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Citizens!\n\nWelcome to the Monthly Report for June 2017, our collection of studio reports and videos from our offices around the world showcasing the progress we\u2019ve made over the past month.\n\nCLOUD IMPERIUM: LOS ANGELES\nENGINEERING\n\nAs part of the upcoming 3.0 release, we\u2019re very excited to introduce cargo as a mechanic. To ensure your ship is technically equipped to handle this, we\u2019ve created cargo grids to provide the visual element of transporting commodities like minerals, scrap, and food. The number of commodities you have will manifest as stacks of crates located within the ship\u2019s cargo hold and will be limited in capacity by the dimensions of the grid your ship can use. This system will also allow you to park vehicles and other loose items into the cargo hold, but will limit the amount of grid space you have available for bought or scavenged commodities. Code wrapped up on this feature and design has implemented the new cargo grids into all the ships that can carry cargo.\n\nEngineering also finished implementing the solar system content (or what we\u2019ve been calling object containers) into a hierarchy to ensure that outposts on a moon or planet, as well as space stations in near orbit, are all in the correct planetary grid at all times.\n\nThe team also just provided the much-needed Object Container editing. When creating a gameplay level, we build the level with a combination of Assets and Object Containers. Originally, Object Containers had to be built in the dedicated Object Container level, which, unfortunately, made the contents of the Object Container only editable in the actual Object Container level.\n\nIn the previous system, when designers used to build levels with Object Containers, if they wanted to modify the contents of that ObjectContainer, they would need to exit the current level, open the Object Container level, do some tuning, save, export, and then move back to the level. This new tool will allow the designer to edit the contents of an Object Container, save and export all while inside the level. This new workflow will save Design a lot of time.\n\nThe engineers have created a new debug and setup process to help handle vehicle interior damage states. Interior damage states will be changed based on the cumulative health of a ship. The old method was written in flowgraph, but now the process has been integrated into a vehicle component, so that it can be used in various places. This new process should help us find the problem quickly, solve it fast, and get the team back to working on features.\n\nThe update process of the Intelligent Flight Control System (IFCS) for our ships has now been converted to a batch update. Because IFCS is very isolated from the physics engine, taking in values like velocity, mass, center-of-mass, etc., and outputting one linear and one angular impulse, there\u2019s no reason IFCS needs to be updated in lockstep with the physics thread. This change will be more efficient, but also hopefully allow a larger number of players on the servers.\n\nThe team has now completed the new quantum drive 2.0. We\u2019ve removed the old code that controlled things like VFX and sound FX playback, as well as obstruction detection and alignment code, and moved the targeting of a QT point to the Target Selector on the ship, so the drive only cares about the travel point itself. This made the drive code much simpler and should make it run smoother. Aside from bugfixing, the team also added some features that attach to the quantum drive, such as automatically closing all external doors when doing a jump to prevent accidents by jumping out of a ship traveling at high fractions of the speed of light.\n\nThis updated quantum drive is now ready for design and art to start tweaking and implementing on all the ships, as well as for UI to start creating a more realistic feel for how such an event should be handled in-game and incorporate other features like the star map.\n\n\nSHIP TEAM\nThe RSI Aurora went through a final art check this week, so the only remaining work will be from any incoming bugs that pop up while going through design implementation, animation updating, sound, VFX, etc. The team also created fourteen different skins for designers to utilize as well. We\u2019re excited to get this updated version of Star Citizen\u2019s most prolific ship into your hands, and the team here is working hard to make make this a reality.\n\nThe Anvil Terrapin is finalizing its greybox phase, which included setting up the exterior hierarchy, polishing the proxies, baked and migrated animations. For the interior, the artists are polishing the geometry in the cockpit and habitation, and moving into the final art phase. The Terrapin was also sent over to Tech Design to begin their greybox pass on the ship.\n\nNow that the ships are being converted to Item 2.0, the team has also completely reworked the ship stats page on the website to allow for up-to-the-minute stats. The design has now been finalized, the icons finished with refined meaning and everything is currently being updated on the web.\n\n\nTECH ART\nThe team implemented the first iteration of the landing springs technology to allow for a more cushioned landing experience on uneven terrain. From here, they will move on to the next step of full visible landing compression on the landing gear, which is slated for after 3.0\u2019s release.\n\nTech Art\u2019s role tends to increase the closer you get to a major release as performance begins to take priority over features and asset developments, so they have been reviewing the release builds to identify code and content fixes that would dramatically improve performance. One in particular is called Statoscope. It plots graphs from data logged on a per-frame basis, and provides a way of recording values (e.g. fps, number of drawcalls, etc.) from Star Citizen and showing how they change over the course of a play-through. This really helps our development team find ways to improve performance by identifying massive frame time offenders.\n\nTech animation improved the format that animations are saved as and then reloaded into other scenes. Due to the amount of characters and lengths of the scenes, they could formerly take up to 50 minutes to load in Maya, but with this improvement, the worst load time has been drastically reduced by over 82%, meaning cinematics won\u2019t be waiting long to make quick iterations.\n\nOn the skinning front, a female transfer mesh has been created and the male transfer mesh has been massively updated. These transfer meshes are used with our skinning tools to automate basic skinning of all new characters. Tech animators can now spend time perfecting the weighting of the mesh allowing for a higher quality and more accurate deformation in less time.\n\nOur tech art team identified an issue where the eyelids on many of the heads had vertex normal issues. They ultimately determined that because the vertices of the eyelids were so close together, the normal would get flipped but only on a few verts. This has now been fixed and characters can now sleep with ease.\n\n\nCHARACTER TEAM\nThe team has been knocking out countless costumes for Squadron 42 and Star Citizen. Currently in production, the male Navy medical corpsman has entered the high poly phase. Once that\u2019s complete, he will then go on to in-game modeling. Another female character is finishing up her in-game asset then will be sent over to get textured and rigged along with our OMC Undersuits, which have also finished up in-game modeling.\n\nThe civilians and the miners of Levski are currently being textured before heading over to rigging and implementation into their final resting place in-game on Delamar.\n\nThe team updated some of the legacy UEE and Pirate armors to not only bring them up to the visual quality of our current assets but allow them to be swappable with all newer armor pieces. We\u2019ve officially started high-poly on some of your favorites and then will be moving onto the in-game modeling and texturing pass.\n\nAlong with the new eye options, the team began work on a multitude of hairstyles. These are all in various states of production, but a select group will be ready for 3.0.0.\n\nAn assortment of new characters, like the Male Marine BDU and Male Deckcrew, have been rigged and implemented. They can now be found on the bridge of the Idris or completing their work on the exterior of a ship in the vacuum of space. Lastly, the Female Light Marine armor and Female Explorer Suit have finished up their implementation passes.\n\n\nNARRATIVE\nOur narrative team has had a jam-packed month as well. With Item 2.0 coming online, they have been knocking out a massive amount of component and item descriptions needed for 3.0, everything from coolers and quantum drives to armor sets and shirts. They have been getting trained up on handling the localizations of these names and descriptions into DataForge directly, giving them a bit more oversight in making sure that the latest text is appearing in the game. The team wrote approximately 2800 lines worth of generic NPCs to liven up the universe then recorded them in a VO booth down in London. To help keep track of these assets, the team started building a Persistent Universe character tracking sheet to create a single consolidated reference for lines, file names (for all the departments like audio, animation), overall status, and priority for the massive amounts of dialogue for Mission Givers, Generic NPCs and more.\n\nLastly, the team has been walking through the locations of both Squadron 42 and the PU and writing up documentation of props, posters, signs, branding, and set dressing for more immersive environmental storytelling.\n\nCLOUD IMPERIUM: AUSTIN\nDESIGN\n\nEckhart was the big challenge this month. As the first real dynamic Mission Giver, getting Eckhart into the game required collaboration and work from several different teams. The Usables Team created the tech that allowed us to link extraneous objects such as the barstool to other usables like the high bar table, while still registering items on the table properly like the glass in Eckhart\u2019s hand. The Mission System Team created the ability to look for missions with the \u201cEckhart\u201d tag, figure out what is currently available for players, and pass those via subsumption to the player\u2019s mission log for acceptance\/rejection. Between the AI and FPS Programmers, they created an animation technique we\u2019re calling \u201cfeather blending\u201d that will allow blending between usable object animations such as a generic sitting animation for a barstool and the animations related to the Mission Giver conversations. And of course, the Subsumption tech\/programming team facilitated all of this through the Subsumption tools and the game code that goes with it.\n\nThe team has been tackling 3.0 tasks on a variety of fronts; Pete Mackay worked on a new pass of the master excel where the pricing structure is laid out, called PriceFixer. Pete added all the new ships, ship items, armor suits and some other FPS goodies, and balanced their pricing to fall in line with the most recent design pass of the items. Since the overall design of the items is much further along than before, the gameplay implications of the items are much clearer. Although this required another pass through the items, the team is now able to more accurately predict where their base prices should sit. On top of this, he did an additional pass on mission rewards, insurance prices and respawn timers to accommodate the new missions that are coming online.\n\nRobert Gaither worked on getting NPC\u2019s into some of the main hub areas of our PU landing zones. He started with Grim HEX to prove out the behaviors, but the current plan is to extend these general behaviors to the other landing zones with the goal of giving a general sense of ambiance and life to the levels.\n\n\nSHIP TEAM\nJosh Coons, in conjunction with Tech Art finished creating the LODs and the damage pass of the Cutlass Black. He also made tweaks to the cockpit area and the rotating nacelles, based on the Tech Art feedback, and has now moved onto creating renders and videos for the website and potential marketing needs.\n\nChris Smith finished working on modeling and texturing the Aopoa Nox bike. Once the model was complete, he worked with many team members to provide materials for the brochure and release video.\n\n\nIT\/DEVOPS\nServer engineering worked closely with DevOps to integrate and test Diffusion in a QA environment. The team started working with gameplay engineering to show them how to best utilize the features Diffusion offers and will continue over the next few months to identify new and old gameplay features that will be best suited as Diffusion services. The eventual goal will move more of the feature logic in Diffusion services to result in higher scalability and optimal performance.\n\nThe DevOps team quietly added more hardware to increase network capacity to handle the increasing demands on the build system due to work connected to 3.0. Meanwhile the LiveOps team has completed the build out of the latest server side expansion supporting the latest revision of shopping and subsumption. They\u2019re still tuning and making adjustments but it\u2019s always exciting to see the new services coming on line.\n\n\nANIMATION\nThis month, the animation team started on the NPC usable for counters including shopkeepers and bartenders to help bring these elements to life. Once these are complete a player will be able to walk into a shop to buy weapons, space suits, clothing, ship parts and other such things from NPCs. This will incorporate our wild line system as well, with face animation and audio captured at our mocap shoots. To complete these features, we had to capture a few transition elements that were missing, so we set up a quick mocap shoot in our office to get what we needed. Along with the bartender, we are also implementing the bar stool, so the player will be able to go, sit at a bar stool and order a drink. Finally, we finished the carry system animations. As a player, you can now pick up a standard size box and walk around with it, which means that we have all the needed tech to expand this to a variety of uses.\n\nThe Austin Ship Animation team wrapped up establishing the standard for the cockpit experience, as well as polishing and creating new, improved animations for our next release. In addition to various bug fixes, they worked with the design and programming teams to bring the same level of interactions you get in the cockpit to ship turrets, which includes g-force reactions, hit reactions, as well as g-loc pass out and wake up sequences when you pull too many g\u2019s.\n\n\nQA\nFor June, Austin QA has been testing new features and preparing for 3.0, specifically new and overhauled Star Marine weapons, the Crusader moons, Levski, new Missions, the improved mobiGlas interface and apps (particularly StarMap). Now that many more ships have been converted for Item 2.0, each one requires a complete sweep for issues, as well as a review of old issues such as animation and ship idling to see what may have carried over in the new implementations. Stability and performance were also a major focus as well, with Austin QA working closely with our UK counterparts to conduct regular playtests and captures for the state of the game. Squadron 42 testing groups worked closely with the rest of team as well, as new tech means new bugs that are often shared between both groups of testers.\n\nThe team also provided additional support for the animation team; handling mocap file cleanup, supporting setup and teardown for pick-up shoots and other tasks that free up the animators to handle important items. New tools and tech are being developed in all four studios, so the team is constantly checking shelved check-ins and binaries for problems and making sure everything is ready before it gets checked in for the rest of the company to use. In the past month, this has included changes to resource management for objects and planets, new build distribution tools, server changes to support subsumption, as well as network code improvements and a refactor of the material manager.\n\n\nPLAYER RELATIONS\nThe Player Relations team continued to prepare for upcoming 3.0 work, and can\u2019t wait to give backers the New Player Experience that will go on the website to match the new content coming in game. The Evocati ranks will expand in the coming weeks, and the team welcomed two new hires to expand the team\u2019s overall headcount.\n\nFOUNDRY 42: UK\nSPRINTS\n\nOn the programming side, the team continued to support the cockpit experience sprint, with the goal of making it more dynamic. This included incorporating the physiological effects, such as the black-out and red-out, into the actor status system. That way it is all controlled by one system and can influence other things like the player\u2019s breathing and stamina. This sprint has also improved the g-force animations, and player hit reactions when the ship gets a dynamic impulse.\n\nWe also made improvements to the close combat gameplay. We worked on numerous knife-based and unarmed takedowns, and collaborated with design and animation to make it both look and feel satisfying.\n\nOver the past month, the team has nearly completed converting all the old player and actor code over to the new Actor 2.0 system. Whereas the previous setup just inferred actor states from other variables, the system now has a cleaner interface for serializing between the server and all the clients, which makes writing new player features much more straightforward and makes the code much more reliable.\n\nThe brand-new patching system has been incorporated into the internal CopyBuild 3 tool that was developed in Frankfurt and Austin. Now that it\u2019s passed QA\u2019s approval, there has been a limited rollout to the dev team to carry on flushing out any issues with it. So far, it\u2019s looking pretty good, and the people using it are really appreciating the reduced time it now takes to grab the latest build.\n\n\nGRAPHICS\nMoving onto the Graphics team, the new render-to-texture system was the key focus this month. This tech has been a major part of the hologram system which will be used for mission briefings, comms calls, mobiGlas and many other situations. The render-to-texture system will also be used for all our new user interfaces and for live-rendering of video-comms from other players.\n\nThe team upgraded our exposure-control system to deal with the enormous contrast of lighting in space. The system now takes light from your peripheral vision into account and won\u2019t overly brighten the screen when you are near bright objects and looking into space. The graphics team also added a host of new features to the GPU particle system such as lighting, turbulence and anti-aliasing, the effects of which you\u2019ll be seeing in 3.0.\n\n\nWEAPON ART\nThe weapons team focused on ship weapons this month, working on the Amon & Reese laser cannons, S1 to S6, and the Klaus and Werner Laser repeater, S1 to S6, along with some associated VFX. On a smaller scale, but just as important, they created a slick looking Heavy Machine gun from Gemini, complete with the iconic cooling system seen on other Gemini guns.\n\n\nENVIRONMENT ART\nThis month, the concept team added another member to its ranks. Their first task will be to look at Orison while also supporting any additional needs for S42 locations.\n\nThe Environment art team built some exciting prototypes for procedural cities which will allow us to create vast cities and landing zones on planet surfaces for the Stanton System and beyond. The first test will be to help us integrate Area18 into the sprawling industrial planet of ArcCorp.\n\nWork continued to flesh out the \u2018texture of space,\u2019 and create a greater palette for the artists to make space travel more interesting and will help support the narrative in both the PU and S42. One specific element is our new SpaceDust Shader, which creates large volumes of space dust to help provide a sense of motion. This will be added to the Stanton System for the 3.0 release. Yela\u2019s asteroid belt has also been improved with this new shader type.\n\nOutpost clusters and additional exterior elements have been finalized, including outpost landing pads, paths, power modules, water collectors, weather stations, relay stations and exterior lighting. The team also completed a branding and dressing pass for different corporate and independent companies who own the outposts for various functions such as mining, hydroponics, habitation and storage. The team also made unique varieties like emergency shelters, abandoned outposts and gang-owned outposts to position around the moons.\n\nThe outpost doors and airlocks were switched to the Doors 2.0 system, which allows them to incorporate the different rooms, power systems, oxygen, overrides and hazards.\n\nThe team finalized Sand, Dust and Frost materials to help blend the outposts into the moons. Decals have been used to add an extra layer of dirt buildup to help integrate the exterior landing pads and props.\n\nThe team finished all pre-polish and optimization work on the exterior truck-stop pieces and have moved on to finish the interior. They are currently working on the main hub, based off concepts from art direction, developing additional pieces to add more character to the truck-stop, and completing a first pass on the side shops and corridors. Platinum Bay landing services is having its own building set made, so it looks more distinctive; and an Admin office has been created so players have a location to drop off mission related packages. The team blocked out an observation room facing the landings pads, so players can watch ships take off and land from the interior of the station.\n\nFinally, Admin offices were added to other Stanton locations, such as Port Olisar and Grim HEX. All the 3.0 locations were updated with the new door and airlocks 2.0 system and two new shops have been added to Grim HEX; an independent ship parts trader, and Technotic, an old electronics store that may house a mysterious character.\n\n\nUI\nThe UI team has been cracking along on the new mobiGlas UI and all the various apps that will become available for 3.0. They also worked with the VFX team to combine particle effects and lighting to help ground the UI projection in the game-world environment.\n\nThe team drove the second multi-disciplinary sprint for the Starmap app to implement the remaining functional requirements for the 3.0 release. This involved focused collaboration between art, VFX, audio, and engineering teams to help improve the visual fidelity and user experience.\n\nBasic functional requirements for the new Mission Manager app were implemented this month. This app allows players to view information on available missions, as well as provide the ability to accept, track, and abandon missions which have been accepted, while keeping a log of the previous missions which have been completed or attempted.\n\nAlong with the work on the item 2.0 ship conversion, they started implementing the new pilot multi-function displays (MFD) which refines the previous UI setup and adds new information and functionality like managing your ship\u2019s systems.\n\nFinally, the team contributed to the most recent doors and airlocks sprint, where they helped design and implement new status displays for the various airlocks throughout the system utilizing the new render-to-texture tech.\n\n\nAUDIO\nThe Audio team has been involved in lots of different sprints and pipelines this month. The team helped to finish up the actor status system, so that the breathing from the player works alongside dialogue more intelligently, and a new outlaw music logic set was completed which will be reflective of the player\u2019s reputation system. The team also revised the environmental and ambient sound for various locations for the 3.0 release with members of the audio team even attending a character-based sound recording at Shepperton Studios.\n\nWeapon audio completed work on the rail gun and have made steady progress on derelict ship audio and the interior ship audio for the Javelin.\n\n\nANIMATION\nThe Animation team worked closely with gameplay programming to continue developing the take down kill mechanics.\n\nThey continued to tweak weapon improvements and created a more flexible system for the jump mechanic to handle more environments and gravity states.\n\nThe mobiGlas has been moved from a lookpose to an aimpose, which will allow increased functionality, and had some extra animation added to the enter and exit states to make it feel more connected to the player.\n\nThe team continued to export and test AI combat assets as well as cinematic scenes for design to implement in engine.\n\nThe Derby Studio has been busy on 3.0 Mission Givers\u2019 face and body animation and continued to turn around facial animation for SQ42 and future PU releases.\n\nThe Mo-Cap team set up the Optitrack system for a quick shoot in the new office space. It was great to see such a quick turnaround of data, from shoot to in-game in a matter of days.\n\nThere was another quick Audio\/Headcam shoot to pick up some last-minute requests for 3.0 and the team quick edited the facial data and put it into production.\n\n\nSHIP TEAM\nDerelict versions of the Starfarer, Caterpillar, Constellation and Freelancer are ready to be used in space and on planets for various missions. The team also implemented the necessary tools to correctly place these wrecks on planets so they all conform nicely to the terrain. In addition to this work, the team has been doing a bug-fixing pass to address collision issues and minor art tweaks.\n\nExtensive work is being done on the Eclipse\u2019s cockpit, specifically on the dashboard. The team worked closely with other departments to lock down the layout of the monitors to make sure that the design is appealing and legible. Layout is also an important factor for Item 2.0 as buttons and switches need to be specifically placed within the pilot\u2019s reach to create further interactivity and immersion. The team also worked on the landing gears and the wings.\n\nThe team finalized geometry on the Hull C\u2019s folding section and blocked in materials, then moved onto finishing the mechanical rig to make sure it operates without any collisions. The front of the interior went through an initial lighting pass and is now being polished to make the areas more cohesive. The rear of the interior has been blocked out and each room is now being modeled.\n\nFans of the Reclaimer will be pleased to hear that there are only 3 rooms left to go through final art. Over the past month, the team wrapped up final art on the cargo room and the main lift with the goal of maximizing the space to allow for easier transportation of cargo. For the cockpit, the team implemented retractable screens which fold around the player when seated to make the confined area more functional. The team continued work on the bridge area and bridge lift, which provides access to the lower deck, and were thrilled to see the tractor beam seats transition from concept to final art.\n\nFOUNDRY 42: DE\nLEVEL DESIGN\n\nThe Level Design team finished their work for the surface outposts and passed them along to the Environment Art team. They also turned over whiteboxes for both the modular hangars and garages to the art team for their visual exploration phase.\n\nWith the whiteboxing phase complete, they\u2019re focused on implementing the markup required for all our locations, this involves everything from room systems (breathing), environment interactions (e.g. vaulting), elevators and consoles for spawning ships and vehicles. Levski will have a combination of hangars and garages to spawn ships, as well as vehicles to explore the planetary surface. With the bulk of the work completed on the previously mentioned locations they\u2019re now moving over to the remaining Flagship Landing Zones for the Stanton system. The first ones they will tackle are Area18 and Lorville, followed by Orison and New Babbage.\n\n\nENGINE TEAM\nThe engine team worked on consistent capturing of both atmosphere and sky in cube maps so we can seamlessly blend between global atmosphere and local cube map based lighting. This new system will ultimately give the game a higher level of visual fidelity. They implemented an improved compression algorithm for the new pak file system to allow for more efficient data streaming due to reduced CPU overhead during decompression. This will be part of the new incremental patcher, which is designed to make patches and updates much more efficient.\n\nThey also worked on one of our internal tools called the Planet Editor (PlanEd). Artists and designers have several needs for marking areas on a planet (identify where specific objects should be spawned within an ecosystem, areas to be punched out to embed brushes or complex structures such as landing zones, etc.), so the code was unified to make it easier to reuse and extend in the future as more functionality is needed.\n\n\nAI\nThe AI team has been busy as usual. This month, they worked on Buddy AI, where NPCs will intelligently follow a designated leader, and made progress on ship AI, getting it one step closer to be fully controlled via Subsumption.\n\nThe team also worked on a sprint that focused on Human Combat. They spent time refining behaviors for first reactions to enemies seen and events heard. The reactions vary in direction and speed, from casual situations, to quick reactions for loud events and so on. This was achieved by triggering the appropriate animation from a start pose to the action intended and once the behavior is verified, they\u2019ll get fully hooked up in game. They also made progress on Friendly Fire to make sure Friendlies are identified correctly in combat situations.\n\n\nVFX\nThe Frankfurt VFX team continued to work on effects for the various planet surface types, covering a wide range of effects, from simple footsteps, to weapon impacts, and vehicle tire effects.\n\nThey also did some early experimentation with rigid body simulations and the workflow for S42 cinematics. This will cover the many mesh destruction and deformation animations that are required for the S42 single player missions.\n\n\nLIGHTING\nThe lighting team brought all surface outposts to final lighting, which included creating a consistent set of lighting fixtures, temperature charts, and rules which we can use to define how each type of outpost looks. The team also created a library of prefabs combining existing props with lighting elements which can be easily iterated on and propagated across all outposts.\n\n\nTECH ART\nThe Tech Art team had a variety of tasks this month. They continued to create numerous Mannequin animation fragments for the Cinematic team.\n\nThey implemented the game Entity for the new Kastak Arms Custodian SMG energy weapon with the blocked-out mesh and rig. Now that it\u2019s implemented, other departments like animation and VFX can start working with it in game.\n\nThe team added additional features to our internal Playblast tool to make it easier for the animators to create simple renders of their work, which are primarily used for animation reviews.\n\nFinally, they also made great progress with new weapon dynamics and secondary motions using both in-game physics and simulation. The initial results were very promising, and the secondary animation will add one more level of subtle detail and realism to the verse.\n\n\nENVIRONMENT ART\nThis month, the Environment Art team worked on the updated material distribution, which will add a more varied breakup of the ecosystem ground materials on the surface of all three moons. The team nearly wrapped up work on the landing pads that will go with the surface outpost to give the players a stable solid landing point on what otherwise might be rough terrain. The surface of Delamar also received its final polish, with geology and materials being updated and fine-tuned. The surface is also getting an FX pass, adding an extra layer of visual interest to the environment and atmosphere. The area surrounding Levski will also have more areas of interest for players to explore.\n\nIn Levski, final touches are being put into the Customs area. All player traffic in and out of Levski will have to go through this checkpoint, so extra effort is being put in to make it both visually interesting and provide a potential deterrent for players trying to smuggle in unwanted goods.\n\nThe team also nearly completed work on the garages and will soon be ready to include them in the level. Once this work is completed, players will be able to request a vehicle in the garage and go out and explore Delamar\u2019s surface. The elevators in Levski have also been updated with new models fitting the modular building set that we are using across the game.\n\n\nGAME PROGRAMMING\nThe team finished up the remaining weapon features for 3.0 such as the Railgun cover animations, delayed recoils, and delayed ADS reticle.\n\nThey also completed the first iteration of the doors and airlocks and are now implementing the technical hooks for adding VFX and sound effects to make them available for the rest of the team to use. With the help of engineers from the UK and LA offices, the technical design for the network code of the new weapon system is being fleshed out and the overall research phase is coming to an end. The first test implementations will be started as soon as all other 3.0 tasks are completed.\n\n\nCINEMATICS\nCinematics worked with UK graphics engineering to test out a working version of our brand new \u201cHolographic projection volume entity tech.\u201d This essentially provides a target holographic volume with content, fed from a source scene, that gets rendered into the volume and will allow us to have characters communicating via hologram to characters in a scene or have the hologlobes switch to a scripted mode and show mission briefings, all in real-time without resorting to things like pre-rendered motion graphics. This tech, minus the holographic component, will also be used to stream comms from other ships (cockpits) onto cockpit MFDs or other displays, all in real-time. As usual, the team also made progress across multiple chapters for S42.\n\n\nQA\nThe Frankfurt QA team started testing the new CigDataPatcher in May and testing has continued through into June. Patcher testing is done daily, as well as on the client, Editor, and dedicated game server copied via CigDataPatcher. The main goal is to make sure there are no differences between builds pulled via the new patcher and builds pulled with our current internal build tool, CopyBuild 2. CopyBuild 3 had also been rolled out to QA at the beginning of June and has been in its QA testing phase in conjunction with CigDataPatcher.\n\nSubsumption Editor testing continued to be a regular part of their weekly tasks as new versions with new features become available. QA works closely with Tony Zurovec and Francesco Roccucci to ensure that each Subsumption Editor release is free of anything that could block the development process. The team also spent a good portion of time testing four player gameplay in the Stanton System Persistent Universe level.\n\n\nSYSTEM DESIGN\nThe System Design team continued to expand the library of usables for both the PU and S42. The Air Traffic Control also made headway and you should be able to experience this in-game soon. They started work on the FPS companion\/buddy AI, including all the orders you can give them and the behaviors needed for those orders to take effect. The Actor Status system is being internally tested right now and is going through its final tweaking and balancing. They also put some finishing touches to the conversation system to allow our Cinematics team to create the best experiences possible.\n\n\nWEAPONS\nThe weapons team blocked out numerous universal grip and optics attachments and converted older blocked out items to work with our new attachment rail system. The team did a quick first pass to test them on the existing guns to see how well they work and if any of the designs need to be adjusted.\n\nThey also completed the first pass blockout for the Klaus & Werner \u201cDemeco,\u201d light energy machine gun. For ship weapons, they finished the Preacher Armaments Distortion S4-S6 and Upgrade Levels 1-3. They also did a first pass blockout including rough animations for the Klaus & Werner Laser Repeater S1-S3, the Neutron Repeater S1-S3 and the Apocalypse Arms Ballistic Scattergun S1-S3.\n\nTURBULENT\n\nThis month we moved 0.3.6A version of Spectrum up to the PTU for regression testing which will test all the backend changes that we\u2019ve made to prepare for the eventual desktop integration.\n\nThe team also worked on features that will be in the new 0.3.6 build. The first of which is the forum editor. The new version will be introducing drafts when creating thread posts. The system will save your progress and allow you to move to other threads before returning and finishing your post. The new forum editor will also allow you to do inline images and add more markdown support for increased styling options.\n\nAnother major feature in 0.3.6A is custom roles for your Organization. The team has created a system that will let you see member lists directly from your Spectrum or Management port and then allow you to change the roles of users by visiting their profile. These customs will also have a custom set of permissions in addition to the ones provided by the Org system. This should create flexibility in how Org leaders assign members to groups, how you let them see specific sub-forums or sub chats within your orgs.\n\nMini profiles are also going to be converted to a more compact setup with a dedicated set of actions. You will now be able to see post counts for all the users as well as their Karma. If you aren\u2019t familiar, Karma is a system that gives you points when people upvote content that you\u2019ve created. The mini profile will also include a hotlink to message people directly rather than navigating through several sub-menus.\n\nIn other news, the team laid some important groundwork on the backend for voice. The team worked on the transmission part of our voice infrastructure, specifically how servers will direct and route people to different voice servers and what kind of data channel will work best for transmitting voice along with game data.\n\nTotally unrelated to Spectrum, the team built a system for 3.0 to handle crashes. Several years ago, the team created a system called Panic that tracks client crashes, so they integrated our Panic system with an UI tool called Sentry to track client crashes, see the repro counts, assign those to developers, link them to JIRA issues, and view regression notifications from the game crashes. The team developed a custom SDK integration with Sentry that\u2019s going to help developers in the testing phases for 3.0.\n\nOtherwise, the main teams continued to work on \u2018Welcome to SC\u2019, the new Star Citizen website revamp. Most of the design work is finished for mobile, tablets, and other platforms and have now entered full coding mode.\n\nCommunity\n\nWe were proud to introduce the next great space bike, the Aopoa Nox! The Nox is a sleek, alien ship design that takes the Dragonfly bike concept and presents it a little differently. We introduced the sale with small interactive RP sessions on Twitter and Spectrum, then followed it up with a cool racing brochure and a beautiful website from the team at Turbulent. We were so excited to see how happy everyone was with their bikes, and can\u2019t wait to let you try them yourselves in Alpha 3.0.\n\nThis month\u2019s community shows covered everything from bikes to \u2026 the parts that make bikes! Happy Hours included an in-depth look at Items 2.0 and a fun throwback stream to the days of Reverse the Verse. Loremakers opened up more of the galaxy and Bugsmashers showed you some of the first in-engine footage of the Nox.\n\nThis summer, Bar Citizens are taking off like a rocket! It seems like there are more of them every weekend, including one week in June where there was a meetup close enough to each of our studios that developers around the world were all able to attend! In Los Angeles, we were on hand to kick off the first ever Food Citizen at a Peruvian restaurant \u2014 great food and even better company!\n\nEvent planning for our big presentations later this year, Gamescom and CitizenCon, continued and tickets for both went on sale and were gone almost immediately! In the case of CitizenCon last weekend, batches of tickets sold out in under a minute. We\u2019re looking at options for bigger venues for next year and will keep you updated.\n\nBehind the screens, we continued work on the New Player Experience and the long-awaited ship stats updates. The former is aimed at helping new backers learn to fly and navigate the verse, while the latter will provide more accurate, up-to-date ship stats through the website.\n\nWe tried a new sort of article for Jump Point this month, turning a design document on thrusters into an article about\u2026 well, how we place thrusters. It\u2019s a tribute to the depth of the systems the team is creating for Star Citizen that something so obscure could turn into a pretty interesting guide!\n\nSubscribers had a couple of cool treats this month, including a holographic model of Port Olisar for their hangars, several vault updates covering the development of the Nox and a license to try the Caterpillar free of charge all June. We saw some pretty amazing tricks when the Cat fleets massed, including Caterpillar bowling!\n\nFinally, the Subscriber Town Hall held this month starred the Star Citizen character tech team. Characters are going to be at the heart of Star Citizen, and it\u2019s always great when we can highlight some of the team responsible for the tech that will allow you to create YOUR Star Citizen in the \u2018Verse. So, thanks to everyone who participated and thank you especially to the Subscribers who provide the questions each and every month.\n\n\nWE\u2019LL SEE YOU NEXT MONTH\u2026","de_DE":"Gr\u00fc\u00dfe B\u00fcrger!\n\nWillkommen zum Monatsbericht f\u00fcr Juni 2017, unserer Sammlung von Studioberichten und Videos aus unseren B\u00fcros auf der ganzen Welt, die die Fortschritte des letzten Monats zeigen.\n\nWOLKENIMPERIUM: LOS ANGELES\nMASCHINENBAU\n\nIm Rahmen der kommenden Version 3.0 freuen wir uns sehr, die Ladung als Mechaniker vorzustellen. Um sicherzustellen, dass Ihr Schiff technisch daf\u00fcr ger\u00fcstet ist, haben wir Frachtgitter geschaffen, die das visuelle Element des Transports von G\u00fctern wie Mineralien, Schrott und Lebensmitteln darstellen. Die Anzahl der Waren, die Sie haben, manifestiert sich als Stapel von Kisten im Laderaum des Schiffes und ist durch die Abmessungen des Gitters, das Ihr Schiff verwenden kann, in seiner Kapazit\u00e4t begrenzt. Dieses System erm\u00f6glicht es Ihnen auch, Fahrzeuge und andere lose Gegenst\u00e4nde in den Frachtraum zu parken, begrenzt aber die verf\u00fcgbare Gitterfl\u00e4che f\u00fcr gekaufte oder ges\u00e4uberte Waren. Der Code, der auf dieser Funktion und diesem Design aufbaut, hat die neuen Frachtgitter in alle Schiffe implementiert, die Fracht transportieren k\u00f6nnen.\n\nDas Engineering hat auch die Implementierung des Inhalts des Sonnensystems (oder der so genannten Objektcontainer) in eine Hierarchie abgeschlossen, um sicherzustellen, dass sich die Au\u00dfenposten auf einem Mond oder Planeten sowie die Raumstationen in der N\u00e4he der Umlaufbahn jederzeit im richtigen planetarischen Raster befinden.\n\nDas Team hat auch nur die dringend ben\u00f6tigte Bearbeitung des Objektcontainers \u00fcbernommen. Wenn wir ein Gameplay-Level erstellen, bauen wir das Level mit einer Kombination aus Assets und Object Containers auf. Urspr\u00fcnglich mussten Object Container in der dedizierten Object Container Ebene erstellt werden, was leider dazu f\u00fchrte, dass der Inhalt des Object Containers nur in der eigentlichen Object Container Ebene editierbar war.\n\nIm vorherigen System, als Designer fr\u00fcher Ebenen mit Objektcontainern erstellten, mussten sie, wenn sie den Inhalt dieses Objektcontainers \u00e4ndern wollten, die aktuelle Ebene verlassen, die Ebene des Objektcontainers \u00f6ffnen, einige Einstellungen vornehmen, speichern, exportieren und dann zur Ebene zur\u00fcckkehren. Dieses neue Tool erm\u00f6glicht es dem Designer, den Inhalt eines Objektcontainers zu bearbeiten, zu speichern und zu exportieren, w\u00e4hrend er sich innerhalb der Ebene befindet. Dieser neue Workflow wird dem Design viel Zeit sparen.\n\nDie Ingenieure haben einen neuen Debug- und Einrichtungsprozess entwickelt, der bei der Behandlung von Sch\u00e4den im Fahrzeuginnenraum hilft. Der Zustand der Innenbesch\u00e4digung wird basierend auf dem kumulativen Zustand eines Schiffes ge\u00e4ndert. Das alte Verfahren wurde im Flussdiagramm geschrieben, aber jetzt wurde der Prozess in eine Fahrzeugkomponente integriert, so dass er an verschiedenen Stellen eingesetzt werden kann. Dieser neue Prozess soll uns helfen, das Problem schnell zu finden, es schnell zu l\u00f6sen und das Team wieder zur Arbeit an Features zu bringen.\n\nDer Aktualisierungsprozess des Intelligent Flight Control System (IFCS) f\u00fcr unsere Schiffe wurde nun auf ein Batch-Update umgestellt. Da IFCS sehr isoliert von der Physik-Engine ist, Werte wie Velocity, Mass, Center-of-Mass, etc. aufnimmt und einen linearen und einen Winkelimpuls ausgibt, gibt es keinen Grund, warum IFCS im Gleichschritt mit dem Physik-Thread aktualisiert werden muss. Diese \u00c4nderung wird effizienter sein, aber hoffentlich auch eine gr\u00f6\u00dfere Anzahl von Spielern auf den Servern erm\u00f6glichen.\n\nDas Team hat nun den neuen Quantenantrieb 2.0 fertig gestellt. Wir haben den alten Code entfernt, der Dinge wie VFX- und Sound-FX-Wiedergabe sowie Hinderniserkennung und Ausrichtungscode steuert, und das Targeting eines QT-Punktes auf den Target Selector auf dem Schiff verschoben, so dass sich das Laufwerk nur um den Fahrpunkt selbst k\u00fcmmert. Dies machte den Laufwerkscode viel einfacher und sollte ihn ruhiger laufen lassen. Neben der Fehlerbehebung f\u00fcgte das Team auch einige Funktionen hinzu, die am Quantenantrieb befestigt sind, wie z.B. das automatische Schlie\u00dfen aller Au\u00dfent\u00fcren bei einem Sprung, um Unf\u00e4lle zu vermeiden, indem es aus einem Schiff sprang, das mit hohen Bruchteilen der Lichtgeschwindigkeit unterwegs ist.\n\nDieser aktualisierte Quantenantrieb ist nun bereit f\u00fcr Design und Kunst, um mit der Optimierung und Implementierung auf allen Schiffen zu beginnen, sowie f\u00fcr die Benutzeroberfl\u00e4che, um ein realistischeres Gef\u00fchl daf\u00fcr zu schaffen, wie ein solches Ereignis im Spiel gehandhabt werden sollte, und andere Funktionen wie die Sternenkarte zu integrieren.\n\n\nSCHIFFTEAM\nDas RSI Aurora hat diese Woche einen abschlie\u00dfenden Kunst-Check durchlaufen, so dass die einzige verbleibende Arbeit von allen eingehenden Bugs stammt, die auftauchen, w\u00e4hrend sie durch die Design-Implementierung, die Aktualisierung der Animation, den Sound, VFX, etc. gehen. Das Team erstellte auch vierzehn verschiedene Skins, die auch von Designern verwendet werden konnten. Wir freuen uns, Ihnen diese aktualisierte Version von Star Citizens produktivstem Schiff in die H\u00e4nde zu geben, und das Team hier arbeitet hart daran, dies zu verwirklichen.\n\nDie Amboss-Schildkr\u00f6te beendet gerade ihre Greybox-Phase, die den Aufbau der \u00e4u\u00dferen Hierarchie, das Polieren der Proxys, gebackene und migrierte Animationen umfasste. F\u00fcr den Innenraum polieren die K\u00fcnstler die Geometrie im Cockpit und in der Wohnung und gehen in die letzte Kunstphase. Die Schildkr\u00f6te wurde auch an Tech Design geschickt, um ihren Graybox-Pass auf dem Schiff zu beginnen.\n\nNachdem die Schiffe nun auf Punkt 2.0 umgestellt werden, hat das Team auch die Schiffsstatistiken-Seite auf der Website komplett \u00fcberarbeitet, um aktuelle Statiken zu erm\u00f6glichen. Das Design ist nun fertiggestellt, die Icons mit verfeinerten Bedeutungen versehen und alles wird derzeit im Web aktualisiert.\n\n\nTECH ART\nDas Team implementierte die erste Iteration der Landefedertechnologie, um ein besseres Landeerlebnis in unebenem Gel\u00e4nde zu erm\u00f6glichen. Von hier aus geht es weiter zum n\u00e4chsten Schritt der voll sichtbaren Landeanpressung am Fahrwerk, die nach dem Release von 3.0 vorgesehen ist.\n\nDie Rolle von Tech Art nimmt tendenziell zu, je n\u00e4her Sie einem Hauptrelease kommen, da die Leistung anf\u00e4ngt, Vorrang vor Features und Asset-Entwicklungen zu haben, weshalb sie die Release-Builds \u00fcberpr\u00fcft haben, um Code- und Content-Fixes zu identifizieren, die die Leistung dramatisch verbessern w\u00fcrden. Eines davon wird als Statoskop bezeichnet. Es stellt Diagramme aus Daten dar, die pro Frame aufgezeichnet wurden, und bietet eine M\u00f6glichkeit, Werte (z.B. fps, Anzahl der Drawcalls, etc.) von Star Citizen aufzuzeichnen und zu zeigen, wie sie sich im Laufe eines Play-Through ver\u00e4ndern. Dies hilft unserem Entwicklungsteam wirklich, Wege zur Leistungssteigerung zu finden, indem es massive Rahmenzeitstraft\u00e4ter identifiziert.\n\nDie Tech-Animation verbesserte das Format, in dem Animationen gespeichert und dann in andere Szenen geladen werden. Aufgrund der Anzahl der Charaktere und L\u00e4ngen der Szenen konnten sie fr\u00fcher bis zu 50 Minuten zum Laden in Maya ben\u00f6tigen, aber mit dieser Verbesserung wurde die schlechteste Ladezeit um \u00fcber 82% drastisch reduziert, so dass die Kinematiken nicht lange auf schnelle Wiederholungen warten m\u00fcssen.\n\nAn der Skinning-Front wurde ein weibliches \u00dcbertragungsnetz erstellt und das m\u00e4nnliche \u00dcbertragungsnetz massiv aktualisiert. Diese Transfer-Netze werden mit unseren Skinning-Tools verwendet, um das grundlegende Skinning aller neuen Charaktere zu automatisieren. Tech-Animatoren k\u00f6nnen nun Zeit damit verbringen, die Gewichtung des Mesh zu perfektionieren, was eine h\u00f6here Qualit\u00e4t und genauere Verformung in k\u00fcrzerer Zeit erm\u00f6glicht.\n\nUnser Tech Art Team identifizierte ein Problem, bei dem die Augenlider auf vielen K\u00f6pfen normale Knotenprobleme hatten. Sie stellten schlie\u00dflich fest, dass, weil die Scheitelpunkte der Augenlider so eng beieinander lagen, das Normale umgedreht werden w\u00fcrde, aber nur an einigen wenigen Scheitelpunkten. Dies wurde nun behoben und die Charaktere k\u00f6nnen nun problemlos schlafen.\n\n\nCHARAKTER-TEAM\nDas Team hat unz\u00e4hlige Kost\u00fcme f\u00fcr Squadron 42 und Star Citizen ausgezogen. Derzeit in Produktion, der m\u00e4nnliche medizinische Sanit\u00e4ter der Marine ist in die High-Poly-Phase eingetreten. Sobald das erledigt ist, wird er mit der In-Game-Modellierung fortfahren. Eine weitere weibliche Figur beendet ihr In-Game-Objekt und wird dann r\u00fcbergeschickt, um es strukturiert und manipuliert zu bekommen, zusammen mit unseren OMC Undersuits, die auch die In-Game-Modellierung abgeschlossen haben.\n\nDie Zivilisten und die Bergleute von Levski werden derzeit strukturiert, bevor sie zur Takelage und Umsetzung in ihre letzte Ruhest\u00e4tte im Spiel auf Delamar \u00fcbergehen.\n\nDas Team aktualisierte einige der alten UEE- und Piraten-R\u00fcstungen, um sie nicht nur auf die visuelle Qualit\u00e4t unserer aktuellen Best\u00e4nde zu bringen, sondern sie auch mit allen neueren R\u00fcstungsteilen austauschen zu k\u00f6nnen. Wir haben offiziell mit High-Poly bei einigen deiner Favoriten begonnen und werden dann auf den In-Game-Modellierungs- und Texturierungspass umsteigen.\n\nNeben den neuen Augenoptionen begann das Team mit der Arbeit an einer Vielzahl von Frisuren. Diese befinden sich alle in verschiedenen Produktionsstufen, aber eine ausgew\u00e4hlte Gruppe wird f\u00fcr 3.0.0.0 bereit sein.\n\nEine Reihe neuer Charaktere, wie der Male Marine BDU und Male Deckcrew, wurden manipuliert und implementiert. Sie befinden sich nun auf der Br\u00fccke der Idris oder beenden ihre Arbeiten an der Au\u00dfenseite eines Schiffes im Vakuum des Weltraums. Schlie\u00dflich haben die weibliche leichte Marine R\u00fcstung und der weibliche Entdeckeranzug ihre Implementierungsdurchg\u00e4nge abgeschlossen.\n\n\nNARRATIV\nUnser Erz\u00e4hlteam hatte auch einen \u00fcberf\u00fcllten Monat. Mit der Ver\u00f6ffentlichung von Item 2.0 haben sie eine riesige Menge an Komponenten- und Artikelbeschreibungen, die f\u00fcr 3.0 ben\u00f6tigt werden, vernichtet, von K\u00fchlern und Quantenantrieben bis hin zu R\u00fcstungssets und Hemden. Sie wurden darin geschult, die Lokalisierungen dieser Namen und Beschreibungen direkt in DataForge zu handhaben, was ihnen etwas mehr \u00dcbersicht verschafft, um sicherzustellen, dass der neueste Text im Spiel erscheint. Das Team schrieb etwa 2800 Zeilen mit generischen NSCs, um das Universum zu beleben, und nahm sie dann in einem VO-Stand unten in London auf. Um den \u00dcberblick \u00fcber diese Verm\u00f6genswerte zu behalten, begann das Team mit dem Aufbau eines Persistent Universe Charaktertracking Sheets, um eine einzige konsolidierte Referenz f\u00fcr Linien, Dateinamen (f\u00fcr alle Abteilungen wie Audio, Animation), Gesamtstatus und Priorit\u00e4t f\u00fcr die massiven Dialogmengen f\u00fcr Missionsgeber, allgemeine NSCs und mehr zu erstellen.\n\nSchlie\u00dflich ist das Team durch die Standorte der Staffel 42 und der PU gelaufen und hat die Dokumentation von Requisiten, Postern, Schildern, Branding und Set Dressing f\u00fcr ein immersiveres Umweltgeschehen geschrieben.\n\nWOLKENIMPERIUM: AUSTIN\nDESIGN\n\nEckhart war in diesem Monat die gro\u00dfe Herausforderung. Als erster wirklich dynamischer Missionsgeber erforderte es Zusammenarbeit und Arbeit von mehreren Teams, um Eckhart ins Spiel zu bringen. Das Usables-Team schuf die Technologie, die es uns erm\u00f6glichte, Fremdobjekte wie den Barhocker mit anderen Nutzger\u00e4ten wie dem Stehtisch zu verkn\u00fcpfen, w\u00e4hrend wir dennoch Gegenst\u00e4nde auf dem Tisch genau wie das Glas in Eckharts Hand registrieren. Das Missionssystem-Team schuf die M\u00f6glichkeit, nach Missionen mit dem \"Eckhart\"-Tag zu suchen, herauszufinden, was derzeit f\u00fcr Spieler verf\u00fcgbar ist, und diese per Submission an das Missionsprotokoll des Spielers zur Annahme\/Ablehnung weiterzuleiten. Zwischen den KI- und FPS-Programmierern haben sie eine Animationstechnik entwickelt, die wir \"Federmischung\" nennen, die es erm\u00f6glicht, zwischen brauchbaren Objektanimationen wie einer allgemeinen Sitzanimation f\u00fcr einen Barhocker und den Animationen zu den Gespr\u00e4chen mit dem Missionsgeber zu wechseln. Und nat\u00fcrlich hat das Subsumption Tech\/Programmierteam all dies durch die Subsumption-Tools und den dazugeh\u00f6rigen Spiel-Code erm\u00f6glicht.\n\nDas Team hat 3.0-Aufgaben an verschiedenen Fronten angegangen; Pete Mackay arbeitete an einem neuen Pass des Master Excel, in dem die Preisstruktur festgelegt ist, dem sogenannten PriceFixer. Pete f\u00fcgte alle neuen Schiffe, Schiffsgegenst\u00e4nde, R\u00fcstungsanz\u00fcge und einige andere FPS-G\u00fcter hinzu und glich ihre Preise so aus, dass sie mit dem neuesten Designpass der Gegenst\u00e4nde \u00fcbereinstimmen. Da das Gesamtdesign der Items viel weiter fortgeschritten ist als zuvor, sind die Auswirkungen der Items auf das Gameplay viel klarer. Obwohl dies einen weiteren Durchlauf durch die Artikel erforderte, ist das Team nun in der Lage, genauer vorherzusagen, wo ihre Basispreise liegen sollten. Dar\u00fcber hinaus gab er Missionspr\u00e4mien, Versicherungspreise und Respawn-Timer weiter, um die neuen Missionen, die online kommen, zu bew\u00e4ltigen.\n\nRobert Gaither arbeitete daran, NSC's in einige der wichtigsten Hub-Bereiche unserer PU-Landezonen zu bringen. Er begann mit Grim HEX, um das Verhalten zu beweisen, aber der aktuelle Plan ist, dieses allgemeine Verhalten auf die anderen Landezonen auszudehnen, mit dem Ziel, den Ebenen ein allgemeines Gef\u00fchl von Atmosph\u00e4re und Leben zu vermitteln.\n\n\nSCHIFFTEAM\nJosh Coons, in Verbindung mit Tech Art, fertigte die LODs und den Schadenspass des Cutlass Black. Er hat auch den Cockpitbereich und die rotierenden Gondeln, basierend auf dem Tech Art Feedback, optimiert und ist nun dazu \u00fcbergegangen, Renderings und Videos f\u00fcr die Website und potenzielle Marketinganforderungen zu erstellen.\n\nChris Smith beendete die Arbeit an der Modellierung und Texturierung des Aopoa Nox Bikes. Nachdem das Modell fertig war, arbeitete er mit vielen Teammitgliedern zusammen, um Materialien f\u00fcr die Brosch\u00fcre und das Release-Video bereitzustellen.\n\n\nIT\/DEVOPS\nDas Server-Engineering arbeitete eng mit DevOps zusammen, um Diffusion in eine QA-Umgebung zu integrieren und zu testen. Das Team begann mit der Arbeit an Gameplay-Engineering, um ihnen zu zeigen, wie sie die Funktionen von Diffusion am besten nutzen k\u00f6nnen, und wird in den n\u00e4chsten Monaten weiter daran arbeiten, neue und alte Gameplay-Funktionen zu identifizieren, die sich am besten als Diffusionsdienste eignen. Das letztendliche Ziel wird mehr von der Feature-Logik in Diffusionsdiensten bewegen, um eine h\u00f6here Skalierbarkeit und optimale Leistung zu erreichen.\n\nDas DevOps-Team f\u00fcgte leise weitere Hardware hinzu, um die Netzwerkkapazit\u00e4t zu erh\u00f6hen und den steigenden Anforderungen an das Build-System aufgrund der mit 3.0 verbundenen Arbeiten gerecht zu werden. In der Zwischenzeit hat das LiveOps-Team den Aufbau der neuesten serverseitigen Erweiterung abgeschlossen, die die neueste Revision des Einkaufs und der Unterordnung unterst\u00fctzt. Sie stimmen sich immer noch ab und nehmen Anpassungen vor, aber es ist immer wieder spannend zu sehen, wie die neuen Dienste online gehen.\n\n\nANIMATION\nDiesen Monat startete das Animationsteam mit dem NSC, der f\u00fcr Theken einschlie\u00dflich Ladenbesitzer und Barkeeper geeignet ist, um diese Elemente zum Leben zu erwecken. Sobald diese abgeschlossen sind, kann ein Spieler in einen Laden gehen, um Waffen, Raumanz\u00fcge, Kleidung, Schiffsteile und andere solche Dinge von NSCs zu kaufen. Dabei wird auch unser Wild Line System mit Gesichtsanimation und Audioaufnahmen von unseren Mocap-Shootings einbezogen. Um diese Funktionen zu vervollst\u00e4ndigen, mussten wir einige fehlende \u00dcbergangselemente erfassen, also richteten wir ein schnelles Mocap-Shooting in unserem B\u00fcro ein, um das zu bekommen, was wir brauchten. Zusammen mit dem Barkeeper implementieren wir auch den Barhocker, damit der Spieler gehen, an einem Barhocker sitzen und ein Getr\u00e4nk bestellen kann. Schlie\u00dflich haben wir die Carry-System-Animationen fertig gestellt. Als Spieler kannst du jetzt eine Box in Standardgr\u00f6\u00dfe aufnehmen und damit herumlaufen, was bedeutet, dass wir \u00fcber die n\u00f6tige Technik verf\u00fcgen, um diese f\u00fcr eine Vielzahl von Anwendungen zu erweitern.\n\nDas Austin Ship Animation Team hat den Standard f\u00fcr das Cockpit-Erlebnis festgelegt, sowie neue, verbesserte Animationen f\u00fcr unser n\u00e4chstes Release erstellt. Zus\u00e4tzlich zu verschiedenen Bugfixes arbeiteten sie mit den Design- und Programmierteams zusammen, um die gleiche Ebene der Interaktionen, die Sie im Cockpit erhalten, auf die Schiffst\u00fcrme zu bringen, die g-Kraft-Reaktionen, Trefferreaktionen sowie g-loc-Passouts und Wecksequenzen beinhalten, wenn Sie zu viele g's ziehen.\n\n\nQA\nF\u00fcr Juni hat Austin QA neue Funktionen getestet und sich auf 3.0 vorbereitet, insbesondere neue und \u00fcberholte Star Marine Waffen, die Kreuzrittermonde, Levski, neue Missionen, das verbesserte mobiGlas Interface und Apps (insbesondere StarMap). Nachdem nun viel mehr Schiffe f\u00fcr Punkt 2.0 umgebaut wurden, ben\u00f6tigt jedes einzelne eine vollst\u00e4ndige Fehlersuche sowie eine \u00dcberpr\u00fcfung alter Probleme wie Animation und Schiffsleerlauf, um zu sehen, was in den neuen Implementierungen vorgetragen worden sein k\u00f6nnte. Stabilit\u00e4t und Leistung standen ebenfalls im Vordergrund, wobei Austin QA eng mit unseren britischen Kollegen zusammenarbeitet, um regelm\u00e4\u00dfige Spieletests und Captures f\u00fcr den Zustand des Spiels durchzuf\u00fchren. Die Testgruppen der Staffel 42 arbeiteten auch eng mit dem Rest des Teams zusammen, da neue Technologien neue Fehler bedeuten, die oft zwischen beiden Gruppen von Testern ausgetauscht werden.\n\nDas Team unterst\u00fctzte das Animationsteam zus\u00e4tzlich bei der Bereinigung von Mocap-Dateien, beim Auf- und Abbau von Pick-up-Aufnahmen und anderen Aufgaben, die die Animatoren f\u00fcr den Umgang mit wichtigen Gegenst\u00e4nden entlasten. In allen vier Studios werden neue Tools und Technologien entwickelt, so dass das Team st\u00e4ndig Regal-Check-Ins und Bin\u00e4rdateien auf Probleme \u00fcberpr\u00fcft und sicherstellt, dass alles bereit ist, bevor es f\u00fcr den Rest des Unternehmens eingecheckt wird. Im vergangenen Monat wurden \u00c4nderungen an der Ressourcenverwaltung f\u00fcr Objekte und Planeten, neue Build-Verteilungstools, Server\u00e4nderungen zur Unterst\u00fctzung der Subsumption sowie Verbesserungen des Netzwerkcodes und ein Refactor des Materialmanagers vorgenommen.\n\n\nSPIELERBEZIEHUNGEN\nDas Player Relations-Team hat sich weiterhin auf die bevorstehende 3.0-Arbeit vorbereitet und kann es kaum erwarten, den Spielern das neue Spielerlebnis zu vermitteln, das auf der Website angeboten wird, um die neuen Inhalte im Spiel abzubilden. Die Evocati-Reihen werden in den kommenden Wochen erweitert, und das Team begr\u00fc\u00dfte zwei neue Mitarbeiter, um die Gesamtzahl der Mitarbeiter zu erh\u00f6hen.\n\nGIE\u00dfEREI 42: GRO\u00dfBRITANNIEN\nFR\u00dcHST\u00dcCKE\n\nAuf der Programmierseite unterst\u00fctzte das Team weiterhin den Cockpit Experience Sprint, mit dem Ziel, ihn dynamischer zu gestalten. Dazu geh\u00f6rte auch die Einbeziehung der physiologischen Effekte, wie z.B. Blackout und Redout, in das Akteurszustandssystem. Auf diese Weise wird alles von einem System gesteuert und kann andere Dinge wie die Atmung und Ausdauer des Spielers beeinflussen. Dieser Sprint hat auch die g-force-Animationen und die Trefferreaktionen der Spieler verbessert, wenn das Schiff einen dynamischen Impuls erh\u00e4lt.\n\nWir haben auch das Nahkampf-Gameplay verbessert. Wir arbeiteten an zahlreichen messerbasierten und unbewaffneten Takedowns und arbeiteten mit Design und Animation zusammen, um ein zufriedenstellendes Aussehen und Gef\u00fchl zu schaffen.\n\nIm Laufe des letzten Monats hat das Team die Umstellung des gesamten alten Spieler- und Darstellercodes auf das neue Actor 2.0-System nahezu abgeschlossen. W\u00e4hrend das vorherige Setup nur von anderen Variablen ausgegangen ist, verf\u00fcgt das System nun \u00fcber eine sauberere Schnittstelle zur Serialisierung zwischen dem Server und allen Clients, was das Schreiben neuer Player-Funktionen wesentlich einfacher macht und den Code viel zuverl\u00e4ssiger macht.\n\nDas brandneue Patchesystem wurde in das interne Tool CopyBuild 3 integriert, das in Frankfurt und Austin entwickelt wurde. Nun, da es die Genehmigung der QA erhalten hat, gab es einen begrenzten Rollout f\u00fcr das Entwicklungsteam, um alle Probleme damit zu beheben. Bis jetzt sieht es ziemlich gut aus, und die Leute, die es benutzen, sch\u00e4tzen die verk\u00fcrzte Zeit, die es jetzt braucht, um den neuesten Build zu holen.\n\n\nGRAFIK\nIm Grafik-Team stand in diesem Monat das neue Render-to-Texture-System im Mittelpunkt. Diese Technologie war ein wesentlicher Bestandteil des Hologrammsystems, das f\u00fcr Missionsbriefings, Kommunikationsgespr\u00e4che, mobiGlas und viele andere Situationen verwendet wird. Das Render-to-Texture-System wird auch f\u00fcr alle unsere neuen Benutzeroberfl\u00e4chen und f\u00fcr das Live-Rendering von Videokommentaren anderer Player verwendet.\n\nDas Team r\u00fcstete unser Belichtungssteuerungssystem auf, um dem enormen Kontrast der Beleuchtung im Raum gerecht zu werden. Das System ber\u00fccksichtigt nun das Licht Ihres peripheren Sehverm\u00f6gens und hellt den Bildschirm nicht allzu sehr auf, wenn Sie sich in der N\u00e4he von hellen Objekten befinden und in den Raum schauen. Das Grafikteam hat dem GPU-Partikelsystem auch eine Vielzahl neuer Funktionen wie Beleuchtung, Turbulenzen und Anti-Aliasing hinzugef\u00fcgt, deren Auswirkungen Sie in 3.0 sehen werden.\n\n\nWAFFENKUNST\nDas Waffenteam konzentrierte sich diesen Monat auf Schiffswaffen und arbeitete an den Amon & Reese Laserkanonen, S1 bis S6, und dem Klaus und Werner Laser Repeater, S1 bis S6, sowie einigen zugeh\u00f6rigen VFX. In kleinerem Ma\u00dfstab, aber genauso wichtig, kreierten sie ein glitschig aussehendes Heavy Machine Gun von Gemini, komplett mit dem legend\u00e4ren K\u00fchlsystem, das bei anderen Gemini-Guns zu sehen ist.\n\n\nUMWELTKUNST\nIn diesem Monat hat das Konzeptteam ein weiteres Mitglied in seine Reihen aufgenommen. Ihre erste Aufgabe wird es sein, Orison zu betrachten und gleichzeitig den zus\u00e4tzlichen Bedarf an S42-Standorten zu decken.\n\nDas Environment Art Team baute einige spannende Prototypen f\u00fcr verfahrenstechnische St\u00e4dte, die es uns erm\u00f6glichen werden, riesige St\u00e4dte und Landezonen auf Planetenoberfl\u00e4chen f\u00fcr das Stanton-System und dar\u00fcber hinaus zu schaffen. Der erste Test wird uns helfen, Area18 in den sich ausbreitenden Industrieplaneten von ArcCorp zu integrieren.\n\nDie Arbeit hat die \"Textur des Raumes\" weiter konkretisiert und eine gr\u00f6\u00dfere Palette f\u00fcr die K\u00fcnstler geschaffen, um die Raumfahrt interessanter zu gestalten, und wird dazu beitragen, die Erz\u00e4hlung sowohl in der PU als auch in der S42 zu unterst\u00fctzen. Ein spezifisches Element ist unser neuer SpaceDust Shader, der gro\u00dfe Mengen an Raumstaub erzeugt, um ein Gef\u00fchl der Bewegung zu vermitteln. Diese wird dem Stanton-System f\u00fcr die Version 3.0 hinzugef\u00fcgt. Auch der Asteroideng\u00fcrtel von Yela wurde mit diesem neuen Shadertyp verbessert.\n\nAu\u00dfenposten-Cluster und zus\u00e4tzliche Au\u00dfenelemente wurden fertiggestellt, darunter Au\u00dfenlandepl\u00e4tze, Wege, Strommodule, Wasserkollektoren, Wetterstationen, Relaisstationen und Au\u00dfenbeleuchtung. Das Team fertigte auch einen Branding- und Dressing-Pass f\u00fcr verschiedene Unternehmen und unabh\u00e4ngige Unternehmen, die die Au\u00dfenposten f\u00fcr verschiedene Funktionen wie Bergbau, Hydrokultur, Wohnen und Lagerung besitzen. Das Team fertigte auch einzigartige Varianten wie Notunterk\u00fcnfte, verlassene Au\u00dfenposten und gangbesessene Au\u00dfenposten, um sich um die Monde zu positionieren.\n\nDie Au\u00dfent\u00fcren und Luftschleusen wurden auf das Doors 2.0-System umgestellt, so dass sie die verschiedenen R\u00e4ume, Stromversorgungssysteme, Sauerstoff, \u00dcberbr\u00fcckungen und Gefahren integrieren k\u00f6nnen.\n\nDas Team fertigte Sand-, Staub- und Frostmaterialien an, um die Au\u00dfenposten in die Monde zu integrieren. Aufkleber wurden verwendet, um eine zus\u00e4tzliche Schicht Schmutzansammlung aufzutragen, die die Integration der \u00e4u\u00dferen Landepads und St\u00fctzen unterst\u00fctzt.\n\nDas Team beendete alle Vorpolier- und Optimierungsarbeiten an den \u00e4u\u00dferen Truck-Stop-Teilen und hat den Innenausbau abgeschlossen. Derzeit arbeiten sie an der Hauptdrehscheibe, basierend auf Konzepten aus der Art Direction, entwickeln zus\u00e4tzliche St\u00fccke, um dem Truck-Stop mehr Charakter zu verleihen, und machen einen ersten Durchgang durch die Nebengesch\u00e4fte und Korridore. Die Landungsdienste der Platinum Bay verf\u00fcgen \u00fcber einen eigenen Baukasten, so dass er unverwechselbarer aussieht; und ein Verwaltungsb\u00fcro wurde eingerichtet, damit die Spieler einen Standort haben, an dem sie missionsbezogene Pakete abgeben k\u00f6nnen. Das Team blockierte einen Beobachtungsraum gegen\u00fcber den Landepl\u00e4tzen, so dass die Spieler beobachten k\u00f6nnen, wie Schiffe vom Inneren der Station aus starten und landen.\n\nSchlie\u00dflich wurden die Verwaltungsb\u00fcros an anderen Standorten von Stanton, wie Port Olisar und Grim HEX, hinzugef\u00fcgt. Alle 3.0-Standorte wurden mit dem neuen T\u00fcr- und Luftschleusen-2.0-System aktualisiert, und zwei neue Gesch\u00e4fte wurden zu Grim HEX hinzugef\u00fcgt: ein unabh\u00e4ngiger Schiffsteileh\u00e4ndler und Technotic, ein alter Elektronikladen, der einen mysteri\u00f6sen Charakter beherbergen k\u00f6nnte.\n\n\nUI\nDas UI-Team hat sich mit dem neuen mobiGlas UI und all den verschiedenen Apps, die f\u00fcr 3.0 verf\u00fcgbar sein werden, auseinandergesetzt. Sie arbeiteten auch mit dem VFX-Team zusammen, um Partikeleffekte und Beleuchtung zu kombinieren und so die UI-Projektion in der Spielweltumgebung zu unterst\u00fctzen.\n\nDas Team fuhr den zweiten multidisziplin\u00e4ren Sprint f\u00fcr die Starmap-App, um die restlichen funktionalen Anforderungen f\u00fcr das Release 3.0 zu realisieren. Dies beinhaltete eine gezielte Zusammenarbeit zwischen Kunst-, VFX-, Audio- und Engineering-Teams, um die Bildtreue und das Benutzererlebnis zu verbessern.\n\nDie grundlegenden funktionalen Anforderungen an die neue Mission Manager App wurden in diesem Monat umgesetzt. Diese App erm\u00f6glicht es den Spielern, Informationen \u00fcber verf\u00fcgbare Missionen einzusehen und bietet die M\u00f6glichkeit, angenommene Missionen anzunehmen, zu verfolgen und zu verlassen, w\u00e4hrend sie ein Protokoll der vorherigen Missionen f\u00fchren, die abgeschlossen oder versucht wurden.\n\nNeben den Arbeiten am Item 2.0 Schiffsumbau begannen sie mit der Implementierung der neuen Pilot-Multifunktionsanzeigen (MFD), die das bisherige UI-Setup verfeinern und neue Informationen und Funktionen wie die Verwaltung der Schiffssysteme hinzuf\u00fcgen.\n\nSchlie\u00dflich trug das Team zum j\u00fcngsten Sprint der T\u00fcren und Luftschleusen bei, wo es half, neue Statusanzeigen f\u00fcr die verschiedenen Luftschleusen im gesamten System zu entwerfen und zu implementieren, wobei es die neue Render-to-texture-Technologie einsetzte.\n\n\nAUDIO\nDas Audio-Team war diesen Monat an vielen verschiedenen Sprints und Pipelines beteiligt. Das Team half, das Schauspieler-Statussystem fertigzustellen, so dass die Atmung des Spielers mit dem Dialog intelligenter zusammenarbeitet, und es wurde ein neues Musiklogikset erstellt, das das Reputationssystem des Spielers widerspiegelt. Das Team \u00fcberarbeitete auch den Umgebungs- und Umgebungssound f\u00fcr verschiedene Standorte f\u00fcr die Version 3.0, wobei Mitglieder des Audio-Teams sogar an einer zeichenbasierten Tonaufnahme in den Shepperton Studios teilnahmen.\n\nWeapon Audio hat die Arbeiten an der Rail Gun abgeschlossen und hat stetige Fortschritte bei der Beschallung von verfallenen Schiffen und der Beschallung von Innenschiffen f\u00fcr den Javelin gemacht.\n\n\nANIMATION\nDas Animationsteam arbeitete eng mit der Gameplay-Programmierung zusammen, um die Take-Down-Kill-Mechanik weiterzuentwickeln.\n\nSie t\u00fcftelten weiter an Waffenverbesserungen und schufen ein flexibleres System f\u00fcr den Sprungmechaniker, um mehr Umgebungen und Schwerkraftzust\u00e4nde zu bew\u00e4ltigen.\n\nDas mobiGlas wurde von einem Lookpose zu einem aimpose verschoben, was eine erh\u00f6hte Funktionalit\u00e4t erm\u00f6glicht, und es wurde eine zus\u00e4tzliche Animation zu den Ein- und Ausstiegszust\u00e4nden hinzugef\u00fcgt, damit es sich mit dem Spieler verbundener f\u00fchlt.\n\nDas Team exportierte und testete weiterhin KI-Kampfmittel sowie Filmszenen f\u00fcr das Design, die im Motor implementiert werden sollten.\n\nDas Derby Studio war mit der Gesichts- und K\u00f6rperanimation von 3.0 Mission Givers besch\u00e4ftigt und drehte sich weiter um Gesichtsanimation f\u00fcr SQ42 und zuk\u00fcnftige PU-Releases.\n\nDas Mo-Cap-Team richtete das Optitrack-System f\u00fcr eine schnelle Aufnahme in den neuen B\u00fcror\u00e4umen ein. Es war gro\u00dfartig, eine so schnelle Datenumkehr zu sehen, vom Shooting bis zum In-Game innerhalb weniger Tage.\n\nEs gab noch ein weiteres schnelles Audio\/Headcam-Shooting, um einige Last-Minute-Anfragen f\u00fcr 3.0 aufzunehmen, und das Team bearbeitete schnell die Gesichtsdaten und brachte sie in Produktion.\n\n\nSCHIFFTEAM\nVerfallene Versionen der Starfarer, Caterpillar, Constellation und Freelancer sind bereit f\u00fcr den Einsatz im Weltraum und auf Planeten f\u00fcr verschiedene Missionen. Das Team implementierte auch die notwendigen Werkzeuge, um diese Wracks korrekt auf Planeten zu platzieren, so dass sie sich alle gut an das Gel\u00e4nde anpassen. Zus\u00e4tzlich zu dieser Arbeit hat das Team einen Bugfixing-Pass durchgef\u00fchrt, um Kollisionsprobleme und kleinere Kunstver\u00e4nderungen zu beheben.\n\nAm Cockpit der Eclipse, insbesondere am Dashboard, wird intensiv gearbeitet. Das Team arbeitete eng mit anderen Abteilungen zusammen, um das Layout der Monitore festzulegen und sicherzustellen, dass das Design ansprechend und lesbar ist. Das Layout ist auch ein wichtiger Faktor f\u00fcr Punkt 2.0, da Tasten und Schalter speziell in Reichweite des Piloten platziert werden m\u00fcssen, um weitere Interaktivit\u00e4t und Immersion zu schaffen. Das Team arbeitete auch an den Fahrwerken und den Fl\u00fcgeln.\n\nDas Team finalisierte die Geometrie des Faltprofils des Rumpfes C und blockierte sie mit Materialien, bevor es mit der Fertigstellung des mechanischen Ger\u00e4ts begann, um sicherzustellen, dass es ohne Kollisionen funktioniert. Die Vorderseite des Innenraums durchlief einen ersten Lichtdurchgang und wird nun poliert, um die Bereiche zusammenh\u00e4ngender zu gestalten. Die R\u00fcckseite des Innenraums wurde ausgeblendet und jeder Raum wird nun modelliert.\n\nFans des Reclaimers werden sich freuen zu h\u00f6ren, dass es nur noch 3 R\u00e4ume gibt, um die endg\u00fcltige Kunst zu durchlaufen. Im Laufe des letzten Monats hat das Team die letzte Kunst am Frachtraum und am Hauptaufzug abgeschlossen, mit dem Ziel, den Raum zu maximieren, um den Transport der Ladung zu erleichtern. F\u00fcr das Cockpit implementierte das Team einziehbare Bildschirme, die sich im Sitzen um den Spieler falten, um den engen Bereich funktionaler zu gestalten. Das Team setzte die Arbeit an der Br\u00fcckenfl\u00e4che und dem Br\u00fcckenlift, der den Zugang zum Unterdeck erm\u00f6glicht, fort und war begeistert, als die Traktortr\u00e4gersitze vom Konzept zur fertigen Kunst \u00fcbergehen.\n\nGIE\u00dfEREI 42: DE\nLEVEL DESIGN\n\nDas Level Design Team beendete ihre Arbeit f\u00fcr die Oberfl\u00e4chenau\u00dfenposten und gab sie an das Environment Art Team weiter. Sie \u00fcbergaben auch Whiteboxen f\u00fcr die modularen Hangars und Garagen an das Kunstteam f\u00fcr die visuelle Erkundungsphase.\n\nNach Abschluss der Whiteboxing-Phase konzentrieren sie sich auf die Implementierung des f\u00fcr alle unsere Standorte erforderlichen Markups, das reicht von Raumsystemen (Atmung), Umweltinteraktionen (z.B. Voltigieren), Aufz\u00fcgen und Konsolen f\u00fcr laichende Schiffe und Fahrzeuge. Levski wird \u00fcber eine Kombination aus Hangars und Garagen verf\u00fcgen, um Schiffe zu laichen, sowie \u00fcber Fahrzeuge, um die Planetenoberfl\u00e4che zu erkunden. Nachdem der Gro\u00dfteil der Arbeiten an den zuvor genannten Orten abgeschlossen ist, gehen sie nun zu den verbleibenden Flaggschiff-Landezonen f\u00fcr das Stanton-System \u00fcber. Die ersten, die sie in Angriff nehmen werden, sind Area18 und Lorville, gefolgt von Orison und New Babbage.\n\n\nMOTORTEAM\nDas Engine-Team arbeitete an der konsistenten Erfassung von Atmosph\u00e4re und Himmel in Cube Maps, so dass wir uns nahtlos zwischen globaler Atmosph\u00e4re und lokaler Cube Map-basierter Beleuchtung einf\u00fcgen k\u00f6nnen. Dieses neue System wird dem Spiel letztendlich eine h\u00f6here visuelle Qualit\u00e4t verleihen. Sie implementierten einen verbesserten Komprimierungsalgorithmus f\u00fcr das neue pak-Dateisystem, um ein effizienteres Daten-Streaming zu erm\u00f6glichen, da der CPU-Overhead w\u00e4hrend der Dekompression reduziert wurde. Dies wird Teil des neuen inkrementellen Patches sein, der entwickelt wurde, um Patches und Updates viel effizienter zu gestalten.\n\nSie arbeiteten auch an einem unserer internen Tools namens Planet Editor (PlanEd). K\u00fcnstler und Designer haben mehrere Anforderungen an die Markierung von Bereichen auf einem Planeten (Identifizierung, wo bestimmte Objekte in einem \u00d6kosystem gelaicht werden sollen, Ausstanzungen zur Einbettung von Pinseln oder komplexe Strukturen wie Landezonen usw.), so dass der Code vereinheitlicht wurde, um die Wiederverwendung und Erweiterung in der Zukunft zu erleichtern, wenn mehr Funktionalit\u00e4t ben\u00f6tigt wird.\n\n\nKI\nDas KI-Team war wie immer sehr besch\u00e4ftigt. Diesen Monat arbeiteten sie an Buddy KI, wo die NSCs intelligent einem designierten Anf\u00fchrer folgen werden, und machten Fortschritte bei der SchiffskI, wodurch sie einen Schritt n\u00e4her gekommen sind, um \u00fcber Subsumption vollst\u00e4ndig kontrolliert zu werden.\n\nDas Team arbeitete auch an einem Sprint, der sich auf den Kampf der Menschen konzentrierte. Sie verbrachten Zeit damit, das Verhalten f\u00fcr erste Reaktionen auf gesehene Feinde und h\u00f6rbare Ereignisse zu verfeinern. Die Reaktionen variieren in Richtung und Geschwindigkeit, von Gelegenheitssituationen bis hin zu schnellen Reaktionen auf laute Ereignisse und so weiter. Dies wurde erreicht, indem die entsprechende Animation von einer Startposition bis zur beabsichtigten Aktion ausgel\u00f6st wurde, und sobald das Verhalten \u00fcberpr\u00fcft wurde, werden sie im Spiel vollst\u00e4ndig eingebunden. Sie machten auch Fortschritte bei Friendly Fire, um sicherzustellen, dass Freundschaftsspiele in Kampfsituationen korrekt identifiziert werden.\n\n\nVFX\nDas Frankfurter VFX-Team arbeitete weiter an Effekten f\u00fcr die verschiedenen Planetenoberfl\u00e4chentypen und deckte ein breites Spektrum von Effekten ab, von einfachen Schritten \u00fcber Waffeneinschl\u00e4ge bis hin zu Fahrzeugreifeneffekten. .\n\nSie experimentierten auch fr\u00fch mit Starrk\u00f6rpersimulationen und dem Workflow f\u00fcr S42-Kinematiken. Dies wird die vielen Mesh-Zerst\u00f6rungs- und Deformationsanimationen abdecken, die f\u00fcr die S42-Einzelspieler-Missionen ben\u00f6tigt werden.\n\n\nLICHT\nDas Beleuchtungsteam brachte alle Oberfl\u00e4chenau\u00dfenposten zur endg\u00fcltigen Beleuchtung, einschlie\u00dflich der Erstellung eines einheitlichen Satzes von Beleuchtungsk\u00f6rpern, Temperaturdiagrammen und Regeln, mit denen wir definieren k\u00f6nnen, wie jede Art von Au\u00dfenposten aussieht. Das Team erstellte auch eine Bibliothek von Fertigh\u00e4usern, die bestehende Requisiten mit Beleuchtungselementen kombiniert, die leicht wiederholt und \u00fcber alle Au\u00dfenposten verteilt werden k\u00f6nnen.\n\n\nTECH ART\nDas Tech Art Team hatte in diesem Monat eine Vielzahl von Aufgaben. Sie erstellten weiterhin zahlreiche Mannequin-Animationsfragmente f\u00fcr das Cinematic-Team.\n\nSie implementierten das Spiel Entity f\u00fcr die neue Kastak Arms Custodian SMG Energiewaffe mit dem blockierten Mesh und Rigg. Jetzt, da es implementiert ist, k\u00f6nnen andere Abteilungen wie Animation und VFX mit der Arbeit im Spiel beginnen.\n\nDas Team hat unser internes Playblast Tool um zus\u00e4tzliche Funktionen erweitert, um es den Animatoren zu erleichtern, einfache Renderings ihrer Arbeit zu erstellen, die haupts\u00e4chlich f\u00fcr Animationsreviews verwendet werden.\n\nSchlie\u00dflich machten sie auch gro\u00dfe Fortschritte bei der Entwicklung neuer Waffendynamiken und Sekund\u00e4rbewegungen, die sowohl die Physik im Spiel als auch die Simulation nutzen. Die ersten Ergebnisse waren sehr vielversprechend, und die sekund\u00e4re Animation wird dem Vers eine weitere Stufe an subtilen Details und Realismus verleihen.\n\n\nUMWELTKUNST\nIn diesem Monat arbeitete das Team von Environment Art an der aktualisierten Materialverteilung, die eine vielf\u00e4ltigere Aufteilung der Bodenmaterialien des \u00d6kosystems auf der Oberfl\u00e4che aller drei Monde erm\u00f6glichen wird. Das Team beendete fast die Arbeit an den Landepl\u00e4tzen, die zum Oberfl\u00e4chenau\u00dfenposten geh\u00f6ren, um den Spielern einen stabilen festen Landepunkt auf sonst unwegsamem Gel\u00e4nde zu geben. Auch die Oberfl\u00e4che von Delamar erhielt ihren letzten Schliff, indem Geologie und Materialien aktualisiert und verfeinert wurden. Die Oberfl\u00e4che erh\u00e4lt auch einen FX-Pass und f\u00fcgt eine zus\u00e4tzliche Schicht von visuellem Interesse f\u00fcr die Umgebung und Atmosph\u00e4re hinzu. Die Umgebung von Levski wird auch weitere interessante Gebiete f\u00fcr die Spieler bieten.\n\nIn Levski werden die letzten Handgriffe im Zollbereich vorgenommen. Der gesamte Spielerverkehr in und aus Levski muss durch diesen Kontrollpunkt laufen, so dass zus\u00e4tzliche Anstrengungen unternommen werden, um ihn sowohl optisch interessant zu machen als auch ein potenzielles Abschreckungsmittel f\u00fcr Spieler zu bieten, die versuchen, unerw\u00fcnschte Waren einzuschmuggeln.\n\nDas Team hat auch die Arbeiten an den Garagen fast abgeschlossen und wird bald bereit sein, sie in das Level aufzunehmen. Nach Abschluss dieser Arbeiten k\u00f6nnen die Spieler ein Fahrzeug in der Garage anfordern und die Oberfl\u00e4che von Delamar erkunden. Die Aufz\u00fcge in Levski wurden ebenfalls mit neuen Modellen aktualisiert, die zu dem modularen Baukasten passen, den wir im gesamten Spiel verwenden.\n\n\nSPIELEPROGRAMMIERUNG\nDas Team beendete die restlichen Waffenfunktionen f\u00fcr 3.0 wie die Railgun Cover-Animationen, verz\u00f6gerte R\u00fcckschl\u00e4ge und verz\u00f6gertes ADS-Absehen.\n\nSie haben auch die erste Iteration der T\u00fcren und Luftschleusen abgeschlossen und implementieren nun die technischen Haken f\u00fcr das Hinzuf\u00fcgen von VFX und Soundeffekten, um sie dem Rest des Teams zur Verf\u00fcgung zu stellen. Mit Hilfe von Ingenieuren aus den B\u00fcros in Gro\u00dfbritannien und LA wird das technische Design f\u00fcr den Netzwerkcode des neuen Waffensystems konkretisiert und die gesamte Forschungsphase abgeschlossen. Die ersten Testimplementierungen werden gestartet, sobald alle anderen 3.0-Aufgaben abgeschlossen sind.\n\n\nKINEMATIK\nCinematics arbeitete mit der britischen Grafikindustrie zusammen, um eine funktionierende Version unserer brandneuen \"Holographic Projection Volume Entity Tech\" zu testen. Dies liefert im Wesentlichen ein holografisches Zielvolumen mit Inhalten, das von einer Quellszene gespeist wird, das in das Volumen gerendert wird und es uns erm\u00f6glicht, Charaktere \u00fcber Hologramme mit Charakteren in einer Szene kommunizieren zu lassen oder die Hologramme in einen Skriptmodus zu versetzen und Missionsbriefings anzuzeigen, alles in Echtzeit, ohne auf Dinge wie vorgerenderte Bewegungsgrafiken zur\u00fcckzugreifen. Diese Technologie, abz\u00fcglich der holographischen Komponente, wird auch verwendet, um Kommunikationen von anderen Schiffen (Cockpits) auf Cockpit-MFDs oder andere Displays in Echtzeit zu \u00fcbertragen. Wie \u00fcblich machte das Team auch bei S42 Fortschritte in mehreren Kapiteln.\n\n\nQA\nDas Frankfurter QA-Team hat im Mai mit dem Testen des neuen CigDataPatcher begonnen und die Tests bis in den Juni hinein fortgesetzt. Patcher-Tests werden t\u00e4glich durchgef\u00fchrt, ebenso wie auf dem Client, Editor und dem dedizierten Spielserver, die \u00fcber CigDataPatcher kopiert werden. Das Hauptziel ist es, sicherzustellen, dass es keine Unterschiede zwischen Builds gibt, die \u00fcber den neuen Patcher gezogen werden, und Builds, die mit unserem aktuellen internen Build-Tool CopyBuild 2 erstellt werden. CopyBuild 3 wurde ebenfalls Anfang Juni in die QA eingef\u00fchrt und befindet sich in der QA-Testphase in Verbindung mit CigDataPatcher.\n\nDas Testen des Subsumption Editor geh\u00f6rte weiterhin zu ihren w\u00f6chentlichen Aufgaben, da neue Versionen mit neuen Funktionen verf\u00fcgbar wurden. QA arbeitet eng mit Tony Zurovec und Francesco Roccucci zusammen, um sicherzustellen, dass jede Version des Subsumption Editor frei von allem ist, was den Entwicklungsprozess blockieren k\u00f6nnte. Das Team verbrachte auch einen Gro\u00dfteil der Zeit damit, das Gameplay f\u00fcr vier Spieler in der Stufe Stanton System Persistent Universe zu testen.\n\n\nSYSTEM-DESIGN\nDas System Design Team hat die Bibliothek der Nutzbarkeiten f\u00fcr PU und S42 weiter ausgebaut. Auch die Flugsicherung hat Fortschritte gemacht und Sie sollten dies bald im Spiel erleben k\u00f6nnen. Sie begannen mit der Arbeit an der FPS-Begleiter\/Buddy-KI, einschlie\u00dflich aller Befehle, die Sie ihnen erteilen k\u00f6nnen, und des Verhaltens, das erforderlich ist, damit diese Befehle wirksam werden. Das Actor Status System wird derzeit intern getestet und durchl\u00e4uft derzeit seine letzte Optimierung und Abstimmung. Sie gaben auch dem Konversationssystem den letzten Schliff, damit unser Cinematics-Team die bestm\u00f6glichen Erfahrungen machen konnte.\n\n\nWEAPONS\nDas Waffenteam blockierte zahlreiche universelle Griff- und Optikbefestigungen und r\u00fcstete \u00e4ltere blockierte Gegenst\u00e4nde f\u00fcr die Arbeit mit unserem neuen Befestigungsschienensystem um. Das Team machte einen kurzen ersten Durchgang, um sie an den vorhandenen Waffen zu testen, um zu sehen, wie gut sie funktionieren und ob eines der Designs angepasst werden muss.\n\nSie fertigten auch die erste Pass-Blockade f\u00fcr das Klaus & Werner-Lichtenergie-Maschinengewehr \"Demeco\". F\u00fcr Schiffswaffen haben sie die Prediger R\u00fcstungsverzerrung S4-S6 und die Aufr\u00fcstungsstufen 1-3 abgeschlossen. Sie f\u00fchrten auch einen ersten Pass Blockout mit groben Animationen f\u00fcr den Klaus & Werner Laser Repeater S1-S3, den Neutronen Repeater S1-S3 und die Apocalypse Arms Ballistic Scattergun S1-S3 durch.\n\nTURBULENT\n\nDiesen Monat haben wir die 0.3.6A-Version von Spectrum f\u00fcr Regressionstests auf die PTU hochgestuft, die alle \u00c4nderungen im Backend testen wird, die wir vorgenommen haben, um uns auf die sp\u00e4tere Desktop-Integration vorzubereiten.\n\nDas Team arbeitete auch an Features, die im neuen 0.3.6 Build enthalten sein werden. Der erste davon ist der Foren-Editor. Die neue Version wird Entw\u00fcrfe f\u00fcr die Erstellung von Thread-Posts einf\u00fchren. Das System speichert Ihren Fortschritt und erm\u00f6glicht es Ihnen, zu anderen Themen zu wechseln, bevor Sie Ihren Beitrag zur\u00fccksenden und beenden. Der neue Foreneditor erm\u00f6glicht es Ihnen auch, Inline-Bilder zu erstellen und mehr Abschriftenunterst\u00fctzung f\u00fcr erweiterte Stylingoptionen hinzuzuf\u00fcgen.\n\nEin weiteres wichtiges Feature in 0.3.6A sind benutzerdefinierte Rollen f\u00fcr Ihre Organisation. Das Team hat ein System erstellt, mit dem Sie Mitgliederlisten direkt von Ihrem Spectrum- oder Management-Port aus einsehen und dann die Rollen der Benutzer \u00e4ndern k\u00f6nnen, indem Sie ihr Profil aufrufen. Diese Zollbeh\u00f6rden werden auch \u00fcber einen benutzerdefinierten Satz von Berechtigungen verf\u00fcgen, die zus\u00e4tzlich zu denjenigen des Org-Systems bereitgestellt werden. Dies sollte Flexibilit\u00e4t bei der Zuordnung von Mitgliedern zu Gruppen schaffen, wie du ihnen erlaubst, bestimmte Unterforen oder Unterchats innerhalb deiner Orgs zu sehen.\n\nMiniprofile werden auch in ein kompakteres Setup mit einem speziellen Satz von Aktionen umgewandelt. Sie k\u00f6nnen nun die Anzahl der Beitr\u00e4ge f\u00fcr alle Benutzer sowie deren Karma einsehen. Wenn du nicht vertraut bist, ist Karma ein System, das dir Punkte gibt, wenn Leute Inhalte, die du erstellt hast, hochladen. Das Miniprofil wird auch einen Hotlink zu den Personen enthalten, die direkt eine Nachricht senden, anstatt durch mehrere Untermen\u00fcs zu navigieren.\n\nIn weiteren Nachrichten legte das Team einige wichtige Grundlagen f\u00fcr das Backend f\u00fcr die Stimme. Das Team arbeitete an der \u00dcbertragung unserer Sprachinfrastruktur, insbesondere wie Server die Menschen zu verschiedenen Sprachservern leiten und weiterleiten und welche Art von Datenkanal am besten f\u00fcr die \u00dcbertragung von Sprache zusammen mit Spieldaten geeignet ist.\n\nDas Team, das v\u00f6llig unabh\u00e4ngig von Spectrum war, baute ein System f\u00fcr 3.0, um Abst\u00fcrze zu bew\u00e4ltigen. Vor einigen Jahren hat das Team ein System namens Panic entwickelt, das Client-Crashes verfolgt. Deshalb haben sie unser Panic-System in ein UI-Tool namens Sentry integriert, um Client-Crashes zu verfolgen, die Reprozahlen zu sehen, diese den Entwicklern zuzuweisen, sie mit JIRA-Problemen zu verkn\u00fcpfen und Regressions-Benachrichtigungen \u00fcber die Spielcrashes anzuzeigen. Das Team entwickelte eine benutzerdefinierte SDK-Integration mit Sentry, die Entwickler in den Testphasen von 3.0 unterst\u00fctzen wird.\n\nAnsonsten arbeiteten die Hauptteams weiter an 'Welcome to SC', der neuen Star Citizen-Website. Der gr\u00f6\u00dfte Teil der Designarbeiten ist f\u00fcr Mobiltelefone, Tablets und andere Plattformen abgeschlossen und ist nun in den Vollcodiermodus \u00fcbergegangen.\n\nCommunity\n\nWir waren stolz darauf, das n\u00e4chste gro\u00dfe Weltraumfahrrad, die Aopoa Nox! vorzustellen. Die Nox ist ein schlankes, au\u00dferirdisches Schiffsdesign, das das Dragonfly-Bike-Konzept aufgreift und es etwas anders pr\u00e4sentiert. Wir haben den Verkauf mit kleinen interaktiven RP-Sessions auf Twitter und Spectrum vorgestellt, dann folgten eine coole Rennbrosch\u00fcre und eine sch\u00f6ne Website vom Team von Turbulent. Wir waren so begeistert, wie gl\u00fccklich alle mit ihren R\u00e4dern waren, und k\u00f6nnen es kaum erwarten, dass Sie sie selbst in Alpha 3.0 ausprobieren k\u00f6nnen.\n\nDie Community-Shows dieses Monats deckten alles ab, von Fahrr\u00e4dern bis hin zu.... den Teilen, die Fahrr\u00e4der herstellen! Happy Hours beinhaltete einen detaillierten Einblick in Artikel 2.0 und einen lustigen R\u00fcckblick auf die Tage von Reverse the Vers. Loremakers \u00f6ffnete mehr von der Galaxie und Bugsmashers zeigte Ihnen einige der ersten Aufnahmen der Nox.\n\nDiesen Sommer starten die Bar-B\u00fcrger wie eine Rakete! Es scheint, dass es jedes Wochenende mehr von ihnen gibt, einschlie\u00dflich einer Woche im Juni, wo es ein Treffen in der N\u00e4he jedes unserer Studios gab, an dem Entwickler auf der ganzen Welt teilnehmen konnten! In Los Angeles waren wir vor Ort, um den ersten Food Citizen in einem peruanischen Restaurant zu er\u00f6ffnen - tolles Essen und noch bessere Gesellschaft!\n\nDie Eventplanung f\u00fcr unsere gro\u00dfen Pr\u00e4sentationen im Laufe dieses Jahres, Gamescom und CitizenCon, wurde fortgesetzt und die Tickets f\u00fcr beide gingen in den Verkauf und waren fast sofort weg! Im Falle von CitizenCon am vergangenen Wochenende waren die Chargen von Tickets in weniger als einer Minute ausverkauft. Wir pr\u00fcfen M\u00f6glichkeiten f\u00fcr gr\u00f6\u00dfere Veranstaltungsorte f\u00fcr das n\u00e4chste Jahr und werden Sie auf dem Laufenden halten.\n\nHinter den Bildschirmen haben wir die Arbeit an der New Player Experience und den lang erwarteten Schiffsstatistiken fortgesetzt. Ersteres zielt darauf ab, neuen Geldgebern zu helfen, zu lernen, den Vers zu fliegen und zu navigieren, w\u00e4hrend letzteres genauere, aktuellere Schiffsstatistiken \u00fcber die Website liefert.\n\nWir haben diesen Monat eine neue Art von Artikel f\u00fcr Jump Point ausprobiert und ein Design-Dokument \u00fcber Triebwerke in einen Artikel \u00fcber.... nun, wie wir Triebwerke platzieren. Es ist eine Hommage an die Tiefe der Systeme, die das Team f\u00fcr Star Citizen entwickelt, dass etwas so Obskures zu einem ziemlich interessanten Leitfaden werden k\u00f6nnte!\n\nAbonnenten hatten diesen Monat ein paar coole Leckereien, darunter ein holografisches Modell von Port Olisar f\u00fcr ihre Hangars, mehrere Tresor-Updates \u00fcber die Entwicklung der Nox und eine Lizenz, den Caterpillar den ganzen Juni \u00fcber kostenlos auszuprobieren. Wir sahen einige ziemlich erstaunliche Tricks, als sich die Katzenflotten versammelten, einschlie\u00dflich Caterpillar Bowling!\n\nSchlie\u00dflich, die Abonnenten-Rathaus hielt in diesem Monat mit dem Star Citizen Charakter-Tech-Team. Charaktere werden im Mittelpunkt von Star Citizen stehen, und es ist immer toll, wenn wir einen Teil des Teams hervorheben k\u00f6nnen, das f\u00fcr die Technologie verantwortlich ist, mit der du deinen Star Citizen in der Strophe erstellen kannst. Also, vielen Dank an alle, die teilgenommen haben und besonders an die Abonnenten, die die Fragen jeden Monat stellen.\n\n\nWIR SEHEN UNS N\u00c4CHSTEN MONAT.....","zh_CN":"Greetings Citizens!\n\nWelcome to the Monthly Report for June 2017, our collection of studio reports and videos from our offices around the world showcasing the progress we\u2019ve made over the past month.\n\nCLOUD IMPERIUM: LOS ANGELES\nENGINEERING\n\nAs part of the upcoming 3.0 release, we\u2019re very excited to introduce cargo as a mechanic. To ensure your ship is technically equipped to handle this, we\u2019ve created cargo grids to provide the visual element of transporting commodities like minerals, scrap, and food. The number of commodities you have will manifest as stacks of crates located within the ship\u2019s cargo hold and will be limited in capacity by the dimensions of the grid your ship can use. This system will also allow you to park vehicles and other loose items into the cargo hold, but will limit the amount of grid space you have available for bought or scavenged commodities. Code wrapped up on this feature and design has implemented the new cargo grids into all the ships that can carry cargo.\n\nEngineering also finished implementing the solar system content (or what we\u2019ve been calling object containers) into a hierarchy to ensure that outposts on a moon or planet, as well as space stations in near orbit, are all in the correct planetary grid at all times.\n\nThe team also just provided the much-needed Object Container editing. When creating a gameplay level, we build the level with a combination of Assets and Object Containers. Originally, Object Containers had to be built in the dedicated Object Container level, which, unfortunately, made the contents of the Object Container only editable in the actual Object Container level.\n\nIn the previous system, when designers used to build levels with Object Containers, if they wanted to modify the contents of that ObjectContainer, they would need to exit the current level, open the Object Container level, do some tuning, save, export, and then move back to the level. This new tool will allow the designer to edit the contents of an Object Container, save and export all while inside the level. This new workflow will save Design a lot of time.\n\nThe engineers have created a new debug and setup process to help handle vehicle interior damage states. Interior damage states will be changed based on the cumulative health of a ship. The old method was written in flowgraph, but now the process has been integrated into a vehicle component, so that it can be used in various places. This new process should help us find the problem quickly, solve it fast, and get the team back to working on features.\n\nThe update process of the Intelligent Flight Control System (IFCS) for our ships has now been converted to a batch update. Because IFCS is very isolated from the physics engine, taking in values like velocity, mass, center-of-mass, etc., and outputting one linear and one angular impulse, there\u2019s no reason IFCS needs to be updated in lockstep with the physics thread. This change will be more efficient, but also hopefully allow a larger number of players on the servers.\n\nThe team has now completed the new quantum drive 2.0. We\u2019ve removed the old code that controlled things like VFX and sound FX playback, as well as obstruction detection and alignment code, and moved the targeting of a QT point to the Target Selector on the ship, so the drive only cares about the travel point itself. This made the drive code much simpler and should make it run smoother. Aside from bugfixing, the team also added some features that attach to the quantum drive, such as automatically closing all external doors when doing a jump to prevent accidents by jumping out of a ship traveling at high fractions of the speed of light.\n\nThis updated quantum drive is now ready for design and art to start tweaking and implementing on all the ships, as well as for UI to start creating a more realistic feel for how such an event should be handled in-game and incorporate other features like the star map.\n\n\nSHIP TEAM\nThe RSI Aurora went through a final art check this week, so the only remaining work will be from any incoming bugs that pop up while going through design implementation, animation updating, sound, VFX, etc. The team also created fourteen different skins for designers to utilize as well. We\u2019re excited to get this updated version of Star Citizen\u2019s most prolific ship into your hands, and the team here is working hard to make make this a reality.\n\nThe Anvil Terrapin is finalizing its greybox phase, which included setting up the exterior hierarchy, polishing the proxies, baked and migrated animations. For the interior, the artists are polishing the geometry in the cockpit and habitation, and moving into the final art phase. The Terrapin was also sent over to Tech Design to begin their greybox pass on the ship.\n\nNow that the ships are being converted to Item 2.0, the team has also completely reworked the ship stats page on the website to allow for up-to-the-minute stats. The design has now been finalized, the icons finished with refined meaning and everything is currently being updated on the web.\n\n\nTECH ART\nThe team implemented the first iteration of the landing springs technology to allow for a more cushioned landing experience on uneven terrain. From here, they will move on to the next step of full visible landing compression on the landing gear, which is slated for after 3.0\u2019s release.\n\nTech Art\u2019s role tends to increase the closer you get to a major release as performance begins to take priority over features and asset developments, so they have been reviewing the release builds to identify code and content fixes that would dramatically improve performance. One in particular is called Statoscope. It plots graphs from data logged on a per-frame basis, and provides a way of recording values (e.g. fps, number of drawcalls, etc.) from Star Citizen and showing how they change over the course of a play-through. This really helps our development team find ways to improve performance by identifying massive frame time offenders.\n\nTech animation improved the format that animations are saved as and then reloaded into other scenes. Due to the amount of characters and lengths of the scenes, they could formerly take up to 50 minutes to load in Maya, but with this improvement, the worst load time has been drastically reduced by over 82%, meaning cinematics won\u2019t be waiting long to make quick iterations.\n\nOn the skinning front, a female transfer mesh has been created and the male transfer mesh has been massively updated. These transfer meshes are used with our skinning tools to automate basic skinning of all new characters. Tech animators can now spend time perfecting the weighting of the mesh allowing for a higher quality and more accurate deformation in less time.\n\nOur tech art team identified an issue where the eyelids on many of the heads had vertex normal issues. They ultimately determined that because the vertices of the eyelids were so close together, the normal would get flipped but only on a few verts. This has now been fixed and characters can now sleep with ease.\n\n\nCHARACTER TEAM\nThe team has been knocking out countless costumes for Squadron 42 and Star Citizen. Currently in production, the male Navy medical corpsman has entered the high poly phase. Once that\u2019s complete, he will then go on to in-game modeling. Another female character is finishing up her in-game asset then will be sent over to get textured and rigged along with our OMC Undersuits, which have also finished up in-game modeling.\n\nThe civilians and the miners of Levski are currently being textured before heading over to rigging and implementation into their final resting place in-game on Delamar.\n\nThe team updated some of the legacy UEE and Pirate armors to not only bring them up to the visual quality of our current assets but allow them to be swappable with all newer armor pieces. We\u2019ve officially started high-poly on some of your favorites and then will be moving onto the in-game modeling and texturing pass.\n\nAlong with the new eye options, the team began work on a multitude of hairstyles. These are all in various states of production, but a select group will be ready for 3.0.0.\n\nAn assortment of new characters, like the Male Marine BDU and Male Deckcrew, have been rigged and implemented. They can now be found on the bridge of the Idris or completing their work on the exterior of a ship in the vacuum of space. Lastly, the Female Light Marine armor and Female Explorer Suit have finished up their implementation passes.\n\n\nNARRATIVE\nOur narrative team has had a jam-packed month as well. With Item 2.0 coming online, they have been knocking out a massive amount of component and item descriptions needed for 3.0, everything from coolers and quantum drives to armor sets and shirts. They have been getting trained up on handling the localizations of these names and descriptions into DataForge directly, giving them a bit more oversight in making sure that the latest text is appearing in the game. The team wrote approximately 2800 lines worth of generic NPCs to liven up the universe then recorded them in a VO booth down in London. To help keep track of these assets, the team started building a Persistent Universe character tracking sheet to create a single consolidated reference for lines, file names (for all the departments like audio, animation), overall status, and priority for the massive amounts of dialogue for Mission Givers, Generic NPCs and more.\n\nLastly, the team has been walking through the locations of both Squadron 42 and the PU and writing up documentation of props, posters, signs, branding, and set dressing for more immersive environmental storytelling.\n\nCLOUD IMPERIUM: AUSTIN\nDESIGN\n\nEckhart was the big challenge this month. As the first real dynamic Mission Giver, getting Eckhart into the game required collaboration and work from several different teams. The Usables Team created the tech that allowed us to link extraneous objects such as the barstool to other usables like the high bar table, while still registering items on the table properly like the glass in Eckhart\u2019s hand. The Mission System Team created the ability to look for missions with the \u201cEckhart\u201d tag, figure out what is currently available for players, and pass those via subsumption to the player\u2019s mission log for acceptance\/rejection. Between the AI and FPS Programmers, they created an animation technique we\u2019re calling \u201cfeather blending\u201d that will allow blending between usable object animations such as a generic sitting animation for a barstool and the animations related to the Mission Giver conversations. And of course, the Subsumption tech\/programming team facilitated all of this through the Subsumption tools and the game code that goes with it.\n\nThe team has been tackling 3.0 tasks on a variety of fronts; Pete Mackay worked on a new pass of the master excel where the pricing structure is laid out, called PriceFixer. Pete added all the new ships, ship items, armor suits and some other FPS goodies, and balanced their pricing to fall in line with the most recent design pass of the items. Since the overall design of the items is much further along than before, the gameplay implications of the items are much clearer. Although this required another pass through the items, the team is now able to more accurately predict where their base prices should sit. On top of this, he did an additional pass on mission rewards, insurance prices and respawn timers to accommodate the new missions that are coming online.\n\nRobert Gaither worked on getting NPC\u2019s into some of the main hub areas of our PU landing zones. He started with Grim HEX to prove out the behaviors, but the current plan is to extend these general behaviors to the other landing zones with the goal of giving a general sense of ambiance and life to the levels.\n\n\nSHIP TEAM\nJosh Coons, in conjunction with Tech Art finished creating the LODs and the damage pass of the Cutlass Black. He also made tweaks to the cockpit area and the rotating nacelles, based on the Tech Art feedback, and has now moved onto creating renders and videos for the website and potential marketing needs.\n\nChris Smith finished working on modeling and texturing the Aopoa Nox bike. Once the model was complete, he worked with many team members to provide materials for the brochure and release video.\n\n\nIT\/DEVOPS\nServer engineering worked closely with DevOps to integrate and test Diffusion in a QA environment. The team started working with gameplay engineering to show them how to best utilize the features Diffusion offers and will continue over the next few months to identify new and old gameplay features that will be best suited as Diffusion services. The eventual goal will move more of the feature logic in Diffusion services to result in higher scalability and optimal performance.\n\nThe DevOps team quietly added more hardware to increase network capacity to handle the increasing demands on the build system due to work connected to 3.0. Meanwhile the LiveOps team has completed the build out of the latest server side expansion supporting the latest revision of shopping and subsumption. They\u2019re still tuning and making adjustments but it\u2019s always exciting to see the new services coming on line.\n\n\nANIMATION\nThis month, the animation team started on the NPC usable for counters including shopkeepers and bartenders to help bring these elements to life. Once these are complete a player will be able to walk into a shop to buy weapons, space suits, clothing, ship parts and other such things from NPCs. This will incorporate our wild line system as well, with face animation and audio captured at our mocap shoots. To complete these features, we had to capture a few transition elements that were missing, so we set up a quick mocap shoot in our office to get what we needed. Along with the bartender, we are also implementing the bar stool, so the player will be able to go, sit at a bar stool and order a drink. Finally, we finished the carry system animations. As a player, you can now pick up a standard size box and walk around with it, which means that we have all the needed tech to expand this to a variety of uses.\n\nThe Austin Ship Animation team wrapped up establishing the standard for the cockpit experience, as well as polishing and creating new, improved animations for our next release. In addition to various bug fixes, they worked with the design and programming teams to bring the same level of interactions you get in the cockpit to ship turrets, which includes g-force reactions, hit reactions, as well as g-loc pass out and wake up sequences when you pull too many g\u2019s.\n\n\nQA\nFor June, Austin QA has been testing new features and preparing for 3.0, specifically new and overhauled Star Marine weapons, the Crusader moons, Levski, new Missions, the improved mobiGlas interface and apps (particularly StarMap). Now that many more ships have been converted for Item 2.0, each one requires a complete sweep for issues, as well as a review of old issues such as animation and ship idling to see what may have carried over in the new implementations. Stability and performance were also a major focus as well, with Austin QA working closely with our UK counterparts to conduct regular playtests and captures for the state of the game. Squadron 42 testing groups worked closely with the rest of team as well, as new tech means new bugs that are often shared between both groups of testers.\n\nThe team also provided additional support for the animation team; handling mocap file cleanup, supporting setup and teardown for pick-up shoots and other tasks that free up the animators to handle important items. New tools and tech are being developed in all four studios, so the team is constantly checking shelved check-ins and binaries for problems and making sure everything is ready before it gets checked in for the rest of the company to use. In the past month, this has included changes to resource management for objects and planets, new build distribution tools, server changes to support subsumption, as well as network code improvements and a refactor of the material manager.\n\n\nPLAYER RELATIONS\nThe Player Relations team continued to prepare for upcoming 3.0 work, and can\u2019t wait to give backers the New Player Experience that will go on the website to match the new content coming in game. The Evocati ranks will expand in the coming weeks, and the team welcomed two new hires to expand the team\u2019s overall headcount.\n\nFOUNDRY 42: UK\nSPRINTS\n\nOn the programming side, the team continued to support the cockpit experience sprint, with the goal of making it more dynamic. This included incorporating the physiological effects, such as the black-out and red-out, into the actor status system. That way it is all controlled by one system and can influence other things like the player\u2019s breathing and stamina. This sprint has also improved the g-force animations, and player hit reactions when the ship gets a dynamic impulse.\n\nWe also made improvements to the close combat gameplay. We worked on numerous knife-based and unarmed takedowns, and collaborated with design and animation to make it both look and feel satisfying.\n\nOver the past month, the team has nearly completed converting all the old player and actor code over to the new Actor 2.0 system. Whereas the previous setup just inferred actor states from other variables, the system now has a cleaner interface for serializing between the server and all the clients, which makes writing new player features much more straightforward and makes the code much more reliable.\n\nThe brand-new patching system has been incorporated into the internal CopyBuild 3 tool that was developed in Frankfurt and Austin. Now that it\u2019s passed QA\u2019s approval, there has been a limited rollout to the dev team to carry on flushing out any issues with it. So far, it\u2019s looking pretty good, and the people using it are really appreciating the reduced time it now takes to grab the latest build.\n\n\nGRAPHICS\nMoving onto the Graphics team, the new render-to-texture system was the key focus this month. This tech has been a major part of the hologram system which will be used for mission briefings, comms calls, mobiGlas and many other situations. The render-to-texture system will also be used for all our new user interfaces and for live-rendering of video-comms from other players.\n\nThe team upgraded our exposure-control system to deal with the enormous contrast of lighting in space. The system now takes light from your peripheral vision into account and won\u2019t overly brighten the screen when you are near bright objects and looking into space. The graphics team also added a host of new features to the GPU particle system such as lighting, turbulence and anti-aliasing, the effects of which you\u2019ll be seeing in 3.0.\n\n\nWEAPON ART\nThe weapons team focused on ship weapons this month, working on the Amon & Reese laser cannons, S1 to S6, and the Klaus and Werner Laser repeater, S1 to S6, along with some associated VFX. On a smaller scale, but just as important, they created a slick looking Heavy Machine gun from Gemini, complete with the iconic cooling system seen on other Gemini guns.\n\n\nENVIRONMENT ART\nThis month, the concept team added another member to its ranks. Their first task will be to look at Orison while also supporting any additional needs for S42 locations.\n\nThe Environment art team built some exciting prototypes for procedural cities which will allow us to create vast cities and landing zones on planet surfaces for the Stanton System and beyond. The first test will be to help us integrate Area18 into the sprawling industrial planet of ArcCorp.\n\nWork continued to flesh out the \u2018texture of space,\u2019 and create a greater palette for the artists to make space travel more interesting and will help support the narrative in both the PU and S42. One specific element is our new SpaceDust Shader, which creates large volumes of space dust to help provide a sense of motion. This will be added to the Stanton System for the 3.0 release. Yela\u2019s asteroid belt has also been improved with this new shader type.\n\nOutpost clusters and additional exterior elements have been finalized, including outpost landing pads, paths, power modules, water collectors, weather stations, relay stations and exterior lighting. The team also completed a branding and dressing pass for different corporate and independent companies who own the outposts for various functions such as mining, hydroponics, habitation and storage. The team also made unique varieties like emergency shelters, abandoned outposts and gang-owned outposts to position around the moons.\n\nThe outpost doors and airlocks were switched to the Doors 2.0 system, which allows them to incorporate the different rooms, power systems, oxygen, overrides and hazards.\n\nThe team finalized Sand, Dust and Frost materials to help blend the outposts into the moons. Decals have been used to add an extra layer of dirt buildup to help integrate the exterior landing pads and props.\n\nThe team finished all pre-polish and optimization work on the exterior truck-stop pieces and have moved on to finish the interior. They are currently working on the main hub, based off concepts from art direction, developing additional pieces to add more character to the truck-stop, and completing a first pass on the side shops and corridors. Platinum Bay landing services is having its own building set made, so it looks more distinctive; and an Admin office has been created so players have a location to drop off mission related packages. The team blocked out an observation room facing the landings pads, so players can watch ships take off and land from the interior of the station.\n\nFinally, Admin offices were added to other Stanton locations, such as Port Olisar and Grim HEX. All the 3.0 locations were updated with the new door and airlocks 2.0 system and two new shops have been added to Grim HEX; an independent ship parts trader, and Technotic, an old electronics store that may house a mysterious character.\n\n\nUI\nThe UI team has been cracking along on the new mobiGlas UI and all the various apps that will become available for 3.0. They also worked with the VFX team to combine particle effects and lighting to help ground the UI projection in the game-world environment.\n\nThe team drove the second multi-disciplinary sprint for the Starmap app to implement the remaining functional requirements for the 3.0 release. This involved focused collaboration between art, VFX, audio, and engineering teams to help improve the visual fidelity and user experience.\n\nBasic functional requirements for the new Mission Manager app were implemented this month. This app allows players to view information on available missions, as well as provide the ability to accept, track, and abandon missions which have been accepted, while keeping a log of the previous missions which have been completed or attempted.\n\nAlong with the work on the item 2.0 ship conversion, they started implementing the new pilot multi-function displays (MFD) which refines the previous UI setup and adds new information and functionality like managing your ship\u2019s systems.\n\nFinally, the team contributed to the most recent doors and airlocks sprint, where they helped design and implement new status displays for the various airlocks throughout the system utilizing the new render-to-texture tech.\n\n\nAUDIO\nThe Audio team has been involved in lots of different sprints and pipelines this month. The team helped to finish up the actor status system, so that the breathing from the player works alongside dialogue more intelligently, and a new outlaw music logic set was completed which will be reflective of the player\u2019s reputation system. The team also revised the environmental and ambient sound for various locations for the 3.0 release with members of the audio team even attending a character-based sound recording at Shepperton Studios.\n\nWeapon audio completed work on the rail gun and have made steady progress on derelict ship audio and the interior ship audio for the Javelin.\n\n\nANIMATION\nThe Animation team worked closely with gameplay programming to continue developing the take down kill mechanics.\n\nThey continued to tweak weapon improvements and created a more flexible system for the jump mechanic to handle more environments and gravity states.\n\nThe mobiGlas has been moved from a lookpose to an aimpose, which will allow increased functionality, and had some extra animation added to the enter and exit states to make it feel more connected to the player.\n\nThe team continued to export and test AI combat assets as well as cinematic scenes for design to implement in engine.\n\nThe Derby Studio has been busy on 3.0 Mission Givers\u2019 face and body animation and continued to turn around facial animation for SQ42 and future PU releases.\n\nThe Mo-Cap team set up the Optitrack system for a quick shoot in the new office space. It was great to see such a quick turnaround of data, from shoot to in-game in a matter of days.\n\nThere was another quick Audio\/Headcam shoot to pick up some last-minute requests for 3.0 and the team quick edited the facial data and put it into production.\n\n\nSHIP TEAM\nDerelict versions of the Starfarer, Caterpillar, Constellation and Freelancer are ready to be used in space and on planets for various missions. The team also implemented the necessary tools to correctly place these wrecks on planets so they all conform nicely to the terrain. In addition to this work, the team has been doing a bug-fixing pass to address collision issues and minor art tweaks.\n\nExtensive work is being done on the Eclipse\u2019s cockpit, specifically on the dashboard. The team worked closely with other departments to lock down the layout of the monitors to make sure that the design is appealing and legible. Layout is also an important factor for Item 2.0 as buttons and switches need to be specifically placed within the pilot\u2019s reach to create further interactivity and immersion. The team also worked on the landing gears and the wings.\n\nThe team finalized geometry on the Hull C\u2019s folding section and blocked in materials, then moved onto finishing the mechanical rig to make sure it operates without any collisions. The front of the interior went through an initial lighting pass and is now being polished to make the areas more cohesive. The rear of the interior has been blocked out and each room is now being modeled.\n\nFans of the Reclaimer will be pleased to hear that there are only 3 rooms left to go through final art. Over the past month, the team wrapped up final art on the cargo room and the main lift with the goal of maximizing the space to allow for easier transportation of cargo. For the cockpit, the team implemented retractable screens which fold around the player when seated to make the confined area more functional. The team continued work on the bridge area and bridge lift, which provides access to the lower deck, and were thrilled to see the tractor beam seats transition from concept to final art.\n\nFOUNDRY 42: DE\nLEVEL DESIGN\n\nThe Level Design team finished their work for the surface outposts and passed them along to the Environment Art team. They also turned over whiteboxes for both the modular hangars and garages to the art team for their visual exploration phase.\n\nWith the whiteboxing phase complete, they\u2019re focused on implementing the markup required for all our locations, this involves everything from room systems (breathing), environment interactions (e.g. vaulting), elevators and consoles for spawning ships and vehicles. Levski will have a combination of hangars and garages to spawn ships, as well as vehicles to explore the planetary surface. With the bulk of the work completed on the previously mentioned locations they\u2019re now moving over to the remaining Flagship Landing Zones for the Stanton system. The first ones they will tackle are Area18 and Lorville, followed by Orison and New Babbage.\n\n\nENGINE TEAM\nThe engine team worked on consistent capturing of both atmosphere and sky in cube maps so we can seamlessly blend between global atmosphere and local cube map based lighting. This new system will ultimately give the game a higher level of visual fidelity. They implemented an improved compression algorithm for the new pak file system to allow for more efficient data streaming due to reduced CPU overhead during decompression. This will be part of the new incremental patcher, which is designed to make patches and updates much more efficient.\n\nThey also worked on one of our internal tools called the Planet Editor (PlanEd). Artists and designers have several needs for marking areas on a planet (identify where specific objects should be spawned within an ecosystem, areas to be punched out to embed brushes or complex structures such as landing zones, etc.), so the code was unified to make it easier to reuse and extend in the future as more functionality is needed.\n\n\nAI\nThe AI team has been busy as usual. This month, they worked on Buddy AI, where NPCs will intelligently follow a designated leader, and made progress on ship AI, getting it one step closer to be fully controlled via Subsumption.\n\nThe team also worked on a sprint that focused on Human Combat. They spent time refining behaviors for first reactions to enemies seen and events heard. The reactions vary in direction and speed, from casual situations, to quick reactions for loud events and so on. This was achieved by triggering the appropriate animation from a start pose to the action intended and once the behavior is verified, they\u2019ll get fully hooked up in game. They also made progress on Friendly Fire to make sure Friendlies are identified correctly in combat situations.\n\n\nVFX\nThe Frankfurt VFX team continued to work on effects for the various planet surface types, covering a wide range of effects, from simple footsteps, to weapon impacts, and vehicle tire effects.\n\nThey also did some early experimentation with rigid body simulations and the workflow for S42 cinematics. This will cover the many mesh destruction and deformation animations that are required for the S42 single player missions.\n\n\nLIGHTING\nThe lighting team brought all surface outposts to final lighting, which included creating a consistent set of lighting fixtures, temperature charts, and rules which we can use to define how each type of outpost looks. The team also created a library of prefabs combining existing props with lighting elements which can be easily iterated on and propagated across all outposts.\n\n\nTECH ART\nThe Tech Art team had a variety of tasks this month. They continued to create numerous Mannequin animation fragments for the Cinematic team.\n\nThey implemented the game Entity for the new Kastak Arms Custodian SMG energy weapon with the blocked-out mesh and rig. Now that it\u2019s implemented, other departments like animation and VFX can start working with it in game.\n\nThe team added additional features to our internal Playblast tool to make it easier for the animators to create simple renders of their work, which are primarily used for animation reviews.\n\nFinally, they also made great progress with new weapon dynamics and secondary motions using both in-game physics and simulation. The initial results were very promising, and the secondary animation will add one more level of subtle detail and realism to the verse.\n\n\nENVIRONMENT ART\nThis month, the Environment Art team worked on the updated material distribution, which will add a more varied breakup of the ecosystem ground materials on the surface of all three moons. The team nearly wrapped up work on the landing pads that will go with the surface outpost to give the players a stable solid landing point on what otherwise might be rough terrain. The surface of Delamar also received its final polish, with geology and materials being updated and fine-tuned. The surface is also getting an FX pass, adding an extra layer of visual interest to the environment and atmosphere. The area surrounding Levski will also have more areas of interest for players to explore.\n\nIn Levski, final touches are being put into the Customs area. All player traffic in and out of Levski will have to go through this checkpoint, so extra effort is being put in to make it both visually interesting and provide a potential deterrent for players trying to smuggle in unwanted goods.\n\nThe team also nearly completed work on the garages and will soon be ready to include them in the level. Once this work is completed, players will be able to request a vehicle in the garage and go out and explore Delamar\u2019s surface. The elevators in Levski have also been updated with new models fitting the modular building set that we are using across the game.\n\n\nGAME PROGRAMMING\nThe team finished up the remaining weapon features for 3.0 such as the Railgun cover animations, delayed recoils, and delayed ADS reticle.\n\nThey also completed the first iteration of the doors and airlocks and are now implementing the technical hooks for adding VFX and sound effects to make them available for the rest of the team to use. With the help of engineers from the UK and LA offices, the technical design for the network code of the new weapon system is being fleshed out and the overall research phase is coming to an end. The first test implementations will be started as soon as all other 3.0 tasks are completed.\n\n\nCINEMATICS\nCinematics worked with UK graphics engineering to test out a working version of our brand new \u201cHolographic projection volume entity tech.\u201d This essentially provides a target holographic volume with content, fed from a source scene, that gets rendered into the volume and will allow us to have characters communicating via hologram to characters in a scene or have the hologlobes switch to a scripted mode and show mission briefings, all in real-time without resorting to things like pre-rendered motion graphics. This tech, minus the holographic component, will also be used to stream comms from other ships (cockpits) onto cockpit MFDs or other displays, all in real-time. As usual, the team also made progress across multiple chapters for S42.\n\n\nQA\nThe Frankfurt QA team started testing the new CigDataPatcher in May and testing has continued through into June. Patcher testing is done daily, as well as on the client, Editor, and dedicated game server copied via CigDataPatcher. The main goal is to make sure there are no differences between builds pulled via the new patcher and builds pulled with our current internal build tool, CopyBuild 2. CopyBuild 3 had also been rolled out to QA at the beginning of June and has been in its QA testing phase in conjunction with CigDataPatcher.\n\nSubsumption Editor testing continued to be a regular part of their weekly tasks as new versions with new features become available. QA works closely with Tony Zurovec and Francesco Roccucci to ensure that each Subsumption Editor release is free of anything that could block the development process. The team also spent a good portion of time testing four player gameplay in the Stanton System Persistent Universe level.\n\n\nSYSTEM DESIGN\nThe System Design team continued to expand the library of usables for both the PU and S42. The Air Traffic Control also made headway and you should be able to experience this in-game soon. They started work on the FPS companion\/buddy AI, including all the orders you can give them and the behaviors needed for those orders to take effect. The Actor Status system is being internally tested right now and is going through its final tweaking and balancing. They also put some finishing touches to the conversation system to allow our Cinematics team to create the best experiences possible.\n\n\nWEAPONS\nThe weapons team blocked out numerous universal grip and optics attachments and converted older blocked out items to work with our new attachment rail system. The team did a quick first pass to test them on the existing guns to see how well they work and if any of the designs need to be adjusted.\n\nThey also completed the first pass blockout for the Klaus & Werner \u201cDemeco,\u201d light energy machine gun. For ship weapons, they finished the Preacher Armaments Distortion S4-S6 and Upgrade Levels 1-3. They also did a first pass blockout including rough animations for the Klaus & Werner Laser Repeater S1-S3, the Neutron Repeater S1-S3 and the Apocalypse Arms Ballistic Scattergun S1-S3.\n\nTURBULENT\n\nThis month we moved 0.3.6A version of Spectrum up to the PTU for regression testing which will test all the backend changes that we\u2019ve made to prepare for the eventual desktop integration.\n\nThe team also worked on features that will be in the new 0.3.6 build. The first of which is the forum editor. The new version will be introducing drafts when creating thread posts. The system will save your progress and allow you to move to other threads before returning and finishing your post. The new forum editor will also allow you to do inline images and add more markdown support for increased styling options.\n\nAnother major feature in 0.3.6A is custom roles for your Organization. The team has created a system that will let you see member lists directly from your Spectrum or Management port and then allow you to change the roles of users by visiting their profile. These customs will also have a custom set of permissions in addition to the ones provided by the Org system. This should create flexibility in how Org leaders assign members to groups, how you let them see specific sub-forums or sub chats within your orgs.\n\nMini profiles are also going to be converted to a more compact setup with a dedicated set of actions. You will now be able to see post counts for all the users as well as their Karma. If you aren\u2019t familiar, Karma is a system that gives you points when people upvote content that you\u2019ve created. The mini profile will also include a hotlink to message people directly rather than navigating through several sub-menus.\n\nIn other news, the team laid some important groundwork on the backend for voice. The team worked on the transmission part of our voice infrastructure, specifically how servers will direct and route people to different voice servers and what kind of data channel will work best for transmitting voice along with game data.\n\nTotally unrelated to Spectrum, the team built a system for 3.0 to handle crashes. Several years ago, the team created a system called Panic that tracks client crashes, so they integrated our Panic system with an UI tool called Sentry to track client crashes, see the repro counts, assign those to developers, link them to JIRA issues, and view regression notifications from the game crashes. The team developed a custom SDK integration with Sentry that\u2019s going to help developers in the testing phases for 3.0.\n\nOtherwise, the main teams continued to work on \u2018Welcome to SC\u2019, the new Star Citizen website revamp. Most of the design work is finished for mobile, tablets, and other platforms and have now entered full coding mode.\n\nCommunity\n\nWe were proud to introduce the next great space bike, the Aopoa Nox! The Nox is a sleek, alien ship design that takes the Dragonfly bike concept and presents it a little differently. We introduced the sale with small interactive RP sessions on Twitter and Spectrum, then followed it up with a cool racing brochure and a beautiful website from the team at Turbulent. We were so excited to see how happy everyone was with their bikes, and can\u2019t wait to let you try them yourselves in Alpha 3.0.\n\nThis month\u2019s community shows covered everything from bikes to \u2026 the parts that make bikes! Happy Hours included an in-depth look at Items 2.0 and a fun throwback stream to the days of Reverse the Verse. Loremakers opened up more of the galaxy and Bugsmashers showed you some of the first in-engine footage of the Nox.\n\nThis summer, Bar Citizens are taking off like a rocket! It seems like there are more of them every weekend, including one week in June where there was a meetup close enough to each of our studios that developers around the world were all able to attend! In Los Angeles, we were on hand to kick off the first ever Food Citizen at a Peruvian restaurant \u2014 great food and even better company!\n\nEvent planning for our big presentations later this year, Gamescom and CitizenCon, continued and tickets for both went on sale and were gone almost immediately! In the case of CitizenCon last weekend, batches of tickets sold out in under a minute. We\u2019re looking at options for bigger venues for next year and will keep you updated.\n\nBehind the screens, we continued work on the New Player Experience and the long-awaited ship stats updates. The former is aimed at helping new backers learn to fly and navigate the verse, while the latter will provide more accurate, up-to-date ship stats through the website.\n\nWe tried a new sort of article for Jump Point this month, turning a design document on thrusters into an article about\u2026 well, how we place thrusters. It\u2019s a tribute to the depth of the systems the team is creating for Star Citizen that something so obscure could turn into a pretty interesting guide!\n\nSubscribers had a couple of cool treats this month, including a holographic model of Port Olisar for their hangars, several vault updates covering the development of the Nox and a license to try the Caterpillar free of charge all June. We saw some pretty amazing tricks when the Cat fleets massed, including Caterpillar bowling!\n\nFinally, the Subscriber Town Hall held this month starred the Star Citizen character tech team. Characters are going to be at the heart of Star Citizen, and it\u2019s always great when we can highlight some of the team responsible for the tech that will allow you to create YOUR Star Citizen in the \u2018Verse. So, thanks to everyone who participated and thank you especially to the Subscribers who provide the questions each and every month.\n\n\nWE\u2019LL SEE YOU NEXT MONTH\u2026"},"links_count":0,"comment_count":51,"created_at":"2017-07-07T00:00:00+00:00","created_at_human":"8 years ago"},"meta":{"processed_at":"2026-04-25 10:00:03","valid_relations":["images","links","translations"],"prev_id":15998,"next_id":16001}}