Citizen. The team also created an equivalent Time Capsule approach for the Xi\u2019an history from birth to present day as a means of expanding Xi\u2019an history and society documentation. Breakdowns of ethno-groups in the Star Citizen universe has been in progress to take full advantage of the character customization technology 3Lateral showcased at GDC a few weeks ago.\n\n\nCHARACTER ART\nThe character team is working on the ingame mesh of the Heavy Outlaw. Next, it will go onto rigging and implementation. The light, medium, and heavy female marine armor and the undersuit has been sent to rigging and implementation. Once the male base suits were done, an adjusted wrap technique was used to save development time. We\u2019ve also made progress on the Female Explorer suit, which has now moved through the high poly phase, so she\u2019ll be exploring the universe in no time. On the Squadron 42 front, both the EVA deck crew and the Marine BDU have gone through the high poly phase and are onto the in-game mesh and texturing phase. We\u2019ve continued developing the Vanduul and the medium and heavy versions of the OMC outlaw faction. Lastly, the mechanized Titan Suit is in R&D along with other alien concept sculpts.\n\nCLOUD IMPERIUM: AUSTIN\nDESIGN\n\nThe ATX Design team focused on getting 2.6.2 out the door, which has mainly consisted of adding new subscriber flair items and fixing some minor bugs. Additional shop-related elements have been updated as the shopping system continues to grow. The team is also in the process of revising the Stanton System Map. Also, Landing Zone AI and Usables are undergoing additional development.\n\nNew subscriber flair will be rolled out in the coming months. One of the new items is called the \u2018viVid Display,\u2019 which can display game locations holographically. Players can use the \u2018viVid Display\u2019 to find out more about locations, including their intended visuals. Other flair items include a series of ship schematics, which will showcase the level of detail that goes into ship design. These light board displays can be hung from any poster style port in your hangar.\n\nThe Shopping System will be revamped in our next release. As the Item 2.0 system advances, the Item Port structure has been changed as well so it can fall in line with the end goal. These fluctuations have re-addressed things like how Shop Mannequins and Item Bundles are set up. The team\u2019s goal is to create a base mannequin object that the shopping system can apply loadouts to. The items on a given mannequin would be purchasable by themselves, or as a bundle for a discounted price. In the past, every outfit was only purchasable as an entire set of items. On top of that, a bespoke mannequin setup had to be generated for each unique outfit display. Fortunately, advancing tech will soon allow the Loadout Editor to quickly create various item combinations within a given shop. That loadout, comprised of items in the shop, will then be assigned to the shop\u2019s inventory as a \u201cBundle.\u201d The Shopping System will then spawn these bundles directly onto an empty shop mannequin with no additional effort by the designers. A process that took hours will soon take minutes, allowing different item combinations to be quickly generated for display on the mannequins. While this might seem like a minor change, this will actually unlock a multitude of options for the design team to create realistic shops.\n\n\nANIMATION\nThe PU Animation Team just finished a small Mocap shoot using the in-house OptiTrack system. This was a pickup shoot to help fill in all the gaps from the Performance Capture shoots done at Imaginarium studios and captured transition animations for both male and female characters. These animations included sitting down at tables with trays, going through the chow line, eating, drinking, rummaging, or sitting in cockpits and turrets. A Usable is an object that a player or NPC can interact with like a chair, wall, table, or any other set piece, but also include props such as cups, plates, bottles, crates, and anything else that can physically picked up by a person. Obviously, animation can only get these game assets so far. The biggest challenge right now is making all the usables function in game. It is up to code, tech and designers to make them work, which is why Austin Animation is working closely with our Frankfurt and UK studios. The team also amended metrics for door control panels, bathroom toilet facilities, and chow lines in the Idris mess hall. Tech is being put in place that will allow an NPC to navigate to a usable set piece and perform a variety of actions (like grabbing a usable prop off the set piece, setting other usable props onto it, walking away with the prop, going to and interacting with another usable set piece, setting usable props on top of usable props, then getting up and navigating to a third usable set piece to dispose of the usable prop with all the usable props on it). Once this one test case is fully functional, we will be able to use these universal animations with different usables throughout the game.\n\n\nSHIP ANIMATION\nThe Ship Animation team has finished the major animation tasks for the Drake Cutlass Black. Characters can now enter and exit the pilot and copilot seats properly. For the copilot, the team used a new cockpit template called the \u201cStick.\u201d This template positions the player in a pose like that of a helicopter pilot which was required to fit the new geometry of the Cutlass cockpit.\n\n\nDEV OPS\nDevOps added additional logging to better track issues and allows the team to dump the status of the users download session at the moment they experience the issue. The DevOps team then works directly with the Community Relations team to debug the issue or issues the user is experiencing. A great example of this is the latest version of the Patcher. As some of the Windows 10 users may have already noticed, the 2.4.9 version of the Patcher brought back music that had been missing. The exact cause of the issue was that the Windows 10 sound settings were set to 192kHz which caused the Patcher to crash if you had the music turned on. You can now enjoy all of Pedro Camacho\u2019s music again!\n\n\nQA\nThe QA Department has been heavily focused on 2.6.2 testing. With the addition of Multiplayer Megamap and Serialized Variables, multiple cross-studio playtests between the ATX and UK studios were performed in order to check for any unexpected behaviors, such as increased desynchronization and lag between clients, massive performance changes (good or bad), and crashes.\n\nSince the new Drake Buccaneer came online sooner than expected, we were able to perform frequent testing to ensure the ship was operating as expected for its inclusion in 2.6.2.\n\nIn the development stream testing, Squadron 42 testing continues, as well as a range of tests with ground vehicles on planetary surfaces in a multiplayer environment. Various development tools are also being tested, such as the Procedural Planet Editor (PlanED), and the Subsumption Editor.\n\n\nPLAYER RELATIONS\nThe Player Relations team was very busy in both the US and UK this month helping with 2.6.2 and 2.6.3. We spent a lot of time with Evocati and QA working on getting the final bugs worked out, then managing our public PTU playtests. In the coming weeks, we will be increasing and updating our PTU test numbers, so we\u2019ve spent a lot of time working on how to roll that out, too. Lastly, we also had a great summit in LA with other department leads and stakeholders to work out our plans for the rest of year, and we got to spend a little time working with our Turbulent friends as well.\n\nFOUNDRY 42: UK\nPROGRAMMING\n\nThe player interaction sprint is proceeding at full speed. Rather than outlining a whole mesh, they have created a system where sub-objects can be highlighted allowing players to choose individual parts. This is especially useful in cockpits, where players can interact with individual buttons and switches to access things like ship functions and resource distribution. The team has also been ensuring the new interaction system works seamlessly with the multifunction displays (MFD). The new placement system has also come online, so players can choose where and with what orientation objects can be set down. If the placement position is out of range, players now automatically go into a throw state.\n\nDifferent actor states have been added to the Player Status System, so the player finds it harder, or even impossible, to do things like jump, vault and mantle depending on how fatigued they are. Mass has been added to the suit and weapons as another way to influence the player\u2019s stamina. We\u2019ve also added a breathing state component to bring together the player\u2019s status with the procedural breathing animation and sound. The team is now starting work on new gameplay elements like suit punctures, oxygen recharging and depressurisation.The team invested time in the conversation system tech by creating a tool to help simplify complicated conversations when there are multiple actors in the same scene.\n\n\nUI\nThe UI team began the front-end skeleton framework for Kiosk shopping. This includes properly setting up all UI components such as lists, grids, buttons, TextFields, and other various assets. Once this is done, the engineers will hook these components up to the game data and get it presented diegetically in the game world. The team is also supporting the player interaction system to unify the way the players will interact with in-game UI screens across the game. This means the same underlying system used to interact with a MFD in a ship seat will be applied to all in-game terminals, wall-mounted displays, and kiosks. This will make interaction with in-game displays feel much less clunky and constrictive. In anticipation of the Graphics Team\u2019s work on the new render-to-texture (RTT) tech, the UI team has done a round of testing using current helmet interiors to see how well the UI looks rendered onto an interior glass surface.The new RTT tech will eventually allow the UI to render properly in the rendering pipeline, making it feel much more integrated with the game-world than it is currently. They have also checked how well the text will read at various sizes and how any post-processing effects, such as motion blur or chromatic aberration, might potentially negatively impact the legibility of the text and symbols. The UI team is also looking at potential impacts the new incoming dynamic field of view system might have on the UI. This new system will allow such things like the HUD and 3D helmet interior to remain roughly the same size on screen when setting a lower or higher field of view.\n\n\nAUDIO\nThe Audio team has been involved in all gameplay features like the Buccaneer, surface outposts, Squadron level development, and the actor status system. Work has continued on the Audio Propagation system to make audio respect walls, doors and paths. In the current system, audio triggers play from their point of origin and either being occluded or un-occluded, but always play from their source position. The new propagation system will allow a sound playing inside a room to be heard by anyone listening from outside the room, either through the door, window, or any other opening. This extends to other rooms, so a sound playing 4 rooms away will navigate the doorways and the air in between in order to reach the listener. Also, the first and second pass of the mix management system have been completed. This is a virtual mixing console that can be applied to certain areas or rooms and allows the creation of mix snapshots that can apply volume, filter or effect settings on any parts of the audio mix with faders in DataForge that can be tweaked in real-time. Setting up and organising these areas, and mix snapshots, will allow for easy adjustment of the audio mix. Finally, a lot of progress has been made on the WordUp dialogue tool to manage the huge amount of spoken lines in the PU and S42.\n\nFor fun, here\u2019s a piece of original Star Citizen music called Atomos for you to enjoy.\n\n\nCONCEPT ART\nThe Concept team has been finishing the Gemini ballistic shotgun and establishing the look of a new ship weapon manufacturer, Preacher Armaments. Preacher prides themselves on making high-quality, reliable and effective weapons that are favored by bounty hunters, police, and militia. In 2940, the conglomerate Eon Group bought out Preacher from founder Kino Walton and immediately ramped up manufacturing. Preacher Armaments is aggressively making its way into stores across the universe.\n\nConcept work for the Banu Defender is complete, as well as on two additional ships that will be revealed in the future. Work continues on the truckstop interiors, satellite interiors, New Babbage on microTech and dressing for the modular habitation modules. Here is a glimpse of a WIP Truckstop interior. Truckstops will serve as waypoints for haulers and other travelers making their way through the system giving them a chance to restock, refuel, and stretch their legs.\n\n\nENVIRONMENT ART\nThe environment team has been refining the surface outposts with technical, engineering, and habitation spaces coming together with their preliminary dressing passes. The exteriors are now mostly complete. The team is also looking into lighting variations for the procedural system to add more complex setups for the lighting states. The greybox for the truckstop space station is continuing and now that all the building set pieces have been established, the detail phase has begun. On the Satellite sprint, we\u2019re close to being Whitebox complete on the communication archetype, which means the modules and classifications that were specified by design have been visually explored.\n\n\nSHIP ART AND DESIGN\nOur ship team has been continuing work on the Hull-C and Reclaimer, which includes the new light controller work that allows for easier set up of different lighting entities and switches them between property states (e.g., on, off, emergency) depending on various circumstances such as a player interaction or sufficient pull from a connected power pipe. The Javelin continues to be polished for both Squadron 42 and Star Citizen. The team is also completing the capital ships of the Vanduul Fleet.\n\n\nVFX\nAs you\u2019re aware, the VFX was completed on the Drake Buccaneer and the ship was released in 2.6.2. Meanwhile, the RSI Constellation Aquila is going through its flight-ready pass. The MISC Prospector finished a thrusters first pass and damage R&D blockout. The new GPU-driven thruster trails have completed its initial implementation phase. On the Weapon VFX side, the style guide has been improved by bringing in a new system that defines the visual style of a weapon based on manufacturer and energy type. The Apocalypse Arms Scourge railgun, Kastak Arms Devastator plasma shotgun rework, and Klaus & Werner Gallant energy rifle rework finished their first pass. The layered impact library has been rolled out. Previously, impacts were per weapon and per surface type, but the new setup allows us to layer up individual elements which gives more flexibility and less maintenance.\n\n\nANIMATION\nThe animation team has been exploring a lot of technical previs this past month. Part of that work includes improving the functionality of the shouldered weapon state to get the railgun ready and playable for 3.0. The team also polished the prone set so it will be ready for code to work their magic on fixing any edge cases and continued to work on Breathing & Stamina to create a solid look and feel for a player breathing across multiple states, such as normal, tired and hyperventilating. The weapons-free jumps are getting a pass to bring the animations more in line with the mocap rather than the technical first pass implementation. The Devastator shotgun, Gallant, Arrowhead, and Railgun weapon reloads have been improved. Meanwhile, the Derby Studio continued with Facial animation for SQ42 and Star Citizen cinematics. They attended a facial shoot down in London for 3.0 and members of the team visited the LA studio for some facial animation R&D meetings.\n\nFOUNDRY 42: DE\nWEAPONS\n\nThis past month, we completed all the rockets and rocket pods ranging from size 1 to 3 as well as the first art pass for the Knightbridge Arms Ballistic Cannons. The various sizes can now be used to test out the new modularity system and various upgraded levels and combinations. The FPS weapon artists finished a second art pass on the Klaus & Werner Arclight II, Gallant, and Arrowhead which now include new venting mechanisms that add more visual interest to the reloads. The first art pass on the Kastak Arms Ravager-212 and a second art pass on the Kastak Arms Devastator with an additional layer of detail was also completed.\n\n\nLIGHTING\nThe lighting team began determining a way to integrate lighting on modular surface outposts, so it feels coherent across potentially countless outpost layout permutations. The challenge with this task is that every room could have a different arrangement of props and objects, which dictates where lights would logically be placed, as well as the theme or mood of that room. For example, crew sleeping quarters should have a different mood than a hydroponics lab. To do this, the lighting team tested for possible issues (such as light leaking through walls or certain lighting variations looking incorrect when placed next to others) by integrating simple lighting variations into the procedural system. The team also focused on creating a visual target for our main room types (habitation, hydroponics, mining, and storage) to see how far we can push the lighting to match our concepts and goals for the interior look of our surface outposts. When these are finished, we can then determine how to break the lighting down into modular components that can be fed back into the procedural system.\n\n\nTECH ART\nThe tech art team worked on multiple skinning tasks, including clothing for both the PU and SQ42 (to widen the range of character customization) and a skinning pass on the final Vanduul mesh (so the animators can work on their animations).The team created a tool that allows the team to quickly update the exact grip placements for individual weapons. Artists can now use a reference mesh, create an offset, hit export, and immediately see their changes live in engine. This will allow them to iterate much quicker than before. In addition, they developed a tool for the animators to redirect their walking animations to turn animations. This fairly simple tool that will ultimately reduce the time the animators need to spend on certain specific animations.\n\n\nDESIGN\nThe Level Design team worked on the modularity of Space Stations and Surface Outposts. As an initial proof of concept, the team has decided to move forward with five versions of the outposts. Ultimately with this system, we\u2019ll be able to create a large number of outposts with different layouts and purposes, but first, the systems, props, and placement of planets need to work as intended. The Truck Stop is our first test of modularity in Space Stations. Soon, customizable hubs will be able to create variations using add-ons and procedural prop placement which can add flavor to various rooms. The modularity of Space Stations also extends to how the rooms connect to one another through the use of pre-made flowcharts. Design is collaborating with engineers to get it functioning in-game as intended. The system design team has been continuing their work on the usables system, as well as working with the cinematics team in helping to establish the final look and feel for the conversation system.\n\n\nENGINE TEAM\nThe engine team finished the physics grid refactoring, which is used to store each individual physical object in the world and to allow for fast neighbour queries. The old legacy CryPhysics grid system worked by projecting the entire world onto a fixed 2d array of cells of uniform dimension. For memory reasons, the old system was configured to huge cell sizes to allow for our massive worlds, which lead to severe performance problems when dealing with lots of small objects as well as lots of entities returned due to the fact the grid would \u2018wrap-around\u2019 every few thousand kilometres. To address these issues, the new grid system was designed to have a sparse and fixed hierarchy of nested 3D grid cells of various sizes where objects will get inserted into different levels of the fixed hierarchy depending on their size. That way, the engine can efficiently handle objects the size of a planet (several thousand kilometres in radius) all the way down to small pebbles just a few centimeters across. Initial performance tests in Stanton have proven the new grid to be vastly more efficient (10x less entities returned for small queries, and queries in general faster in the magnitude of 1.2x \u2013 2x) while using slightly more memory than the legacy system.\n\nThe team has also been developing the core foundation of our AI movement. While motion capture animation is perfect for cut-scenes and all types of linear animations where things are fixed and predictable, mocap-data can\u2019t be used directly for animations that need to be truly interactive. To use mocap-data in interactive situations, longer motion-clips must be broken into shorter clips and generated into multiple variations of the same motion-style. As an example, a simple walk-cycle needs the ability to walk at different speeds, walk in circles, walk on slopes, and walk in different directions. A typical AI-character in Squadron might have about 1000 of these motion-clips. It\u2019s impossible to create unique animations-clips for every given situation. That\u2019s why we developed a blending technique called Parametric Blending.\n\nParametric Blending enables all these clips to be controllable at runtime. It takes the concept of \u201csimple\u201d animation-blending and moves it to the next level. The goal is to make the outcome of a transition or an interpolation predictable for an undefined number of assets. Each motion-clip contains a combination of physical and stylistic properties (what we call the \u201cnatural\u201d motion-parameters, because they are inherently part of the motion itself). To control a character in a game, these \u201cnatural\u201d motion-parameters need to be passed to the animation-system, and let it generate the motion we need. Once there are enough animation-clips, they\u2019re placed into a blend-space. The most important aspect of a blend-space is that each animation-clip represents a point in a coordinate-system and all points are connected by an index list. In a blend-space, blending is treated as a geometrical problem. The relationship between animation-clips is extremely important for the blending to work. The placement of the assets into the blend-space is fully automatic due to how the animators set up their locators before export. In a single blend-space, there can be more than 100 unique animation-clips and they can be controlled like a single animation. In a 2D blendspace, the travel-speed is on the X and the turn-speed is on the Y. This means we can generate all motions between a slow-walk and fast-walk while maintaining the correct turn-speeds. Blend-spaces are not only limited to simple motion-cycles, they\u2019ll be used for most AI motions in our vast universe, enabling our AI-characters to move fluidly and realistically in the world.\n\nThe engine team also did improvements to the objects blending with terrain. The underlying terrain and objects shapes are now taken into account to blend procedurally distributed objects more naturally with the planetary generated environment.\n\n\nQA\nThe QA team has been testing the Loadout Editor. The Loadout Editor is heavily used by our devs across all four locations, so it made sense to increase the depth of testing on a daily basis. The first version of the Solar System Editor (also known by its shortened name: SolEd) is being tested as well. The Engineers went over SolEd\u2019s functionality and gathered initial feedback from the team. QA documented the feedback and will work closely with the engineers on the best ways to address and test specific feedback in the near future. They also supported the Engine team with testing of a few things such as the updated Planet Physics grid and the Refactoring of Texture Streamer logic.\n\n\nAI\nThe AI team this month completed some work on Mission related functionalities for both the PU and Squadron 42 designers. They also improved the setup for complex conversation scenarios, where multiple characters need to interact with one another. The first step to achieve that was to allow the subsumption logic to run on top of players. That allows logic on predefined story scenes to be executed and also ensures the AI system can fully communicate with players and interact with them. The subsumption tool also had some improvements on the conversation setup. The team also kicked off work on \u201cConversation Sub Activities.\u201d The sub-activities describe the logic for multiple characters in one view, to make it easier for designers to synchronize interactions between the characters and the environment. Essentially, those conversations will still result in unique sub activities that run on the different characters so that each individual entity can still handle further events\/situations on their own.\n\nThe first pass on refactoring of the perception for the spaceships was also completed. There is currently a general perception component on characters that can handle several types of senses. A normal Human will have his own vision and hearing senses, but once sitting down inside a spaceship, they will also be able to interface with the spaceship radar and group the information about the different senses into its perception component. This will allow for progress towards more \u201ccharacter-controlled\u201d behaviors on spaceships, since strict dependencies between the game code and specific behaviors running on the vehicles themselves will be removed.\n\n\nCINEMATICS\nThe cinematics team is making steady progress across multiple chapters, from implementing new scenes to polishing existing ones. The team also assisted in defining the look of the conversation system and participated in the various sprints push this system along. The goal is to allow for a cinematic feel while still maintaining flexibility and immersion.\n\n\nVFX\nThe VFX team in Frankfurt has continued working on planetary effects. The systems for implementation have been progressing nicely thanks to the close collaboration between the VFX artists and Engineers. They started implementing some of the new effects on the planets, including various atmosphere and weather effects, as well as more specific effects for various types of assets that will be distributed with the object scattering system.\n\n\nENVIRONMENT ART\nThe Frankfurt environment team has been primarily focused on finalizing the Crusader\u2019s moons. The procedural assets distribution system has seen a lot of progress and is still improving. All the separate pieces that make-up our procedural planets and moons are truly starting to fall into place. The team is now moving on to get the Levski landing zone integrated onto Delamar and will be the first big landing zone on a procedural entity. This means a new procedural planet\/asteroid and the exteriors architecture of Levski will be created. The challenge is to merge the procedural terrain and the landing zone in a way in which they feel like they belong together.\n\nTURBULENT\n\nThis month, Turbulent launched spectrum 0.3.2, which includes major performance updates to help render messages and threads in the client. Hopefully, this will allow users to switch faster between lobbies and channels, as well as take less CPU and render time than in the 0.3.1 version. 0.3.2 also brings two new features. First users can now re-order communities in the top left of the sidebar by dragging and dropping the community to the new location.Second, the other feature is the channel thread list, so now threads that contain media information and videos have thumbnail images allowing users to preview the content.\n\nThere has also been mobile optimization and keyboard fixes that will hopefully be ready for 0.3.3. This should fix bugs Android users have been encountering when typing into the chat. The new patch also adds nested threads to the forums Users can now create a new thread and change a discussion type from a classic chronological timeline into a nested discussion. This gives us two benefits. First, we can now sort by up votes and get a nested reply tree behind it. Second, users can gain more control into choosing discussion types. The post creator will have the option of choosing if it\u2019s a nested thread or not.\n\nTurbulent will also archive the old forums on Friday, April 14. We\u2019ve expanded our category list to bring all those discussions from the old forum to Spectrum. This will not be an import, but a recreation inside the new system. This month, the team also worked on the new delta patcher. Turbulent is responsible for building the actual application that hosts the patching libraries, so we\u2019ve worked hard over this month to get this new application setup. It requires a whole new application stack called Electron which lets the team patch the game data with this new launcher internally.\n\nAnother major project started this month is a redesign of some of the elements of the RSI site. This is a massive overhaul of the website to address how it caters to new users. We can\u2019t talk much about it now, but there will be updates as the design progresses. There has also been progress on updating the Ship Stats page. The ship stats are supposed to reflect the intent design of a ship and not necessarily the exact stats that are currently in game, but at the same time, there are things that are missing. The team is changing how the back end manages this by re-designing some of the tech view, specifications view, and holoviewer.\n\nCommunity\n\nSome of our devs attended Austin\u2019s biggest media festival, South by Southwest, and participated in a special panel last month. Before that, Community Manager Jared Huckaby and Lead Community Manager Tyler Witkin attended PAX East where they got some hands on time with our incredible backers. CIG team members haven\u2019t been back to meet our East Coast backers since 2014, so it was good to visit again. In addition to meeting many content creators at the PAX event itself, they were also able to attend a Boston Bar Citizen with fans from all over. The importance of these events cannot be understated, as they\u2019re not only a great chance for you to meet the team, but it really energizes the team to directly interface with all of you. And speaking of Bar Citizens, the team was also honored to attend meet-ups in Brisbane, Australia; Austin, Texas; and Santa Monica, California. There are Bar Citizens happening every week. Learn more about them here.\n\nSubscribers this month saw the Space Station flair series begin in addition to receiving their very own Big Benny\u2019s machine as part of the annual Subscription update. The March Jump Point was also released with a focus on the Anvil Hurricane. The issue also includes plenty of lore, part of an original Star Citizen serial, and more!\n\nOn Citizens of the Stars, the team checked in with some of the best screenshot artists, original video makers, and news reporters in the community while also spotlighting plenty of other backer projects. Don\u2019t forget, if you\u2019re a subscriber you can contribute questions to Quantum Questions and vote for which ones are asked to the weekly development guests. Check out the thread in the Subscriber\u2019s Den on Spectrum.\n\nDuring this month\u2019s Happy Hours, the team showed how our designers prototype new systems by building a basketball game mockup live, and our very own Ben Lesnick took a dive into Chris Roberts\u2019 Privateer to talk about how this classic game has influenced Star Citizen.\n\nStar Citizen joined the worldwide celebration of Space Week with many developers, including Sean Tracy and Erin Roberts, appearing on the Twitch front page to talk about the worlds being built in Star Citizen.The team at Turbulent also held a live Town Hall to answer questions about Spectrum and their other platform work. Spectrum continues to update with more functionality on the horizon. As of today, old forums are being closed and archived. Posts will still be available to read, but Spectrum will be the new home for any future discussions.\n\nLast week, the team held a special \u2018Drake-over\u2019 sale to celebrate the Buccaneer being flight-ready. With the Dragonfly and Cutlass finishing up, the current Drake lineup is almost done. Also on the ship front, a lot of work has been put into our next reveal, the Banu Defender. Stay tuned to learn more about both the Defender and the Banu race! Additionally, an update to the Referral Program is in progress. Expect to hear more about this soon, including details on a special contest.\n\n\nWE\u2019LL SEE YOU NEXT MONTH\u2026"},"links_count":0,"comment_count":58,"created_at":"2017-04-15T00:00:00+00:00","created_at_human":"9 years ago"},"meta":{"processed_at":"2026-05-08 00:19:31","valid_relations":["images","links"],"prev_id":15830,"next_id":15836}}