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Citizens!\n\nWelcome to our April Monthly Report! Below you\u2019ll find a compilation of the ATV studio updates. You can easily find out what the developers in Los Angeles, Frankfurt, Austin, and the UK have been up to for the past four weeks in both written and video form. And the studio update cycle starts all over again next with the LA offices. Check it out on ATV!\n\nCLOUD IMPERIUM: LOS ANGELES\nENGINEERING\n\nSoon, all new ships will have a Heat and Power component now that the team has finished designing pipes and begun implementing their basic structure. This will manage the flow of respective elements to allow individual component contribution to ship behavior. For example, coolers now contribute to how much heat the system can handle, rather than being statically defined by the heat sink. The old system in the new ships is being replaced with this new management system.\n\nAfter this is done, the team must implement the minute details of each component influencing one another. For example, coolers not only affect the overheat temperature limit, they also offer IR signature masking. Heat sinks will no longer simply define the temperature at which components overheat and shutdown. The heat will ramp up to its desired temperature, rather than being generated instantaneously.\n\nThe Purchase Transaction system has been re-implemented with a new replicated function system called Remote Methods. This system will decrease the number of calls to the server, which should make purchasing things a bit more responsive. Next, the team will improve the Try-On mode and the clientside update to persistent data after purchases.\n\nThe team is also working on Object Container editing. When creating a gameplay level, the level is built with a combination of Assets and ObjectContainers. Originally, ObjectContainers had to be built in the dedicated ObjectContainer level, which, unfortunately, made the contents of the ObjectContainer only editable in the actual objectContainer level. In other words, when designers are building levels with ObjectContainers, but want to modify the contents of that ObjectContainer, the only way to do that is exit the current level, open the ObjectContainer level, do some tuning, save, export ,and leave. Then, the designer would have to move back to the level. What the team has done now is allowed the designer to edit the contents of a ObjectContainer, save and export all while inside the level. This creates a much better experience for our design team and saves time.\n\nSince the previous update about the ultimate light switch, the Light Group entity also has several new features. Its light state can be changed by Track View, which is very useful for cinematics. It allows for individual directional lights to now rotate with a simple property. This was a process that previously required Flow Graph. Light Groups can now replace the antiquated prefabs that vehicle external lights have been using. Next, the team aims to get Light Groups on a vehicle to rely on the vehicle\u2019s power in order to control all lights as well as interior devices such as doors.\n\nLastly, the team has focused on the control manager. This system will automatically give authority over items across the game and will allow players to dictate the control of an item and its subitems. In the past, there was a system prototype for vehicles that was hardcoded. This meant that item connections would have to be manually defined by the designer, for instance, a particular seat always controlled a specific set of items.\n\nNow, the control manager will be able to connect to any entity. For example, a designer adds a control manager to a turret and then weapons are added, the turret can then be controlled by an AI module or by an Operator Seat. This can also be added to a vehicle with either an AI module or the operator seat. This framework is universal. It isn\u2019t restricted to weapon systems. If a player wanted to control doors on a space station and there are terminals with an operator seat, it will link to the player and then the player can operate whatever it controls.The control manager will allow for multicrew play, depending on who is in each seat. The team also added this to dataforge so designers no longer have to manually state what each controller does. The system now knows what each control operates. With a set priority, it would manage itself. However, if the designer still wants to, they can give that extra level of control or just let the system function as it wants to.\n\n\nSHIP ART AND DESIGN\nThe ship team has completed the whitebox phase on the Anvil Terrapin and moved into greybox phase, which includes final geo on the pilot seat, the cockpit, the main engines, landing gear, and housing as well as basic rigs and animation for some of the features. The team has brought the whitebox into the engine to get it up and flying for testing. The team is working on the RSI Aurora\u2019s cockpit, controls, MFD screens, and sleeping quarters as well as general internal polish, such as poms, decals, and LODs. Meanwhile, the QA team has been testing new ships in the pipeline and starting on the new animation pipeline. Their biggest undertaking is testing the new planetary tech on moons, such as Daymar.\n\n\nTECH CONTENT\nOne of the biggest challenges when dealing with multiple asset pipelines is maintaining consistency across every asset. To ensure such consistency, the asset development teams need to create and maintain a shared, unified library. This means the tech art team is constantly evaluating and auditing materials to achieve the best and most efficient result.\n\nAnimation is like any other asset. It has a certain memory footprint that needs to be streamed in and out. The DBA, or database of animations, is an optimized animation container comprised of hundreds of animations compressed down to a fraction of their typical size on disk, similar to our Object Container tech, but for animations. Splitting them up logically is important because the speed of streaming will be affected depending on the size of the DBA. For example, a locomotion set can be fairly heavy as it is comprised of hundreds of animations (walking, running, turning, idling, etc.), causing the streaming of a large file to take a few frames. If a character slides prior to the animation beginning, this is an indication that the DBA is too large. So, tech animation developed a tool to create, manage, and sort the animations within DBAs.\n\nThis month, engineering, tech art, and DevOps teamed up to automatically output and track errors and warnings associated with certain assets for easy assignment, better visibility, and quicker turnaround. This affects everything from needed fixes to undefined behaviors that could negatively impact the gameplay experience and performance speed. Implementing this tech should alleviate the performance hit from costly asset errors.\n\nWith the implementation of Item 2.0, the Tech Content team needed to create a specific loadout editor to handle the characters as they will become fundamentally different than the characters in the base engine. Now that it\u2019s been used in production, there have been some major improvements like new icons, documentation, and general workflow improvements that allow for more developers to get up-to-speed quickly on the usage of this tool. It will also make creating loadouts easier and faster.\n\nThey also created a new Skinning Tool to reduce turnaround by taking the CGA format (which is a hierarchy of animated meshes, collisions, and constrained pistons) and turning it into a unified set of skins with LODs that are bound to an animated skeleton with physics. This tool will not only allow for more complex rigging setups and LODs, but also reduce turnaround for skinning complex setups and improve the overall process.\n\n\nANIMATION\nSince hands tend to be a third of the screen space in a typical first-person shooter, they must be at a higher quality level. An interesting byproduct of unifying the first and third person is that, without a separate asset to represent first-person hands, all character assets must be to the level of a typical first-person shooter arm asset. Meaning, the quality should be to the correct level of fidelity and the hand weights should allow for more accurate animations. The new hand updates done by the rigging team allows for better deformation and drives the eye forward to connect with the weapon, which also lends itself to the use of longer weapons.\n\n\nTECH ART\nA critical feature required for characters is that the weapons move to their designated positions accurately when players switch armor. Tech Art worked within the confines of the skeleton extension system to develop an override technique that utilizes the correct helper positions based on the asset. This means attachments will now inherit positions in real time as armor pieces are attached and detached.\n\nAlso, in terms of attachments, the most complex character to date is the Heavy Marine. A fully equipped Heavy Marine has the most physical attachments, or weapons, than any of our other characters. This presented some unique challenges in trying to fit four grenades, eight magazines, two medpens, two gadgets, one side arm, and two weapons onto a single character.\n\n\nCHARACTER TEAM\nThe character team is making solid progress across handfuls of different outfits, uniforms, and aliens. The OMC undersuit has completed its high poly pass, making it ready for in-game mesh and texturing. Our Heavy Outlaw has completed its in-game mesh and will move into texturing, rigging and implementation. In Squadron 42, the team is working on major characters to minor background roles. The Marine BDU has moved through texturing and onto its final stages. A medical rep character has finished up her high poly phase and will move to in-game modeling. Concepts for the Xi\u2019an and Banu are near completion. Our newest quest givers, Ruto and Miles Eckhart, will be in-game soon.\n\n\nNARRATIVE\nThe narrative team dipped their toes in a lot of different pools in the last month. On the alien front, they worked with the design and AI teams in Frankfurt to brainstorm Vanduul behaviors and delved even deeper into the Banu to flesh out more of the civilization to help with the Defender brochure. Dave and Will also appeared on a Subscriber\u2019s Town Hall to field questions about aliens in general. Otherwise, although there were the usual weekly needs (News Updates, marketing blurbs and Jump Point), the bulk of the time was spent working on 3.0. They synced with the UK designers to talk out mission types and the art teams to help figure out ways to dress the various surface outposts that you\u2019ll find around the moons.\n\nCLOUD IMPERIUM: AUSTIN\nDESIGN\n\nThe team has made progress implementing Commodity Trading in 3.0. Since several things need to come together on the tech side first, the programmers worked furiously on the Shopping Code Rewrite, the Commodity Kiosk, and Ship Persistence so Commodity Trading can be possible. Also for 3.0, the designers finished the first batch of usable requests for the first round of shops. These are created so the 4 required disciplines (Design, Animation, Tech Art and System Design) understand each usable\u2019s intended purpose and functionality. Once all the required assets are created, they will come back for design to do the final hookup. Also, the first mission giver experience is being plotted for 3.0. Getting Miles Eckhart, who you met in last year\u2019s Gamescom demo, into the game is the primary focus while work on Ruto, our criminal fixer, is also proceeding nicely. The team worked on giving Eckhart a constant stream of missions and enabling players to earn reputation and higher tier mission options. Lastly, the team did a breakdown of the Levski landing zone, which included how players will smuggle cargo into the city; the placement of the mission givers and their content; the factions within Levski; and the political aims of these factions.\n\n\nART\nOn the Art side, the team is completing the damage model pass on the Cutlass Black rework. By far, the most time-consuming part during this phase is creating the intricate trellis work on the parts that get blown off, like the wings and the body. This requires working closely with Tech Art to make sure the ship breaks apart and receives surface hull damage in the correct areas. Once we complete the damage phase, all that\u2019s left to make are the LODs.\n\nThe team also worked on the lighting for one of the Squadron 42 stations and are also in process of converting existing setups to use the new light group system. This system will allow a much greater degree of control for the look of a room under different gameplay circumstances \u2013 such as when the power is on or off, when emergency lighting has been activated, or when gravity has been disabled. All of these changes will not only add a dynamic quality to the lighting but also make the environments feel responsive to player input. Initial testing has begun on a new volumetric fog solution, which lets every light cast volumetric fog, with the hope that it will allow many more high-quality atmospheric effects.\n\n\nPU ANIMATION\nThe PU Animation Team updated all the existing usable animations to the new robust system. This will save on memory footprint and create a larger number of unique animations more quickly. The team also did a quick pick up shoot to capture lifting crates of different sizes from different heights, operating door controls, and various other transition animations. They also worked on picking up two handed objects as part of the Looting system. This allows more object interaction in-game and opens the possibility for more missions and activities. If a player sees a box on the ground and wants it, they will be able to pick it up, carry it back to their ship, and put it in their cargo hold for transport back to their hanger.\n\n\nSHIP ANIMATION\nShip Animation wrapped up the reworked version of the Drake Cutlass, as well as new Zero-G enter-exit animations for the Drake Dragonfly. They also improved the cockpit experience by adding hit reactions, button presses, and updated cockpit layouts.\n\n\nENGINEERING\nThe Backend Services Engineering team has been bringing Diffusion online. The more trivial services, such as Friends, Analytics, Authentication, and Presence, were converted from legacy architecture to fully Diffusionized services running with Ooz. Next, we will start to convert larger and more complex services like Persistence Cache, Game Server Management\/Matchmaker (GIM), and Persistence Database. These services will be broken up into smaller micro-services to meet performance, scalability, and availability standards. The Game Server and Client are very close to being Diffusionized, which will close the communication gap between the backend and front-end. In addition, the system is being optimized using a technique called Router Biasing. This allows the team to apply advanced bandwidth and control bandwidth techniques between service types in the Diffusion network.\n\n\nDEVOPS & IT\nThis month, the DevOps and IT teams completed a project to expand the build system by 50%. This project is an important part of the build and deployment pipeline and the goal of this upgrade was to fully isolate and expand the try-build system. This will lead to much faster check in times for the engineering team and improve overall stability and performance of the builds in general.\n\n\nQA\nQA\u2019s focus in early April was testing 2.6.3 to get it out to the players. They helped with multiple PTU pushes that led to 2.6.3 going Live. After the push, the team spent a lot of time supporting the Live build before shifting full-time to test the Game Dev branch. This has been both to stabilize the branch and to begin more rigorous testing and preparation toward 3.0. Some of the items being tested include a number of new ships, in-depth sweeps of some procedural planet environments for bugs, testing megamap improvements, new implementations for player interactions, item 2.0 conversions, movement system refactors, and new field of view controls. The development teams have been lining up new documentation and data for QA to polish up to ensure they are ready to jump on new content as it comes online. One of our testers worked directly with the Austin Animation team to clean up new mocap files for the development teams. Several other team members have been working with the Frankfurt QA team for in-depth testing of new and updated engine tools, ensuring that the new tools will function so designers can better implement and create content.\n\n\nPLAYER RELATIONS\nThe Player Relations team was excited to spend a full week with the Turbulent team working on Spectrum improvements and focusing on how we can better improve the new player experience. We\u2019ve begun work on revamping many areas of our service, and started the process of adding headcount to support our ever-growing community. Lastly, of particular relevance to 3.0, the Player Relations team has started adding new Evocati and updating our PTU waves.\n\nFOUNDRY 42: UK\nSPRINTS\n\nOne of the big advances this past month has been with the player interaction system. Further improvement of the personal inner thoughts system will allow players to select functionality which is not directly tied to a particular object, like selecting an emote or exiting your seat. There will still be a quick select function to access default actions for experienced players. Also, item ports now allow objects to be physically attached to other objects, such as, how a sight is attached to a weapon.\n\nThe air traffic controller sprint was set up to figure out how to manage the flow of traffic to a location, in particular, it is responsible for assigning out and reserving a landing pad when a player wants to land, as well as freeing up that landing pad once they\u2019ve landed and cleared the area. Conversely, this system will deal with reserving a landing pad and spawning a ship when the player wants to take off. The initial stages of the implementation are now underway and the team worked on the underlying structure of how the system works.\n\nThe functionality on the Character Status system is almost finished, which included bringing the procedural breathing and suit punctures to final implementation. Once this is done, the focus will be getting the system switched on by default in the game.\n\nThe team is also working on Pickup and Carry, which is a bit of a mashup between the player interaction system and the usables sprint. The usables were more concerned with getting the AI to interact with objects in the environment, whereas the player interaction system is more for the player UI to interact with the environment. These two systems are now being brought together so the player can pick up, carry, and then place objects in our universe.\n\nFinally, they completed the initial development of the conversation tech for the subsumption tool, which streamlines the creation of NPC conversations. It has been handed over to the designers to test by setting up different conversations. They\u2019ll provide feedback on any necessary improvements.\n\n\nAUDIO\nThe audio team has been working on procedural planet audio processes, including R&D and planning, for systems to map and modify audio automatically. Work continues on the Audio Propagation System, the breathing system, audio for the character status system and also a dialogue tool called Word Up.\n\nFor weapons sound effects, the ship weapon \u2018tool kit\u2019 is in progress, which includes reload SFX for the Gallant, the weapon tail refactor and multi-positional code support for weapons, which will handle summing up the audio for many of the same weapons mounted to a single ship. For ships, the Prospector audio is done, with work on the Greycat and Cutlass Black still in progress.\n\nThe music department worked on the \u2018Dynamically looping cinematic ambient music system\u2019 and the \u2018addition of tension system.\u2019 They also cleaned up dogfighting music logic, prototyped planetside procedural music, and added more music to the launcher.\n\n\nGRAPHICS\nThe graphics team worked on many separate pieces of tech this month. The first is the integration of real-time, lit volumetric fog from Lumberyard, which is going to be a huge boost for the lighting and environment art teams. The render-to-texture feature is progressing quickly, and the initial version is in the UI team\u2019s hands. They will use it to upgrade our 2D UI\u2019s, and create 3D holographic projections to power various holographic displays. The real-time environment probe tech is nearing completion and allows fully dynamic bounced light and reflections on a planet where traditional light-baking techniques are not possible.\n\n\nVISUAL EFFECTS\nThe visual effects team have completed a pass at planetary entry VFX. The effect is controlled by speed and atmosphere density values. With this core functionality in place along with advances in the engine trail tech, these two sprints are now being merged. Design and art feedback were being implemented alongside optimization and bug-fixing. In addition, there have been some lightning entity effect improvements, where realistic lightning and other electrical type effects are created. The first pass of vfx for the MISC Prospector, including thruster improvements and damage, has been completed. For weapons, initial work on the Apocalypse Arms Scourge Railgun continues, including the charging and charged effects. Additionally, the weapons team completed the Preacher Distortion Scattergun and the Apocalypse Arms Scattershot. They also made good headway on the Klaus and Werner LMG.\n\n\nSHIP TEAM\nThis month the Reclaimer received a lot of attention. On the exterior, work on the hull was completed and the huge claw came together. The team is now splitting the mesh up and getting it ready to use the damage tech. On the interior, the habitation, tech decks, and an enormous salvage processing room have been fully fleshed out. Next on the list is finishing the drone room, engineering deck and cockpit.\n\nWork also began on derelict ships, so that design can lay the groundwork for mission specific scenarios encompassing ships and wreckage.\n\nAn initial batch of ships that include the Connie, Caterpillar, Starfarer and Freelancer are being broken down to their structural elements and made to look destroyed. Material work is being done in tandem to give the ships a more deteriorated and aged look. A wreckage component was also worked on. This is a library of nondescript ship parts that will be used to help embed and integrate derelict scenarios into the environments. The Razor artwork is now complete, and the ship has gone through a full damage pass. Some cool work has been done on breaking it into pieces. Currently, LODs are being finalised on the hull, and art is working closely with tech design to get it flight ready.\n\nThe Hull C also progressed nicely. The hull mesh is now largely complete, manoeuvring thrusters were incorporated and polish work done to match the interior and exterior. A detail pass adding all the finer details expected is ongoing. The interior went through the block out phase, and is now well into art production. By utilising assets from other MISC ships, spaces can be created quickly and efficiently, with the intention to use these across the Hull series.\n\n\nENVIRONMENTS\nThe environment team alongside the graphics team continues to explore ways to create volumetric forms in space through simulations and initial renders.The surface outposts are finishing their interior visual benchmarks for engineering, habitation and hydroponics. These will then be distributed to the various outpost layouts and configurations. The team continues to set dress, light and polish these interior spaces to build character while also exploring options for navigation and branding based on the lore. The Truck stop space stations have moved into the final art phase, so the team is busy building the shader library and working on example pieces to final quality. As it\u2019s a modular system, the building set is being refined to explore potential build configurations, which will ensure the set is as flexible as possible.\n\n\nANIMATION\nThe animation team worked on cover AI, with the aim to improve all animation assets beyond \u2018functional.\u2019 Breathing state improvements are now in line with backend code improvements. This involves getting curve data out of Maya and into Dataforge, which allows for more refined procedural breathing curves. The team started implementing multi-directional takedowns for killing enemies within close proximity of the player. Also, there were further improvements to weapon setup & reloads across the board, including the Devastator shotgun, Arrowhead sniper rifle, Gallant laser rifle, and P8-SC ballistic SMG As well as melee improvements for pistol and stocked weapons.\n\nFinally, the Derby Foundry team were busy with face and body animations for our 3.0 Mission Givers and handed over 500 facial animation files that are now ready to be implemented in Squadron 42. The Motion Capture team has tracked and solved almost 1000 new body animations for various characters within the Persistent Universe.The team also worked on new facial animations for shooting guns. Animation Director Steve Bender has been a great source of inspiration, so expect new and improved faces soon.\n\nFOUNDRY 42: DE\nENVIRONMENT ART\n\nThe Environment Art team fleshed out the different procedural terrain elements of Delamar, which is mostly covered with mountainous shapes.When placing the Levski landing zone onto the planet, there were a few challenges such as: What\u2019s the best workflow to create the large borehole in front of the landing zone and the roads leading up to it, and what specific elements are needed to make the station blend smoothly with the terrain? The exterior of Levski had a few changes made to it, such as integrating garages on the lower levels so players can make an approach with ground vehicles. The team also made progress on the mining structures in and around the borehole to give them a more functional feeling and a polish pass. There were also some final touches done to the moons to differentiate them from each other.\n\n\nVFX\nWork moved forward as the team collaborated with the engineers to flesh out the tools and tech required for the procedural planets. Progress was made on the manual setups required to spawn the effects in engine, and moons are slowly taking on their own subtle personalities.\n\n\nCINEMATICS\nThe team\u2019s primary focus continued to be performance capture scenes across numerous Squadron 42 chapters. The current priority are story scenes on board the giant Shubin Archon facility, so the level designers and artists can finalize the Shubin environments. In addition, the team edited a big sequence for the middle of the story and progressed with setting the vista for a major story event during the opening of the game.\n\n\nTECH ART\nThe Tech Art team performed R&D regarding foot constrain locomotion. The end goal is to get the feet to properly plant on the ground with each step, to the give the character a true sense of weight, at all speeds and angles. There was work on some skinning tasks to widen the range of character customization. Collaboration with the weapons team continued, both on Tools to help programmatically spot errors in the pipeline, as well as rigging for new and updated weapons.\n\n\nSYSTEM DESIGN\nThe System Design team progressed on the Actor Status system. It now incorporates player breathing, suffocating, stamina, g-forces, drinking, injuries, etc. Other work included: subsystems for suits getting punctured in combat, the ability to patch damaged suits, and recharge oxygen tanks.\n\nThe usable systems reached full production status and is now being mass produced for both S42 and PU. Once implemented into the levels, these will make the world feel so much more alive as the AI will be able to interact with almost any item in the world. The system is incredibly flexible from simple actions such as an AI leaning on a wall to complex ones like the opening of a service locker, accessing the power supply item inside, inspecting an item inside the power supply, removing a broken item and replacing it with a new one, and restarting the power supply. The system allows either the player or AI perform those actions, or have both players and AI working on the same usable together.\n\nOn the social side of things, the design for the Spectrum game integration is being finalized. This will allow players to access core Spectrum functions inside the game, like party creation and management, chat, friend\u2019s list, organizations, etc. The goal is to keep the majority of the stuff available in the Spectrum app, while the core functionality needed for minute to minute gameplay remains available directly in game.\n\n\nLEVEL DESIGN\nThe Level Design team finished their design pass on the Surface Outpost, as the Art Team worked on its modular system. Levski is now being integrated into the procedural version of Delmar. An Upper Lobby was created, which will connect the Levski interior to the planetary surface via airlocks and serve as a place for a future possible air rail to outlying landing areas. Garages were implemented on the surface so people can spawn or park their vehicles. We also added new approaches to the Levski site itself, with roads and parking zones. Additional custom work that included planning out the elevator network and worker\u2019s areas, and adding administration offices, was also done.\n\n\nQA\nThe QA team began testing the new Stanton System persistent universe level this month with a focus on finding any major gameplay blockers. The entire process of connecting to this new PU level has changed, which led to additional tweaks and testing done to the in-house server launcher tool called Catapult. With Port Olisar now in the Stanton System level, traveling between the different moons, landing on them, getting out, etc, is being tested. In the Subsumption Editor, the new Conversation system was recently added and was available for an initial round of testing. All issues encountered were entered in JIRA and sent over to our Austin studio to be investigated.\n\nThe QA team also worked with the internal system designers to fix up the AI Basic Feature Test level and add behaviors for all AI NPCs, so that their designated tests could be run. The Feature Tester is kicked off whenever new code changes are submitted to the Game-Dev stream. The AI Basic FeatureTest level catches any AI related issues that could potentially be caused by a code submission. The team also further expanded QA\u2019s depth of testing with the Particle Editor. New VFX test cases were created and added to the Editor checklist. These tests will continue to be maintained as additional feedback is gathered from other technical testers and the team.\n\n\nLIGHTING\nThe lighting team supported the upcoming 3.0 release of the moons Celin, Yela, and Daymar. There\u2019s been a particular focus on the visual quality of the surface outposts for 3.0 and all subsequent surface outpost variations. The first stage of our new Light Group system is being implemented, which will alter the lighting and mood of a surface outpost based on various states like low power, emergency, or hazardous conditions.\n\n\nAI\nThe ship AI team refactored the Movement system to unify the movement pipeline between NPC\u2019s and Ships. This enables the NPC\u2019s to truly control ships while piloting them, amongst other things. This will ultimately give the AI a finer level of control and a way to contextualize their actions. There were some general improvements to NPC\u2019s AI pathfinding and navigation. At times, AI NPC\u2019s were getting blocked on certain configurations of corners, and this work will resolve that. There were also some fixes for the mesh regeneration to correctly exclude areas that AI should not be able to get to.\n\nRegarding the mission system, the team focused on two different chapters of S42 mission: expanding existing functionalities and adding new ones for the designers. Through dataforge, designers can now define and initialize which default missions play when entering specific game modes. Through the subsumption visualizer, designers are now allowed to overwrite the starting mission for a specific level. This ultimately makes the setup and review of missions much more efficient for the team. Designers can now create a platform, which is a list of items that live within an object container with their known world coordinates at runtime. A platform can be accessed by the mission logic and customized in numerous configurations. For example, an Idris would be a basic platform and, in the game, multiple Idris\u2019s can be setup in different ways: occupied by pirates, another by UEE, etc. All those unique setups would reference the same base platform of the Idris and have their own unique customization layers on top.\n\n\nWEAPONS\nThe weapons team has been blocking out new FPS weapons: two Vanduul weapons, four from Kastak Arms, three from Gemini, and one from a new manufacturer. For ship weapons, a first pass on the Knightbridge Arms Ballistic Cannon Size 2 and 3 was completed. This is the first ship weapon through the new pipeline to prep for the modular upgradeable system.\n\n\nENGINE\nThe engine team worked on Object Container streaming to help with the PU and SolEd, which is an internal tool that helps easily build full Solar Systems. Star Citizen and Squadron 42 are developed with C++, a programming language known for high performance. But due to the languages design, large projects can suffer from long compile times if not careful (the time spent translating program code into machine instructions).\n\nEven with careful code design, compile times for a large project tends to increase over time, so the team recently spent time doing house cleaning on existing code. For this, the team had to touch each GameCode file (nearly 2000 files). In the end, it improved the compile time by several minutes, which will have a positive impact company wide.The engine team also spent time further improving the procedural planet tech, including terrain blending, blending of terrain and scattered objects, and improved transition-dissolve-blending.\n\nTURBULENT\n\nThis month, Turbulent released Spectrum version 0.3.3. This version contains a new type of discussion called nested threads. A nested thread works by stacking replies to an earlier comment directly below it, so users can see a discussion evolve from a specific comment or reply. The first level is sorted by votes, so the most upvoted sub trees are on to top. Nested threads are akin to Reddit discussions.\n\nWhen a new discussion is started on Spectrum 0.3.3, the user can choose between a nested thread and a chronological thread. This new type of discussion allow for faster and more dynamic threads. The upvote feature is also useful for the community teams to gather questions, among other things. Turbulent is looking into how the nested thread option can be transformed into a view option, so users can decide how to view threads. The team is also improving the unread status as well as adding staff tracking, so users can know from the top of the thread list which ones have a had a staff response. This will be particularly useful for the Ask The Dev forums.\n\nAlso included in 0.3.3 is the ability to flag posts for moderation. This works within orgs and the public community. Users can flag a reply, a thread, or message for moderation, so public moderators know to intervene. In your private orgs, anyone who has the moderation permission will receive a notification to investigate. There has been massive progress on mobile support for the keyboard system in 0.3.3 and it should be fixed in the next release.\n\nCurrently the team is working on the 0.3.4 release. The main feature of this release will be more refinement on tags in sub forums. These tags will be surfaced at the top level of the community index in the channel list, so that users can jump directly from a global community index to a specific tag within a channel. The second part of this release is that users will be able to bookmark a tag just like it was a channel in itself. This will give the functionality of a sub forum, while keeping the tagging system in place.\n\nThe team is also adding more filters and working on the search subsystem, which will power all the \u201cview my own posts,\u201d \u201cview somebody else\u2019s posts,\u201d and let users search by author, role, or dev posts. This feature will also power a new mini profile, so users will be able to just jump directly to a list of posts from a specific player directly from the mini profile.\n\nVirtual lists are also being developed on the back end. Currently, there is an issue rendering long presence lists in the chat lobbies, which causes the backers group to collapse by default in the general forum. Virtual lists will allow for rendering what is visible plus a buffer. This will save on performance and allow everybody to be present in the lobby lists. One of the most reported issues is that users can\u2019t jump directly to a message and then go back in time. Virtual lists will allow this.\n\nIn the meantime, the research team from Spectrum is working on the overlay for Spectrum desktop, which is an integration between the game and Spectrum. This means taking the redux application store and moving it to an area where two processes can benefit from it. Then, there can be an overlay that will keep the game and the desktop client synchronized without having to double the resources for it.\n\nThere has been some research on PM groups, specifically the ability to refactor the currently 1 on 1 PM system to have more than one person in a group, so users can have a party system for specific a lobby.\n\nTurbulent also visited the Austin studio to presented the new art design for the site revamp. There were also some major infrastructure changes as the platform was moved to a new set of hardware. There was a brief downtime while it was shifted, but everything was quickly back up and running better than before.\n\nCOMMUNITY\n\nThe Banu Defender was launched via a concept presentation. As part of the process, the ship rollout system was upgraded with an improved Q&A, a live Town Hall to discuss the ship, and a focus on the development process in Jump Point and the Vault. Simultaneously, the updated Banu race was revealed in a futuristic \u2018National Geographic\u2019 style magazine.\n\nThe Star Citizen store added new merchandise, including Star Citizen and Squadron shirts and hats, plus a beautiful new Terra mousepad. Subscribers can purchase exclusive Polaris shirts. Shipping and handling was revamped as a part of these new additions. Now, merchandise ships immediately instead of as a pre-order.\n\nInternally, the team is in the process of supporting a major website update, which includes a long-awaited overhaul to the ship stats page. New player content is also in production thanks to community feedback, which has highlighted how daunting Star Citizen can be to new players.\n\nTickets for Gamescom went on sale this month and event planning continues. Our community team and staff from Austin attended DREAMHACK, where they met with backers and talked Star Citizen. The con concluded with an appropriately Texas-themed BBQ Bar Citizen. Devs also attended the backer-organized BritizenCon and took part in not one, but two panels! It was an honor to participate and connect with the community.\n\nThe team ran four Happy Hour livestreams this month, including a live look at how production schedules are made. Happy Hour will be going on a \u2018half hiatus\u2019 for a bit as the team works on the New Player Experience videos, but it will return to its usual schedule in the near future.\n\n\nWE\u2019LL SEE YOU NEXT MONTH\u2026","de_DE":"ein hauseigenes Server-Launcher-Tool namens Catapult. Da sich Port Olisar jetzt auf der Ebene des Stantonssystems befindet, wird das Reisen zwischen den verschiedenen Monden, das Landen auf ihnen, das Aussteigen usw. getestet. Im Subsumption Editor wurde k\u00fcrzlich das neue Konversationssystem hinzugef\u00fcgt und stand f\u00fcr eine erste Testrunde zur Verf\u00fcgung. Alle aufgetretenen Probleme wurden in JIRA eingegeben und zur Untersuchung an unser Studio in Austin geschickt.\n\nDas QA-Team arbeitete auch mit den internen Systemdesignern zusammen, um die Stufe des AI Basic Feature Test zu fixieren und Verhaltensweisen f\u00fcr alle AI-NSCs hinzuzuf\u00fcgen, so dass die von ihnen festgelegten Tests durchgef\u00fchrt werden konnten. Der Feature-Tester wird gestartet, wenn neue Code-\u00c4nderungen in den Game-Dev-Stream \u00fcbertragen werden. Die KI Basic FeatureTest Stufe f\u00e4ngt alle KI-bezogenen Probleme ab, die m\u00f6glicherweise durch eine Code\u00fcbertragung verursacht werden k\u00f6nnten. Das Team erweiterte auch die Testtiefe der QA mit dem Partikeleditor weiter. Neue VFX-Testf\u00e4lle wurden erstellt und in die Editor-Checkliste aufgenommen. Diese Tests werden weiterhin aufrechterhalten, da zus\u00e4tzliches Feedback von anderen technischen Testern und dem Team gesammelt wird.\n\n\nLICHT\nDas Beleuchtungsteam unterst\u00fctzte die bevorstehende Ver\u00f6ffentlichung von 3.0 der Monde Celin, Yela und Daymar. Besonderes Augenmerk wurde auf die visuelle Qualit\u00e4t der Oberfl\u00e4chenau\u00dfenposten f\u00fcr 3.0 und alle nachfolgenden Varianten der Oberfl\u00e4chenau\u00dfenposten gelegt. Die erste Stufe unseres neuen Light Group-Systems wird implementiert, das die Beleuchtung und Stimmung eines Oberfl\u00e4chenau\u00dfenpostens ver\u00e4ndern wird, der auf verschiedenen Zust\u00e4nden wie Niedrigstrom-, Notfall- oder Gefahrenbedingungen basiert.\n\n\nKI\nDas KI-Team des Schiffes hat das Bewegungssystem \u00fcberarbeitet, um die Bewegungspipeline zwischen NSCs und Schiffen zu vereinheitlichen. Dies erm\u00f6glicht es den NSCs unter anderem, Schiffe wirklich zu kontrollieren, w\u00e4hrend sie sie steuern. Dies wird der KI letztendlich ein feineres Ma\u00df an Kontrolle und eine M\u00f6glichkeit geben, ihre Handlungen zu kontextualisieren. Es gab einige allgemeine Verbesserungen bei der KI-Pfadfindung und Navigation des NSC. Manchmal wurden KI-NSCs an bestimmten Konfigurationen von Ecken blockiert, und diese Arbeit wird das l\u00f6sen. Es gab auch einige Korrekturen f\u00fcr die Netzregeneration, um Bereiche, zu denen die KI nicht in der Lage sein sollte, korrekt auszuschlie\u00dfen.\n\nWas das Missionssystem betrifft, so konzentrierte sich das Team auf zwei verschiedene Kapitel der S42-Mission: die Erweiterung bestehender Funktionalit\u00e4ten und das Hinzuf\u00fcgen neuer Funktionalit\u00e4ten f\u00fcr die Designer. Durch die Dataforge k\u00f6nnen Designer nun definieren und initialisieren, welche Standardmissionen beim Betreten bestimmter Spielmodi gespielt werden. \u00dcber den Subsumptionsvisualizer ist es Designern nun m\u00f6glich, die Startmission f\u00fcr eine bestimmte Ebene zu \u00fcberschreiben. Dies macht letztlich den Aufbau und die \u00dcberpr\u00fcfung von Missionen f\u00fcr das Team wesentlich effizienter. Designer k\u00f6nnen nun eine Plattform erstellen, die eine Liste von Elementen ist, die in einem Objektcontainer mit ihren bekannten Weltkoordinaten zur Laufzeit leben. Eine Plattform kann von der Missionslogik angesprochen und in zahlreichen Konfigurationen angepasst werden. Zum Beispiel w\u00e4re ein Idris eine grundlegende Plattform und im Spiel k\u00f6nnen mehrere Idris auf verschiedene Weise eingerichtet werden: besetzt mit Piraten, ein anderer mit UEE, etc. Alle diese einzigartigen Setups w\u00fcrden auf die gleiche Basisplattform des Idris verweisen und haben ihre eigenen einzigartigen Anpassungsschichten dar\u00fcber.\n\n\nWEAPONS\nDas Waffenteam hat neue FPS-Waffen blockiert: zwei Vanduul-Waffen, vier von Kastak Arms, drei von Gemini und eine von einem neuen Hersteller. F\u00fcr Schiffswaffen wurde ein erster Durchgang auf der Knightbridge Arms Ballistic Cannon Size 2 und 3 durchgef\u00fchrt. Dies ist die erste Schiffswaffe durch die neue Pipeline, um sich auf das modular erweiterbare System vorzubereiten.\n\n\nMOTOR\nDas Engine-Team arbeitete am Object Container Streaming, um bei der PU und SolEd zu helfen, einem internen Tool, das den einfachen Aufbau kompletter Sonnensysteme erm\u00f6glicht. Star Citizen und Squadron 42 wurden mit C++ entwickelt, einer Programmiersprache, die f\u00fcr ihre hohe Leistung bekannt ist. Aufgrund des Sprachdesigns k\u00f6nnen gro\u00dfe Projekte jedoch bei Nichtbeachtung lange Kompilierungszeiten erleiden (die Zeit, die mit der \u00dcbersetzung von Programmcode in Maschinenanweisungen verbracht wird).\n\nSelbst bei sorgf\u00e4ltigem Code-Design steigt die Kompilierzeit f\u00fcr ein gro\u00dfes Projekt tendenziell mit der Zeit an, so dass das Team k\u00fcrzlich Zeit damit verbrachte, bestehenden Code zu reinigen. Dazu musste das Team jede GameCode-Datei (fast 2000 Dateien) ber\u00fchren. Am Ende verbesserte es die Kompilierungszeit um mehrere Minuten, was sich unternehmensweit positiv auswirken wird, und das Engine-Team verbrachte Zeit damit, die prozedurale Planetentechnologie weiter zu verbessern, einschlie\u00dflich Terrain-Mischung, Mischung von Terrain und verstreuten Objekten sowie verbesserte \u00dcbergangsl\u00f6sung-Mischung.\n\nTURBULENT\n\nDiesen Monat hat Turbulent die Spectrum-Version 0.3.3.3 ver\u00f6ffentlicht. Diese Version enth\u00e4lt eine neue Art von Diskussion namens verschachtelter Threads. Ein verschachtelter Thread funktioniert, indem er Antworten auf einen fr\u00fcheren Kommentar direkt darunter stapelt, so dass Benutzer sehen k\u00f6nnen, wie sich eine Diskussion aus einem bestimmten Kommentar oder einer bestimmten Antwort entwickelt. Die erste Ebene ist nach Stimmen sortiert, so dass die am meisten hochgestellten Unterb\u00e4ume ganz oben stehen. Verschachtelte Threads \u00e4hneln Reddit-Diskussionen.\n\nWenn eine neue Diskussion mit Spectrum 0.3.3.3 gestartet wird, kann der Benutzer zwischen einem verschachtelten Thread und einem chronologischen Thread w\u00e4hlen. Diese neue Art der Diskussion erm\u00f6glicht schnellere und dynamischere Threads. Die Upvote-Funktion ist auch f\u00fcr die Community-Teams n\u00fctzlich, um unter anderem Fragen zu sammeln. Turbulent untersucht, wie die verschachtelte Thread-Option in eine View-Option umgewandelt werden kann, so dass Benutzer entscheiden k\u00f6nnen, wie Threads angezeigt werden sollen. Das Team verbessert auch den ungelesenen Status und f\u00fcgt eine Mitarbeiterverfolgung hinzu, so dass die Benutzer von oben in der Thread-Liste wissen k\u00f6nnen, welche von ihnen eine Mitarbeiterantwort erhalten haben. Dies ist besonders n\u00fctzlich f\u00fcr das Ask The Dev-Forum.\n\nEbenfalls in 0.3.3.3 enthalten ist die M\u00f6glichkeit, Beitr\u00e4ge zur Moderation zu markieren. Dies funktioniert innerhalb von Orgs und der \u00f6ffentlichen Gemeinschaft. Benutzer k\u00f6nnen eine Antwort, einen Thread oder eine Nachricht zur Moderation markieren, so dass \u00f6ffentliche Moderatoren wissen, dass sie eingreifen m\u00fcssen. In deinen privaten Orgs erh\u00e4lt jeder, der die Moderationserlaubnis hat, eine Benachrichtigung zur Untersuchung. In 0.3.3.3 hat es massive Fortschritte bei der mobilen Unterst\u00fctzung des Tastatursystems gegeben, die in der n\u00e4chsten Version behoben werden soll.\n\nDerzeit arbeitet das Team an der Version 0.3.4. Das Hauptmerkmal dieser Version wird eine Verfeinerung der Tags in Unterforen sein. Diese Tags werden auf der obersten Ebene des Community-Index in der Kanalliste angezeigt, so dass Benutzer direkt von einem globalen Community-Index zu einem bestimmten Tag innerhalb eines Kanals springen k\u00f6nnen. Der zweite Teil dieser Version ist, dass Benutzer in der Lage sein werden, ein Tag mit einem Lesezeichen zu versehen, als w\u00e4re es ein Kanal an sich. Dies gibt die Funktionalit\u00e4t eines Unterforums, w\u00e4hrend das Tagging-System an Ort und Stelle bleibt.\n\nDas Team f\u00fcgt auch weitere Filter hinzu und arbeitet am Such-Subsystem, das alle \"View my own posts\", \"View somebody else's posts\" und die Suche nach Autor, Rolle oder dev posts erm\u00f6glicht. Diese Funktion wird auch ein neues Miniprofil unterst\u00fctzen, so dass Benutzer einfach direkt zu einer Liste von Beitr\u00e4gen eines bestimmten Spielers springen k\u00f6nnen, direkt aus dem Miniprofil.\n\nAuch im Backend werden virtuelle Listen entwickelt. Derzeit gibt es ein Problem bei der Darstellung langer Anwesenheitslisten in den Chat-Lobbys, das dazu f\u00fchrt, dass die Backers-Gruppe im allgemeinen Forum standardm\u00e4\u00dfig zusammenbricht. Virtuelle Listen erm\u00f6glichen es, das Sichtbare plus einen Puffer zu rendern. Dies spart Leistung und erm\u00f6glicht es jedem, in den Listen der Lobby anwesend zu sein. Eines der am h\u00e4ufigsten gemeldeten Probleme ist, dass Benutzer nicht direkt zu einer Nachricht springen und dann in der Zeit zur\u00fcckgehen k\u00f6nnen. Virtuelle Listen werden dies erm\u00f6glichen.\n\nIn der Zwischenzeit arbeitet das Forschungsteam von Spectrum an dem Overlay f\u00fcr Spectrum Desktop, einer Integration zwischen dem Spiel und Spectrum. Das bedeutet, den redux Application Store zu nehmen und ihn in einen Bereich zu verschieben, in dem zwei Prozesse davon profitieren k\u00f6nnen. Dann kann es ein Overlay geben, das das Spiel und den Desktop-Client synchronisiert, ohne die Ressourcen daf\u00fcr verdoppeln zu m\u00fcssen.\n\nEs gab einige Forschungen zu PM-Gruppen, insbesondere die F\u00e4higkeit, das derzeit 1 zu 1 PM-System zu refaktorisieren, um mehr als eine Person in einer Gruppe zu haben, so dass Benutzer ein Parteiensystem f\u00fcr eine bestimmte Lobby haben k\u00f6nnen.\n\nTurbulent besuchte auch das Austin Studio, um das neue Kunstdesign f\u00fcr die Neugestaltung der Anlage zu pr\u00e4sentieren. Es gab auch einige wesentliche Infrastruktur\u00e4nderungen, da die Plattform auf eine neue Hardware umgestellt wurde. Es gab eine kurze Ausfallzeit w\u00e4hrend der Verschiebung, aber alles war schnell wieder einsatzbereit und lief besser als zuvor.\n\nGEMEINSCHAFT\n\nDer Banu Defender wurde \u00fcber eine Konzeptpr\u00e4sentation gestartet. Als Teil des Prozesses wurde das Schiffsrollout-System mit einer verbesserten F&A, einem Live-Rathaus zur Besprechung des Schiffes und einem Fokus auf den Entwicklungsprozess in Jump Point und dem Vault aufger\u00fcstet. Gleichzeitig wurde die aktualisierte Banu-Rasse in einem futuristischen Magazin im Stil von \"National Geographic\" vorgestellt.\n\nDer Star Citizen Store f\u00fcgte neue Artikel hinzu, darunter Hemden und H\u00fcte von Star Citizen und Squadron sowie ein sch\u00f6nes neues Terra-Mousepad. Abonnenten k\u00f6nnen exklusive Polaris-Shirts kaufen. Im Zuge dieser Neuzug\u00e4nge wurde der Versand neu gestaltet. Jetzt werden Waren sofort versandt und nicht mehr als Vorbestellung.\n\nIntern ist das Team dabei, ein gro\u00dfes Website-Update zu unterst\u00fctzen, das eine lang erwartete \u00dcberarbeitung der Schiffsstatistikseite beinhaltet. Dank des Feedbacks der Community, das gezeigt hat, wie entmutigend Star Citizen f\u00fcr neue Spieler sein kann, sind auch neue Spielerinhalte in Produktion.\n\nDie Tickets f\u00fcr die Gamescom sind seit diesem Monat im Angebot und die Veranstaltungsplanung geht weiter. Unser Community-Team und Mitarbeiter aus Austin nahmen an DREAMHACK teil, wo sie sich mit Unterst\u00fctzern trafen und \u00fcber Star Citizen sprachen. Der Konvent endete mit einem entsprechend texanisch gestalteten BBQ Bar Citizen. Devs nahm auch an der vom Geldgeber organisierten BritizenCon teil und nahm an nicht nur einem, sondern zwei Panels teil! Es war eine Ehre, teilzunehmen und sich mit der Gemeinschaft zu verbinden.\n\nDas Team f\u00fchrte diesen Monat vier Happy Hour Livestreams durch, darunter einen Live-Blick darauf, wie Produktionspl\u00e4ne erstellt werden. Happy Hour wird f\u00fcr eine Weile eine halbe Pause einlegen, da das Team an den New Player Experience Videos arbeitet, aber in naher Zukunft wird es zu seinem gewohnten Zeitplan zur\u00fcckkehren.\n\n\nWIR SEHEN UNS N\u00c4CHSTEN MONAT..... Gr\u00fc\u00dfe B\u00fcrger!\n\nWillkommen zu unserem Monatsbericht April! Nachfolgend finden Sie eine Zusammenstellung der ATV-Studio-Updates. Sie k\u00f6nnen leicht herausfinden, was die Entwickler in Los Angeles, Frankfurt, Austin und Gro\u00dfbritannien in den letzten vier Wochen sowohl in schriftlicher als auch in Video-Form gemacht haben. Und der Studio-Update-Zyklus beginnt als n\u00e4chstes mit den LA-B\u00fcros von neuem. Schauen Sie es sich auf ATV an!\n\nWOLKENIMPERIUM: LOS ANGELES\nMASCHINENBAU\n\nBald werden alle neuen Schiffe eine W\u00e4rme- und Energiekomponente erhalten, nachdem das Team die Rohrkonstruktion abgeschlossen und mit der Umsetzung der Grundstruktur begonnen hat. Dadurch wird der Fluss der jeweiligen Elemente gesteuert, um einen Beitrag der einzelnen Komponenten zum Schiffsverhalten zu erm\u00f6glichen. So tragen beispielsweise K\u00fchler nun dazu bei, wie viel W\u00e4rme das System aufnehmen kann, und werden nicht mehr statisch durch den K\u00fchlk\u00f6rper definiert. Das alte System in den neuen Schiffen wird durch dieses neue Managementsystem ersetzt.\n\nDanach muss das Team die kleinsten Details jeder Komponente, die sich gegenseitig beeinflussen, umsetzen. So beeinflussen K\u00fchler beispielsweise nicht nur die \u00dcberhitzungstemperaturgrenze, sondern bieten auch die Maskierung von IR-Signaturen. K\u00fchlk\u00f6rper definieren nicht mehr nur die Temperatur, bei der Komponenten \u00fcberhitzen und abschalten. Die W\u00e4rme wird auf die gew\u00fcnschte Temperatur hochgefahren, anstatt sofort erzeugt zu werden.\n\nDas Purchase Transaction System wurde mit einem neuen replizierten Funktionssystem namens Remote Methods neu implementiert. Dieses System wird die Anzahl der Anrufe an den Server reduzieren, was den Einkauf etwas reaktionsschneller machen sollte. Als n\u00e4chstes wird das Team den Try-On-Modus und das clientseitige Update auf persistente Daten nach dem Kauf verbessern.\n\nDas Team arbeitet auch an der Bearbeitung von Objektcontainern. Beim Erstellen einer Spielstufe wird die Stufe mit einer Kombination aus Assets und ObjectContainern aufgebaut. Urspr\u00fcnglich mussten ObjectContainer in der dedizierten ObjectContainer-Ebene gebaut werden, was den Inhalt des ObjectContainers leider nur in der eigentlichen objectContainer-Ebene editierbar machte. Mit anderen Worten, wenn Designer Ebenen mit ObjectContainern erstellen, aber den Inhalt dieses ObjectContainers \u00e4ndern wollen, ist der einzige Weg, dies zu tun, das Verlassen der aktuellen Ebene, \u00d6ffnen der ObjectContainer-Ebene, Tuning, Speichern, Exportieren und Verlassen. Dann m\u00fcsste der Designer wieder auf die Ebene zur\u00fcckkehren. Was das Team nun getan hat, ist es dem Designer erlaubt, den Inhalt eines ObjectContainers zu bearbeiten, zu speichern und zu exportieren, w\u00e4hrend er sich innerhalb der Ebene befindet. Dies schafft eine viel bessere Erfahrung f\u00fcr unser Designteam und spart Zeit.\n\nSeit dem letzten Update \u00fcber den ultimativen Lichtschalter hat die Einheit Light Group auch einige neue Funktionen. Der Lichtzustand kann \u00fcber die Track View ge\u00e4ndert werden, was f\u00fcr Kinofilme sehr n\u00fctzlich ist. Es erm\u00f6glicht es, dass sich einzelne Richtstrahler nun mit einer einfachen Eigenschaft drehen k\u00f6nnen. Dies war ein Prozess, der fr\u00fcher ein Flussdiagramm erforderte. Lichtgruppen k\u00f6nnen nun die veralteten Vorbauten ersetzen, die bisher von Fahrzeugau\u00dfenleuchten verwendet wurden. Als n\u00e4chstes strebt das Team an, Lichtgruppen in einem Fahrzeug dazu zu bringen, sich auf die Leistung des Fahrzeugs zu verlassen, um alle Lichter sowie Innenger\u00e4te wie T\u00fcren zu steuern.\n\nSchlie\u00dflich hat sich das Team auf den Kontrollmanager konzentriert. Dieses System gibt automatisch Autorit\u00e4t \u00fcber Gegenst\u00e4nde im gesamten Spiel und erlaubt es den Spielern, die Kontrolle \u00fcber einen Gegenstand und seine Unterpunkte zu bestimmen. In der Vergangenheit gab es einen Systemprototypen f\u00fcr Fahrzeuge, der fest programmiert war. Dies bedeutete, dass die Artikelverbindungen manuell vom Konstrukteur definiert werden mussten, z.B. steuerte ein bestimmter Sitz immer einen bestimmten Satz von Artikeln.\n\nNun kann sich der Steuermanager mit jeder beliebigen Entit\u00e4t verbinden. Zum Beispiel f\u00fcgt ein Konstrukteur einem Turm einen Kontrollmanager hinzu und dann werden Waffen hinzugef\u00fcgt, der Turm kann dann von einem KI-Modul oder einem Fahrersitz gesteuert werden. Dies kann auch an einem Fahrzeug mit einem KI-Modul oder dem Fahrersitz hinzugef\u00fcgt werden. Dieses Framework ist universell einsetzbar. Es ist nicht auf Waffensysteme beschr\u00e4nkt. Wenn ein Spieler T\u00fcren auf einer Raumstation steuern wollte und es Terminals mit einem Bedienersitz gibt, verbindet er sich mit dem Spieler und der Spieler kann dann alles bedienen, was er steuert. Das Team hat dies auch in dataforge hinzugef\u00fcgt, so dass die Designer nicht mehr manuell angeben m\u00fcssen, was die einzelnen Controller tun. Das System wei\u00df nun, was jede Steuerung steuert. Mit einer festgelegten Priorit\u00e4t w\u00fcrde es sich selbst verwalten. Wenn der Designer jedoch trotzdem m\u00f6chte, kann er diese zus\u00e4tzliche Kontrolle \u00fcbernehmen oder das System einfach so funktionieren lassen, wie es will.\n\n\nSCHIFFSKUNST UND -DESIGN\nDas Schiffsteam hat die Whitebox-Phase auf der Anvil Terrapin abgeschlossen und ist in die Greybox-Phase \u00fcbergegangen, die die finale Geo auf dem Pilotensitz, dem Cockpit, den Hauptmaschinen, dem Fahrwerk und dem Geh\u00e4use sowie den Basis-Rigs und Animationen f\u00fcr einige der Features umfasst. Das Team hat die Whitebox in den Motor gebracht, um sie aufzurichten und zum Testen zu fliegen. Das Team arbeitet an Cockpit, Bedienelementen, MFD-Bildschirmen und Schlafr\u00e4umen des RSI Aurora sowie an allgemeinen Innenpolituren wie Poms, Decals und LODs. Inzwischen hat das QS-Team neue Schiffe in der Pipeline getestet und mit der neuen Animationspipeline begonnen. Ihr gr\u00f6\u00dftes Vorhaben ist es, die neue planetarische Technologie auf Monden wie Daymar zu testen.\n\n\nTECH INHALT\nEine der gr\u00f6\u00dften Herausforderungen im Umgang mit mehreren Asset-Pipelines ist die Aufrechterhaltung der Konsistenz \u00fcber alle Assets hinweg. Um diese Konsistenz zu gew\u00e4hrleisten, m\u00fcssen die Entwicklungsteams eine gemeinsame, einheitliche Bibliothek erstellen und pflegen. Das bedeutet, dass das Tech Art Team st\u00e4ndig Materialien evaluiert und auditiert, um das beste und effizienteste Ergebnis zu erzielen.\n\nAnimation ist wie jedes andere Asset. Es hat einen bestimmten Speicherbedarf, der ein- und ausgelagert werden muss. Der DBA, oder die Datenbank der Animationen, ist ein optimierter Animations-Container, der aus Hunderten von Animationen besteht, die auf einen Bruchteil ihrer typischen Gr\u00f6\u00dfe auf der Festplatte komprimiert sind, \u00e4hnlich wie unsere Objekt-Container-Technologie, aber f\u00fcr Animationen. Die logische Aufteilung ist wichtig, da die Geschwindigkeit des Streamings je nach Gr\u00f6\u00dfe des DBA beeinflusst wird. Zum Beispiel kann ein Lokomotionssatz ziemlich schwer sein, da er aus Hunderten von Animationen besteht (Gehen, Laufen, Drehen, Leerlauf usw.), was dazu f\u00fchrt, dass das Streaming einer gro\u00dfen Datei ein paar Bilder ben\u00f6tigt. Wenn ein Charakter vor Beginn der Animation gleitet, ist dies ein Hinweis darauf, dass der DBA zu gro\u00df ist. So entwickelte Tech Animation ein Tool zum Erstellen, Verwalten und Sortieren der Animationen in DBAs.\n\nDiesen Monat haben sich Engineering, Tech Art und DevOps zusammengeschlossen, um Fehler und Warnungen, die bestimmten Assets zugeordnet sind, automatisch auszugeben und zu verfolgen, um eine einfache Zuordnung, bessere \u00dcbersicht und schnellere Bearbeitung zu erm\u00f6glichen. Dies betrifft alles, von notwendigen Korrekturen bis hin zu undefiniertem Verhalten, das sich negativ auf das Spielerlebnis und die Leistungsgeschwindigkeit auswirken k\u00f6nnte. Die Implementierung dieser Technologie sollte den Performance-Schaden durch kostspielige Asset-Fehler lindern.\n\nMit der Implementierung von Item 2.0 musste das Tech Content Team einen spezifischen Loadout-Editor erstellen, der die Charaktere behandelt, da sie sich grundlegend von den Charakteren in der Basismaschine unterscheiden. Nun, da es in der Produktion verwendet wurde, gab es einige wichtige Verbesserungen wie neue Symbole, Dokumentation und allgemeine Workflow-Verbesserungen, die es mehr Entwicklern erm\u00f6glichen, sich schnell \u00fcber die Verwendung dieses Tools zu informieren. Es wird auch die Erstellung von Loadouts einfacher und schneller machen.\n\nSie erstellten auch ein neues Skinning-Tool, um den Turnaround zu reduzieren, indem sie das CGA-Format (das eine Hierarchie aus animierten Netzen, Kollisionen und eingeschr\u00e4nkten Kolben ist) in einen einheitlichen Satz von Skins mit LODs verwandelten, die mit der Physik an ein animiertes Skelett gebunden sind. Dieses Tool erm\u00f6glicht nicht nur komplexere Rigging-Setups und LODs, sondern reduziert auch den Turnaround beim Skinning komplexer Setups und verbessert den Gesamtprozess.\n\n\nANIMATION\nDa die H\u00e4nde in der Regel ein Drittel der Bildschirmfl\u00e4che eines typischen First-Person-Shooters ausmachen, m\u00fcssen sie auf einem h\u00f6heren Qualit\u00e4tsniveau sein. Ein interessantes Nebenprodukt der Vereinheitlichung der ersten und dritten Person ist, dass ohne einen separaten Verm\u00f6genswert, der die H\u00e4nde der ersten Person repr\u00e4sentiert, alle Charakterwerte auf dem Niveau eines typischen First-Person-Shooter-Arms liegen m\u00fcssen. Das bedeutet, dass die Qualit\u00e4t auf dem richtigen Niveau der Treue sein sollte und die Handgewichte genauere Animationen erm\u00f6glichen sollten. Die neuen Hand-Updates des Rigging-Teams erm\u00f6glichen eine bessere Verformung und treiben das Auge voran, um sich mit der Waffe zu verbinden, was sich auch f\u00fcr den Einsatz l\u00e4ngerer Waffen eignet.\n\n\nTECH ART\nEin entscheidendes Merkmal, das f\u00fcr Charaktere erforderlich ist, ist, dass sich die Waffen genau an ihre vorgesehenen Positionen bewegen, wenn die Spieler die R\u00fcstung wechseln. Tech Art arbeitete innerhalb der Grenzen des Skelett-Erweiterungssystems, um eine \u00dcberbr\u00fcckungstechnik zu entwickeln, die die richtigen Helferpositionen basierend auf dem Verm\u00f6genswert verwendet. Das bedeutet, dass Anh\u00e4nge nun in Echtzeit Positionen erben, wenn R\u00fcstungsteile angebracht und gel\u00f6st werden.\n\nAuch in Bezug auf die Anh\u00e4nge ist der komplexeste Charakter bis heute der Heavy Marine. Ein voll ausgestatteter Schwerer Marine hat die meisten physischen Befestigungen oder Waffen als jeder unserer anderen Charaktere. Dies stellte einige einzigartige Herausforderungen dar, als man versuchte, vier Granaten, acht Magazine, zwei Medpens, zwei Gadgets, einen Seitenarm und zwei Waffen auf einem einzigen Charakter unterzubringen.\n\n\nCHARAKTER-TEAM\nDas Charakter-Team macht solide Fortschritte bei der Auswahl von einer Handvoll verschiedener Outfits, Uniformen und Aliens. Der OMC Undersuit hat seinen High-Poly-Pass abgeschlossen und ist damit bereit f\u00fcr In-Game-Netze und Texturen. Unser schwerer Gesetzloser hat sein In-Game-Netz vervollst\u00e4ndigt und wird sich mit Texturierung, Rigging und Implementierung befassen. In Staffel 42 arbeitet das Team an Hauptfiguren und kleineren Hintergrundrollen. Der Marine BDU hat sich durch die Texturierung und auf die Endphase begeben. Eine medizinische Repr\u00e4sentantin hat ihre High-Poly-Phase beendet und wird zur In-Game-Modellierung \u00fcbergehen. Die Konzepte f\u00fcr Xi'an und Banu sind fast fertig. Unsere neuesten Questgeber, Ruto und Miles Eckhart, werden bald im Spiel sein.\n\n\nNARRATIV\nDas Erz\u00e4hlteam tauchte im letzten Monat seine Zehen in viele verschiedene Pools. Auf der au\u00dferirdischen Ebene arbeiteten sie mit den Design- und KI-Teams in Frankfurt zusammen, um Vanduul-Verhalten zu erforschen, und gingen noch tiefer in die Banu ein, um mehr aus der Zivilisation herauszuholen und bei der Defender-Brosch\u00fcre zu helfen. Dave und Will erschienen auch im Rathaus eines Abonnenten, um Fragen \u00fcber Au\u00dferirdische im Allgemeinen zu stellen. Andernfalls, obwohl es den \u00fcblichen w\u00f6chentlichen Bedarf gab (News Updates, Marketing Blurbs und Jump Point), wurde der Gro\u00dfteil der Zeit mit der Arbeit an 3.0 verbracht. Sie synchronisierten sich mit den britischen Designern, um die Missionstypen und die Kunstteams zu besprechen, um herauszufinden, wie man die verschiedenen Oberfl\u00e4chenau\u00dfenposten, die man um die Monde herum findet, kleiden kann.\n\nWOLKENIMPERIUM: AUSTIN\nDESIGN\n\nDas Team hat bei der Implementierung des Commodity Trading in 3.0 Fortschritte gemacht. Da auf der technischen Seite zun\u00e4chst mehrere Dinge zusammenkommen m\u00fcssen, arbeiteten die Programmierer heftig an der Neuschreibung des Einkaufscodes, dem Commodity Kiosk und der Schiffspersistenz, damit der Rohstoffhandel m\u00f6glich ist. Ebenfalls f\u00fcr 3.0 haben die Designer die erste Reihe von brauchbaren Anfragen f\u00fcr die erste Runde der Shops fertig gestellt. Diese werden so erstellt, dass die 4 erforderlichen Disziplinen (Design, Animation, Tech Art und System Design) den Verwendungszweck und die Funktionalit\u00e4t jedes einzelnen Nutzbaren verstehen. Sobald alle erforderlichen Assets erstellt sind, werden sie f\u00fcr das Design zur\u00fcckkommen, um die endg\u00fcltige Verbindung herzustellen. Au\u00dferdem wird die erste Mission Geber Erfahrung f\u00fcr 3.0 geplant. Miles Eckhart, den du letztes Jahr in der Gamescom-Demo getroffen hast, ins Spiel zu bringen, steht im Vordergrund, w\u00e4hrend die Arbeit an Ruto, unserem kriminellen Fixer, ebenfalls gut vorankommt. Das Team arbeitete daran, Eckhart einen konstanten Strom von Missionen zu geben und es den Spielern zu erm\u00f6glichen, sich Ruf und h\u00f6herrangige Missionsoptionen zu verdienen. Schlie\u00dflich machte das Team einen Zusammenbruch der Levski-Landezone, einschlie\u00dflich der Frage, wie Spieler Fracht in die Stadt schmuggeln werden; der Platzierung der Missionsgeber und ihres Inhalts; der Fraktionen innerhalb von Levski; und der politischen Ziele dieser Fraktionen.\n\n\nKUNST\nAuf der Kunstseite fertigt das Team den Schadensmodellpass f\u00fcr die Nachbearbeitung von Entermesser Schwarz an. Der bei weitem zeitaufw\u00e4ndigste Teil in dieser Phase ist die Erstellung der komplizierten Gitterarbeit an den Teilen, die weggeblasen werden, wie die Fl\u00fcgel und der K\u00f6rper. Dies erfordert eine enge Zusammenarbeit mit Tech Art, um sicherzustellen, dass das Schiff auseinander bricht und in den richtigen Bereichen Oberfl\u00e4chensch\u00e4den am Rumpf erleidet. Sobald wir die Schadensphase abgeschlossen haben, m\u00fcssen wir nur noch die LODs herstellen.\n\nDas Team arbeitete auch an der Beleuchtung einer der 42 Stationen der Staffel und ist dabei, bestehende Setups f\u00fcr das neue Lichtgruppensystem umzur\u00fcsten. Dieses System erm\u00f6glicht eine viel bessere Kontrolle \u00fcber das Aussehen eines Raumes unter verschiedenen Spielbedingungen - z.B. wenn das Ger\u00e4t ein- oder ausgeschaltet ist, wenn die Notbeleuchtung aktiviert wurde oder wenn die Schwerkraft deaktiviert wurde. Alle diese \u00c4nderungen werden nicht nur der Beleuchtung eine dynamische Qualit\u00e4t verleihen, sondern auch dazu f\u00fchren, dass sich die Umgebungen auf die Eingaben der Spieler einstellen. Erste Tests an einer neuen volumetrischen Nebell\u00f6sung, die jeden leichten volumetrischen Nebel fallen l\u00e4sst, haben begonnen, mit der Hoffnung, dass sie viel mehr hochwertige atmosph\u00e4rische Effekte erm\u00f6glicht.\n\n\nPU-ANIMATION\nDas PU-Animationsteam hat alle vorhandenen nutzbaren Animationen auf das neue robuste System aktualisiert. Dadurch wird der Speicherbedarf gesenkt und eine gr\u00f6\u00dfere Anzahl von einzigartigen Animationen schneller erstellt. Das Team machte auch ein schnelles Abholschie\u00dfen, um Hubkisten unterschiedlicher Gr\u00f6\u00dfe aus verschiedenen H\u00f6hen, bedienbare T\u00fcrsteuerungen und verschiedene andere \u00dcbergangsanimationen zu erfassen. Sie arbeiteten auch daran, zweih\u00e4ndige Gegenst\u00e4nde als Teil des Pl\u00fcnderungssystems aufzuheben. Dies erm\u00f6glicht mehr Objektinteraktion im Spiel und er\u00f6ffnet die M\u00f6glichkeit f\u00fcr mehr Missionen und Aktivit\u00e4ten. Wenn ein Spieler eine Kiste auf dem Boden sieht und will, kann er sie abholen, zu seinem Schiff zur\u00fcckbringen und in seinen Frachtraum legen, um sie zur\u00fcck zu seinem H\u00e4nger zu transportieren.\n\n\nSCHIFFSANIMATION\nShip Animation verpackte die \u00fcberarbeitete Version des Drake Cutlass sowie neue Zero-G Enter-Exit-Animationen f\u00fcr die Drake Dragonfly. Sie verbesserten auch das Cockpit-Erlebnis durch das Hinzuf\u00fcgen von Trefferreaktionen, Tastendr\u00fccken und aktualisierten Cockpit-Layouts.\n\n\nMASCHINENBAU\nDas Backend Services Engineering Team hat Diffusion online gebracht. Die trivialeren Dienste wie Friends, Analytics, Authentication und Presence wurden von der Legacy-Architektur in vollst\u00e4ndig diffundierte Dienste mit Ooz konvertiert. Als n\u00e4chstes werden wir beginnen, gr\u00f6\u00dfere und komplexere Dienste wie Persistence Cache, Game Server Management\/Matchmaker (GIM) und Persistence Database zu konvertieren. Diese Dienste werden in kleinere Mikroservices aufgeteilt, um Leistungs-, Skalierbarkeits- und Verf\u00fcgbarkeitsstandards zu erf\u00fcllen. Der Spielserver und der Client sind sehr nahe an der Diffusion, was die Kommunikationsl\u00fccke zwischen Backend und Frontend schlie\u00dfen wird. Dar\u00fcber hinaus wird das System mit einer Technik namens Router Biasing optimiert. Dies erm\u00f6glicht es dem Team, erweiterte Bandbreiten- und Kontrolltechniken zwischen den Diensttypen im Diffusionsnetzwerk anzuwenden.\n\n\nDEVOPS & IT\nIn diesem Monat haben die DevOps- und IT-Teams ein Projekt zur Erweiterung des Build-Systems um 50% abgeschlossen. Dieses Projekt ist ein wichtiger Teil der Build und Deployment Pipeline und das Ziel dieses Upgrades war es, das Try-Build-System vollst\u00e4ndig zu isolieren und zu erweitern. Dies wird zu viel schnelleren Check-in-Zeiten f\u00fcr das Engineering-Team f\u00fchren und die allgemeine Stabilit\u00e4t und Leistung der Builds im Allgemeinen verbessern.\n\n\nQA\nDer Schwerpunkt der QA Anfang April lag auf dem Testen von 2.6.3, um es an die Spieler weiterzugeben. Sie halfen bei mehreren PTU-Pushes, die zum Going Live von 2.6.3 f\u00fchrten. Nach dem Push verbrachte das Team viel Zeit damit, den Live-Build zu unterst\u00fctzen, bevor es hauptberuflich umstieg, um den Game Dev-Zweig zu testen. Dies diente sowohl der Stabilisierung des Zweiges als auch dem Beginn strengerer Tests und Vorbereitungen auf 3.0. Einige der getesteten Elemente beinhalten eine Reihe neuer Schiffe, detaillierte Durchsuchungen einiger prozeduraler Planetenumgebungen f\u00fcr Fehler, das Testen von Megamap-Verbesserungen, neue Implementierungen f\u00fcr Spielerinteraktionen, Item-2.0-Konvertierungen, Bewegungssystemrefraktoren und neue Sichtfeldsteuerungen. Die Entwicklungsteams haben neue Dokumentationen und Daten f\u00fcr die Qualit\u00e4tssicherung zusammengestellt, um sicherzustellen, dass sie bereit sind, auf neue Inhalte zu reagieren, wenn diese online gehen. Einer unserer Tester arbeitete direkt mit dem Austin Animation Team zusammen, um neue Mocap-Dateien f\u00fcr die Entwicklungsteams zu bereinigen. Mehrere andere Teammitglieder haben mit dem Frankfurter QS-Team zusammengearbeitet, um neue und aktualisierte Motorwerkzeuge eingehend zu testen und sicherzustellen, dass die neuen Tools funktionieren, damit Designer Inhalte besser implementieren und erstellen k\u00f6nnen.\n\n\nSPIELERBEZIEHUNGEN\nDas Player Relations-Team war begeistert, eine ganze Woche lang mit dem Turbulent Team an Spektrumsverbesserungen zu arbeiten und sich darauf zu konzentrieren, wie wir das neue Spielerlebnis besser verbessern k\u00f6nnen. Wir haben mit der \u00dcberarbeitung vieler Bereiche unseres Service begonnen und mit dem Aufbau neuer Mitarbeiter begonnen, um unsere stetig wachsende Community zu unterst\u00fctzen. Schlie\u00dflich, was f\u00fcr 3.0 besonders relevant ist, hat das Player Relations-Team begonnen, neue Evocati hinzuzuf\u00fcgen und unsere PTU-Wellen zu aktualisieren.\n\nGIE\u00dfEREI 42: GRO\u00dfBRITANNIEN\nFR\u00dcHST\u00dcCKE\n\nEiner der gro\u00dfen Fortschritte im letzten Monat war das Spielerinteraktionssystem. Eine weitere Verbesserung des pers\u00f6nlichen inneren Denksystems erm\u00f6glicht es den Spielern, Funktionen auszuw\u00e4hlen, die nicht direkt an ein bestimmtes Objekt gebunden sind, wie z.B. die Auswahl eines Emote oder das Verlassen des Sitzes. Es wird weiterhin eine Schnellauswahl-Funktion geben, um auf Standardaktionen f\u00fcr erfahrene Spieler zuzugreifen. Au\u00dferdem erm\u00f6glichen Itemports nun, dass Objekte physisch an andere Objekte angeh\u00e4ngt werden k\u00f6nnen, z.B. wie ein Visier an einer Waffe befestigt ist.\n\nDer Sprint der Flugverkehrsleiterin wurde eingerichtet, um herauszufinden, wie man den Verkehrsfluss zu einem Ort steuert, insbesondere ist er verantwortlich f\u00fcr die Zuweisung und Reservierung eines Landeplatzes, wenn ein Spieler landen will, sowie f\u00fcr die Freigabe dieses Landeplatzes, sobald er gelandet und das Gebiet ger\u00e4umt hat. Umgekehrt k\u00fcmmert sich dieses System darum, einen Landeplatz zu reservieren und ein Schiff zu laichen, wenn der Spieler abheben will. Die ersten Phasen der Implementierung sind nun im Gange und das Team arbeitete an der grundlegenden Struktur der Funktionsweise des Systems.\n\nDie Funktionalit\u00e4t des Charakter-Status-Systems ist fast fertig, einschlie\u00dflich der Implementierung der prozeduralen Atmung und der Anzugpunktionen. Sobald dies geschehen ist, liegt der Fokus darauf, das System standardm\u00e4\u00dfig im Spiel einzuschalten.\n\nDas Team arbeitet auch an Pickup and Carry, was ein kleines Mashup zwischen dem Spielerinteraktionssystem und dem nutzbaren Sprint ist. Die Benutzeroberfl\u00e4chen waren mehr darauf bedacht, die KI dazu zu bringen, mit Objekten in der Umgebung zu interagieren, w\u00e4hrend das Player-Interaktionssystem mehr f\u00fcr die Player-Oberfl\u00e4che ist, mit der Umgebung zu interagieren. Diese beiden Systeme werden nun zusammengef\u00fchrt, damit der Spieler Objekte in unserem Universum aufnehmen, tragen und dann platzieren kann.\n\nSchlie\u00dflich schlossen sie die erste Entwicklung der Konversationstechnologie f\u00fcr das Subsumptionstool ab, das die Erstellung von NSC-Gespr\u00e4chen rationalisiert. Es wurde den Designern zum Testen \u00fcbergeben, indem verschiedene Gespr\u00e4che gef\u00fchrt wurden. Sie geben Feedback zu allen notwendigen Verbesserungen.\n\n\nAUDIO\nDas Audioteam hat an prozeduralen Planet-Audio-Prozessen gearbeitet, einschlie\u00dflich Forschung und Entwicklung und Planung, f\u00fcr Systeme zur automatischen Abbildung und Modifikation von Audio. Die Arbeiten am Audio Propagation System, am Atemsystem, am Audio f\u00fcr das Charakter-Statussystem und an einem Dialogwerkzeug namens Word Up werden fortgesetzt.\n\nF\u00fcr Waffen-Soundeffekte ist das Schiffswaffen-Toolkit in Arbeit, das SFX f\u00fcr den Gallant, den Waffenheck-Refaktor und die Unterst\u00fctzung von Multi-Positions-Code f\u00fcr Waffen beinhaltet, die die Zusammenfassung des Audios f\u00fcr viele der gleichen Waffen, die an einem einzigen Schiff montiert sind, \u00fcbernehmen werden. F\u00fcr Schiffe ist der Prospector-Audio fertig, und die Arbeiten an der Greycat und Cutlass Black sind noch im Gange.\n\nDie Musikabteilung arbeitete an dem'Dynamically Looping Cinematic Ambient Music System' und dem'Addition of Tension System'. Sie r\u00e4umten auch die Dogfighting-Musiklogik auf, prototypisierten planetarische Prozessmusik und f\u00fcgten dem Launcher mehr Musik hinzu.\n\n\nGRAFIK\nDas Grafik-Team arbeitete diesen Monat an vielen verschiedenen Teilen der Technik. Der erste ist die Integration von Echtzeit-Volumennebel von Lumberyard, der den Beleuchtungs- und Umweltkunstteams einen enormen Schub geben wird. Die Render-to-Texture-Funktion schreitet schnell voran, und die erste Version liegt in den H\u00e4nden des UI-Teams. Sie werden es verwenden, um unsere 2D-Benutzeroberfl\u00e4chen zu verbessern und holographische 3D-Projektionen zu erstellen, um verschiedene holographische Displays zu betreiben. Die Echtzeit-Umweltsondentechnologie steht kurz vor dem Abschluss und erm\u00f6glicht volldynamisches, gepralltes Licht und Reflexionen auf einem Planeten, auf dem traditionelle Lichtbacktechniken nicht m\u00f6glich sind.\n\n\nVISUELLE EFFEKTE\nDas Team f\u00fcr visuelle Effekte hat einen Durchgang beim planetarischen Eintritt VFX absolviert. Der Effekt wird durch Geschwindigkeits- und Atmosph\u00e4rendichtewerte gesteuert. Mit dieser Kernfunktionalit\u00e4t und den Fortschritten in der Engine Trail Technologie werden diese beiden Sprints nun zusammengef\u00fchrt. Design und Kunst-Feedback wurden ebenso umgesetzt wie Optimierung und Fehlerbehebung. Dar\u00fcber hinaus gab es einige Verbesserungen der Blitzeffekte, bei denen realistische Blitzeffekte und andere elektrische Effekte erzeugt werden. Der erste Durchgang von vfx f\u00fcr den MISC Prospector, einschlie\u00dflich der Verbesserungen und Sch\u00e4den am Triebwerk, ist abgeschlossen. Bei den Waffen werden die ersten Arbeiten an der Apokalypse Arms Scourge Railgun fortgesetzt, einschlie\u00dflich der Lade- und Ladeeffekte. Zus\u00e4tzlich fertigte das Waffenteam die Predigerverzerrung Schrotflinte und die Apokalypse Schrotflinte. Auch bei der Klaus und Werner LMG haben sie gute Fortschritte gemacht.\n\n\nSCHIFFTEAM\nIn diesem Monat erregte der Reclaimer gro\u00dfe Aufmerksamkeit. An der Au\u00dfenseite wurden die Arbeiten am Rumpf abgeschlossen und die riesige Kralle kam zusammen. Das Team teilt nun das Netz auf und macht es bereit f\u00fcr den Einsatz der Schadenstechnik. Im Inneren wurden die Wohnr\u00e4ume, die Technikdecks und ein riesiger Aufbereitungsraum vollst\u00e4ndig ausgearbeitet. Als n\u00e4chstes steht die Fertigstellung des Drohnenraums, des Technikdecks und des Cockpits auf der Liste.\n\nAuch bei verfallenen Schiffen wurde mit den Arbeiten begonnen, so dass das Design den Grundstein f\u00fcr missionsspezifische Szenarien legen kann, die Schiffe und Wrackteile umfassen.\n\nEine erste Gruppe von Schiffen, zu denen die Connie, Caterpillar, Starfarer und Freelancer geh\u00f6ren, werden bis auf ihre Strukturelemente zerlegt und zerst\u00f6rt aussehen lassen. Die Materialarbeiten werden parallel durchgef\u00fchrt, um den Schiffen ein verschlechtertes und gealtertes Aussehen zu verleihen. Auch an einem Wrackteil wurde gearbeitet. Dies ist eine Bibliothek von unscheinbaren Schiffsteile, die verwendet werden, um die Einbettung und Integration von verfallenen Szenarien in die Umgebung zu unterst\u00fctzen. Das Razor-Kunstwerk ist nun abgeschlossen, und das Schiff hat einen vollst\u00e4ndigen Schadenspass durchlaufen. Es wurde eine coole Arbeit geleistet, um es in St\u00fccke zu brechen. Derzeit werden die LODs am Rumpf fertiggestellt, und Art arbeitet eng mit dem technischen Design zusammen, um den Flug vorzubereiten.\n\nAuch der Hull C kam gut voran. Das Rumpfgeflecht ist nun weitgehend fertig, Man\u00f6vriertriebwerke wurden eingebaut und die Polierarbeiten auf Innen- und Au\u00dfenseite abgestimmt. Ein Detailpass, der alle feineren Details hinzuf\u00fcgt, die erwartet werden, ist im Gange. Das Innere durchlief die Block-Out-Phase und ist nun weit in die Kunstproduktion eingedrungen. Durch die Nutzung von Ressourcen anderer MISC-Schiffe k\u00f6nnen R\u00e4ume schnell und effizient geschaffen werden, mit der Absicht, diese in der gesamten Hull-Serie einzusetzen.\n\n\nUMGEBUNGEN\nDas Umweltteam neben dem Grafikteam erforscht weiterhin M\u00f6glichkeiten, volumetrische Formen im Weltraum durch Simulationen und erste Renderings zu erzeugen: Die Oberfl\u00e4chenau\u00dfenposten stellen ihre inneren visuellen Benchmarks f\u00fcr Technik, Wohnen und Hydrokultur fertig. Diese werden dann auf die verschiedenen Outpost-Layouts und Konfigurationen verteilt. Das Team setzt weiterhin auf Kleidung, Licht und Politur dieser Innenr\u00e4ume, um den Charakter zu verst\u00e4rken, und erforscht gleichzeitig M\u00f6glichkeiten f\u00fcr Navigation und Branding auf der Grundlage der \u00dcberlieferung. Die Truck Stop Raumstationen sind in die finale Kunstphase eingetreten, so dass das Team damit besch\u00e4ftigt ist, die Shader-Bibliothek aufzubauen und an Beispielst\u00fccken in finaler Qualit\u00e4t zu arbeiten. Da es sich um ein modulares System handelt, wird der Baukasten verfeinert, um m\u00f6gliche Baukonfigurationen zu erforschen, die sicherstellen, dass der Satz so flexibel wie m\u00f6glich ist.\n\n\nANIMATION\nDas Animationsteam arbeitete an der Cover-KI, mit dem Ziel, alle Animationsressourcen \u00fcber die Funktionalit\u00e4t hinaus zu verbessern. Verbesserungen des Atmungszustands stehen nun im Einklang mit Verbesserungen des Backend-Codes. Dies beinhaltet das Erhalten von Kurvendaten aus Maya in Dataforge, was eine verfeinerte prozedurale Atmung erm\u00f6glicht. Das Team begann mit der Implementierung von multidirektionalen Takedowns zum T\u00f6ten von Feinden in unmittelbarer N\u00e4he des Spielers. Au\u00dferdem gab es weitere Verbesserungen bei der Waffenkonfiguration und den Nachladevorg\u00e4ngen auf breiter Front, einschlie\u00dflich der Devastator Schrotflinte, Arrowhead Scharfsch\u00fctzengewehr, Gallant Lasergewehr und P8-SC ballistisches SMG sowie Nahkampfverbesserungen f\u00fcr Pistole und Waffen.\n\nSchlie\u00dflich war das Derby Foundry-Team mit Gesichts- und K\u00f6rperanimationen f\u00fcr unsere 3.0-Missionsgeber besch\u00e4ftigt und \u00fcbergab 500 Gesichtsanimationsdateien, die nun f\u00fcr die Implementierung in Staffel 42 bereit sind. Das Motion Capture Team hat fast 1000 neue K\u00f6rperanimationen f\u00fcr verschiedene Charaktere innerhalb des Persistent Universe verfolgt und gel\u00f6st und auch an neuen Gesichtsanimationen f\u00fcr Schie\u00dfwaffen gearbeitet. Animation Director Steve Bender war eine gro\u00dfe Inspirationsquelle, also erwarte bald neue und verbesserte Gesichter.\n\nGIE\u00dfEREI 42: DE\nUMWELTKUNST\n\nDas Team von Environment Art hat die verschiedenen prozeduralen Gel\u00e4ndeelemente von Delamar, das gr\u00f6\u00dftenteils mit gebirgigen Formen bedeckt ist, ausgearbeitet: Bei der Platzierung der Levski-Landezone auf dem Planeten gab es einige Herausforderungen wie zum Beispiel: Welcher Arbeitsablauf ist der beste, um das gro\u00dfe Bohrloch vor der Landezone und den dazu f\u00fchrenden Stra\u00dfen zu erstellen, und welche spezifischen Elemente sind erforderlich, damit sich die Station reibungslos in das Gel\u00e4nde einf\u00fcgt? Das \u00c4u\u00dfere von Levski wurde einige \u00c4nderungen unterzogen, wie z.B. die Integration von Garagen in den unteren Ebenen, damit sich die Spieler mit Bodenfahrzeugen n\u00e4hern k\u00f6nnen. Das Team machte auch Fortschritte bei den Bergbaustrukturen in und um das Bohrloch herum, um ihnen ein funktionaleres Gef\u00fchl und einen Polierpass zu geben. Es gab auch noch einige letzte Handgriffe an den Monden, um sie voneinander zu unterscheiden.\n\n\nVFX\nDie Arbeit ging voran, als das Team mit den Ingenieuren zusammenarbeitete, um die Werkzeuge und Technologien zu entwickeln, die f\u00fcr die verfahrenstechnischen Planeten erforderlich waren. Es wurden Fortschritte bei den manuellen Einstellungen gemacht, die erforderlich sind, um die Effekte im Motor zu erzeugen, und die Monde nehmen langsam ihre eigenen subtilen Pers\u00f6nlichkeiten an.\n\n\nKINEMATIK\nDer Schwerpunkt des Teams lag weiterhin auf Performance Capture Szenen in zahlreichen Staffel 42 Kapiteln. Die aktuelle Priorit\u00e4t sind Geschichtenszenen an Bord der riesigen Shubin Archon Anlage, damit die Leveldesigner und K\u00fcnstler die Shubin Umgebungen finalisieren k\u00f6nnen. Dar\u00fcber hinaus bearbeitete das Team eine gro\u00dfe Sequenz f\u00fcr die Mitte der Geschichte und machte weiter mit der Vorbereitung der Aussicht auf ein gro\u00dfes Story-Ereignis w\u00e4hrend der Er\u00f6ffnung des Spiels.\n\n\nTECH ART\nDas Tech Art Team f\u00fchrte Forschung und Entwicklung im Bereich der Fu\u00dfbegrenzungsbewegung durch. Das Endziel ist es, die F\u00fc\u00dfe dazu zu bringen, bei jedem Schritt richtig auf dem Boden zu pflanzen, um dem Charakter ein wahres Gewicht zu geben, bei allen Geschwindigkeiten und Winkeln. Es gab Arbeiten an einigen Skinning-Aufgaben, um den Umfang der Charakteranpassung zu erweitern. Die Zusammenarbeit mit dem Waffenteam wurde fortgesetzt, sowohl bei Tools zur programmatischen Erkennung von Fehlern in der Pipeline als auch bei der Vorbereitung auf neue und aktualisierte Waffen.\n\n\nSYSTEM-DESIGN\nDas System Design Team machte Fortschritte beim Actor Status System. Es beinhaltet nun die Atmung, das Ersticken, die Ausdauer, die G-Kr\u00e4fte, das Trinken, die Verletzungen usw. des Spielers. Weitere Arbeiten waren: Subsysteme f\u00fcr Anz\u00fcge, die im Kampf besch\u00e4digt werden, die M\u00f6glichkeit, besch\u00e4digte Anz\u00fcge zu reparieren und Sauerstoffflaschen aufzuladen.\n\nDie verwendbaren Systeme erreichten den vollen Produktionsstatus und werden nun sowohl f\u00fcr S42 als auch f\u00fcr PU in Serie gefertigt. Sobald sie in die Ebenen implementiert sind, werden sie die Welt so viel lebendiger f\u00fchlen lassen, dass die KI in der Lage sein wird, mit fast jedem Element der Welt zu interagieren. Das System ist unglaublich flexibel von einfachen Aktionen wie einer KI, die sich an einer Wand st\u00fctzt, bis hin zu komplexen Aktionen wie dem \u00d6ffnen eines Serviceschranks, dem Zugriff auf das Netzteil im Inneren, der Inspektion eines Teils im Inneren der Stromversorgung, dem Entfernen eines defekten Teils und dem Ersetzen desselben durch ein neues und dem Neustart der Stromversorgung. Das System erm\u00f6glicht es entweder dem Spieler oder der KI, diese Aktionen durchzuf\u00fchren, oder beide Spieler und die KI arbeiten an denselben, gemeinsam nutzbaren Aktionen.\n\nAuf der sozialen Seite wird das Design f\u00fcr die Spectrum-Spielintegration fertiggestellt. Dies erm\u00f6glicht es den Spielern, auf die wichtigsten Spectrum-Funktionen innerhalb des Spiels zuzugreifen, wie z.B. Partyerstellung und -verwaltung, Chat, Freundesliste, Organisationen, etc. Ziel ist es, den Gro\u00dfteil des Materials in der Spectrum-App verf\u00fcgbar zu halten, w\u00e4hrend die Kernfunktionalit\u00e4t, die f\u00fcr das minutengenaue Gameplay ben\u00f6tigt wird, direkt im Spiel verf\u00fcgbar bleibt.\n\n\nLEVEL DESIGN\nDas Level Design Team beendete seinen Designpass auf dem Surface Outpost, als das Art Team an seinem modularen System arbeitete. Levski wird nun in die Verfahrensversion von Delmar integriert. Es wurde eine obere Lobby geschaffen, die das Levski-Innenleben \u00fcber Luftschleusen mit der Planetenoberfl\u00e4che verbindet und als Ort f\u00fcr eine zuk\u00fcnftige m\u00f6gliche Luftschiene zu abgelegenen Landepl\u00e4tzen dient. An der Oberfl\u00e4che wurden Garagen eingerichtet, damit die Menschen ihre Fahrzeuge spawnen oder parken k\u00f6nnen. Auch am Standort Levski selbst haben wir mit Stra\u00dfen und Parkzonen neue Wege beschritten. Weitere kundenspezifische Arbeiten, die die Planung des Aufzugsnetzes und der Arbeitsbereiche sowie das Hinzuf\u00fcgen von Verwaltungsb\u00fcros umfassten, wurden ebenfalls durchgef\u00fchrt.\n\n\nQA\nDas QA-Team begann diesen Monat damit, die neue persistente Universumsebene des Stanton-Systems zu testen, wobei der Schwerpunkt darauf lag, alle wichtigen Gameplay-Blocker zu finden. Der gesamte Prozess der Verbindung mit diesem neuen PU-Level hat sich ge\u00e4ndert, was zu zus\u00e4tzlichen Optimierungen und Tests an t","zh_CN":"Greetings Citizens!\n\nWelcome to our April Monthly Report! Below you\u2019ll find a compilation of the ATV studio updates. You can easily find out what the developers in Los Angeles, Frankfurt, Austin, and the UK have been up to for the past four weeks in both written and video form. And the studio update cycle starts all over again next with the LA offices. Check it out on ATV!\n\nCLOUD IMPERIUM: LOS ANGELES\nENGINEERING\n\nSoon, all new ships will have a Heat and Power component now that the team has finished designing pipes and begun implementing their basic structure. This will manage the flow of respective elements to allow individual component contribution to ship behavior. For example, coolers now contribute to how much heat the system can handle, rather than being statically defined by the heat sink. The old system in the new ships is being replaced with this new management system.\n\nAfter this is done, the team must implement the minute details of each component influencing one another. For example, coolers not only affect the overheat temperature limit, they also offer IR signature masking. Heat sinks will no longer simply define the temperature at which components overheat and shutdown. The heat will ramp up to its desired temperature, rather than being generated instantaneously.\n\nThe Purchase Transaction system has been re-implemented with a new replicated function system called Remote Methods. This system will decrease the number of calls to the server, which should make purchasing things a bit more responsive. Next, the team will improve the Try-On mode and the clientside update to persistent data after purchases.\n\nThe team is also working on Object Container editing. When creating a gameplay level, the level is built with a combination of Assets and ObjectContainers. Originally, ObjectContainers had to be built in the dedicated ObjectContainer level, which, unfortunately, made the contents of the ObjectContainer only editable in the actual objectContainer level. In other words, when designers are building levels with ObjectContainers, but want to modify the contents of that ObjectContainer, the only way to do that is exit the current level, open the ObjectContainer level, do some tuning, save, export ,and leave. Then, the designer would have to move back to the level. What the team has done now is allowed the designer to edit the contents of a ObjectContainer, save and export all while inside the level. This creates a much better experience for our design team and saves time.\n\nSince the previous update about the ultimate light switch, the Light Group entity also has several new features. Its light state can be changed by Track View, which is very useful for cinematics. It allows for individual directional lights to now rotate with a simple property. This was a process that previously required Flow Graph. Light Groups can now replace the antiquated prefabs that vehicle external lights have been using. Next, the team aims to get Light Groups on a vehicle to rely on the vehicle\u2019s power in order to control all lights as well as interior devices such as doors.\n\nLastly, the team has focused on the control manager. This system will automatically give authority over items across the game and will allow players to dictate the control of an item and its subitems. In the past, there was a system prototype for vehicles that was hardcoded. This meant that item connections would have to be manually defined by the designer, for instance, a particular seat always controlled a specific set of items.\n\nNow, the control manager will be able to connect to any entity. For example, a designer adds a control manager to a turret and then weapons are added, the turret can then be controlled by an AI module or by an Operator Seat. This can also be added to a vehicle with either an AI module or the operator seat. This framework is universal. It isn\u2019t restricted to weapon systems. If a player wanted to control doors on a space station and there are terminals with an operator seat, it will link to the player and then the player can operate whatever it controls.The control manager will allow for multicrew play, depending on who is in each seat. The team also added this to dataforge so designers no longer have to manually state what each controller does. The system now knows what each control operates. With a set priority, it would manage itself. However, if the designer still wants to, they can give that extra level of control or just let the system function as it wants to.\n\n\nSHIP ART AND DESIGN\nThe ship team has completed the whitebox phase on the Anvil Terrapin and moved into greybox phase, which includes final geo on the pilot seat, the cockpit, the main engines, landing gear, and housing as well as basic rigs and animation for some of the features. The team has brought the whitebox into the engine to get it up and flying for testing. The team is working on the RSI Aurora\u2019s cockpit, controls, MFD screens, and sleeping quarters as well as general internal polish, such as poms, decals, and LODs. Meanwhile, the QA team has been testing new ships in the pipeline and starting on the new animation pipeline. Their biggest undertaking is testing the new planetary tech on moons, such as Daymar.\n\n\nTECH CONTENT\nOne of the biggest challenges when dealing with multiple asset pipelines is maintaining consistency across every asset. To ensure such consistency, the asset development teams need to create and maintain a shared, unified library. This means the tech art team is constantly evaluating and auditing materials to achieve the best and most efficient result.\n\nAnimation is like any other asset. It has a certain memory footprint that needs to be streamed in and out. The DBA, or database of animations, is an optimized animation container comprised of hundreds of animations compressed down to a fraction of their typical size on disk, similar to our Object Container tech, but for animations. Splitting them up logically is important because the speed of streaming will be affected depending on the size of the DBA. For example, a locomotion set can be fairly heavy as it is comprised of hundreds of animations (walking, running, turning, idling, etc.), causing the streaming of a large file to take a few frames. If a character slides prior to the animation beginning, this is an indication that the DBA is too large. So, tech animation developed a tool to create, manage, and sort the animations within DBAs.\n\nThis month, engineering, tech art, and DevOps teamed up to automatically output and track errors and warnings associated with certain assets for easy assignment, better visibility, and quicker turnaround. This affects everything from needed fixes to undefined behaviors that could negatively impact the gameplay experience and performance speed. Implementing this tech should alleviate the performance hit from costly asset errors.\n\nWith the implementation of Item 2.0, the Tech Content team needed to create a specific loadout editor to handle the characters as they will become fundamentally different than the characters in the base engine. Now that it\u2019s been used in production, there have been some major improvements like new icons, documentation, and general workflow improvements that allow for more developers to get up-to-speed quickly on the usage of this tool. It will also make creating loadouts easier and faster.\n\nThey also created a new Skinning Tool to reduce turnaround by taking the CGA format (which is a hierarchy of animated meshes, collisions, and constrained pistons) and turning it into a unified set of skins with LODs that are bound to an animated skeleton with physics. This tool will not only allow for more complex rigging setups and LODs, but also reduce turnaround for skinning complex setups and improve the overall process.\n\n\nANIMATION\nSince hands tend to be a third of the screen space in a typical first-person shooter, they must be at a higher quality level. An interesting byproduct of unifying the first and third person is that, without a separate asset to represent first-person hands, all character assets must be to the level of a typical first-person shooter arm asset. Meaning, the quality should be to the correct level of fidelity and the hand weights should allow for more accurate animations. The new hand updates done by the rigging team allows for better deformation and drives the eye forward to connect with the weapon, which also lends itself to the use of longer weapons.\n\n\nTECH ART\nA critical feature required for characters is that the weapons move to their designated positions accurately when players switch armor. Tech Art worked within the confines of the skeleton extension system to develop an override technique that utilizes the correct helper positions based on the asset. This means attachments will now inherit positions in real time as armor pieces are attached and detached.\n\nAlso, in terms of attachments, the most complex character to date is the Heavy Marine. A fully equipped Heavy Marine has the most physical attachments, or weapons, than any of our other characters. This presented some unique challenges in trying to fit four grenades, eight magazines, two medpens, two gadgets, one side arm, and two weapons onto a single character.\n\n\nCHARACTER TEAM\nThe character team is making solid progress across handfuls of different outfits, uniforms, and aliens. The OMC undersuit has completed its high poly pass, making it ready for in-game mesh and texturing. Our Heavy Outlaw has completed its in-game mesh and will move into texturing, rigging and implementation. In Squadron 42, the team is working on major characters to minor background roles. The Marine BDU has moved through texturing and onto its final stages. A medical rep character has finished up her high poly phase and will move to in-game modeling. Concepts for the Xi\u2019an and Banu are near completion. Our newest quest givers, Ruto and Miles Eckhart, will be in-game soon.\n\n\nNARRATIVE\nThe narrative team dipped their toes in a lot of different pools in the last month. On the alien front, they worked with the design and AI teams in Frankfurt to brainstorm Vanduul behaviors and delved even deeper into the Banu to flesh out more of the civilization to help with the Defender brochure. Dave and Will also appeared on a Subscriber\u2019s Town Hall to field questions about aliens in general. Otherwise, although there were the usual weekly needs (News Updates, marketing blurbs and Jump Point), the bulk of the time was spent working on 3.0. They synced with the UK designers to talk out mission types and the art teams to help figure out ways to dress the various surface outposts that you\u2019ll find around the moons.\n\nCLOUD IMPERIUM: AUSTIN\nDESIGN\n\nThe team has made progress implementing Commodity Trading in 3.0. Since several things need to come together on the tech side first, the programmers worked furiously on the Shopping Code Rewrite, the Commodity Kiosk, and Ship Persistence so Commodity Trading can be possible. Also for 3.0, the designers finished the first batch of usable requests for the first round of shops. These are created so the 4 required disciplines (Design, Animation, Tech Art and System Design) understand each usable\u2019s intended purpose and functionality. Once all the required assets are created, they will come back for design to do the final hookup. Also, the first mission giver experience is being plotted for 3.0. Getting Miles Eckhart, who you met in last year\u2019s Gamescom demo, into the game is the primary focus while work on Ruto, our criminal fixer, is also proceeding nicely. The team worked on giving Eckhart a constant stream of missions and enabling players to earn reputation and higher tier mission options. Lastly, the team did a breakdown of the Levski landing zone, which included how players will smuggle cargo into the city; the placement of the mission givers and their content; the factions within Levski; and the political aims of these factions.\n\n\nART\nOn the Art side, the team is completing the damage model pass on the Cutlass Black rework. By far, the most time-consuming part during this phase is creating the intricate trellis work on the parts that get blown off, like the wings and the body. This requires working closely with Tech Art to make sure the ship breaks apart and receives surface hull damage in the correct areas. Once we complete the damage phase, all that\u2019s left to make are the LODs.\n\nThe team also worked on the lighting for one of the Squadron 42 stations and are also in process of converting existing setups to use the new light group system. This system will allow a much greater degree of control for the look of a room under different gameplay circumstances \u2013 such as when the power is on or off, when emergency lighting has been activated, or when gravity has been disabled. All of these changes will not only add a dynamic quality to the lighting but also make the environments feel responsive to player input. Initial testing has begun on a new volumetric fog solution, which lets every light cast volumetric fog, with the hope that it will allow many more high-quality atmospheric effects.\n\n\nPU ANIMATION\nThe PU Animation Team updated all the existing usable animations to the new robust system. This will save on memory footprint and create a larger number of unique animations more quickly. The team also did a quick pick up shoot to capture lifting crates of different sizes from different heights, operating door controls, and various other transition animations. They also worked on picking up two handed objects as part of the Looting system. This allows more object interaction in-game and opens the possibility for more missions and activities. If a player sees a box on the ground and wants it, they will be able to pick it up, carry it back to their ship, and put it in their cargo hold for transport back to their hanger.\n\n\nSHIP ANIMATION\nShip Animation wrapped up the reworked version of the Drake Cutlass, as well as new Zero-G enter-exit animations for the Drake Dragonfly. They also improved the cockpit experience by adding hit reactions, button presses, and updated cockpit layouts.\n\n\nENGINEERING\nThe Backend Services Engineering team has been bringing Diffusion online. The more trivial services, such as Friends, Analytics, Authentication, and Presence, were converted from legacy architecture to fully Diffusionized services running with Ooz. Next, we will start to convert larger and more complex services like Persistence Cache, Game Server Management\/Matchmaker (GIM), and Persistence Database. These services will be broken up into smaller micro-services to meet performance, scalability, and availability standards. The Game Server and Client are very close to being Diffusionized, which will close the communication gap between the backend and front-end. In addition, the system is being optimized using a technique called Router Biasing. This allows the team to apply advanced bandwidth and control bandwidth techniques between service types in the Diffusion network.\n\n\nDEVOPS & IT\nThis month, the DevOps and IT teams completed a project to expand the build system by 50%. This project is an important part of the build and deployment pipeline and the goal of this upgrade was to fully isolate and expand the try-build system. This will lead to much faster check in times for the engineering team and improve overall stability and performance of the builds in general.\n\n\nQA\nQA\u2019s focus in early April was testing 2.6.3 to get it out to the players. They helped with multiple PTU pushes that led to 2.6.3 going Live. After the push, the team spent a lot of time supporting the Live build before shifting full-time to test the Game Dev branch. This has been both to stabilize the branch and to begin more rigorous testing and preparation toward 3.0. Some of the items being tested include a number of new ships, in-depth sweeps of some procedural planet environments for bugs, testing megamap improvements, new implementations for player interactions, item 2.0 conversions, movement system refactors, and new field of view controls. The development teams have been lining up new documentation and data for QA to polish up to ensure they are ready to jump on new content as it comes online. One of our testers worked directly with the Austin Animation team to clean up new mocap files for the development teams. Several other team members have been working with the Frankfurt QA team for in-depth testing of new and updated engine tools, ensuring that the new tools will function so designers can better implement and create content.\n\n\nPLAYER RELATIONS\nThe Player Relations team was excited to spend a full week with the Turbulent team working on Spectrum improvements and focusing on how we can better improve the new player experience. We\u2019ve begun work on revamping many areas of our service, and started the process of adding headcount to support our ever-growing community. Lastly, of particular relevance to 3.0, the Player Relations team has started adding new Evocati and updating our PTU waves.\n\nFOUNDRY 42: UK\nSPRINTS\n\nOne of the big advances this past month has been with the player interaction system. Further improvement of the personal inner thoughts system will allow players to select functionality which is not directly tied to a particular object, like selecting an emote or exiting your seat. There will still be a quick select function to access default actions for experienced players. Also, item ports now allow objects to be physically attached to other objects, such as, how a sight is attached to a weapon.\n\nThe air traffic controller sprint was set up to figure out how to manage the flow of traffic to a location, in particular, it is responsible for assigning out and reserving a landing pad when a player wants to land, as well as freeing up that landing pad once they\u2019ve landed and cleared the area. Conversely, this system will deal with reserving a landing pad and spawning a ship when the player wants to take off. The initial stages of the implementation are now underway and the team worked on the underlying structure of how the system works.\n\nThe functionality on the Character Status system is almost finished, which included bringing the procedural breathing and suit punctures to final implementation. Once this is done, the focus will be getting the system switched on by default in the game.\n\nThe team is also working on Pickup and Carry, which is a bit of a mashup between the player interaction system and the usables sprint. The usables were more concerned with getting the AI to interact with objects in the environment, whereas the player interaction system is more for the player UI to interact with the environment. These two systems are now being brought together so the player can pick up, carry, and then place objects in our universe.\n\nFinally, they completed the initial development of the conversation tech for the subsumption tool, which streamlines the creation of NPC conversations. It has been handed over to the designers to test by setting up different conversations. They\u2019ll provide feedback on any necessary improvements.\n\n\nAUDIO\nThe audio team has been working on procedural planet audio processes, including R&D and planning, for systems to map and modify audio automatically. Work continues on the Audio Propagation System, the breathing system, audio for the character status system and also a dialogue tool called Word Up.\n\nFor weapons sound effects, the ship weapon \u2018tool kit\u2019 is in progress, which includes reload SFX for the Gallant, the weapon tail refactor and multi-positional code support for weapons, which will handle summing up the audio for many of the same weapons mounted to a single ship. For ships, the Prospector audio is done, with work on the Greycat and Cutlass Black still in progress.\n\nThe music department worked on the \u2018Dynamically looping cinematic ambient music system\u2019 and the \u2018addition of tension system.\u2019 They also cleaned up dogfighting music logic, prototyped planetside procedural music, and added more music to the launcher.\n\n\nGRAPHICS\nThe graphics team worked on many separate pieces of tech this month. The first is the integration of real-time, lit volumetric fog from Lumberyard, which is going to be a huge boost for the lighting and environment art teams. The render-to-texture feature is progressing quickly, and the initial version is in the UI team\u2019s hands. They will use it to upgrade our 2D UI\u2019s, and create 3D holographic projections to power various holographic displays. The real-time environment probe tech is nearing completion and allows fully dynamic bounced light and reflections on a planet where traditional light-baking techniques are not possible.\n\n\nVISUAL EFFECTS\nThe visual effects team have completed a pass at planetary entry VFX. The effect is controlled by speed and atmosphere density values. With this core functionality in place along with advances in the engine trail tech, these two sprints are now being merged. Design and art feedback were being implemented alongside optimization and bug-fixing. In addition, there have been some lightning entity effect improvements, where realistic lightning and other electrical type effects are created. The first pass of vfx for the MISC Prospector, including thruster improvements and damage, has been completed. For weapons, initial work on the Apocalypse Arms Scourge Railgun continues, including the charging and charged effects. Additionally, the weapons team completed the Preacher Distortion Scattergun and the Apocalypse Arms Scattershot. They also made good headway on the Klaus and Werner LMG.\n\n\nSHIP TEAM\nThis month the Reclaimer received a lot of attention. On the exterior, work on the hull was completed and the huge claw came together. The team is now splitting the mesh up and getting it ready to use the damage tech. On the interior, the habitation, tech decks, and an enormous salvage processing room have been fully fleshed out. Next on the list is finishing the drone room, engineering deck and cockpit.\n\nWork also began on derelict ships, so that design can lay the groundwork for mission specific scenarios encompassing ships and wreckage.\n\nAn initial batch of ships that include the Connie, Caterpillar, Starfarer and Freelancer are being broken down to their structural elements and made to look destroyed. Material work is being done in tandem to give the ships a more deteriorated and aged look. A wreckage component was also worked on. This is a library of nondescript ship parts that will be used to help embed and integrate derelict scenarios into the environments. The Razor artwork is now complete, and the ship has gone through a full damage pass. Some cool work has been done on breaking it into pieces. Currently, LODs are being finalised on the hull, and art is working closely with tech design to get it flight ready.\n\nThe Hull C also progressed nicely. The hull mesh is now largely complete, manoeuvring thrusters were incorporated and polish work done to match the interior and exterior. A detail pass adding all the finer details expected is ongoing. The interior went through the block out phase, and is now well into art production. By utilising assets from other MISC ships, spaces can be created quickly and efficiently, with the intention to use these across the Hull series.\n\n\nENVIRONMENTS\nThe environment team alongside the graphics team continues to explore ways to create volumetric forms in space through simulations and initial renders.The surface outposts are finishing their interior visual benchmarks for engineering, habitation and hydroponics. These will then be distributed to the various outpost layouts and configurations. The team continues to set dress, light and polish these interior spaces to build character while also exploring options for navigation and branding based on the lore. The Truck stop space stations have moved into the final art phase, so the team is busy building the shader library and working on example pieces to final quality. As it\u2019s a modular system, the building set is being refined to explore potential build configurations, which will ensure the set is as flexible as possible.\n\n\nANIMATION\nThe animation team worked on cover AI, with the aim to improve all animation assets beyond \u2018functional.\u2019 Breathing state improvements are now in line with backend code improvements. This involves getting curve data out of Maya and into Dataforge, which allows for more refined procedural breathing curves. The team started implementing multi-directional takedowns for killing enemies within close proximity of the player. Also, there were further improvements to weapon setup & reloads across the board, including the Devastator shotgun, Arrowhead sniper rifle, Gallant laser rifle, and P8-SC ballistic SMG As well as melee improvements for pistol and stocked weapons.\n\nFinally, the Derby Foundry team were busy with face and body animations for our 3.0 Mission Givers and handed over 500 facial animation files that are now ready to be implemented in Squadron 42. The Motion Capture team has tracked and solved almost 1000 new body animations for various characters within the Persistent Universe.The team also worked on new facial animations for shooting guns. Animation Director Steve Bender has been a great source of inspiration, so expect new and improved faces soon.\n\nFOUNDRY 42: DE\nENVIRONMENT ART\n\nThe Environment Art team fleshed out the different procedural terrain elements of Delamar, which is mostly covered with mountainous shapes.When placing the Levski landing zone onto the planet, there were a few challenges such as: What\u2019s the best workflow to create the large borehole in front of the landing zone and the roads leading up to it, and what specific elements are needed to make the station blend smoothly with the terrain? The exterior of Levski had a few changes made to it, such as integrating garages on the lower levels so players can make an approach with ground vehicles. The team also made progress on the mining structures in and around the borehole to give them a more functional feeling and a polish pass. There were also some final touches done to the moons to differentiate them from each other.\n\n\nVFX\nWork moved forward as the team collaborated with the engineers to flesh out the tools and tech required for the procedural planets. Progress was made on the manual setups required to spawn the effects in engine, and moons are slowly taking on their own subtle personalities.\n\n\nCINEMATICS\nThe team\u2019s primary focus continued to be performance capture scenes across numerous Squadron 42 chapters. The current priority are story scenes on board the giant Shubin Archon facility, so the level designers and artists can finalize the Shubin environments. In addition, the team edited a big sequence for the middle of the story and progressed with setting the vista for a major story event during the opening of the game.\n\n\nTECH ART\nThe Tech Art team performed R&D regarding foot constrain locomotion. The end goal is to get the feet to properly plant on the ground with each step, to the give the character a true sense of weight, at all speeds and angles. There was work on some skinning tasks to widen the range of character customization. Collaboration with the weapons team continued, both on Tools to help programmatically spot errors in the pipeline, as well as rigging for new and updated weapons.\n\n\nSYSTEM DESIGN\nThe System Design team progressed on the Actor Status system. It now incorporates player breathing, suffocating, stamina, g-forces, drinking, injuries, etc. Other work included: subsystems for suits getting punctured in combat, the ability to patch damaged suits, and recharge oxygen tanks.\n\nThe usable systems reached full production status and is now being mass produced for both S42 and PU. Once implemented into the levels, these will make the world feel so much more alive as the AI will be able to interact with almost any item in the world. The system is incredibly flexible from simple actions such as an AI leaning on a wall to complex ones like the opening of a service locker, accessing the power supply item inside, inspecting an item inside the power supply, removing a broken item and replacing it with a new one, and restarting the power supply. The system allows either the player or AI perform those actions, or have both players and AI working on the same usable together.\n\nOn the social side of things, the design for the Spectrum game integration is being finalized. This will allow players to access core Spectrum functions inside the game, like party creation and management, chat, friend\u2019s list, organizations, etc. The goal is to keep the majority of the stuff available in the Spectrum app, while the core functionality needed for minute to minute gameplay remains available directly in game.\n\n\nLEVEL DESIGN\nThe Level Design team finished their design pass on the Surface Outpost, as the Art Team worked on its modular system. Levski is now being integrated into the procedural version of Delmar. An Upper Lobby was created, which will connect the Levski interior to the planetary surface via airlocks and serve as a place for a future possible air rail to outlying landing areas. Garages were implemented on the surface so people can spawn or park their vehicles. We also added new approaches to the Levski site itself, with roads and parking zones. Additional custom work that included planning out the elevator network and worker\u2019s areas, and adding administration offices, was also done.\n\n\nQA\nThe QA team began testing the new Stanton System persistent universe level this month with a focus on finding any major gameplay blockers. The entire process of connecting to this new PU level has changed, which led to additional tweaks and testing done to the in-house server launcher tool called Catapult. With Port Olisar now in the Stanton System level, traveling between the different moons, landing on them, getting out, etc, is being tested. In the Subsumption Editor, the new Conversation system was recently added and was available for an initial round of testing. All issues encountered were entered in JIRA and sent over to our Austin studio to be investigated.\n\nThe QA team also worked with the internal system designers to fix up the AI Basic Feature Test level and add behaviors for all AI NPCs, so that their designated tests could be run. The Feature Tester is kicked off whenever new code changes are submitted to the Game-Dev stream. The AI Basic FeatureTest level catches any AI related issues that could potentially be caused by a code submission. The team also further expanded QA\u2019s depth of testing with the Particle Editor. New VFX test cases were created and added to the Editor checklist. These tests will continue to be maintained as additional feedback is gathered from other technical testers and the team.\n\n\nLIGHTING\nThe lighting team supported the upcoming 3.0 release of the moons Celin, Yela, and Daymar. There\u2019s been a particular focus on the visual quality of the surface outposts for 3.0 and all subsequent surface outpost variations. The first stage of our new Light Group system is being implemented, which will alter the lighting and mood of a surface outpost based on various states like low power, emergency, or hazardous conditions.\n\n\nAI\nThe ship AI team refactored the Movement system to unify the movement pipeline between NPC\u2019s and Ships. This enables the NPC\u2019s to truly control ships while piloting them, amongst other things. This will ultimately give the AI a finer level of control and a way to contextualize their actions. There were some general improvements to NPC\u2019s AI pathfinding and navigation. At times, AI NPC\u2019s were getting blocked on certain configurations of corners, and this work will resolve that. There were also some fixes for the mesh regeneration to correctly exclude areas that AI should not be able to get to.\n\nRegarding the mission system, the team focused on two different chapters of S42 mission: expanding existing functionalities and adding new ones for the designers. Through dataforge, designers can now define and initialize which default missions play when entering specific game modes. Through the subsumption visualizer, designers are now allowed to overwrite the starting mission for a specific level. This ultimately makes the setup and review of missions much more efficient for the team. Designers can now create a platform, which is a list of items that live within an object container with their known world coordinates at runtime. A platform can be accessed by the mission logic and customized in numerous configurations. For example, an Idris would be a basic platform and, in the game, multiple Idris\u2019s can be setup in different ways: occupied by pirates, another by UEE, etc. All those unique setups would reference the same base platform of the Idris and have their own unique customization layers on top.\n\n\nWEAPONS\nThe weapons team has been blocking out new FPS weapons: two Vanduul weapons, four from Kastak Arms, three from Gemini, and one from a new manufacturer. For ship weapons, a first pass on the Knightbridge Arms Ballistic Cannon Size 2 and 3 was completed. This is the first ship weapon through the new pipeline to prep for the modular upgradeable system.\n\n\nENGINE\nThe engine team worked on Object Container streaming to help with the PU and SolEd, which is an internal tool that helps easily build full Solar Systems. Star Citizen and Squadron 42 are developed with C++, a programming language known for high performance. But due to the languages design, large projects can suffer from long compile times if not careful (the time spent translating program code into machine instructions).\n\nEven with careful code design, compile times for a large project tends to increase over time, so the team recently spent time doing house cleaning on existing code. For this, the team had to touch each GameCode file (nearly 2000 files). In the end, it improved the compile time by several minutes, which will have a positive impact company wide.The engine team also spent time further improving the procedural planet tech, including terrain blending, blending of terrain and scattered objects, and improved transition-dissolve-blending.\n\nTURBULENT\n\nThis month, Turbulent released Spectrum version 0.3.3. This version contains a new type of discussion called nested threads. A nested thread works by stacking replies to an earlier comment directly below it, so users can see a discussion evolve from a specific comment or reply. The first level is sorted by votes, so the most upvoted sub trees are on to top. Nested threads are akin to Reddit discussions.\n\nWhen a new discussion is started on Spectrum 0.3.3, the user can choose between a nested thread and a chronological thread. This new type of discussion allow for faster and more dynamic threads. The upvote feature is also useful for the community teams to gather questions, among other things. Turbulent is looking into how the nested thread option can be transformed into a view option, so users can decide how to view threads. The team is also improving the unread status as well as adding staff tracking, so users can know from the top of the thread list which ones have a had a staff response. This will be particularly useful for the Ask The Dev forums.\n\nAlso included in 0.3.3 is the ability to flag posts for moderation. This works within orgs and the public community. Users can flag a reply, a thread, or message for moderation, so public moderators know to intervene. In your private orgs, anyone who has the moderation permission will receive a notification to investigate. There has been massive progress on mobile support for the keyboard system in 0.3.3 and it should be fixed in the next release.\n\nCurrently the team is working on the 0.3.4 release. The main feature of this release will be more refinement on tags in sub forums. These tags will be surfaced at the top level of the community index in the channel list, so that users can jump directly from a global community index to a specific tag within a channel. The second part of this release is that users will be able to bookmark a tag just like it was a channel in itself. This will give the functionality of a sub forum, while keeping the tagging system in place.\n\nThe team is also adding more filters and working on the search subsystem, which will power all the \u201cview my own posts,\u201d \u201cview somebody else\u2019s posts,\u201d and let users search by author, role, or dev posts. This feature will also power a new mini profile, so users will be able to just jump directly to a list of posts from a specific player directly from the mini profile.\n\nVirtual lists are also being developed on the back end. Currently, there is an issue rendering long presence lists in the chat lobbies, which causes the backers group to collapse by default in the general forum. Virtual lists will allow for rendering what is visible plus a buffer. This will save on performance and allow everybody to be present in the lobby lists. One of the most reported issues is that users can\u2019t jump directly to a message and then go back in time. Virtual lists will allow this.\n\nIn the meantime, the research team from Spectrum is working on the overlay for Spectrum desktop, which is an integration between the game and Spectrum. This means taking the redux application store and moving it to an area where two processes can benefit from it. Then, there can be an overlay that will keep the game and the desktop client synchronized without having to double the resources for it.\n\nThere has been some research on PM groups, specifically the ability to refactor the currently 1 on 1 PM system to have more than one person in a group, so users can have a party system for specific a lobby.\n\nTurbulent also visited the Austin studio to presented the new art design for the site revamp. There were also some major infrastructure changes as the platform was moved to a new set of hardware. There was a brief downtime while it was shifted, but everything was quickly back up and running better than before.\n\nCOMMUNITY\n\nThe Banu Defender was launched via a concept presentation. As part of the process, the ship rollout system was upgraded with an improved Q&A, a live Town Hall to discuss the ship, and a focus on the development process in Jump Point and the Vault. Simultaneously, the updated Banu race was revealed in a futuristic \u2018National Geographic\u2019 style magazine.\n\nThe Star Citizen store added new merchandise, including Star Citizen and Squadron shirts and hats, plus a beautiful new Terra mousepad. Subscribers can purchase exclusive Polaris shirts. Shipping and handling was revamped as a part of these new additions. Now, merchandise ships immediately instead of as a pre-order.\n\nInternally, the team is in the process of supporting a major website update, which includes a long-awaited overhaul to the ship stats page. New player content is also in production thanks to community feedback, which has highlighted how daunting Star Citizen can be to new players.\n\nTickets for Gamescom went on sale this month and event planning continues. Our community team and staff from Austin attended DREAMHACK, where they met with backers and talked Star Citizen. The con concluded with an appropriately Texas-themed BBQ Bar Citizen. Devs also attended the backer-organized BritizenCon and took part in not one, but two panels! It was an honor to participate and connect with the community.\n\nThe team ran four Happy Hour livestreams this month, including a live look at how production schedules are made. Happy Hour will be going on a \u2018half hiatus\u2019 for a bit as the team works on the New Player Experience videos, but it will return to its usual schedule in the near future.\n\n\nWE\u2019LL SEE YOU NEXT MONTH\u2026"},"links_count":0,"comment_count":46,"created_at":"2017-05-12T00:00:00+00:00","created_at_human":"8 years ago"},"meta":{"processed_at":"2026-05-08 00:14:39","valid_relations":["images","links"],"prev_id":15898,"next_id":15901}}