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Citizens!\n\nWelcome to the Monthly Report for July 2017, our collection of studio updates and reports that showcase the progress we\u2019ve made. This month, the team crunched in preparation for a pair of internal 3.0 milestone reviews to assess the state of the build and player experience.\n\nCLOUD IMPERIUM: LOS ANGELES\nENGINEERING\n\nOur engineering team worked towards completing the core 3.0.0 persistence and entity system features. This included finishing a large refactor of the persistent data manager which changes the way data is stored, modified, and accessed while playing the game. The game can now distinguish between physical and legal ownership, a distinction that is an important requirement for systems such as Criminality, Missions, and Persistent Spawning.\n\nThis new physical ownership feature is also being used to develop persistence tracking and management which will allow for parking vehicles within other ships. For example, with this system if you park a Dragonfly inside a Cutlass then land at a station, it will remain in the Cutlass\u2019 hold when you recall your ship.\n\nOur engineers have also been working on cargo debris generation upon a ship exploding, migrating lifetime policy into gamerules the information stays attached to the player, and the placement of cargo crates onto your ship\u2019s cargo grids. Once you\u2019ve purchased cargo, your ship will generate a certain percentage of cargo onto the cargo grid. When it comes time to sell the cargo, the team have integrated the newly complete shop code with the Solar System Shopping Service, allowing shop inventories to populate dynamically. This system also allows items and commodities\u2019 stock to be influenced by the purchases and sales of other players.\n\nThe new insurance system is almost complete and will allow players to make insurance claims on their ship, pay deductibles, and select expedited processing time to get their ships back quicker. There is also now a deductible decay, which allows you to wait for a bit of time and pay less if you happen to be short of the credits. The system has been designed so deductible prices are calculated based on the number of other insurance claims stored in your persistence for the last 24 hours.\n\nOver on planets, we\u2019ve put the finishing touches on our gravity level which was needed for some ground vehicles. Specifically, as changes to planets, physics zones, IFCS (or intelligent flight system) and some other necessary improvements, left the hover vehicles dragging more than hovering. This new GravLev system is an improvement over the original system in many important ways. For example, the last time we showed GravLev, it only supported hover heights from 1 to 5 meters based on velocity. In tests, we\u2019ve now managed to get the Nox hovering at a half a meter at speeds up to 223 miles per hour on moderately rough terrain. This was quite challenging, considering that the simulation uses a realistic spring-based model for hover lift, as opposed to hidden collision or other common tricks.\n\nWe\u2019ve also provided a set of 10 tuning parameters for designers to customize the GravLev control system, including minimum and maximum hover height (min at stop, max at full velocity), banking angle in turns, and maximum lift acceleration. Also, our designers can set a minimum gravity level which the system uses to generate downward thrust to augment gravity on low-gravity planets so the vehicle isn\u2019t too floaty. This can be set to 1 G to guarantee that hover vehicles always feel about as heavy as they would on Earth, or even higher to really force the vehicle to hug the terrain.\n\nNext up, we\u2019ll add tuning parameters for designers to control how steep a surface a hover vehicle can climb, and how high an obstacle it can elevate over so your future hovering adventures are only going to get better and better.\n\n\nTECH CONTENT\nThe Tech Content team spent some time working on our mission giver, Miles Eckhart, specifically with his drink. They set up up run-time simulations so the liquid in his glass not only follows his animated movements, but also respects planetary gravity. This will ultimately apply to all sorts of liquids across the universe.\n\nThe team also introduced the springy landing gear technology for ships. This new mechanic incorporates landing springs and compression technology to allow for a cushioned landing experience especially on uneven terrain, allowing it to react naturally to the weight of the ship relative to the planet\u2019s gravity as you touch down.\n\nOn the tools front, the team improved several tools to expedite various processes including usable requests, maya loadouts, vertex reordering, character requests, playblasts and so on. They also made huge updates on our Exporter tool, taking the latest LumberYard updates and bug fixes, and incorporated them along with some of our own improvements to the new exporter UI. Now everyone working within our Maya pipeline can benefit from these fixes to their overall workflow.\n\nThe last phase of prepping for a release is performance profiling and optimization. As Star Citizen is an art-heavy game, there can be a lot of waste when it comes to textures, so the Graphics and Tech Art teams devise clever solutions to save on texture memory without sacrificing the visual quality. This month, the Tech Art team\u2019s main focus was to bring our texture memory back under the allocated budget, so we\u2019ve made measurable savings to help everyone experience better frame rates.\n\n\nSHIP TEAM\nAnother ship has entered production since our last update. The Anvil Hurricane is now in the whitebox phase of the pipeline and we\u2019ve already completed temp exterior and interior lighting, proxy animations, temp interactive cockpit control layout, setting up the almost final hierarchy of the ship, temp proxies and initial break damage points. The enter, exit and seated templates for the turret and the pilot seat are also set up, and the ship item breakouts have also been completed.\n\n\nCHARACTER TEAM\nThe character team spent the month knocking out high quality work for both Squadron 42 and Star Citizen. They moved more bridge officer uniforms from concept into the high-poly phase. Our newest combat pilot flightsuit for Shubin security is also going through the high-poly phase and will be moving into in-game modeling and texturing in the near future. Another combat flightsuit is in the high-poly phase and will soon move into in-game modeling and texturing as well. Our medical corpsman has gone through high-poly and into in-game modeling and will soon be ready to start working at our various medstations.\n\nWith the introduction of the Levski landing zone, the team created a few civilian costumes to help populate the People\u2019s Alliance of Levski.\n\nThe team also made a lot of progress on several concepts like the shipjacker gang members and our battle-damaged costumes to provide visual feedback of how you are doing. With regards to customization, the team has also started to explore a new potential opportunity in character tattoos.\n\nFinally, the team worked on redesigning the new mobiGlas. While many games get away with obvious HUD projection or holographic displays, our mobiGlas has to come from a piece that\u2019s physically placed on the character, which means it needs to be present on a naked wrist, a wrist with long sleeves, a wrist with a jacket, and also fit on undersuits and armor. They have taken a few passes on the new mobiGlas with these requirements in mind and are really excited by the prospects of this new piece.\n\n\nNARRATIVE\nThis past month, the Narrative team jumped headfirst into working directly with the engine. After some intensive training from the Tech Content team, they\u2019ve taken over the integration of text for many of the game items in the engine. The first task was to go through all the clothes, armor pieces and even hairstyles to make sure that they had accurate names and descriptions written and hooked up in Dataforge. Meanwhile, the time had come to tackle procedural mission text for the various contracts that the players can pick up in 3.0. To assist in the writing, Will created a spreadsheet that would draw the lists variables needed for a mission (item being transported, Client Name, Destination, etc.) to automatically generate samples of the text that would appear in game. This allowed us to quickly randomize all of the variables to make sure that the sentences read organically, regardless of their configuration. As the new player experience has been a focal point of our 3.0 reviews, the team has been working with the Art and UI teams to looking at various signage and environmental storytelling opportunities for the locations.\n\n\nQA\nOur QA team was focused upon the now completed conversion of all ships to Item 2.0, and testing other new features for 3.0 such as the updated Quantum Travel system, new planetary missions, and the new mobiGlas functionality. They also supported the global team with various test requests as new features continue to come online.\n\nCLOUD IMPERIUM: AUSTIN\nDESIGN\n\nThe ATX Design Team was able to start plugging the items back into the shops thanks to fixes to the shopping code. In addition, this allowed the Kiosks to get up and running for commodity trading. The goal has been to get all of the shops related to the PU stations\/landing zones functional first, and then go back to make a pass through the Area18 shops if time permits. The armor sets were separated into individual pieces, so that will be added to the feature list.\n\nWe\u2019ve also added the remaining ships into the PriceFixer spreadsheet which outlines each ship\u2019s physical loadout to determine the overall cost of each ship and allows us to assign them respawn values (which covers the cost and respawn timers) This tool is also used to gauge whether the ships we\u2019re building are over\/under powered for their intended purpose. Once complete, the team will move onto balancing the shop inventories and item prices for 3.0.\n\nLead Designer Rob Reininger flew to the Frankfurt Office to work with the AI and Subsumption team, and get Miles Eckhart set up as a mission giver. They made huge strides with the feather blending system and got him working with a small subset of his animations. Since then, additional code support has allowed Rob to incorporate the player\u2019s reputation into the conversation to dictate Eckhart\u2019s conversation paths. The team also received the ability to assign specific missions with mission brief tags, so Eckhart can play different lines depending on what missions are available. Beyond this, the team has focused on trying to make the mission giver experience as good as possible for the 3.0 release.\n\n\nSHIP TEAM\nJosh Coons finished images and videos for the Cutlass Black and moved onto the base material\/ white box meshes for the Cutlass Red and Blue. Design is still iterating on the key gameplay systems for the Cutlass variants, so although he will continue to work on the first pass of the exterior looks, he will also begin work on the Constellation Phoenix. Chris Smith worked on bugs for the Hornet and Constellation Andromeda, and started creating on a promo video for the Constellation Aquila.\n\n\nANIMATION\nThis month the Animation team did research and development on how to implement our Wildline system. A wildline, broadly speaking, is a dialogue fragment spoken by an NPC that could include greetings, cheers, shouts, barks and other verbal expressions that are not associated with a specific scene, but rather specific scenarios.\n\nThe team also worked on a new technology called feather blending which allows the blending of our wildline performance capture with a large number of usable animations. This will allow us to stay as close to our actor\u2019s performance as possible while still keeping the functionality of what the NPC is doing. They also went through all our existing animations to look for gaps in the original performance with the intent to capture new transition animations to fill those gaps.\n\nThe Ship Animation Team continued their efforts to refine the cockpit and turret experiences. They are in the midst of an R&D phase of implementing button presses, utilizing the Item 2.0 features which has helped finalize dashboard and cockpit metrics for any ship that uses the same cockpit type.\n\nAside from ongoing bug fixing, the team was able to fully implement base g-force pose blendspaces, allow additive animations for button presses, and play different hit reactions based off of hit direction, damage amount, and overall health of the ship.\n\n\nIT\/DEV OPS\nThe Backend Services team spent the month supporting 3.0 features and preparing for the deployment of Diffusion. The game servers now have full access to the Diffusion API and will start using it with the shopping service in 3.0. In addition, they started converting our two monolithic services (Persistence Cache and General Instance Manager) into smaller, stateless, fully Diffusionized services. These two services will create nearly a dozen smaller services, each with very specific roles that can be scaled independently to provide more reliability and performance. The team also plotted the path beyond 3.0 and started to build many small services to provide functionality and support for a large number gameplay features and help unload work from all the dedicated game servers into our distributed infrastructure.\n\nThe DevOps team continued to increase capacity within our build and deployment pipelines in preparation for 3.0. They also made additional changes and bug fixes to support the new Delta patcher and the internal tests have been really promising. Our Corporate Technology Team (IT Department) also completed another major upgrade to the Austin network and added more hardware to the build system, so we can deliver more builds in parallel.\n\n\nAUDIO\nOur resident Audio team member, Jason Cobb, has had his hands full this month as well. He has continued work on derelict crash site sound design for the different moon environments, performed a variety of particle audio implementation experiments for revamped ship debris noises, playtested and mixed refinements for ship emergency state audio, and captured sound effects source for various props and materials as opportunities arose.\n\n\nQA\nATX QA had a very busy month. A few things they\u2019ve been testing include the new Cutlass Black, new missions in the Stanton system, as well as an ongoing focus on wrecks and NPCs.\n\nShip testing continued as more ship families were converted to Item 2.0. The team conducted weekly cross-studio playtests with QA departments in LA and the UK for weekly large scale playtests of Arena Commander, Star Marine and Crusader.\n\nThe team also tested more mobiGlas applications like the Star Map, the Personal Manager, the Contract Manager and the Job Board as they\u2019ve become available.\n\nThe team also had fun testing character gravity and free fall, while also testing cargo mechanics. The team continued to provide support to the animation team by cleaning up mocap files.\n\nOur engine and editor testers tried out new tech for the developers such as the capsule-based actor entity, the entity component update scheduler and the director actor animation control. Some features, like the new stamina and oxygen-breathing systems, went through some balance changes after QA talked with designers.\n\n\nPLAYER RELATIONS\nThe Player Relations team expanded this month, adding four new team members to the Austin office in anticipation for 3.0. The team also started to expand the ranks of our Evocati testing group.\n\nFOUNDRY 42: UK\nSHIP TEAM\n\nWork is progressing smoothly on the Eclipse with current focus on the moving areas of the ship, specifically the torpedo bay, entry ladder, cockpit canopy and flight mode variations. The cockpit was finished and the surrounding area is in the process of being resolved. Attention has been given to the torpedo bay due to the size and space it occupies within the ship.\n\nOn the concept side this month, we finished the first buggy, the Tumbril Cyclone, and the Origin 600i. For the 600i, the exterior has been fleshed out with the correct proportions. The interior was designed in conjunction with the exterior work. In building these areas, they looked at the best way to model and light the interior to establish aesthetics and methods that will be used throughout the Origin fleet.\n\nThis month, the team also made significant progress on some Vanduul ships. The Void bomber greybox has been finalized and is now onto material work, where most of the surface details of the ship will be defined. There are still a few smaller areas to resolve, but the ship can be now seen in its full glory. A big part of the task was to resolve how the smaller boarding ships are stored within it and keeping the main forms from the old concept recognizable while adopting the new Vanduul style. The Blade is also coming along well. Most of the basic shapes on the exterior have been blocked in and are currently being refined.\n\nIn Reclaimer news, work was wrapped up on the salvage room, bridge area and lifts. The team did a polish pass throughout the ship, concentrating on lighting and consistency, so the ship is now art complete and the team have moved into an optimization and LOD pass. While this is happening, tech design will start working on their setup pass for the ship.\n\nThe Hull C exterior nearly completed its detail pass, and will soon move on to the final stages of having its proxies, LODs and damage setup. The interior is also well on its way to completion; all that\u2019s left is the final room in the back of the ship, which is nearly complete, while the collapsible tunnel section is up next.\n\nWe also started two new ships and a personal transport vehicle. We also worked on Squadron 42 mission areas, Hurston shop interiors and landscape development. For Orison, we did initial development on landing zone gameplay areas. Plus, we spent time on all visual targets for surface outpost wear and tear, moons and Shubin\u2019s exterior.\n\n\nGRAPHICS\nThis month the graphics team worked on four different features. The first is the continuing work on the secondary viewport and render-to-texture technology that was recently featured on Around the Verse, with the primary focus of improving the performance of video comms for things like air-traffic-control. The sun shadow system is being improved to better cope with the extreme shadow ranges on our planets and moons to ensure that we get the best possible lighting results, especially at sunset when shadows can stretch 10km or more. Our work on volumetric rendering continued as well, with a move towards creating a fully hierarchical system. This will open the door to model gas clouds of any scale, but also allow the team to stream and LOD the gas clouds so that this great tech can be incorporated into the PU. It also allows artists to import volumetric data from external art packages, which should help achieve some really impressive results. Finally, our GPU particle system has been making quick progress with several new features added every week, with the latest addition being a looping \u2018dust\u2019 effect for both space and interiors that can achieve 50x the density of our older CPU effect.\n\n\nAUDIO\nThe Audio team was focused on Gamescom and 3.0 related feature work and bugfixing. The ship computers needed to be converted to the new Item 2.0 system, so the team took the chance to refactor and improve the ship computers in general. New assets were created for foley and footsteps using a better system to give our players a much more realistic experience. All of the locations for the upcoming release are now in a polished audio state, giving the players a great visual and audible experience when they are exploring.\n\nAs usual, all audio team members are involved in a lot of different sprints. In cooperation with other departments, they worked to improve the cockpit experience and quantum travel, brought 3.0 mission givers to life by delivering dialogue assets and attaching sound effects to them, and polished derelict ships and outposts for the release as well.\n\n\nFACIAL ANIMATION\nThe Derby Studio has been busy as ever. The Facial Team finished off all the animations needed for the 3.0 Mission Givers while continuing SQ42 work. Eckhart alone has over 47,000 frames (26 minutes) of bespoke facial animation and is one of over 13+ mission givers currently in production for the PU.\n\nAfter the recent 3-day Audio\/Headcam shoot in London, all data has been tracked in Faceware and retargeted onto our face rigs in Maya. This is a great achievement for the team as there were over 125,000 frames or almost 70 minutes of footage shot.\n\nThe team recently welcomed 3 Teesside University Interns to the studio. They\u2019re currently on their Summer break after their second year studying on the Computer Games Animation BaHons Degree and have been helping with Facial Tracking and Retargeting, and also attended a 3.0 mission giver mocap shoot\n\nConstruction work started on the new Derby Studio and is expected to take 6 weeks. This will be a great relief to the team as they are currently spread over two sites, and are eager to be back together under one roof. The new office will also have space for the motion capture system to be erected, enabling easy pick up shoots and any other new capture sessions needed. The face scanner is also going to be rebuilt with the plan of extending our library of head scans by capturing a greater age range and ethnic groups.\n\nWe also hired another Facial Animator, bringing the headcount to nineteen, and we\u2019re looking forward to welcoming her to the team\n\n\nENVIRONMENT ART\nThis month, the final polish on the huge range of locations featured in the imminent 3.0 release has been underway. This includes final passes on branding and corporate colour theming across the outposts on the moons of Yela, Daymar and Cellin. Particular focus has been paid to making sure they integrate to the planetary surface with all the wear and accumulated dust expected of something that\u2019s spent a lot of time on a moon\u2019s surface. We have also improved how our large scale \u2018spacescaping\u2019 dust clouds look and feel, particularly around Delamar which now features its own compliment of asteroid clusters and a discreet atmospheric flavor.\n\nBug fixing and optimization has been another major part of getting things ready for 3.0. Things such as reducing texture memory usage by optimizing materials, decreasing unnecessary entity counts, optimizing LODs and physics proxies, and consolidating asset usage across various locations all help boost performance and are an essential part of the process before a release.\n\nIn Squadron 42, the Shubin layout is being wrapped up. Both design and art are happy with the space and can start final implementations. There\u2019s been specific scrutiny on making the whole facility a believable and functional location, with its own transit systems, worker routes, refineries, security and medical facilities, and hangars connected in a logical way. This helps convince the player they are in a working, active environment with its own set of logic and rules. We also worked to get a section of the exterior to a final visual target. This will help solve questions of scale read and material definition. Besides Shubin, a lot of work has gone into the Gainey map. Recent tweaks to the layout and focus on final visual targets have considerably improved the flow and art direction of the space.\n\n\nWEAPON TEAM\nThe Weapon Art team were hard at work building the Apocalypse Arms Scattergun, Klaus & Werner Laser Repeaters and MaxOx Neutron Repeaters. They also worked on the Gemini Pistol, Gemini H29, NVTAC and Gemini optics, and some additional work to the Kastak SMG.\n\nIn an effort to constantly push the boundaries on new ideas for ship weapons, the team continued to work out VFX styles for each energy type and make improvements to Gallenson Tactical Systems S1-S3.\n\n\nANIMATION\nThe animation team completed the implementation pass for Miles Eckhart and has moved on to refining the hand gestures. We started a pass on the AI combat cover assets to improve the mocap implementation, and did further refinements to the knife takedown animation set.\n\nThe team also worked on weapon bug fixes for the 3.0 release, alongside very early previs animation for the Custodian SMG and R97 shotgun. Work continues on both the code and animation for the jump system. Plus, new mocap assets are being readied to replace the player placeholder locomotion animation stop assets.\n\n\nTECH ANIMATION\nThe Tech Animation team worked on a new source control application for Maya. This tool intelligently grabs assets that animators are missing in the currently open scene, so they\u2019ll never be without their textures, audio, rigs and pipeline. The nicest part of this feature is that the silent syncing will not interrupt the user\u2019s workflow.\n\nThe team worked with the Props team to deliver a great looking glass tumbler asset with a cheap and robust physics solution. There was no way to drive or afford a true liquid simulation in engine, so this turned out to be a good, cost efficient solution.\n\nThere are many, many assets that require the correct setup (the initial batch of wildline anims for Old Man alone came to over 200 assets), so the team developed batchable code solutions for the setup. With this new tool, one person can finish this off in less than a day.\n\nThere has been a consistent issue from the tech department where object animations were created in the objects folder, rather the animations folder. This means that the build needed to pull these assets from the objects folder into the animations pak at build time, which conflicted with the pipelines in place for all other animations. To rectify this, the team moved all the animations, as well as make chrparams for all affected assets and dba entries, while re-factoring the current build code to not pool anims from the objects folder.\n\nThe team began an R&D exploration of why the animation rig in Maya has had a negative effect on the playback framerate. This system drives many additional joints that we use for deformation in engine, so the team is looking for ways to negate this slowdown and bring us back up to 30fps.\n\nThe old cryTools installer is very out-of-date (there have been many other pipelines built since its last iteration and each of them has its own installation procedure) and the team is hoping to create a new installer that will do all the heavy lifting for the user, one which will install every relevant pipeline and be updated in every build. The R&D is promising, watch this space!\n\nThe Mocap team updated the Motion Builder reviewer tool to have better functionality and a generic script runner which allows you to run selected Python scripts on a batch of requested files.\n\nAlong with all of this, the team continued to track and solve 1500+ motion capture files, which included: gameplay, Old Man, Eckhart, and some others.\n\nThis month, they also welcomed Oli Cooke, a new Motion Editor, which brings the Motion Capture team up to four.\n\n\nPROGRAMMING\nThis month, the team worked on the jumping mechanic in cooperation with the animation department. This covered the look and feel of jumping when idle, walking, running, and included jumping and landing from different heights. The landing presented an interesting challenge as it can change depending on what state the player wants to go into next. Does the player want to land and stop? Land and continue running? Then we have to consider what foot you\u2019ve landed on, and so forth.\n\nMore work went into the usables tech for the AI to determine all the different scenarios where an AI might use something and in what way. One situation that was solved this month has been making the operator seats, which have very specific functionality, but also work as a usable. That gives operator seats a much wider range of things the AI can do with them, such as turning around to the player and having a conversation.\n\nSpeaking of usables, there was locomotion sprint to make AI entering a usable as seamless as possible. Since most usables will have one or more entry animations, in order for an NPC to look right when either walking or running up to use it, we need to ensure it hits not only the right point for the start of the animation, but also the right speed, direction, with the correct foot placement. Getting all those factors to line up on approach, without making the walk\/run animation look odd, has been a challenge.\n\nThe team also started a wildlines sprint. As mentioned earlier, these could be simple greetings as the player walks down a corridor or taunts when in a FPS battle. While this may sound simple, they are more complicated than just playing a line with some facial animation. If a NPC greets the player, you\u2019d expect them to briefly glance at them whilst saying the line, so the NPC needs to utilize the head look tech. Also, most of the lines are captured with full body animation, but we don\u2019t always want to play back all of it. For example, if the NPC is standing idle, then you would want to play the animation back on the full body. However, if the NPC is seated, then the rig should only play back the upper body. If they\u2019re running, just the neck upwards. This is where our feather blending tech comes into play, but it still requires each situation to know which type of blending it needs to use.\n\nOther than that, the team proceeded on a number of ongoing sprints supporting both Squadron 42 and 3.0 which include player persistence, cockpit experience, missions support, ATC and communications, and personal inner thought refinements.\n\n\nPU LIVE DESIGN\nThe Live team entered its final mission sprint and hopes to receive the final pieces of code to finish the remaining missions. Code recently delivered a much needed boon to mission entity placement. An example of how we would use this would be to easily place corpses in hundreds of possible locations and poses throughout a derelict ship; perfect for creating the gruesome aftermath of a crash landing. Finally, the player vs player version of Bounty Hunter missions was completed with a proper code system that expands the previously Flowgraphed version found in 2.6.\n\nFOUNDRY 42: DE\nVFX\n\nThe Frankfurt VFX team dedicated time improving existing systems for the 3.0 release. This review checked all the existing vehicles and systems to make sure everything is still working as initially intended, and doing a polish pass on any effects if needed.\n\nWith new systems coming online, such as the oxygen system for rooms, they remade some of the old effects for both the high-tech and low-tech airlocks. This month they also started shifting more focus towards the Squadron 42 cinematic scenes.\n\n\nWEAPON TEAM\nThe FPS Weapons team completed passes on the last two legacy weapons that were using our old system, which included a first art pass on the Gemini L86 Ballistic Pistol and a final pass on the Behring P4AR Ballistic Rifle.\n\nOn Ship Weapons, the team finished all the work for sizes 1-3 Klaus & Werner Laser Repeaters and started work on sizes 4-6. They also finished the Apocalypse Arms Ballistic Scatterguns sizes 1-3. Finally, they worked on some general tasks focused towards 3.0, including polishing, optimizing, and bug fixing.\n\n\nTECH ART\nThe Tech Art team finished multiple animation implementation tasks for both the recent usable sprint as well as cinematics. They continued to debug weapon animation issues and did some adjustments to a few of the weapons rigs to make them even more realistic and believable.\n\nThey also did some work on a VFX Exporter which was made to export simulated objects from within Maya, as having an active simulation on objects was causing problems. The best way to work around this was to bake the simulation and export the animation, but that\u2019s time consuming and leaves the scene in a state where the VFX artist can\u2019t do any changes to the simulation. The new Exporter takes care of the whole process. It bakes the simulation, exports all the necessary stuff for the engine and restores the scene, so the artist can continue iterating. The tool also creates all the necessary in-engine files, so the artists can hit the export button and see the result immediately in the engine. Tech Art also continued to support the animation code with Ground Alignment R&D. The progress is going well and we\u2019ll be able to show it off in the very near future.\n\n\nPROGRAMMING\nGame Programming spent time fixing outstanding issues and polishing up existing code. The new airlocks and elevators had a few issues where game and engine code conflicted with one another. Those items were identified and work has begun to sort them out.\n\nThey also added a small feature to weapons to hide the weapon from the 1st person view during Aim-Down-Sight. This falls in line with the design and will make things easier while in the heat of combat.\n\nIn addition, the team used work previously done for character customization to complete the technology to apply weapon skins. There\u2019s still some UI work to be done, but it now allows for simple and fast setups of Weapon Skins in DataForge. Finally, work continues on the Weapon System 2.0 and additional feature polish geared for 3.0.\n\n\nAI\nThat AI team worked on more mission broker and mission system features, mostly for PU 3.0 but also supporting S42. The mission broker has been adapted to support multiple players accepting the same mission. The team also added the ability for mission instances to share information (which means players accepting the same collection mission will be sent after the same item, rather than having their own distinct item to collect). They\u2019re building on that work by adding support for abandoning missions, as well as unlawful\/lawful asymmetric missions for multiple players.\n\nThe team added support for the take-off and landing of AI ships on surfaces. This includes landing pads, ship hangars, other ships, and celestial surfaces. They also added Quantum Travel functionality for the new non-Kythera AI as part of an ongoing effort to create all functionalities needed for Subsumption-based ship AI. Also, they focused on adding more Subsumption AI support, like using NavSplines and correct AI behavior when entering \/ exiting all vehicles and seats.\n\nFinally, they finished the second sprint for buddy AI. Designers can now specify if they want to keep the AI in front or on the side of the leader or player. This sprint also brings the ability for an AI buddy to take cover in front of the player and move from cover to cover point while following the player. This is the first step in having a companion AI that will intelligently follow and help you out in combat.\n\n\nENGINE TEAM\nThe Frankfurt Engine team, in cooperation with UK, refined the handling of GPU crashes and proper reporting via the public crash handler. As the engine render frames, it now includes tokens into the command stream to more easily pinpoint what the GPU was last doing if it starts hanging. This info is sent along with other crash information for post mortem analysis via our public crash handler service. These steps should make it easier for us to more quickly react on GPU issues that are otherwise hard to reproduce because of specific machine setup, OS and driver versions, etc. They also did a large amount of performance analysis and engine optimizations geared towards the 3.0 release.\n\nAnother item they focused on was a new road system to work in conjunction with the planetary terrain. The legacy roads were not suitable for our large-scale terrain, as there was a large performance hit along with z-fighting and flickering issues from long distances. The new system is extremely fast and efficient, cache friendly, and fully multithreaded to send draw commands to the GPU in the most efficient way.\n\nThe new system uses a screen space approach. Instead of drawing the geometry conventionally, it\u2019s powered by a projective technique, like what we use on deferred decals, and has two distinct rendering passes. First, we draw the road geometry as a 3D volume that intersects the terrain. In this pass, a stencil mask is generated to outline borders of the road. The same mask is then used in the next render pass to clip all pixels of the volumes that are not affecting the terrain. Finally, to generate UVs and fetch material textures, each pixel\u2019s position is reconstructed in camera space, and then in local space, by sampling the depth. All material attributes are then finally written in the GBuffer to compute lighting. Thanks to the nature of projection, this technique doesn\u2019t suffer any z-fight or flickering related issues.\n\nThey also created a new toolset to give designers the ability and flexibility to quickly lay down the new roads and modify them as needed. It\u2019s still a work in progress, but the progress is going well. It will be a nice addition to our growing toolset for planets.\n\n\nLEVEL DESIGN\nThe Level Design team took a pass on the room system for Levski, ensuring that the player won\u2019t unnecessarily suffocate in random places. They also did a general polish and some bug fixing for 3.0. Finally, they worked on Lorville, which is the next flagship Landing Zone on our list to tackle.\n\n\nQA\nTesting continued with new features and bug fixes going into the Subsumption tool on a weekly basis. The team worked closely with design and Tony Zurovec to ensure that the tool is tested to their satisfaction. Performance testing is also underway for the Persistent Universe. They used the Performance Profiler tool from Visual Studio to gather very specific data in areas of low performance, and did weekly cross-studio playtests to increase the stress on the servers and simulate an actual live environment as much as possible.\n\nMelissa Estrada, our QA technical Lead, also had fun testing various gravity conditions on the new moons.\n\nThe Frankfurt QA team also wrapped up multiple test requests from the Engine team. They included a change to the Entity Component Update Scheduler, which affects how parts of entities are updated, as well as the particle code which was changed to run on threads. All code changes have the potential to introduce new issues to an already functional build, so thorough comparison testing was performed to ensure that nothing new would be introduced into the Game-Dev stream.\n\nThey also had test requests for Area Optimizations. Recent code changes to things such as doors and elevators gave us roughly 1.5 ms frametime back and are a definite improvement.\n\n\nSYSTEM DESIGN\nSystem Design worked on items for 3.0 with a lot of focus on the Levski landing zone, particularly experimenting with it having a full AI population. The AI behaviours needed some work to ensure they didn\u2019t overcrowd any given area. System Design also spent time stress testing our servers to determine what AI populations we can currently support to make sure Levski is full of life. During the process they worked closely with the Tech team to optimize what we could to keep performance as solid as possible.\n\n\nCINEMATICS & LIGHTING\nThe Cinematics team continued work on scenes across all chapters of Squadron 42. They also spent time working with the Graphics engineers on the two-dimensional Render-To-Texture display screens and Holographic Volume Rendering.\n\nThis month our Lead Lighting Artist was solely focused on applying the final touches on our 3.0 content. This included color grading for each moon, integrating lighting between the outposts and the moons, bug fixing, and polishing on the Levski landing zone.\n\n\nENVIRONMENT ART\nThe Environment team worked on polishing and bug-fixing existing content in the PU. With all the various components coming together we wanted to make sure the visual experience for the players is as good as possible.\n\nOn Levski, new areas and locations were added that will increase the number of things the players can do and explore, including a new store and an administration office. The newly added garages received a final polish and dressing pass making them ready to be used. They also put a lot of effort into research and development by looking at new features going into the game after 3.0. This included work on ArcCorp, procedural cities, and the planet Hurston. An important element of the research phase is that we find smart and scalable solutions that will allow us to create more content as efficiently as possible moving forward.\n\nTURBULENT\n\nSHIP MATRIX\nThis month, Turbulent restructured the Ship Matrix so that it reflects the design intentions for all the ships with the release of Item 2.0. It is now able to display details about ship loadouts that previously weren\u2019t available on the site. In the propulsion category, they added details about fuel tanks, fuel intake, quantum drives and jump modules. The ship team also added some categories in Avionics and Weaponry, including countermeasures. It had been years since the ship matrix had been revisited, and they needed to adjust the stats to allow for additional details.\n\nWith the Ursa becoming drivable in 3.0, you will also find ground vehicles listed in the ship matrix. The team also standardized the sizing on all components to five size variables. Weapons will keep a size range from 1-12.\n\nOn the ship detail page, they redesigned the ship loadout icons to give you a better indication of available slots on a ship, while the item details will outline how to upgrade your ship. They also improved the backend to ensure that ship statistics from the design team can be easily updated. This means they will be able to get ship balance changes on the site much sooner than in previous iterations.\n\n\nSPECTRUM\nSpectrum 0.3.6 is coming soon and is currently being tested on the PTU. One big feature in 0.3.6 is the text editor update that makes forums post much easier and more malleable. Soon, it will have draft mode, so if you stop writing midway through a post and navigate away from the page, you can come back later to finish it. This is great for those times you forgot to hit enter or were distracted by something else.\n\nThe updated and redesigned mini-profile brings many new features. It even tracks your post count, including those from the old forums. When viewing an account mini-profile, the karma feature allows you to see how many up votes a user has. With the mini-profile, the team is trying to squeeze in an additional block feature. This is a mod tool that the community has asked for and they really hope to include it in the next iteration.\n\nLastly, they are introducing a track feature that allows you to jump between staff posts. Previously, you had to scroll to find all the staff posts. The track post feature is a faster way to find information from Star Citizen developers or community team. Orgs can also use it by enabling a role to be tracked in the settings. Custom roles are still being worked on. The biggest design challenge has been with very large orgs and finding the appropriate filter\/search function to allow members to find each other.\n\n\nLAUNCHER\nThe team worked very hard with CIG engineering on the new Delta launcher which comes with the Delta patcher. They also worked on refreshing some of the UI elements with new 3.0 imagery. They are essentially changing the entire core of the application, so they have to test on multiple platforms and installation paths. At the same time, our engineering team worked on getting the digital distribution channels ready, so they can disburse those objects as fast as possible when the game version is requested. This also required additional security reviews and deployment scripts.\n\nCommunity\n\nThis month, they introduced a new ship that\u2019s \u2026 a little buggy! The Cyclone buggy is our first ground vehicle built with our procedural planets expressly in mind. It was available in five different options (regular, recon, racing, turret and anti-air) and will come online in a future patch. A new kind of vehicle also called for a new kind of manufacturer, so Tumbril was created. No, it\u2019s not a social network media sharing service. It\u2019s Star Citizen\u2019s first dedicated ground vehicle manufacturer. The team had a great time putting together the \u2018launch\u2019 brochure, complete with a stock certificate, and they\u2019re already looking forward to the NEXT Tumbril vehicle which will come online later this year.\n\nTo help promote the Cyclone sale, they worked with Narrative and the team at Turbulent to create an interactive 2947 drivers license test. You can take the multiple choice test to earn a license to be shared on social media. They love doing promotions like this because it lets everybody have fun, though perhaps only in the Star Citizen \u2019verse can taking a drivers test be considered fun!\n\nThis month\u2019s videos covered many aspects of Star Citizen\u2019s development, with sights and sounds aplenty on AtV. Bugsmashers showed you some of the incredible work going into Star Citizen Alpha 3.0, Loremakers took us around the galaxy to some of the systems we will be building, and Happy Hour even created a star system live using SolEd!\n\nJuly\u2019s Jump Point covered the development of the game\u2019s second space bike, the Aopoa Nox, which will be in Alpha 3.0. The team even got to sit down and share a little bit about how they plan our ship promotions.\n\nSpeaking of subscribers, July\u2019s ship of the month was the RSI Constellation, which saw plenty of backers put it to good use. Next month, it will be the Xi\u2019an Scout (or Khartu-al) and they\u2019re eager to see you put it through its paces. The team also rounded out the Subscriber flare space station series with the station that\u2019s closest to all our hearts: Port Olisar.\n\nThanks to Subscribers, they held a live town hall Q&A with the VFX team at Foundry 42. The VFX team is doing spectacular work on the effects and it was a true pleasure to be able to share it with you. Plus, when you have effects guys on, they bring their own clips to show off!\n\nThere were Bar Citizens aplenty this month, including one attended by over 100 people in Lyon France. And on the subject of fan-organized events, be sure to check out \u2018Verse Con, which, while not a CIG event, is going to be a great way for backers in the US to get together during CitizenCon. You can find out more details at versecon.com.\n\nFar and away the biggest job this month has been getting ready for Gamescom. Putting together an event is no small feat, and the team is lucky to have a very dedicated events manager coordinating the show floor booth, developing marketing material to give out, and planning how to spend as much time as possible with the community.\n\n\nWE\u2019LL SEE YOU NEXT MONTH\u2026","de_DE":"Gr\u00fc\u00dfe B\u00fcrger!\n\nWillkommen zum Monatsbericht f\u00fcr Juli 2017, unserer Sammlung von Studio-Updates und Berichten, die die Fortschritte zeigen, die wir gemacht haben. Diesen Monat hat sich das Team auf ein paar interne 3.0-Meilenstein-Reviews vorbereitet, um den Stand des Builds und der Spielerfahrung zu bewerten.\n\nWOLKENIMPERIUM: LOS ANGELES\nMASCHINENBAU\n\nUnser Entwicklungsteam arbeitete daran, die Kernfunktionen 3.0.0.0 Persistenz und Entity-System zu vervollst\u00e4ndigen. Dazu geh\u00f6rte auch die Fertigstellung eines gro\u00dfen Refactors des persistenten Datenmanagers, der die Art und Weise, wie Daten gespeichert, ge\u00e4ndert und abgerufen werden, w\u00e4hrend des Spiels \u00e4ndert. Das Spiel kann nun zwischen physischem und legalem Eigentum unterscheiden, eine Unterscheidung, die eine wichtige Voraussetzung f\u00fcr Systeme wie Kriminalit\u00e4t, Missionen und anhaltendes Spawning ist.\n\nDiese neue Eigenschaft des physischen Eigentums wird auch zur Entwicklung von Persistenz-Tracking und -Management genutzt, das das Abstellen von Fahrzeugen auf anderen Schiffen erm\u00f6glicht. Wenn Sie beispielsweise eine Libelle in einem Entermesser parken und dann an einer Station landen, bleibt sie im Frachtraum des Entermessers, wenn Sie sich an Ihr Schiff erinnern.\n\nUnsere Ingenieure haben auch an der Erzeugung von Ladungsr\u00fcckst\u00e4nden bei einer Schiffsexplosion gearbeitet, an der Migration der Lebenszeitrichtlinie in Spielpl\u00e4ne, die Informationen bleiben dem Spieler zugeordnet, und an der Platzierung von Ladungskisten auf den Ladungsnetzen Ihres Schiffes. Sobald Sie Fracht gekauft haben, generiert Ihr Schiff einen bestimmten Prozentsatz der Fracht auf das Ladungsnetz. Wenn es darum geht, die Ladung zu verkaufen, hat das Team den neu kompletten Shop-Code in den Solar System Shopping Service integriert, so dass die Shop-Inhalte dynamisch gef\u00fcllt werden k\u00f6nnen. Dieses System erm\u00f6glicht es auch, dass Artikel- und Warenbest\u00e4nde durch K\u00e4ufe und Verk\u00e4ufe anderer Akteure beeinflusst werden.\n\nDas neue Versicherungssystem ist fast vollst\u00e4ndig und wird es den Spielern erm\u00f6glichen, Versicherungsanspr\u00fcche auf ihr Schiff geltend zu machen, Selbstbehalte zu zahlen und eine beschleunigte Bearbeitungszeit auszuw\u00e4hlen, um ihre Schiffe schneller zur\u00fcckzubringen. Es gibt auch jetzt einen abzugsf\u00e4higen Zerfall, der es Ihnen erlaubt, ein wenig Zeit zu warten und weniger zu bezahlen, wenn Sie zuf\u00e4llig zu wenig Credits haben. Das System wurde so konzipiert, dass die Selbstbehaltspreise auf der Grundlage der Anzahl der anderen Versicherungsf\u00e4lle berechnet werden, die in Ihrer Persistenz f\u00fcr die letzten 24 Stunden gespeichert sind.\n\nAuf den Planeten haben wir den letzten Schliff an unserem Gravitationsniveau vorgenommen, das f\u00fcr einige Bodenfahrzeuge ben\u00f6tigt wurde. Insbesondere bei \u00c4nderungen an Planeten, Physikzonen, IFCS (oder intelligentem Flugsystem) und einigen anderen notwendigen Verbesserungen lie\u00dfen die Schwebefahrzeuge mehr schleppen als schweben. Dieses neue GravLev-System ist in vielerlei Hinsicht eine Verbesserung gegen\u00fcber dem urspr\u00fcnglichen System. Als wir zum Beispiel das letzte Mal GravLev zeigten, unterst\u00fctzte es nur Schwebeh\u00f6hen von 1 bis 5 Metern basierend auf der Geschwindigkeit. In Tests haben wir es nun geschafft, den Nox bei Geschwindigkeiten von bis zu 223 Meilen pro Stunde auf m\u00e4\u00dfig unwegsamem Gel\u00e4nde in einem halben Meter H\u00f6he schweben zu lassen. Dies war eine gro\u00dfe Herausforderung, da die Simulation ein realistisches, federbasiertes Modell f\u00fcr den Schwebelift verwendet, im Gegensatz zu versteckten Kollisionen oder anderen \u00fcblichen Tricks.\n\nWir haben auch einen Satz von 10 Tuningparametern zur Verf\u00fcgung gestellt, mit denen die Konstrukteure das GravLev-Steuerungssystem anpassen k\u00f6nnen, einschlie\u00dflich der minimalen und maximalen Schwebeh\u00f6he (min. beim Stopp, max. bei voller Geschwindigkeit), des Neigungswinkels in Kurven und der maximalen Hubbeschleunigung. Au\u00dferdem k\u00f6nnen unsere Konstrukteure eine minimale Schwerkraft einstellen, mit der das System einen Abw\u00e4rtsschub erzeugt, um die Schwerkraft auf Planeten mit geringer Schwerkraft zu erh\u00f6hen, damit das Fahrzeug nicht zu schwebend ist. Dies kann auf 1 G eingestellt werden, um zu gew\u00e4hrleisten, dass sich Schwebefahrzeuge immer so schwer anf\u00fchlen wie auf der Erde, oder sogar noch h\u00f6her, um das Fahrzeug wirklich zu zwingen, das Gel\u00e4nde zu umarmen.\n\nAls n\u00e4chstes f\u00fcgen wir Tuning-Parameter hinzu, mit denen Designer steuern k\u00f6nnen, wie steil eine Oberfl\u00e4che, die ein Schwebefahrzeug erklimmen kann, und wie hoch ein Hindernis, das es \u00fcberwinden kann, sein kann, damit Ihre zuk\u00fcnftigen Schwebeabenteuer immer besser werden.\n\n\nTECH INHALT\nDas Tech Content Team arbeitete einige Zeit an unserem Missionsgeber Miles Eckhart, speziell mit seinem Getr\u00e4nk. Sie richteten Laufzeit-Simulationen ein, damit die Fl\u00fcssigkeit in seinem Glas nicht nur seinen animierten Bewegungen folgt, sondern auch die planetarische Schwerkraft respektiert. Dies wird letztendlich f\u00fcr alle Arten von Fl\u00fcssigkeiten im gesamten Universum gelten.\n\nDas Team f\u00fchrte auch die federnde Fahrwerkstechnik f\u00fcr Schiffe ein. Diese neue Mechanik beinhaltet Landefedern und Drucktechnologie, um ein ged\u00e4mpftes Landeerlebnis vor allem in unebenem Gel\u00e4nde zu erm\u00f6glichen, so dass sie auf das Gewicht des Schiffes im Verh\u00e4ltnis zur Schwerkraft des Planeten beim Aufsetzen nat\u00fcrlich reagieren kann.\n\nAuf der Tools-Seite verbesserte das Team mehrere Tools, um verschiedene Prozesse zu beschleunigen, einschlie\u00dflich nutzbarer Anfragen, Maya-Auslastungen, Knotenumordnung, Charakteranforderungen, Playblasts und so weiter. Sie haben auch riesige Updates f\u00fcr unser Exporter-Tool vorgenommen, indem sie die neuesten LumberYard-Updates und Bugfixes \u00fcbernommen und diese zusammen mit einigen unserer eigenen Verbesserungen f\u00fcr die neue Exporter-Benutzeroberfl\u00e4che integriert haben. Jetzt kann jeder, der innerhalb unserer Maya-Pipeline arbeitet, von diesen Korrekturen in seinem gesamten Workflow profitieren.\n\nDie letzte Phase der Vorbereitung auf ein Release ist das Performance Profiling und die Optimierung. Da Star Citizen ein kunstlastiges Spiel ist, kann es viel Verschwendung geben, wenn es um Texturen geht, also entwickeln die Grafik- und Tech Art-Teams clevere L\u00f6sungen, um Texturspeicher zu sparen, ohne die Bildqualit\u00e4t zu beeintr\u00e4chtigen. In diesem Monat lag der Schwerpunkt des Tech Art-Teams darauf, unseren Texturspeicher wieder unter das zugewiesene Budget zu bringen. Deshalb haben wir messbare Einsparungen vorgenommen, damit jeder eine bessere Bildrate erh\u00e4lt.\n\n\nSCHIFFTEAM\nEin weiteres Schiff ist seit unserem letzten Update in Produktion gegangen. Der Anvil Hurricane befindet sich nun in der Whitebox-Phase der Pipeline und wir haben bereits die Au\u00dfen- und Innenbeleuchtung, Proxy-Animationen, das interaktive Cockpit-Steuerungslayout, den Aufbau der fast endg\u00fcltigen Hierarchie des Schiffes, Temp-Proxies und erste Haltepunkte abgeschlossen. Die Ein-, Ausgangs- und Sitzvorlagen f\u00fcr den Turm und den Pilotsitz sind ebenfalls eingerichtet, und auch die Schiffsartikelausbr\u00fcche sind abgeschlossen.\n\n\nCHARAKTER-TEAM\nDas Charakter-Team verbrachte den Monat damit, qualitativ hochwertige Arbeit f\u00fcr die Staffel 42 und Star Citizen zu leisten. Sie brachten mehr Br\u00fcckenoffizier-Uniformen vom Konzept in die High-Poly-Phase. Unser neuester Kampfpilot-Flugeinheit f\u00fcr die Shubin-Sicherheit befindet sich ebenfalls in der High-Poly-Phase und wird in naher Zukunft in die In-Game-Modellierung und Texturierung einsteigen. Ein weiterer Kampf-Flugsanzug befindet sich in der High-Poly-Phase und wird bald auch in die In-Game-Modellierung und Texturierung einsteigen. Unser medizinischer Sanit\u00e4ter hat sich durch High-Poly und In-Game-Modellierung bewegt und wird bald bereit sein, an unseren verschiedenen Mediatheken zu arbeiten.\n\nMit der Einf\u00fchrung der Levski-Landezone entwarf das Team einige zivile Kost\u00fcme, um die Bev\u00f6lkerung der Volksallianz von Levski zu unterst\u00fctzen.\n\nDas Team machte auch gro\u00dfe Fortschritte bei verschiedenen Konzepten wie den Mitgliedern der Schiffsj\u00e4ger-Bande und unseren kampfgesch\u00e4digten Kost\u00fcmen, um visuelles Feedback dar\u00fcber zu geben, wie es dir geht. In Bezug auf die Anpassung hat das Team auch damit begonnen, eine neue potenzielle M\u00f6glichkeit in Bezug auf Charakter-Tattoos zu erkunden.\n\nSchlie\u00dflich arbeitete das Team an der Neugestaltung des neuen mobiGlas. W\u00e4hrend viele Spiele mit offensichtlicher HUD-Projektion oder holografischen Displays davonkommen, muss unser mobiGlas von einem St\u00fcck stammen, das physisch auf dem Charakter platziert ist, d.h. es muss an einem nackten Handgelenk, einem Handgelenk mit langen \u00c4rmeln, einem Handgelenk mit Jacke und auch an Unterw\u00e4sche und R\u00fcstung passen. Sie haben das neue mobiGlas mit Blick auf diese Anforderungen ein paar Mal weitergegeben und sind von den Aussichten auf dieses neue St\u00fcck begeistert.\n\n\nNARRATIV\nIm vergangenen Monat sprang das Narrative Team kopf\u00fcber in die direkte Arbeit mit dem Motor. Nach einer intensiven Schulung durch das Tech Content Team haben sie die Integration von Text f\u00fcr viele der Spielelemente in der Engine \u00fcbernommen. Die erste Aufgabe war es, alle Kleider, R\u00fcstungsteile und sogar Frisuren durchzugehen, um sicherzustellen, dass sie genaue Namen und Beschreibungen hatten, die in Dataforge geschrieben und angeschlossen wurden. Inzwischen war es an der Zeit, sich mit dem verfahrenstechnischen Missionstext f\u00fcr die verschiedenen Vertr\u00e4ge zu befassen, die die Spieler in 3.0 \u00fcbernehmen k\u00f6nnen. Um das Schreiben zu erleichtern, erstellte Will eine Tabellenkalkulation, die die f\u00fcr eine Mission ben\u00f6tigten Listenvariablen (zu transportierende Objekte, Kundenname, Ziel usw.) zeichnet, um automatisch Muster des Textes zu erzeugen, der im Spiel erscheinen w\u00fcrde. Dies erm\u00f6glichte es uns, schnell alle Variablen zu randomisieren, um sicherzustellen, dass die S\u00e4tze organisch gelesen werden, unabh\u00e4ngig von ihrer Konfiguration. Da die neue Spielerfahrung ein Schwerpunkt unserer 3.0-Rezensionen war, hat das Team mit den Kunst- und UI-Teams zusammengearbeitet, um verschiedene Beschilderungs- und Umweltstorytelling-M\u00f6glichkeiten f\u00fcr die Standorte zu untersuchen.\n\n\nQA\nUnser QS-Team konzentrierte sich auf die nun abgeschlossene Umr\u00fcstung aller Schiffe auf Punkt 2.0 und das Testen weiterer neuer Features f\u00fcr 3.0 wie das aktualisierte Quantum Travel System, neue Planetenmissionen und die neue mobiGlas-Funktionalit\u00e4t. Sie unterst\u00fctzten das globale Team auch bei verschiedenen Testanfragen, da immer wieder neue Funktionen online gehen.\n\nWOLKENIMPERIUM: AUSTIN\nDESIGN\n\nDas ATX Design Team konnte dank der Korrekturen am Einkaufscode damit beginnen, die Artikel wieder in die L\u00e4den zu stecken. Dar\u00fcber hinaus konnten die Kioske so f\u00fcr den Rohstoffhandel in Betrieb genommen werden. Ziel war es, alle Gesch\u00e4fte rund um die PU-Stationen\/Landezonen funktionsf\u00e4hig zu machen und dann, wenn es die Zeit erlaubt, wieder durch die Area18-L\u00e4den zu gehen. Die R\u00fcstungss\u00e4tze wurden in einzelne Teile zerlegt, so dass sie der Featureliste hinzugef\u00fcgt werden.\n\nWir haben auch die restlichen Schiffe in die PriceFixer-Tabelle aufgenommen, die die physische Auslastung jedes Schiffes umrei\u00dft, um die Gesamtkosten jedes Schiffes zu ermitteln und ihnen Wiederbelebungswerte zuzuweisen (die die Kosten und Wiederbelebungszeiten abdecken). Dieses Tool wird auch verwendet, um zu ermitteln, ob die Schiffe, die wir bauen, f\u00fcr ihren Zweck \u00fcber-\/unterbetrieben sind. Nach Fertigstellung wird das Team mit dem Abgleich der Shopbest\u00e4nde und Artikelpreise f\u00fcr 3.0 fortfahren.\n\nLead Designer Rob Reininger flog ins Frankfurter B\u00fcro, um mit dem KI- und Subsumption-Team zusammenzuarbeiten und Miles Eckhart als Missiongeber einzurichten. Sie machten gro\u00dfe Fortschritte mit dem Feather Blending System und lie\u00dfen ihn mit einer kleinen Teilmenge seiner Animationen arbeiten. Seitdem hat Rob es durch zus\u00e4tzliche Code-Unterst\u00fctzung geschafft, den Ruf des Spielers in das Gespr\u00e4ch zu integrieren und Eckharts Gespr\u00e4chspfade zu bestimmen. Das Team erhielt auch die M\u00f6glichkeit, bestimmte Missionen mit Missionskurztags zu versehen, so dass Eckhart je nach verf\u00fcgbaren Missionen unterschiedliche Linien spielen kann. Dar\u00fcber hinaus hat sich das Team darauf konzentriert, die Erfahrung des Missionsgebers f\u00fcr das Release 3.0 so gut wie m\u00f6glich zu machen.\n\n\nSCHIFFTEAM\nJosh Coons fertigte Bilder und Videos f\u00fcr den Entermesser Schwarz und bewegte sich auf das Basismaterial\/wei\u00dfe Boxennetze f\u00fcr den Entermesser Rot und Blau. Das Design arbeitet immer noch an den wichtigsten Spielsystemen f\u00fcr die Entermesser-Varianten, so dass er zwar weiterhin am ersten Durchgang der Au\u00dfenansicht arbeiten wird, aber auch an der Constellation Phoenix arbeiten wird. Chris Smith arbeitete an Bugs f\u00fcr die Hornet und Constellation Andromeda und begann mit der Erstellung eines Promo-Videos f\u00fcr die Constellation Aquila.\n\n\nANIMATION\nIn diesem Monat hat das Animationsteam die Implementierung unseres Wildline-Systems erforscht und entwickelt. Eine Wildlinie ist im Gro\u00dfen und Ganzen ein von einem NSC gesprochenes Dialogfragment, das Gr\u00fc\u00dfe, Jubel, Schreie, Bellen und andere verbale Ausdr\u00fccke beinhalten k\u00f6nnte, die nicht mit einer bestimmten Szene, sondern mit bestimmten Szenarien verbunden sind.\n\nDas Team arbeitete auch an einer neuen Technologie namens Feather Blending, die es erm\u00f6glicht, unsere Wildline Performance Capture mit einer gro\u00dfen Anzahl von nutzbaren Animationen zu kombinieren. Dies wird es uns erm\u00f6glichen, so nah wie m\u00f6glich an der Leistung unseres Akteurs zu bleiben und gleichzeitig die Funktionalit\u00e4t des NSCs zu erhalten. Sie gingen auch durch alle unsere bestehenden Animationen, um nach L\u00fccken in der urspr\u00fcnglichen Performance zu suchen, mit der Absicht, neue \u00dcbergangsanimationen aufzunehmen, um diese L\u00fccken zu schlie\u00dfen.\n\nDas Ship Animation Team setzte seine Bem\u00fchungen fort, die Cockpit- und Turmerlebnisse zu verfeinern. Sie befinden sich inmitten einer F&E-Phase der Implementierung von Knopfdr\u00fccken unter Verwendung der Item 2.0-Funktionen, die dazu beigetragen haben, das Dashboard und die Cockpit-Metriken f\u00fcr jedes Schiff, das den gleichen Cockpittyp verwendet, zu finalisieren.\n\nNeben der laufenden Fehlerbehebung war das Team in der Lage, die Basis g-force Posen-Blendspaces vollst\u00e4ndig zu implementieren, additive Animationen f\u00fcr Knopfdrucke zu erlauben und verschiedene Trefferreaktionen basierend auf der Trefferrichtung, der Schadensh\u00f6he und dem allgemeinen Zustand des Schiffes abzuspielen.\n\n\nIT\/DEV OPS\nDas Backend Services-Team verbrachte den Monat damit, 3.0-Funktionen zu unterst\u00fctzen und sich auf die Bereitstellung von Diffusion vorzubereiten. Die Spielserver haben nun vollen Zugriff auf die Diffusion API und werden sie mit dem Shopping-Service in 3.0 einsetzen. Dar\u00fcber hinaus begannen sie, unsere beiden monolithischen Dienste (Persistence Cache und General Instance Manager) in kleinere, zustandslose, vollst\u00e4ndig diffundierte Dienste umzuwandeln. Diese beiden Dienste werden fast ein Dutzend kleinere Dienste mit jeweils sehr spezifischen Rollen schaffen, die unabh\u00e4ngig skaliert werden k\u00f6nnen, um mehr Zuverl\u00e4ssigkeit und Leistung zu bieten. Das Team plante auch den Weg \u00fcber 3.0 hinaus und begann, viele kleine Dienste aufzubauen, um Funktionalit\u00e4t und Unterst\u00fctzung f\u00fcr eine gro\u00dfe Anzahl von Gameplay-Funktionen bereitzustellen und dabei zu helfen, Arbeit von allen dedizierten Spielservern in unsere verteilte Infrastruktur zu entladen.\n\nDas DevOps-Team hat die Kapazit\u00e4t innerhalb unserer Build- und Deployment-Pipelines in Vorbereitung auf 3.0 weiter erh\u00f6ht. Sie haben auch zus\u00e4tzliche \u00c4nderungen und Bugfixes zur Unterst\u00fctzung des neuen Delta-Patchers vorgenommen und die internen Tests waren wirklich vielversprechend. Unser Corporate Technology Team (IT-Abteilung) hat auch ein weiteres gro\u00dfes Upgrade des Austin-Netzwerks abgeschlossen und dem Build-System mehr Hardware hinzugef\u00fcgt, so dass wir mehr Builds parallel liefern k\u00f6nnen.\n\n\nAUDIO\nUnser st\u00e4ndiger Audio-Teammitglied, Jason Cobb, hatte auch diesen Monat alle H\u00e4nde voll zu tun. Er hat seine Arbeit am Sound-Design von verfallenen Crash-Sites f\u00fcr die verschiedenen Mondumgebungen fortgesetzt, eine Vielzahl von Particle-Audio-Implementierungsexperimenten f\u00fcr \u00fcberarbeitete Schiffsm\u00fcllger\u00e4usche durchgef\u00fchrt, getestete und gemischte Verfeinerungen f\u00fcr Schiffsnotfall-Audio durchgef\u00fchrt und Soundeffekte f\u00fcr verschiedene Requisiten und Materialien aufgenommen, je nach Gelegenheit.\n\n\nQA\nDer ATX QA hatte einen sehr arbeitsreichen Monat. Zu den Dingen, die sie getestet haben, geh\u00f6ren das neue Entermesser Schwarz, neue Missionen im Stanton-System sowie die kontinuierliche Konzentration auf Wracks und NSCs.\n\nDie Schiffstests wurden fortgesetzt, da mehr Schiffsfamilien auf Punkt 2.0 umgestellt wurden. Das Team f\u00fchrte w\u00f6chentliche Cross-Studio-Spieltests mit QA-Abteilungen in LA und Gro\u00dfbritannien durch, um w\u00f6chentliche gro\u00dfe Spieltests von Arena Commander, Star Marine und Crusader durchzuf\u00fchren.\n\nDas Team testete auch weitere mobiGlas-Anwendungen wie die Sternenkarte, den Personal Manager, den Contract Manager und das Job Board, sobald sie verf\u00fcgbar sind.\n\nDas Team hatte auch Spa\u00df daran, die Schwerkraft und den freien Fall zu testen und gleichzeitig die Ladungsmechanik zu testen. Das Team unterst\u00fctzte das Animationsteam weiterhin durch das Bereinigen von mocap-Dateien.\n\nUnsere Engine und Editor-Tester haben f\u00fcr die Entwickler neue Technologien ausprobiert, wie z.B. die kapselbasierte Akteurseinheit, den Entity-Komponenten-Update-Scheduler und die Animationssteuerung des Regisseurs. Einige Funktionen, wie die neue Ausdauer und das Sauerstoff-Atemsystem, durchliefen einige Gleichgewichtsver\u00e4nderungen, nachdem die Qualit\u00e4tssicherung mit den Designern gesprochen hatte.\n\n\nSPIELERBEZIEHUNGEN\nDas Player Relations-Team hat sich in diesem Monat erweitert und vier neue Teammitglieder im B\u00fcro in Austin hinzugef\u00fcgt, in Erwartung von 3.0. Das Team begann auch, die Reihen unserer Evocati-Testgruppe zu erweitern.\n\nGIE\u00dfEREI 42: GRO\u00dfBRITANNIEN\nSCHIFFTEAM\n\nDie Arbeiten an der Eclipse schreiten reibungslos voran, wobei der Schwerpunkt derzeit auf den beweglichen Bereichen des Schiffes liegt, insbesondere der Torpedobucht, der Einstiegsleiter, der Cockpit\u00fcberdachung und den Variationen des Flugmodus. Das Cockpit wurde fertiggestellt und die Umgebung ist im Begriff, gel\u00f6st zu werden. Aufgrund der Gr\u00f6\u00dfe und des Platzbedarfs innerhalb des Schiffes wurde der Torpedobucht besondere Aufmerksamkeit geschenkt.\n\nAuf der Konzeptseite haben wir diesen Monat den ersten Buggy, den Tumbril Cyclone und den Origin 600i fertig gestellt. Beim 600i wurde das \u00c4u\u00dfere mit den richtigen Proportionen ausgearbeitet. Der Innenraum wurde in Verbindung mit den Au\u00dfenarbeiten gestaltet. Beim Bau dieser Bereiche haben sie nach dem besten Weg gesucht, den Innenraum zu modellieren und zu beleuchten, um \u00c4sthetik und Methoden zu etablieren, die in der gesamten Origin-Flotte zum Einsatz kommen werden.\n\nIn diesem Monat machte das Team auch auf einigen Vanduul-Schiffen bedeutende Fortschritte. Die Void bomber greybox wurde fertiggestellt und befindet sich nun in der Materialarbeit, wo die meisten Oberfl\u00e4chendetails des Schiffes definiert werden. Es gibt noch ein paar kleinere Bereiche zu l\u00f6sen, aber das Schiff kann nun in seiner ganzen Pracht gesehen werden. Ein gro\u00dfer Teil der Aufgabe bestand darin, zu kl\u00e4ren, wie die kleineren Bordschiffe darin gelagert werden, und die Hauptformen vom alten Konzept zu unterscheiden, indem man den neuen Vanduul-Stil \u00fcbernahm. Auch die Klinge kommt gut voran. Die meisten Grundformen an der Au\u00dfenseite sind blockiert und werden derzeit verfeinert.\n\nIn den Nachrichten des Reclaimers wurden die Arbeiten an der Bergungsabteilung, dem Br\u00fcckenbereich und den Aufz\u00fcgen abgeschlossen. Das Team machte einen Polierpass durch das ganze Schiff und konzentrierte sich auf Beleuchtung und Konsistenz, so dass das Schiff nun vollst\u00e4ndig ist und das Team in einen Optimierungs- und LOD-Pass \u00fcbergegangen ist. W\u00e4hrend dies geschieht, wird Tech Design mit der Arbeit an ihrem Einrichtungspass f\u00fcr das Schiff beginnen.\n\nDas Hull C Exterieur hat seinen Detailpass fast abgeschlossen und wird bald zu den letzten Schritten \u00fcbergehen, um seine Proxys, LODs und Schadenseinrichtungen zu erhalten. Auch das Innere ist auf dem besten Weg zur Fertigstellung; \u00fcbrig bleibt nur der letzte Raum im hinteren Teil des Schiffes, der fast fertig ist, w\u00e4hrend der zusammenklappbare Tunnelabschnitt als n\u00e4chstes kommt.\n\nWir haben auch zwei neue Schiffe und ein pers\u00f6nliches Transportfahrzeug in Betrieb genommen. Wir haben auch an den Einsatzgebieten der Staffel 42, den Innenr\u00e4umen der Hurston-L\u00e4den und der Landschaftsentwicklung gearbeitet. F\u00fcr Orison haben wir eine erste Entwicklung f\u00fcr Landezonen-Gameplay-Bereiche durchgef\u00fchrt. Au\u00dferdem verbrachten wir Zeit mit allen visuellen Zielen f\u00fcr die Abnutzung der Au\u00dfenposten, Monde und das \u00c4u\u00dfere von Shubin.\n\n\nGRAFIK\nDiesen Monat arbeitete das Grafikteam an vier verschiedenen Features. Der erste ist die Fortsetzung der Arbeit an der sekund\u00e4ren Viewport- und Render-to-Textur-Technologie, die k\u00fcrzlich in Around the Vers vorgestellt wurde, mit dem Schwerpunkt auf der Verbesserung der Leistung von Videokommunikationen f\u00fcr Dinge wie die Flugsicherung. Das Sonnenschutzsystem wird verbessert, um den extremen Schattenbereichen auf unseren Planeten und Monden besser gerecht zu werden und sicherzustellen, dass wir die bestm\u00f6glichen Beleuchtungsergebnisse erzielen, insbesondere bei Sonnenuntergang, wenn sich die Schatten \u00fcber 10 km oder mehr erstrecken k\u00f6nnen. Unsere Arbeit am volumetrischen Rendering wurde ebenfalls fortgesetzt, mit dem Ziel, ein vollst\u00e4ndig hierarchisches System zu schaffen. Dies wird die T\u00fcr \u00f6ffnen, um Gaswolken jeder Gr\u00f6\u00dfenordnung zu modellieren, aber auch dem Team erm\u00f6glichen, die Gaswolken zu str\u00f6men und zu LOD, so dass diese gro\u00dfartige Technologie in die PU integriert werden kann. Es erm\u00f6glicht K\u00fcnstlern auch, volumetrische Daten aus externen Kunstpaketen zu importieren, was zu wirklich beeindruckenden Ergebnissen f\u00fchren sollte. Schlie\u00dflich hat unser GPU-Partikelsystem schnelle Fortschritte gemacht und jede Woche mehrere neue Funktionen hinzugef\u00fcgt, wobei die neueste Erg\u00e4nzung ein Schleifenstaub-Effekt f\u00fcr Raum und Innenraum ist, der das 50fache der Dichte unseres \u00e4lteren CPU-Effekts erreichen kann.\n\n\nAUDIO\nDas Audio-Team konzentrierte sich auf die Arbeit an Gamescom und 3.0-bezogenen Features und Bugfixes. Die Schiffscomputer mussten auf das neue Item 2.0-System umgestellt werden, so dass das Team die Gelegenheit nutzte, die Schiffscomputer im Allgemeinen zu refaktorisieren und zu verbessern. Neue Assets wurden f\u00fcr Foley und Schritte mit einem besseren System erstellt, um unseren Spielern ein viel realistischeres Erlebnis zu bieten. Alle Standorte f\u00fcr die bevorstehende Ver\u00f6ffentlichung befinden sich nun in einem ausgefeilten Audiozustand, der den Spielern ein gro\u00dfartiges visuelles und akustisches Erlebnis bietet, wenn sie unterwegs sind.\n\nWie \u00fcblich sind alle Mitglieder des Audio-Teams an vielen verschiedenen Sprints beteiligt. In Zusammenarbeit mit anderen Abteilungen arbeiteten sie daran, das Cockpit-Erlebnis und die Quantenreisen zu verbessern, erweckten 3.0-Missionsgeber zum Leben, indem sie Dialog-Assets lieferten und ihnen Ger\u00e4uscheffekte anbauten, und polierten verfallene Schiffe und Au\u00dfenposten f\u00fcr die Ver\u00f6ffentlichung.\n\n\nGESICHTSANIMATION\nDas Derby Studio war wie immer gut besucht. Das Facial Team beendete alle Animationen, die f\u00fcr die 3.0 Missionsgeber ben\u00f6tigt wurden, w\u00e4hrend die SQ42-Arbeit fortgesetzt wurde. Eckhart allein verf\u00fcgt \u00fcber mehr als 47.000 Einzelbilder (26 Minuten) ma\u00dfgeschneiderter Gesichtsanimationen und ist einer von \u00fcber 13+ Missiongebern, die derzeit f\u00fcr die PU in Produktion sind.\n\nNach dem letzten dreit\u00e4gigen Audio\/Headcam-Shooting in London wurden alle Daten in Faceware verfolgt und in Maya auf unsere Gesichtsger\u00e4te \u00fcbertragen. Dies ist eine gro\u00dfartige Leistung f\u00fcr das Team, da es \u00fcber 125.000 Bilder oder fast 70 Minuten Filmmaterial gab.\n\nDas Team begr\u00fc\u00dfte k\u00fcrzlich 3 Praktikanten der Teesside University im Studio. Sie sind derzeit in der Sommerpause nach dem zweiten Jahr ihres Studiums am Computer Games Animation BaHons Degree und haben bei der Gesichtsverfolgung und dem Retargeting geholfen, und auch an einem 3.0 Mission Geber Mocap Shooting teilgenommen.\n\nDie Bauarbeiten f\u00fcr das neue Derby Studio haben begonnen und werden voraussichtlich 6 Wochen dauern. Dies wird eine gro\u00dfe Erleichterung f\u00fcr das Team sein, da es derzeit auf zwei Standorte verteilt ist und wieder unter einem Dach vereint sein m\u00f6chte. Das neue B\u00fcro wird auch Platz f\u00fcr den Aufbau des Motion Capture Systems bieten, so dass einfache Aufnahmen und andere neue Aufnahmesitzungen m\u00f6glich sind. Der Gesichtsscanner wird auch mit dem Plan wieder aufgebaut, unsere Bibliothek von Kopfscans um eine gr\u00f6\u00dfere Altersgruppe und ethnische Gruppen zu erweitern.\n\nWir haben auch eine weitere Facial Animatorin eingestellt, die die Mitarbeiterzahl auf neunzehn erh\u00f6ht, und wir freuen uns darauf, sie im Team willkommen zu hei\u00dfen.\n\n\nUMWELTKUNST\nIn diesem Monat ist der letzte Feinschliff f\u00fcr die Vielzahl der Standorte, die in der bevorstehenden Version 3.0 enthalten sind, angelaufen. Dazu geh\u00f6ren Endaussagen \u00fcber Branding und Corporate Colour Themes \u00fcber die Au\u00dfenposten auf den Monden von Yela, Daymar und Cellin. Besonderes Augenmerk wurde darauf gelegt, dass sie sich in die Planetenoberfl\u00e4che integrieren, mit all dem Verschlei\u00df und dem angesammelten Staub, den man von etwas erwartet, das viel Zeit auf der Mondoberfl\u00e4che verbracht hat. Wir haben auch verbessert, wie unsere gro\u00dffl\u00e4chigen \"raumgreifenden\" Staubwolken aussehen und sich anf\u00fchlen, insbesondere in Delamar, wo es jetzt ein eigenes Kompliment aus Asteroidenhaufen und einem dezenten atmosph\u00e4rischen Geschmack gibt.\n\nDie Fehlerbehebung und -optimierung war ein weiterer wichtiger Teil der Vorbereitung auf 3.0. Dinge wie die Reduzierung des Texturged\u00e4chtnisses durch Optimierung von Materialien, die Reduzierung unn\u00f6tiger Entit\u00e4ten, die Optimierung von LODs und Physikproxies sowie die Konsolidierung der Asset-Nutzung an verschiedenen Standorten tragen zur Leistungssteigerung bei und sind ein wesentlicher Bestandteil des Prozesses vor einer Ver\u00f6ffentlichung.\n\nIn Staffel 42 wird das Shubin-Layout eingepackt. Sowohl Design als auch Kunst sind mit dem Raum zufrieden und k\u00f6nnen mit der endg\u00fcltigen Umsetzung beginnen. Es wurde eine besondere Pr\u00fcfung durchgef\u00fchrt, um die gesamte Anlage zu einem glaubw\u00fcrdigen und technischen Standort mit eigenen Transportsystemen, Arbeitswegen, Raffinerien, Sicherheits- und medizinischen Einrichtungen sowie logisch verbundenen Hangars zu machen. Dies hilft, den Spieler davon zu \u00fcberzeugen, dass er sich in einer arbeitsf\u00e4higen, aktiven Umgebung mit eigener Logik und eigenen Regeln befindet. Wir arbeiteten auch daran, einen Abschnitt des \u00c4u\u00dferen zu einem endg\u00fcltigen visuellen Ziel zu bringen. Dies wird dazu beitragen, Fragen der Skalenlehre und der Materialdefinition zu l\u00f6sen. Neben Shubin ist viel Arbeit in die Gainey-Karte eingeflossen. Die j\u00fcngsten Optimierungen am Layout und die Fokussierung auf endg\u00fcltige visuelle Ziele haben den Fluss und die k\u00fcnstlerische Ausrichtung des Raumes erheblich verbessert.\n\n\nWEAPON TEAM\nDas Weapon Art Team arbeitete hart am Bau der Apocalypse Arms Scattergun, der Klaus & Werner Laser Repeater und der MaxOx Neutron Repeater. Sie arbeiteten auch an der Gemini Pistole, Gemini H29, NVTAC und Gemini Optik, und einige zus\u00e4tzliche Arbeiten an der Kastak SMG.\n\nIn dem Bestreben, die Grenzen f\u00fcr neue Ideen f\u00fcr Schiffswaffen st\u00e4ndig zu erweitern, arbeitete das Team weiterhin VFX-Stile f\u00fcr jeden Energietyp aus und verbesserte die Gallenson Tactical Systems S1-S3.\n\n\nANIMATION\nDas Animationsteam hat den Implementierungspass f\u00fcr Miles Eckhart abgeschlossen und die Handgesten verfeinert. Wir begannen mit einer Weitergabe der KI-Kampfdeckungswerte, um die Mocap-Implementierung zu verbessern, und haben weitere Verbesserungen am Messerabnahme-Animationsset vorgenommen.\n\nDas Team arbeitete auch an der Behebung von Waffenfehlern f\u00fcr das Release 3.0, neben sehr fr\u00fchen Previs-Animationen f\u00fcr die Depotbank SMG und R97 Schrotflinte. Die Arbeiten am Code und an der Animation f\u00fcr das Sprungsystem werden fortgesetzt. Au\u00dferdem werden neue mocap-Assets vorbereitet, um die Player-Platzhalter f\u00fcr Bewegungsanimationen zu ersetzen.\n\n\nTECHNISCHE ANIMATION\nDas Tech Animation Team arbeitete an einer neuen Source Control Anwendung f\u00fcr Maya. Dieses Tool erfasst intelligent Assets, die Animatoren in der derzeit offenen Szene fehlen, so dass sie nie ohne ihre Texturen, Audio, Rigs und Pipelines auskommen werden. Der sch\u00f6nste Teil dieser Funktion ist, dass die stille Synchronisierung den Workflow des Benutzers nicht unterbricht.\n\nDas Team arbeitete mit dem Requisitenteam zusammen, um eine gro\u00dfartig aussehende Glasbecheranlage mit einer preiswerten und robusten Physikl\u00f6sung zu liefern. Es gab keine M\u00f6glichkeit, eine echte Fl\u00fcssigkeitssimulation im Motor zu fahren oder sich zu leisten, so dass sich dies als eine gute und kosteng\u00fcnstige L\u00f6sung erwies.\n\nEs gibt viele, viele Assets, die das richtige Setup erfordern (der erste Batch von Wild Line Animationen f\u00fcr Old Man allein betrug \u00fcber 200 Assets), so dass das Team batchf\u00e4hige Code-L\u00f6sungen f\u00fcr das Setup entwickelte. Mit diesem neuen Tool kann eine Person dies in weniger als einem Tag erledigen.\n\nEs gab ein einheitliches Problem aus der technischen Abteilung, bei dem Objektanimationen im Objektordner und nicht im Animationsordner erstellt wurden. Das bedeutet, dass der Build, der ben\u00f6tigt wird, um diese Assets aus dem Ordner objects in das Animations-Paket zur Build-Zeit zu ziehen, was mit den Pipelines f\u00fcr alle anderen Animationen im Konflikt steht. Um dies zu korrigieren, hat das Team alle Animationen verschoben und f\u00fcr alle betroffenen Assets und dba-Eintr\u00e4ge Chrparams erstellt, w\u00e4hrend es den aktuellen Build-Code neu berechnet hat, um Animationen nicht aus dem Objektordner zu b\u00fcndeln.\n\nDas Team begann mit einer F&E-Untersuchung, warum das Animationssystem in Maya einen negativen Einfluss auf die Wiedergabeframerate hatte. Dieses System treibt viele zus\u00e4tzliche Verbindungen an, die wir f\u00fcr die Verformung im Motor verwenden, daher sucht das Team nach M\u00f6glichkeiten, diese Verlangsamung zu kompensieren und uns wieder auf 30 fps zu bringen.\n\nDer alte cryTools-Installateur ist sehr veraltet (es wurden viele andere Pipelines seit seiner letzten Iteration gebaut und jede von ihnen hat ihr eigenes Installationsverfahren) und das Team hofft, einen neuen Installer zu erstellen, der f\u00fcr den Benutzer das ganze Schwergewicht \u00fcbernimmt, der jede relevante Pipeline installiert und in jedem Build aktualisiert wird. Die F&E ist vielversprechend, schauen Sie sich diesen Platz an!\n\nDas Mocap-Team hat das Motion Builder-Reviewer-Tool aktualisiert, um eine bessere Funktionalit\u00e4t und einen generischen Skript-Runner zu bieten, mit dem Sie ausgew\u00e4hlte Python-Skripte auf einem Stapel angeforderter Dateien ausf\u00fchren k\u00f6nnen.\n\nZusammen mit all dem verfolgte und l\u00f6ste das Team weiterhin \u00fcber 1500 Motion-Capture-Dateien, darunter: Gameplay, Old Man, Eckhart und einige andere.\n\nIn diesem Monat begr\u00fc\u00dften sie auch Oli Cooke, einen neuen Motion Editor, mit dem das Motion Capture Team auf vier Personen angewachsen ist.\n\n\nPROGRAMMIERUNG\nIn diesem Monat arbeitete das Team in Zusammenarbeit mit der Animationsabteilung an dem Sprungmechaniker. Dies umfasste das Aussehen und das Gef\u00fchl des Sprungs im Leerlauf, des Gehens und Laufens, einschlie\u00dflich des Sprungs und der Landung aus verschiedenen H\u00f6hen. Die Landung war eine interessante Herausforderung, da sie sich je nachdem, welchen Zustand der Spieler als n\u00e4chstes erreichen m\u00f6chte, \u00e4ndern kann. Will der Spieler landen und anhalten? Landen und weiterlaufen? Dann m\u00fcssen wir \u00fcberlegen, auf welchem Fu\u00df du gelandet bist, und so weiter.\n\nMehr Arbeit ging in die Usables-Technologie f\u00fcr die KI, um all die verschiedenen Szenarien zu bestimmen, in denen eine KI etwas verwenden k\u00f6nnte und auf welche Weise. Eine Situation, die in diesem Monat gel\u00f6st wurde, war die Herstellung der Fahrersitze, die sehr spezifische Funktionen haben, aber auch als nutzbar funktionieren. Das gibt den Bedienersitzen eine viel breitere Palette von Dingen, die die KI mit ihnen machen kann, wie z.B. das Drehen zum Spieler und das F\u00fchren eines Gespr\u00e4chs.\n\nWo wir gerade von Usables sprechen, es gab einen Lokomotionssprint, um den KI-Einstieg in eine brauchbare, so nahtlose wie m\u00f6glich zu gestalten. Da die meisten verwendbaren Programme eine oder mehrere Einstiegsanimationen haben werden, damit ein NSC beim Gehen oder Laufen richtig aussieht, m\u00fcssen wir sicherstellen, dass er nicht nur den richtigen Punkt f\u00fcr den Start der Animation erreicht, sondern auch die richtige Geschwindigkeit, Richtung und die richtige Fu\u00dfposition. All diese Faktoren in Einklang zu bringen, ohne die Walk\/Run-Animation seltsam aussehen zu lassen, war eine Herausforderung.\n\nDas Team startete auch einen Wildlinien-Sprint. Wie bereits erw\u00e4hnt, k\u00f6nnten dies einfache Gr\u00fc\u00dfe sein, wenn der Spieler einen Korridor hinuntergeht oder wenn er sich in einer FPS-Schlacht befindet. Das mag einfach klingen, aber sie sind komplizierter, als nur eine Zeile mit einer Gesichtsanimation zu spielen. Wenn ein NSC den Spieler begr\u00fc\u00dft, erwartet man, dass er ihn kurz ansieht, w\u00e4hrend er die Linie sagt, also muss der NSC die Head-Look-Technologie nutzen. Au\u00dferdem werden die meisten Linien mit Ganzk\u00f6rperanimation aufgenommen, aber wir wollen nicht immer alles wiedergeben. Wenn der NSC zum Beispiel im Leerlauf steht, dann m\u00f6chtest du die Animation auf dem ganzen K\u00f6rper wiedergeben. Wenn der NSC jedoch sitzt, dann sollte das Rigg nur den Oberk\u00f6rper wiedergeben. Wenn sie laufen, nur den Hals nach oben. Hier kommt unsere Federmischtechnik ins Spiel, aber es erfordert immer noch, dass jede Situation wei\u00df, welche Art von Mischung sie verwenden muss.\n\nAbgesehen davon fuhr das Team mit einer Reihe von laufenden Sprints fort, die sowohl die Staffel 42 als auch die 3.0 unterst\u00fctzten, darunter Spielerpersistenz, Cockpiterfahrung, Missionsunterst\u00fctzung, ATC und Kommunikation sowie pers\u00f6nliche Feinabstimmungen im Inneren.\n\n\nPU LIVE DESIGN\nDas Live-Team trat in seinen letzten Missions-Sprint ein und hofft, die letzten Code-St\u00fccke zu erhalten, um die restlichen Missionen zu beenden. Code hat k\u00fcrzlich eine dringend ben\u00f6tigte Bereicherung f\u00fcr die Platzierung von Missionseinheiten geliefert. Ein Beispiel f\u00fcr wie wir das verwenden w\u00fcrden, w\u00e4re es, Leichen leicht an Hunderten von m\u00f6glichen Orten und Posen in einem verfallenen Schiff zu platzieren; perfekt, um die grausame Folge einer Bruchlandung zu schaffen. Schlie\u00dflich wurde die Spieler-gegen-Spieler-Version der Bounty Hunter-Missionen mit einem geeigneten Codesystem erg\u00e4nzt, das die zuvor in 2.6 enthaltene Flowgraphed-Version erweitert.\n\nGIE\u00dfEREI 42: DE\nVFX\n\nDas Frankfurter VFX-Team widmete sich der Verbesserung bestehender Systeme f\u00fcr das Release 3.0. Diese \u00dcberpr\u00fcfung \u00fcberpr\u00fcfte alle vorhandenen Fahrzeuge und Systeme, um sicherzustellen, dass alles noch so funktioniert, wie es urspr\u00fcnglich beabsichtigt war, und um bei Bedarf alle Effekte weiterzugeben.\n\nMit neuen Systemen, die online gehen, wie z.B. dem Sauerstoffsystem f\u00fcr R\u00e4ume, haben sie einige der alten Effekte f\u00fcr die High-Tech- und Low-Tech-Schleusen wiederhergestellt. In diesem Monat begannen sie auch, sich mehr auf die Staffel 42 Filmszenen zu konzentrieren.\n\n\nWEAPON TEAM\nDas FPS-Waffenteam hat die letzten beiden alten Waffen, die unser altes System verwendeten, weitergegeben, darunter einen ersten Kunstpass mit der Gemini L86 Ballistic Pistol und einen letzten Pass mit dem Behring P4AR Ballistic Gewehr.\n\nBei Schiffswaffen beendete das Team alle Arbeiten f\u00fcr die Gr\u00f6\u00dfen 1-3 Klaus & Werner Laser Repeater und begann mit den Gr\u00f6\u00dfen 4-6. Sie beendeten auch die Apokalypse Arms Ballistic Scatterguns der Gr\u00f6\u00dfen 1-3. Schlie\u00dflich arbeiteten sie an einigen allgemeinen Aufgaben, die sich auf 3.0 konzentrierten, einschlie\u00dflich Polieren, Optimieren und Fehlerbehebung.\n\n\nTECH ART\nDas Tech Art Team hat mehrere Implementierungsaufgaben f\u00fcr Animationen sowohl f\u00fcr den letzten nutzbaren Sprint als auch f\u00fcr die Filmkunst abgeschlossen. Sie fuhren fort, Probleme mit der Waffenanimation zu debuggen und nahmen einige Anpassungen an einigen der Waffenrigs vor, um sie noch realistischer und glaubw\u00fcrdiger zu machen.\n\nSie haben auch einige Arbeiten an einem VFX-Exporter durchgef\u00fchrt, der zum Export von simulierten Objekten aus Maya heraus entwickelt wurde, da eine aktive Simulation von Objekten Probleme verursachte. Der beste Weg, dies zu umgehen, war, die Simulation zu backen und die Animation zu exportieren, aber das ist zeitaufwendig und l\u00e4sst die Szene in einem Zustand, in dem der VFX-K\u00fcnstler keine \u00c4nderungen an der Simulation vornehmen kann. Der neue Exporteur k\u00fcmmert sich um den gesamten Prozess. Es backt die Simulation, exportiert alle notwendigen Sachen f\u00fcr den Motor und stellt die Szene wieder her, damit der K\u00fcnstler weiter iterieren kann. Das Tool erstellt auch alle notwendigen In-Engine-Dateien, so dass die K\u00fcnstler auf die Schaltfl\u00e4che Export klicken und das Ergebnis sofort in der Engine sehen k\u00f6nnen. Tech Art unterst\u00fctzte auch weiterhin den Animationscode mit Ground Alignment R&D. Der Fortschritt verl\u00e4uft gut und wir werden es in naher Zukunft zeigen k\u00f6nnen.\n\n\nPROGRAMMIERUNG\nDie Spieleprogrammierung verbrachte Zeit damit, offene Probleme zu beheben und bestehenden Code aufzupolieren. Die neuen Luftschleusen und Aufz\u00fcge hatten einige Probleme, bei denen Spiel- und Motorcode miteinander in Konflikt standen. Diese Punkte wurden identifiziert und die Arbeit hat begonnen, sie zu kl\u00e4ren.\n\nSie f\u00fcgten auch eine kleine Funktion zu den Waffen hinzu, um die Waffe w\u00e4hrend der Zieldown-Sight vor der 1st Person View zu verstecken. Dies entspricht dem Design und wird die Dinge in der Hitze des Kampfes erleichtern.\n\nDar\u00fcber hinaus nutzte das Team die zuvor f\u00fcr die Charakteranpassung geleistete Arbeit, um die Technologie zur Anwendung von Waffenh\u00e4uten zu vervollst\u00e4ndigen. Es gibt noch einige Aufgaben in der Benutzeroberfl\u00e4che zu erledigen, aber es erm\u00f6glicht nun einfache und schnelle Einrichten von Weapon Skins in DataForge. Schlie\u00dflich werden die Arbeiten am Waffensystem 2.0 und an einer zus\u00e4tzlichen Feature-Politur f\u00fcr 3.0 fortgesetzt.\n\n\nKI\nDieses KI-Team arbeitete an weiteren Mission Broker- und Missionssystemfunktionen, haupts\u00e4chlich f\u00fcr PU 3.0, aber auch f\u00fcr S42. Der Mission Broker wurde angepasst, um mehrere Spieler zu unterst\u00fctzen, die dieselbe Mission annehmen. Das Team f\u00fcgte auch die M\u00f6glichkeit hinzu, dass Missionsinstanzen Informationen austauschen k\u00f6nnen (was bedeutet, dass Spieler, die dieselbe Sammelmission annehmen, nach demselben Gegenstand geschickt werden, anstatt ihren eigenen Gegenstand zu sammeln). Sie bauen auf dieser Arbeit auf, indem sie Unterst\u00fctzung f\u00fcr das Verlassen von Missionen sowie ungesetzliche\/gesetzliche asymmetrische Missionen f\u00fcr mehrere Spieler hinzuf\u00fcgen.\n\nDas Team unterst\u00fctzte den Start und die Landung von KI-Schiffen auf Oberfl\u00e4chen. Dazu geh\u00f6ren Landepl\u00e4tze, Schiffshallen, andere Schiffe und Himmelsfl\u00e4chen. Sie f\u00fcgten auch Quantum Travel-Funktionalit\u00e4t f\u00fcr die neue Nicht-Kythera-KI hinzu, um alle Funktionalit\u00e4ten zu schaffen, die f\u00fcr die Subsumption-basierte SchiffskI ben\u00f6tigt werden. Au\u00dferdem konzentrierten sie sich auf das Hinzuf\u00fcgen von mehr Subsumption KI-Unterst\u00fctzung, wie z.B. die Verwendung von NavSplines und das korrekte Verhalten der KI beim Ein- und Aussteigen aus allen Fahrzeugen und Sitzen.\n\nSchlie\u00dflich beendeten sie den zweiten Sprint f\u00fcr Buddy KI. Designer k\u00f6nnen nun festlegen, ob sie die KI vor oder auf der Seite des Anf\u00fchrers oder Spielers halten wollen. Dieser Sprint bringt auch die M\u00f6glichkeit f\u00fcr einen KI-Buddy, vor dem Spieler in Deckung zu gehen und sich von Deckung zu Deckungspunkt zu bewegen, w\u00e4hrend er dem Spieler folgt. Dies ist der erste Schritt, um eine Begleit-KI zu haben, die dir intelligent folgt und dir im Kampf hilft.\n\n\nMOTORTEAM\nDas Frankfurt Engine Team hat in Zusammenarbeit mit Gro\u00dfbritannien das Handling von GPU-Crashes und die korrekte Berichterstattung \u00fcber den \u00f6ffentlichen Crash-Handler weiterentwickelt. W\u00e4hrend das Engine rendert, werden nun Token in den Befehlsstrom aufgenommen, um leichter zu erkennen, was der GPU zuletzt gemacht hat, wenn er anf\u00e4ngt zu h\u00e4ngen. Diese Informationen werden zusammen mit anderen Absturzinformationen f\u00fcr die Post-Mortem-Analyse \u00fcber unseren \u00f6ffentlichen Crash-Handler-Service gesendet. Diese Schritte sollten es uns erleichtern, schneller auf GPU-Probleme zu reagieren, die aufgrund von spezifischen Maschineneinstellungen, Betriebssystem- und Treiberversionen usw. sonst schwer zu reproduzieren sind. Sie f\u00fchrten auch eine Vielzahl von Leistungsanalysen und Motoroptimierungen durch, die auf das Release 3.0 ausgerichtet waren.\n\nEin weiterer Schwerpunkt lag auf einem neuen Stra\u00dfensystem, das in Verbindung mit dem planetarischen Gel\u00e4nde eingesetzt werden kann. Die alten Stra\u00dfen waren f\u00fcr unser gro\u00dffl\u00e4chiges Gel\u00e4nde nicht geeignet, da es einen gro\u00dfen Performance-Schub gab, zusammen mit Z-K\u00e4mpfen und flackernden Problemen aus gro\u00dfen Entfernungen. Das neue System ist extrem schnell und effizient, cache freundlich und vollst\u00e4ndig multithreaded, um Zeichenbefehle auf die effizienteste Weise an den Grafikprozessor zu senden.\n\nDas neue System verwendet einen Screen Space Ansatz. Anstatt die Geometrie konventionell zu zeichnen, wird sie von einer projektiven Technik angetrieben, wie wir sie bei aufgeschobenen Decals verwenden, und hat zwei verschiedene Rendering-P\u00e4sse. Zuerst zeichnen wir die Stra\u00dfengeometrie als 3D-Volumen, das das Gel\u00e4nde schneidet. In diesem Durchgang wird eine Schablonenmaske erzeugt, um die Grenzen der Stra\u00dfe zu umrei\u00dfen. Die gleiche Maske wird dann im n\u00e4chsten Renderpass verwendet, um alle Pixel der Volumes, die das Terrain nicht beeinflussen, zu schneiden. Um schlie\u00dflich UV-Strahlen zu erzeugen und Materialtexturen zu erhalten, wird die Position jedes Pixels im Kameraraum und dann im lokalen Raum durch Abtasten der Tiefe rekonstruiert. Alle Materialeigenschaften werden dann schlie\u00dflich in den GBuffer geschrieben, um die Beleuchtung zu berechnen. Dank der Art der Projektion erleidet diese Technik keine z-K\u00e4mpfe oder flackernde Probleme.\n\nSie haben auch ein neues Werkzeugset entwickelt, das den Konstrukteuren die M\u00f6glichkeit und Flexibilit\u00e4t gibt, die neuen Wege schnell festzulegen und bei Bedarf anzupassen. Es ist noch in Arbeit, aber der Fortschritt l\u00e4uft gut. Es wird eine sch\u00f6ne Erg\u00e4nzung zu unserem wachsenden Toolset f\u00fcr Planeten sein.\n\n\nLEVEL DESIGN\nDas Level Design Team hat das Raumsystem f\u00fcr Levski weitergegeben und sichergestellt, dass der Spieler nicht unn\u00f6tig an zuf\u00e4lligen Orten erstickt. Sie haben auch eine allgemeine \u00dcberarbeitung und einige Fehlerbehebungen f\u00fcr 3.0 vorgenommen. Schlie\u00dflich arbeiteten sie an Lorville, der n\u00e4chsten Flaggschiff-Landezone auf unserer Liste.\n\n\nQA\nDie Tests wurden mit neuen Funktionen und Bugfixes fortgesetzt, die w\u00f6chentlich in das Subsumption-Tool einflie\u00dfen. Das Team arbeitete eng mit dem Design und Tony Zurovec zusammen, um sicherzustellen, dass das Werkzeug zu ihrer Zufriedenheit getestet wird. Auch f\u00fcr das Persistent Universe laufen derzeit Leistungstests. Sie benutzten das Performance Profiler-Tool von Visual Studio, um sehr spezifische Daten in Bereichen mit geringer Leistung zu sammeln, und f\u00fchrten w\u00f6chentliche studio\u00fcbergreifende Playtests durch, um die Belastung der Server zu erh\u00f6hen und eine tats\u00e4chliche Live-Umgebung so weit wie m\u00f6glich zu simulieren.\n\nMelissa Estrada, unsere QA technische Leitung, hatte auch Spa\u00df daran, verschiedene Schwerkraftbedingungen auf den Neumonden zu testen.\n\nDas Frankfurter QS-Team hat auch mehrere Testanfragen des Motorenteams bearbeitet. Dazu geh\u00f6rte eine \u00c4nderung am Entity Component Update Scheduler, die sich darauf auswirkt, wie Teile von Entit\u00e4ten aktualisiert werden, sowie der Partikelcode, der so ge\u00e4ndert wurde, dass er auf Threads ausgef\u00fchrt wird. Alle Code-\u00c4nderungen haben das Potenzial, neue Probleme in einen bereits funktionierenden Build einzubringen, so dass gr\u00fcndliche Vergleichstests durchgef\u00fchrt wurden, um sicherzustellen, dass nichts Neues in den Game-Dev-Stream eingef\u00fchrt wird.\n\nSie hatten auch Testanforderungen f\u00fcr Fl\u00e4chenoptimierungen. Die j\u00fcngsten Code-\u00c4nderungen an Dingen wie T\u00fcren und Aufz\u00fcgen haben uns eine Rahmenzeit von ca. 1,5 ms zur\u00fcckgegeben und sind eine deutliche Verbesserung.\n\n\nSYSTEM-DESIGN\nSystem Design arbeitete an Elementen f\u00fcr 3.0 mit viel Fokus auf die Levski Landezone, insbesondere an Experimenten mit einer vollst\u00e4ndigen KI-Population. Das Verhalten der KI erforderte einige Arbeit, um sicherzustellen, dass sie keinen bestimmten Bereich \u00fcberlasteten. System Design verbrachte auch Zeit damit, unsere Server zu testen, um festzustellen, welche KI-Populationen wir derzeit unterst\u00fctzen k\u00f6nnen, um sicherzustellen, dass Levski voller Leben ist. W\u00e4hrend des Prozesses arbeiteten sie eng mit dem Tech-Team zusammen, um zu optimieren, was wir tun konnten, um die Leistung so solide wie m\u00f6glich zu halten.\n\n\nFILMKUNST & BELEUCHTUNG\nDas Cinematics-Team arbeitete weiterhin an Szenen in allen Kapiteln der Staffel 42. Sie verbrachten auch Zeit mit den Grafikingenieuren bei der Arbeit an den zweidimensionalen Render-To-Texture-Displays und dem Holographic Volume Rendering.\n\nDiesen Monat konzentrierte sich unser Lead Lighting Artist ausschlie\u00dflich darauf, den letzten Schliff an unseren 3.0-Inhalten vorzunehmen. Dazu geh\u00f6rten die Farbkorrektur f\u00fcr jeden Mond, die Integration der Beleuchtung zwischen den Au\u00dfenposten und den Monden, die Fehlerbehebung und das Polieren der Levski Landezone.\n\n\nUMWELTKUNST\nDas Umweltteam arbeitete am Polieren und Beheben von Fehlern bei bestehenden Inhalten in der PU. Da alle verschiedenen Komponenten zusammenkommen, wollten wir sicherstellen, dass das visuelle Erlebnis f\u00fcr die Spieler so gut wie m\u00f6glich ist.\n\nAuf Levski wurden neue Bereiche und Standorte hinzugef\u00fcgt, die die Anzahl der M\u00f6glichkeiten f\u00fcr die Spieler erh\u00f6hen, einschlie\u00dflich eines neuen Gesch\u00e4fts und eines Verwaltungsb\u00fcros. Die neu hinzugekommenen Garagen erhielten einen letzten Polier- und Abrichtdurchlauf, um sie einsatzbereit zu machen. Sie haben auch viel M\u00fche in Forschung und Entwicklung gesteckt, indem sie sich mit neuen Features besch\u00e4ftigten, die nach 3.0 in das Spiel einflie\u00dfen. Dazu geh\u00f6rten Arbeiten an ArcCorp, verfahrenstechnischen St\u00e4dten und dem Planeten Hurston. Ein wichtiges Element der Forschungsphase ist, dass wir intelligente und skalierbare L\u00f6sungen finden, die es uns erm\u00f6glichen, mehr Inhalte so effizient wie m\u00f6glich zu gestalten.\n\nTURBULENT\n\nSCHIFF MATRIX\nDiesen Monat hat Turbulent die Schiffsmatrix so umstrukturiert, dass sie die Designabsichten f\u00fcr alle Schiffe mit der Ver\u00f6ffentlichung von Punkt 2.0 widerspiegelt. Es ist nun in der Lage, Details zu Schiffsladungen anzuzeigen, die bisher nicht auf der Website verf\u00fcgbar waren. In der Antriebskategorie f\u00fcgten sie Details \u00fcber Kraftstofftanks, Kraftstoffeinlass, Quantenantriebe und Sprungmodule hinzu. Das Schiffsteam f\u00fcgte auch einige Kategorien in Avionik und Waffentechnik hinzu, einschlie\u00dflich Gegenma\u00dfnahmen. Es war Jahre her, dass die Schiffsmatrix erneut besucht wurde, und sie mussten die Statistiken anpassen, um zus\u00e4tzliche Details zu erm\u00f6glichen.\n\nDa der Ursa in 3.0 fahrbar wird, finden Sie in der Schiffsmatrix auch Bodenfahrzeuge. Das Team standardisierte auch die Dimensionierung aller Komponenten auf f\u00fcnf Gr\u00f6\u00dfenvariablen. Die Waffen haben einen Gr\u00f6\u00dfenbereich von 1-12.\n\nAuf der Schiffsdetailseite wurden die Schiffsladesymbole neu gestaltet, um Ihnen einen besseren \u00dcberblick \u00fcber die verf\u00fcgbaren Slots auf einem Schiff zu geben, w\u00e4hrend die Artikeldetails zeigen, wie Sie Ihr Schiff aufr\u00fcsten k\u00f6nnen. Sie verbesserten auch das Backend, um sicherzustellen, dass die Schiffsstatistiken des Designteams leicht aktualisiert werden k\u00f6nnen. Das bedeutet, dass sie in der Lage sein werden, \u00c4nderungen der Schiffsbilanz auf der Baustelle viel fr\u00fcher als in fr\u00fcheren Iterationen vorzunehmen.\n\n\nSPEZTRUM\nSpectrum 0.3.6 kommt in K\u00fcrze und wird derzeit auf der PTU getestet. Ein gro\u00dfes Feature in 0.3.6 ist das Update des Texteditors, das die Forenbeitr\u00e4ge viel einfacher und formbarer macht. Bald wird es den Entwurfsmodus haben, also wenn Sie aufh\u00f6ren, auf halbem Weg durch einen Beitrag zu schreiben und von der Seite weg navigieren, k\u00f6nnen Sie sp\u00e4ter wiederkommen, um es zu beenden. Dies ist gro\u00dfartig f\u00fcr die Zeiten, in denen du vergessen hast, einzutreten oder dich von etwas anderem ablenken lie\u00dfest.\n\nDas aktualisierte und neu gestaltete Mini-Profil bringt viele neue Features. Es verfolgt sogar die Anzahl Ihrer Beitr\u00e4ge, einschlie\u00dflich derjenigen aus den alten Foren. Wenn du ein Mini-Profil eines Kontos ansiehst, kannst du mit der Karma-Funktion sehen, wie viele Stimmen ein Benutzer hat. Mit dem Mini-Profil versucht das Team, eine zus\u00e4tzliche Blockfunktion einzubauen. Dies ist ein Mod-Tool, um das die Community gebeten hat, und sie hoffen wirklich, dass es in die n\u00e4chste Iteration aufgenommen wird.\n\nSchlie\u00dflich f\u00fchren sie eine Track-Funktion ein, mit der Sie zwischen den Stabsstellen wechseln k\u00f6nnen. Bisher mussten Sie bl\u00e4ttern, um alle Stellen zu finden. Die Track-Post-Funktion ist ein schnellerer Weg, um Informationen von Star Citizen-Entwicklern oder dem Community-Team zu finden. Orgs k\u00f6nnen es auch verwenden, indem sie es erm\u00f6glichen, eine Rolle in den Einstellungen zu verfolgen. An benutzerdefinierten Rollen wird noch gearbeitet. Die gr\u00f6\u00dfte Herausforderung beim Design bestand darin, sehr gro\u00dfe Orgs zu finden und die passende Filter-\/Suchfunktion zu finden, die es den Mitgliedern erm\u00f6glicht, sich gegenseitig zu finden.\n\n\nLAUNCHER\nDas Team arbeitete sehr hart mit CIG-Engineering an der neuen Delta-Launcher, die mit dem Delta-Patcher geliefert wird. Sie arbeiteten auch daran, einige der Oberfl\u00e4chenelemente mit neuen 3.0-Bildern zu aktualisieren. Sie ver\u00e4ndern im Wesentlichen den gesamten Kern der Anwendung, so dass sie auf mehreren Plattformen und Installationspfaden testen m\u00fcssen. Gleichzeitig arbeitete unser Entwicklungsteam daran, die digitalen Vertriebskan\u00e4le so vorzubereiten, dass sie diese Objekte so schnell wie m\u00f6glich ausliefern k\u00f6nnen, wenn die Spielversion angefordert wird. Dies erforderte auch zus\u00e4tzliche Sicherheits\u00fcberpr\u00fcfungen und Bereitstellungsskripte.\n\nCommunity\n\nDiesen Monat haben sie ein neues Schiff vorgestellt, das.... ein kleiner Buggy ist! Der Cyclone Buggy ist unser erstes Bodenfahrzeug, das speziell mit Blick auf unsere Verfahrensplaneten gebaut wurde. Es war in f\u00fcnf verschiedenen Optionen erh\u00e4ltlich (Regular, Recon, Racing, Turret und Anti-Air) und wird in einem zuk\u00fcnftigen Patch online gehen. Eine neue Art von Fahrzeug erforderte auch eine neue Art von Hersteller, so dass Tumbril gegr\u00fcndet wurde. Nein, es ist kein Social Network Media Sharing Service. Es ist Star Citizens erster dedizierter Bodenfahrzeughersteller. Das Team hatte eine tolle Zeit bei der Erstellung der Brosch\u00fcre \"Launch\", komplett mit einem Stock Certificate, und sie freuen sich bereits auf das n\u00e4chste Tumbril-Fahrzeug, das noch in diesem Jahr online gehen wird.\n\nUm den Verkauf des Cyclone zu f\u00f6rdern, arbeiteten sie mit Narrative und dem Team von Turbulent zusammen, um einen interaktiven 2947 F\u00fchrerschein-Test zu erstellen. Sie k\u00f6nnen den Multiple-Choice-Test ablegen, um eine Lizenz zu erwerben, die auf Social Media geteilt wird. Sie lieben es, solche Aktionen zu machen, weil es jedem Spa\u00df macht, aber vielleicht kann man nur im Star Citizen Vers einen Fahrertest machen, der als Spa\u00df gilt!\n\nDie Videos dieses Monats behandelten viele Aspekte der Entwicklung von Star Citizen, mit vielen Sehensw\u00fcrdigkeiten und Ger\u00e4uschen \u00fcber AtV. Bugsmashers zeigte Ihnen einige der unglaublichen Arbeiten, die in Star Citizen Alpha 3.0 stecken, Loremakers f\u00fchrte uns durch die Galaxie zu einigen der Systeme, die wir bauen werden, und Happy Hour hat sogar ein Sternensystem live mit SolEd erstellt!\n\nDer Jump Point im Juli behandelte die Entwicklung des zweiten Weltraumfahrzeugs des Spiels, des Aopoa Nox, das in Alpha 3.0 zum Einsatz kommen wird. Das Team konnte sich sogar hinsetzen und ein wenig dar\u00fcber erz\u00e4hlen, wie sie unsere Schiffspromotionen planen.\n\nApropos Abonnenten, das Schiff des Monats Juli war die RSI Constellation, die viele Unterst\u00fctzer sah, die es gut nutzten. N\u00e4chsten Monat werden es die Xi'an Scout (oder Khartu-al) sein und sie sind begierig zu sehen, wie du sie auf Herz und Nieren pr\u00fcfst. Das Team rundete auch die Subscriber Flare-Raumstationsserie mit der Station ab, die uns allen am Herzen liegt: Port Olisar.\n\nDank der Abonnenten hielten sie mit dem VFX-Team in der Gie\u00dferei 42 eine Live-Frage und -Frage im Rathaus. Das VFX-Team arbeitet spektakul\u00e4r an den Effekten und es war ein echtes Vergn\u00fcgen, sie mit Ihnen teilen zu k\u00f6nnen. Au\u00dferdem, wenn du Effekte hast, bringen die Jungs ihre eigenen Clips mit, um zu zeigen!\n\nIn diesem Monat gab es viele Bar-B\u00fcrger, darunter einen mit \u00fcber 100 Teilnehmern in Lyon, Frankreich. Und was die von Fans organisierten Veranstaltungen betrifft, sollten Sie unbedingt einen Blick auf Verse Con werfen, die zwar keine CIG-Veranstaltung ist, aber f\u00fcr Geldgeber in den USA eine gute M\u00f6glichkeit sein wird, sich w\u00e4hrend der CitizenCon zu treffen. Weitere Informationen finden Sie unter versecon.com.\n\nDer mit Abstand gr\u00f6\u00dfte Job dieses Monats war die Vorbereitung auf die Gamescom. Die Zusammenstellung einer Veranstaltung ist keine leichte Aufgabe, und das Team hat das Gl\u00fcck, einen sehr engagierten Event-Manager zu haben, der den Messestand koordiniert, Marketingmaterial f\u00fcr die Ausgabe entwickelt und plant, wie man so viel Zeit wie m\u00f6glich mit der Community verbringen kann.\n\n\nWIR SEHEN UNS N\u00c4CHSTEN MONAT.....","zh_CN":"Greetings Citizens!\n\nWelcome to the Monthly Report for July 2017, our collection of studio updates and reports that showcase the progress we\u2019ve made. This month, the team crunched in preparation for a pair of internal 3.0 milestone reviews to assess the state of the build and player experience.\n\nCLOUD IMPERIUM: LOS ANGELES\nENGINEERING\n\nOur engineering team worked towards completing the core 3.0.0 persistence and entity system features. This included finishing a large refactor of the persistent data manager which changes the way data is stored, modified, and accessed while playing the game. The game can now distinguish between physical and legal ownership, a distinction that is an important requirement for systems such as Criminality, Missions, and Persistent Spawning.\n\nThis new physical ownership feature is also being used to develop persistence tracking and management which will allow for parking vehicles within other ships. For example, with this system if you park a Dragonfly inside a Cutlass then land at a station, it will remain in the Cutlass\u2019 hold when you recall your ship.\n\nOur engineers have also been working on cargo debris generation upon a ship exploding, migrating lifetime policy into gamerules the information stays attached to the player, and the placement of cargo crates onto your ship\u2019s cargo grids. Once you\u2019ve purchased cargo, your ship will generate a certain percentage of cargo onto the cargo grid. When it comes time to sell the cargo, the team have integrated the newly complete shop code with the Solar System Shopping Service, allowing shop inventories to populate dynamically. This system also allows items and commodities\u2019 stock to be influenced by the purchases and sales of other players.\n\nThe new insurance system is almost complete and will allow players to make insurance claims on their ship, pay deductibles, and select expedited processing time to get their ships back quicker. There is also now a deductible decay, which allows you to wait for a bit of time and pay less if you happen to be short of the credits. The system has been designed so deductible prices are calculated based on the number of other insurance claims stored in your persistence for the last 24 hours.\n\nOver on planets, we\u2019ve put the finishing touches on our gravity level which was needed for some ground vehicles. Specifically, as changes to planets, physics zones, IFCS (or intelligent flight system) and some other necessary improvements, left the hover vehicles dragging more than hovering. This new GravLev system is an improvement over the original system in many important ways. For example, the last time we showed GravLev, it only supported hover heights from 1 to 5 meters based on velocity. In tests, we\u2019ve now managed to get the Nox hovering at a half a meter at speeds up to 223 miles per hour on moderately rough terrain. This was quite challenging, considering that the simulation uses a realistic spring-based model for hover lift, as opposed to hidden collision or other common tricks.\n\nWe\u2019ve also provided a set of 10 tuning parameters for designers to customize the GravLev control system, including minimum and maximum hover height (min at stop, max at full velocity), banking angle in turns, and maximum lift acceleration. Also, our designers can set a minimum gravity level which the system uses to generate downward thrust to augment gravity on low-gravity planets so the vehicle isn\u2019t too floaty. This can be set to 1 G to guarantee that hover vehicles always feel about as heavy as they would on Earth, or even higher to really force the vehicle to hug the terrain.\n\nNext up, we\u2019ll add tuning parameters for designers to control how steep a surface a hover vehicle can climb, and how high an obstacle it can elevate over so your future hovering adventures are only going to get better and better.\n\n\nTECH CONTENT\nThe Tech Content team spent some time working on our mission giver, Miles Eckhart, specifically with his drink. They set up up run-time simulations so the liquid in his glass not only follows his animated movements, but also respects planetary gravity. This will ultimately apply to all sorts of liquids across the universe.\n\nThe team also introduced the springy landing gear technology for ships. This new mechanic incorporates landing springs and compression technology to allow for a cushioned landing experience especially on uneven terrain, allowing it to react naturally to the weight of the ship relative to the planet\u2019s gravity as you touch down.\n\nOn the tools front, the team improved several tools to expedite various processes including usable requests, maya loadouts, vertex reordering, character requests, playblasts and so on. They also made huge updates on our Exporter tool, taking the latest LumberYard updates and bug fixes, and incorporated them along with some of our own improvements to the new exporter UI. Now everyone working within our Maya pipeline can benefit from these fixes to their overall workflow.\n\nThe last phase of prepping for a release is performance profiling and optimization. As Star Citizen is an art-heavy game, there can be a lot of waste when it comes to textures, so the Graphics and Tech Art teams devise clever solutions to save on texture memory without sacrificing the visual quality. This month, the Tech Art team\u2019s main focus was to bring our texture memory back under the allocated budget, so we\u2019ve made measurable savings to help everyone experience better frame rates.\n\n\nSHIP TEAM\nAnother ship has entered production since our last update. The Anvil Hurricane is now in the whitebox phase of the pipeline and we\u2019ve already completed temp exterior and interior lighting, proxy animations, temp interactive cockpit control layout, setting up the almost final hierarchy of the ship, temp proxies and initial break damage points. The enter, exit and seated templates for the turret and the pilot seat are also set up, and the ship item breakouts have also been completed.\n\n\nCHARACTER TEAM\nThe character team spent the month knocking out high quality work for both Squadron 42 and Star Citizen. They moved more bridge officer uniforms from concept into the high-poly phase. Our newest combat pilot flightsuit for Shubin security is also going through the high-poly phase and will be moving into in-game modeling and texturing in the near future. Another combat flightsuit is in the high-poly phase and will soon move into in-game modeling and texturing as well. Our medical corpsman has gone through high-poly and into in-game modeling and will soon be ready to start working at our various medstations.\n\nWith the introduction of the Levski landing zone, the team created a few civilian costumes to help populate the People\u2019s Alliance of Levski.\n\nThe team also made a lot of progress on several concepts like the shipjacker gang members and our battle-damaged costumes to provide visual feedback of how you are doing. With regards to customization, the team has also started to explore a new potential opportunity in character tattoos.\n\nFinally, the team worked on redesigning the new mobiGlas. While many games get away with obvious HUD projection or holographic displays, our mobiGlas has to come from a piece that\u2019s physically placed on the character, which means it needs to be present on a naked wrist, a wrist with long sleeves, a wrist with a jacket, and also fit on undersuits and armor. They have taken a few passes on the new mobiGlas with these requirements in mind and are really excited by the prospects of this new piece.\n\n\nNARRATIVE\nThis past month, the Narrative team jumped headfirst into working directly with the engine. After some intensive training from the Tech Content team, they\u2019ve taken over the integration of text for many of the game items in the engine. The first task was to go through all the clothes, armor pieces and even hairstyles to make sure that they had accurate names and descriptions written and hooked up in Dataforge. Meanwhile, the time had come to tackle procedural mission text for the various contracts that the players can pick up in 3.0. To assist in the writing, Will created a spreadsheet that would draw the lists variables needed for a mission (item being transported, Client Name, Destination, etc.) to automatically generate samples of the text that would appear in game. This allowed us to quickly randomize all of the variables to make sure that the sentences read organically, regardless of their configuration. As the new player experience has been a focal point of our 3.0 reviews, the team has been working with the Art and UI teams to looking at various signage and environmental storytelling opportunities for the locations.\n\n\nQA\nOur QA team was focused upon the now completed conversion of all ships to Item 2.0, and testing other new features for 3.0 such as the updated Quantum Travel system, new planetary missions, and the new mobiGlas functionality. They also supported the global team with various test requests as new features continue to come online.\n\nCLOUD IMPERIUM: AUSTIN\nDESIGN\n\nThe ATX Design Team was able to start plugging the items back into the shops thanks to fixes to the shopping code. In addition, this allowed the Kiosks to get up and running for commodity trading. The goal has been to get all of the shops related to the PU stations\/landing zones functional first, and then go back to make a pass through the Area18 shops if time permits. The armor sets were separated into individual pieces, so that will be added to the feature list.\n\nWe\u2019ve also added the remaining ships into the PriceFixer spreadsheet which outlines each ship\u2019s physical loadout to determine the overall cost of each ship and allows us to assign them respawn values (which covers the cost and respawn timers) This tool is also used to gauge whether the ships we\u2019re building are over\/under powered for their intended purpose. Once complete, the team will move onto balancing the shop inventories and item prices for 3.0.\n\nLead Designer Rob Reininger flew to the Frankfurt Office to work with the AI and Subsumption team, and get Miles Eckhart set up as a mission giver. They made huge strides with the feather blending system and got him working with a small subset of his animations. Since then, additional code support has allowed Rob to incorporate the player\u2019s reputation into the conversation to dictate Eckhart\u2019s conversation paths. The team also received the ability to assign specific missions with mission brief tags, so Eckhart can play different lines depending on what missions are available. Beyond this, the team has focused on trying to make the mission giver experience as good as possible for the 3.0 release.\n\n\nSHIP TEAM\nJosh Coons finished images and videos for the Cutlass Black and moved onto the base material\/ white box meshes for the Cutlass Red and Blue. Design is still iterating on the key gameplay systems for the Cutlass variants, so although he will continue to work on the first pass of the exterior looks, he will also begin work on the Constellation Phoenix. Chris Smith worked on bugs for the Hornet and Constellation Andromeda, and started creating on a promo video for the Constellation Aquila.\n\n\nANIMATION\nThis month the Animation team did research and development on how to implement our Wildline system. A wildline, broadly speaking, is a dialogue fragment spoken by an NPC that could include greetings, cheers, shouts, barks and other verbal expressions that are not associated with a specific scene, but rather specific scenarios.\n\nThe team also worked on a new technology called feather blending which allows the blending of our wildline performance capture with a large number of usable animations. This will allow us to stay as close to our actor\u2019s performance as possible while still keeping the functionality of what the NPC is doing. They also went through all our existing animations to look for gaps in the original performance with the intent to capture new transition animations to fill those gaps.\n\nThe Ship Animation Team continued their efforts to refine the cockpit and turret experiences. They are in the midst of an R&D phase of implementing button presses, utilizing the Item 2.0 features which has helped finalize dashboard and cockpit metrics for any ship that uses the same cockpit type.\n\nAside from ongoing bug fixing, the team was able to fully implement base g-force pose blendspaces, allow additive animations for button presses, and play different hit reactions based off of hit direction, damage amount, and overall health of the ship.\n\n\nIT\/DEV OPS\nThe Backend Services team spent the month supporting 3.0 features and preparing for the deployment of Diffusion. The game servers now have full access to the Diffusion API and will start using it with the shopping service in 3.0. In addition, they started converting our two monolithic services (Persistence Cache and General Instance Manager) into smaller, stateless, fully Diffusionized services. These two services will create nearly a dozen smaller services, each with very specific roles that can be scaled independently to provide more reliability and performance. The team also plotted the path beyond 3.0 and started to build many small services to provide functionality and support for a large number gameplay features and help unload work from all the dedicated game servers into our distributed infrastructure.\n\nThe DevOps team continued to increase capacity within our build and deployment pipelines in preparation for 3.0. They also made additional changes and bug fixes to support the new Delta patcher and the internal tests have been really promising. Our Corporate Technology Team (IT Department) also completed another major upgrade to the Austin network and added more hardware to the build system, so we can deliver more builds in parallel.\n\n\nAUDIO\nOur resident Audio team member, Jason Cobb, has had his hands full this month as well. He has continued work on derelict crash site sound design for the different moon environments, performed a variety of particle audio implementation experiments for revamped ship debris noises, playtested and mixed refinements for ship emergency state audio, and captured sound effects source for various props and materials as opportunities arose.\n\n\nQA\nATX QA had a very busy month. A few things they\u2019ve been testing include the new Cutlass Black, new missions in the Stanton system, as well as an ongoing focus on wrecks and NPCs.\n\nShip testing continued as more ship families were converted to Item 2.0. The team conducted weekly cross-studio playtests with QA departments in LA and the UK for weekly large scale playtests of Arena Commander, Star Marine and Crusader.\n\nThe team also tested more mobiGlas applications like the Star Map, the Personal Manager, the Contract Manager and the Job Board as they\u2019ve become available.\n\nThe team also had fun testing character gravity and free fall, while also testing cargo mechanics. The team continued to provide support to the animation team by cleaning up mocap files.\n\nOur engine and editor testers tried out new tech for the developers such as the capsule-based actor entity, the entity component update scheduler and the director actor animation control. Some features, like the new stamina and oxygen-breathing systems, went through some balance changes after QA talked with designers.\n\n\nPLAYER RELATIONS\nThe Player Relations team expanded this month, adding four new team members to the Austin office in anticipation for 3.0. The team also started to expand the ranks of our Evocati testing group.\n\nFOUNDRY 42: UK\nSHIP TEAM\n\nWork is progressing smoothly on the Eclipse with current focus on the moving areas of the ship, specifically the torpedo bay, entry ladder, cockpit canopy and flight mode variations. The cockpit was finished and the surrounding area is in the process of being resolved. Attention has been given to the torpedo bay due to the size and space it occupies within the ship.\n\nOn the concept side this month, we finished the first buggy, the Tumbril Cyclone, and the Origin 600i. For the 600i, the exterior has been fleshed out with the correct proportions. The interior was designed in conjunction with the exterior work. In building these areas, they looked at the best way to model and light the interior to establish aesthetics and methods that will be used throughout the Origin fleet.\n\nThis month, the team also made significant progress on some Vanduul ships. The Void bomber greybox has been finalized and is now onto material work, where most of the surface details of the ship will be defined. There are still a few smaller areas to resolve, but the ship can be now seen in its full glory. A big part of the task was to resolve how the smaller boarding ships are stored within it and keeping the main forms from the old concept recognizable while adopting the new Vanduul style. The Blade is also coming along well. Most of the basic shapes on the exterior have been blocked in and are currently being refined.\n\nIn Reclaimer news, work was wrapped up on the salvage room, bridge area and lifts. The team did a polish pass throughout the ship, concentrating on lighting and consistency, so the ship is now art complete and the team have moved into an optimization and LOD pass. While this is happening, tech design will start working on their setup pass for the ship.\n\nThe Hull C exterior nearly completed its detail pass, and will soon move on to the final stages of having its proxies, LODs and damage setup. The interior is also well on its way to completion; all that\u2019s left is the final room in the back of the ship, which is nearly complete, while the collapsible tunnel section is up next.\n\nWe also started two new ships and a personal transport vehicle. We also worked on Squadron 42 mission areas, Hurston shop interiors and landscape development. For Orison, we did initial development on landing zone gameplay areas. Plus, we spent time on all visual targets for surface outpost wear and tear, moons and Shubin\u2019s exterior.\n\n\nGRAPHICS\nThis month the graphics team worked on four different features. The first is the continuing work on the secondary viewport and render-to-texture technology that was recently featured on Around the Verse, with the primary focus of improving the performance of video comms for things like air-traffic-control. The sun shadow system is being improved to better cope with the extreme shadow ranges on our planets and moons to ensure that we get the best possible lighting results, especially at sunset when shadows can stretch 10km or more. Our work on volumetric rendering continued as well, with a move towards creating a fully hierarchical system. This will open the door to model gas clouds of any scale, but also allow the team to stream and LOD the gas clouds so that this great tech can be incorporated into the PU. It also allows artists to import volumetric data from external art packages, which should help achieve some really impressive results. Finally, our GPU particle system has been making quick progress with several new features added every week, with the latest addition being a looping \u2018dust\u2019 effect for both space and interiors that can achieve 50x the density of our older CPU effect.\n\n\nAUDIO\nThe Audio team was focused on Gamescom and 3.0 related feature work and bugfixing. The ship computers needed to be converted to the new Item 2.0 system, so the team took the chance to refactor and improve the ship computers in general. New assets were created for foley and footsteps using a better system to give our players a much more realistic experience. All of the locations for the upcoming release are now in a polished audio state, giving the players a great visual and audible experience when they are exploring.\n\nAs usual, all audio team members are involved in a lot of different sprints. In cooperation with other departments, they worked to improve the cockpit experience and quantum travel, brought 3.0 mission givers to life by delivering dialogue assets and attaching sound effects to them, and polished derelict ships and outposts for the release as well.\n\n\nFACIAL ANIMATION\nThe Derby Studio has been busy as ever. The Facial Team finished off all the animations needed for the 3.0 Mission Givers while continuing SQ42 work. Eckhart alone has over 47,000 frames (26 minutes) of bespoke facial animation and is one of over 13+ mission givers currently in production for the PU.\n\nAfter the recent 3-day Audio\/Headcam shoot in London, all data has been tracked in Faceware and retargeted onto our face rigs in Maya. This is a great achievement for the team as there were over 125,000 frames or almost 70 minutes of footage shot.\n\nThe team recently welcomed 3 Teesside University Interns to the studio. They\u2019re currently on their Summer break after their second year studying on the Computer Games Animation BaHons Degree and have been helping with Facial Tracking and Retargeting, and also attended a 3.0 mission giver mocap shoot\n\nConstruction work started on the new Derby Studio and is expected to take 6 weeks. This will be a great relief to the team as they are currently spread over two sites, and are eager to be back together under one roof. The new office will also have space for the motion capture system to be erected, enabling easy pick up shoots and any other new capture sessions needed. The face scanner is also going to be rebuilt with the plan of extending our library of head scans by capturing a greater age range and ethnic groups.\n\nWe also hired another Facial Animator, bringing the headcount to nineteen, and we\u2019re looking forward to welcoming her to the team\n\n\nENVIRONMENT ART\nThis month, the final polish on the huge range of locations featured in the imminent 3.0 release has been underway. This includes final passes on branding and corporate colour theming across the outposts on the moons of Yela, Daymar and Cellin. Particular focus has been paid to making sure they integrate to the planetary surface with all the wear and accumulated dust expected of something that\u2019s spent a lot of time on a moon\u2019s surface. We have also improved how our large scale \u2018spacescaping\u2019 dust clouds look and feel, particularly around Delamar which now features its own compliment of asteroid clusters and a discreet atmospheric flavor.\n\nBug fixing and optimization has been another major part of getting things ready for 3.0. Things such as reducing texture memory usage by optimizing materials, decreasing unnecessary entity counts, optimizing LODs and physics proxies, and consolidating asset usage across various locations all help boost performance and are an essential part of the process before a release.\n\nIn Squadron 42, the Shubin layout is being wrapped up. Both design and art are happy with the space and can start final implementations. There\u2019s been specific scrutiny on making the whole facility a believable and functional location, with its own transit systems, worker routes, refineries, security and medical facilities, and hangars connected in a logical way. This helps convince the player they are in a working, active environment with its own set of logic and rules. We also worked to get a section of the exterior to a final visual target. This will help solve questions of scale read and material definition. Besides Shubin, a lot of work has gone into the Gainey map. Recent tweaks to the layout and focus on final visual targets have considerably improved the flow and art direction of the space.\n\n\nWEAPON TEAM\nThe Weapon Art team were hard at work building the Apocalypse Arms Scattergun, Klaus & Werner Laser Repeaters and MaxOx Neutron Repeaters. They also worked on the Gemini Pistol, Gemini H29, NVTAC and Gemini optics, and some additional work to the Kastak SMG.\n\nIn an effort to constantly push the boundaries on new ideas for ship weapons, the team continued to work out VFX styles for each energy type and make improvements to Gallenson Tactical Systems S1-S3.\n\n\nANIMATION\nThe animation team completed the implementation pass for Miles Eckhart and has moved on to refining the hand gestures. We started a pass on the AI combat cover assets to improve the mocap implementation, and did further refinements to the knife takedown animation set.\n\nThe team also worked on weapon bug fixes for the 3.0 release, alongside very early previs animation for the Custodian SMG and R97 shotgun. Work continues on both the code and animation for the jump system. Plus, new mocap assets are being readied to replace the player placeholder locomotion animation stop assets.\n\n\nTECH ANIMATION\nThe Tech Animation team worked on a new source control application for Maya. This tool intelligently grabs assets that animators are missing in the currently open scene, so they\u2019ll never be without their textures, audio, rigs and pipeline. The nicest part of this feature is that the silent syncing will not interrupt the user\u2019s workflow.\n\nThe team worked with the Props team to deliver a great looking glass tumbler asset with a cheap and robust physics solution. There was no way to drive or afford a true liquid simulation in engine, so this turned out to be a good, cost efficient solution.\n\nThere are many, many assets that require the correct setup (the initial batch of wildline anims for Old Man alone came to over 200 assets), so the team developed batchable code solutions for the setup. With this new tool, one person can finish this off in less than a day.\n\nThere has been a consistent issue from the tech department where object animations were created in the objects folder, rather the animations folder. This means that the build needed to pull these assets from the objects folder into the animations pak at build time, which conflicted with the pipelines in place for all other animations. To rectify this, the team moved all the animations, as well as make chrparams for all affected assets and dba entries, while re-factoring the current build code to not pool anims from the objects folder.\n\nThe team began an R&D exploration of why the animation rig in Maya has had a negative effect on the playback framerate. This system drives many additional joints that we use for deformation in engine, so the team is looking for ways to negate this slowdown and bring us back up to 30fps.\n\nThe old cryTools installer is very out-of-date (there have been many other pipelines built since its last iteration and each of them has its own installation procedure) and the team is hoping to create a new installer that will do all the heavy lifting for the user, one which will install every relevant pipeline and be updated in every build. The R&D is promising, watch this space!\n\nThe Mocap team updated the Motion Builder reviewer tool to have better functionality and a generic script runner which allows you to run selected Python scripts on a batch of requested files.\n\nAlong with all of this, the team continued to track and solve 1500+ motion capture files, which included: gameplay, Old Man, Eckhart, and some others.\n\nThis month, they also welcomed Oli Cooke, a new Motion Editor, which brings the Motion Capture team up to four.\n\n\nPROGRAMMING\nThis month, the team worked on the jumping mechanic in cooperation with the animation department. This covered the look and feel of jumping when idle, walking, running, and included jumping and landing from different heights. The landing presented an interesting challenge as it can change depending on what state the player wants to go into next. Does the player want to land and stop? Land and continue running? Then we have to consider what foot you\u2019ve landed on, and so forth.\n\nMore work went into the usables tech for the AI to determine all the different scenarios where an AI might use something and in what way. One situation that was solved this month has been making the operator seats, which have very specific functionality, but also work as a usable. That gives operator seats a much wider range of things the AI can do with them, such as turning around to the player and having a conversation.\n\nSpeaking of usables, there was locomotion sprint to make AI entering a usable as seamless as possible. Since most usables will have one or more entry animations, in order for an NPC to look right when either walking or running up to use it, we need to ensure it hits not only the right point for the start of the animation, but also the right speed, direction, with the correct foot placement. Getting all those factors to line up on approach, without making the walk\/run animation look odd, has been a challenge.\n\nThe team also started a wildlines sprint. As mentioned earlier, these could be simple greetings as the player walks down a corridor or taunts when in a FPS battle. While this may sound simple, they are more complicated than just playing a line with some facial animation. If a NPC greets the player, you\u2019d expect them to briefly glance at them whilst saying the line, so the NPC needs to utilize the head look tech. Also, most of the lines are captured with full body animation, but we don\u2019t always want to play back all of it. For example, if the NPC is standing idle, then you would want to play the animation back on the full body. However, if the NPC is seated, then the rig should only play back the upper body. If they\u2019re running, just the neck upwards. This is where our feather blending tech comes into play, but it still requires each situation to know which type of blending it needs to use.\n\nOther than that, the team proceeded on a number of ongoing sprints supporting both Squadron 42 and 3.0 which include player persistence, cockpit experience, missions support, ATC and communications, and personal inner thought refinements.\n\n\nPU LIVE DESIGN\nThe Live team entered its final mission sprint and hopes to receive the final pieces of code to finish the remaining missions. Code recently delivered a much needed boon to mission entity placement. An example of how we would use this would be to easily place corpses in hundreds of possible locations and poses throughout a derelict ship; perfect for creating the gruesome aftermath of a crash landing. Finally, the player vs player version of Bounty Hunter missions was completed with a proper code system that expands the previously Flowgraphed version found in 2.6.\n\nFOUNDRY 42: DE\nVFX\n\nThe Frankfurt VFX team dedicated time improving existing systems for the 3.0 release. This review checked all the existing vehicles and systems to make sure everything is still working as initially intended, and doing a polish pass on any effects if needed.\n\nWith new systems coming online, such as the oxygen system for rooms, they remade some of the old effects for both the high-tech and low-tech airlocks. This month they also started shifting more focus towards the Squadron 42 cinematic scenes.\n\n\nWEAPON TEAM\nThe FPS Weapons team completed passes on the last two legacy weapons that were using our old system, which included a first art pass on the Gemini L86 Ballistic Pistol and a final pass on the Behring P4AR Ballistic Rifle.\n\nOn Ship Weapons, the team finished all the work for sizes 1-3 Klaus & Werner Laser Repeaters and started work on sizes 4-6. They also finished the Apocalypse Arms Ballistic Scatterguns sizes 1-3. Finally, they worked on some general tasks focused towards 3.0, including polishing, optimizing, and bug fixing.\n\n\nTECH ART\nThe Tech Art team finished multiple animation implementation tasks for both the recent usable sprint as well as cinematics. They continued to debug weapon animation issues and did some adjustments to a few of the weapons rigs to make them even more realistic and believable.\n\nThey also did some work on a VFX Exporter which was made to export simulated objects from within Maya, as having an active simulation on objects was causing problems. The best way to work around this was to bake the simulation and export the animation, but that\u2019s time consuming and leaves the scene in a state where the VFX artist can\u2019t do any changes to the simulation. The new Exporter takes care of the whole process. It bakes the simulation, exports all the necessary stuff for the engine and restores the scene, so the artist can continue iterating. The tool also creates all the necessary in-engine files, so the artists can hit the export button and see the result immediately in the engine. Tech Art also continued to support the animation code with Ground Alignment R&D. The progress is going well and we\u2019ll be able to show it off in the very near future.\n\n\nPROGRAMMING\nGame Programming spent time fixing outstanding issues and polishing up existing code. The new airlocks and elevators had a few issues where game and engine code conflicted with one another. Those items were identified and work has begun to sort them out.\n\nThey also added a small feature to weapons to hide the weapon from the 1st person view during Aim-Down-Sight. This falls in line with the design and will make things easier while in the heat of combat.\n\nIn addition, the team used work previously done for character customization to complete the technology to apply weapon skins. There\u2019s still some UI work to be done, but it now allows for simple and fast setups of Weapon Skins in DataForge. Finally, work continues on the Weapon System 2.0 and additional feature polish geared for 3.0.\n\n\nAI\nThat AI team worked on more mission broker and mission system features, mostly for PU 3.0 but also supporting S42. The mission broker has been adapted to support multiple players accepting the same mission. The team also added the ability for mission instances to share information (which means players accepting the same collection mission will be sent after the same item, rather than having their own distinct item to collect). They\u2019re building on that work by adding support for abandoning missions, as well as unlawful\/lawful asymmetric missions for multiple players.\n\nThe team added support for the take-off and landing of AI ships on surfaces. This includes landing pads, ship hangars, other ships, and celestial surfaces. They also added Quantum Travel functionality for the new non-Kythera AI as part of an ongoing effort to create all functionalities needed for Subsumption-based ship AI. Also, they focused on adding more Subsumption AI support, like using NavSplines and correct AI behavior when entering \/ exiting all vehicles and seats.\n\nFinally, they finished the second sprint for buddy AI. Designers can now specify if they want to keep the AI in front or on the side of the leader or player. This sprint also brings the ability for an AI buddy to take cover in front of the player and move from cover to cover point while following the player. This is the first step in having a companion AI that will intelligently follow and help you out in combat.\n\n\nENGINE TEAM\nThe Frankfurt Engine team, in cooperation with UK, refined the handling of GPU crashes and proper reporting via the public crash handler. As the engine render frames, it now includes tokens into the command stream to more easily pinpoint what the GPU was last doing if it starts hanging. This info is sent along with other crash information for post mortem analysis via our public crash handler service. These steps should make it easier for us to more quickly react on GPU issues that are otherwise hard to reproduce because of specific machine setup, OS and driver versions, etc. They also did a large amount of performance analysis and engine optimizations geared towards the 3.0 release.\n\nAnother item they focused on was a new road system to work in conjunction with the planetary terrain. The legacy roads were not suitable for our large-scale terrain, as there was a large performance hit along with z-fighting and flickering issues from long distances. The new system is extremely fast and efficient, cache friendly, and fully multithreaded to send draw commands to the GPU in the most efficient way.\n\nThe new system uses a screen space approach. Instead of drawing the geometry conventionally, it\u2019s powered by a projective technique, like what we use on deferred decals, and has two distinct rendering passes. First, we draw the road geometry as a 3D volume that intersects the terrain. In this pass, a stencil mask is generated to outline borders of the road. The same mask is then used in the next render pass to clip all pixels of the volumes that are not affecting the terrain. Finally, to generate UVs and fetch material textures, each pixel\u2019s position is reconstructed in camera space, and then in local space, by sampling the depth. All material attributes are then finally written in the GBuffer to compute lighting. Thanks to the nature of projection, this technique doesn\u2019t suffer any z-fight or flickering related issues.\n\nThey also created a new toolset to give designers the ability and flexibility to quickly lay down the new roads and modify them as needed. It\u2019s still a work in progress, but the progress is going well. It will be a nice addition to our growing toolset for planets.\n\n\nLEVEL DESIGN\nThe Level Design team took a pass on the room system for Levski, ensuring that the player won\u2019t unnecessarily suffocate in random places. They also did a general polish and some bug fixing for 3.0. Finally, they worked on Lorville, which is the next flagship Landing Zone on our list to tackle.\n\n\nQA\nTesting continued with new features and bug fixes going into the Subsumption tool on a weekly basis. The team worked closely with design and Tony Zurovec to ensure that the tool is tested to their satisfaction. Performance testing is also underway for the Persistent Universe. They used the Performance Profiler tool from Visual Studio to gather very specific data in areas of low performance, and did weekly cross-studio playtests to increase the stress on the servers and simulate an actual live environment as much as possible.\n\nMelissa Estrada, our QA technical Lead, also had fun testing various gravity conditions on the new moons.\n\nThe Frankfurt QA team also wrapped up multiple test requests from the Engine team. They included a change to the Entity Component Update Scheduler, which affects how parts of entities are updated, as well as the particle code which was changed to run on threads. All code changes have the potential to introduce new issues to an already functional build, so thorough comparison testing was performed to ensure that nothing new would be introduced into the Game-Dev stream.\n\nThey also had test requests for Area Optimizations. Recent code changes to things such as doors and elevators gave us roughly 1.5 ms frametime back and are a definite improvement.\n\n\nSYSTEM DESIGN\nSystem Design worked on items for 3.0 with a lot of focus on the Levski landing zone, particularly experimenting with it having a full AI population. The AI behaviours needed some work to ensure they didn\u2019t overcrowd any given area. System Design also spent time stress testing our servers to determine what AI populations we can currently support to make sure Levski is full of life. During the process they worked closely with the Tech team to optimize what we could to keep performance as solid as possible.\n\n\nCINEMATICS & LIGHTING\nThe Cinematics team continued work on scenes across all chapters of Squadron 42. They also spent time working with the Graphics engineers on the two-dimensional Render-To-Texture display screens and Holographic Volume Rendering.\n\nThis month our Lead Lighting Artist was solely focused on applying the final touches on our 3.0 content. This included color grading for each moon, integrating lighting between the outposts and the moons, bug fixing, and polishing on the Levski landing zone.\n\n\nENVIRONMENT ART\nThe Environment team worked on polishing and bug-fixing existing content in the PU. With all the various components coming together we wanted to make sure the visual experience for the players is as good as possible.\n\nOn Levski, new areas and locations were added that will increase the number of things the players can do and explore, including a new store and an administration office. The newly added garages received a final polish and dressing pass making them ready to be used. They also put a lot of effort into research and development by looking at new features going into the game after 3.0. This included work on ArcCorp, procedural cities, and the planet Hurston. An important element of the research phase is that we find smart and scalable solutions that will allow us to create more content as efficiently as possible moving forward.\n\nTURBULENT\n\nSHIP MATRIX\nThis month, Turbulent restructured the Ship Matrix so that it reflects the design intentions for all the ships with the release of Item 2.0. It is now able to display details about ship loadouts that previously weren\u2019t available on the site. In the propulsion category, they added details about fuel tanks, fuel intake, quantum drives and jump modules. The ship team also added some categories in Avionics and Weaponry, including countermeasures. It had been years since the ship matrix had been revisited, and they needed to adjust the stats to allow for additional details.\n\nWith the Ursa becoming drivable in 3.0, you will also find ground vehicles listed in the ship matrix. The team also standardized the sizing on all components to five size variables. Weapons will keep a size range from 1-12.\n\nOn the ship detail page, they redesigned the ship loadout icons to give you a better indication of available slots on a ship, while the item details will outline how to upgrade your ship. They also improved the backend to ensure that ship statistics from the design team can be easily updated. This means they will be able to get ship balance changes on the site much sooner than in previous iterations.\n\n\nSPECTRUM\nSpectrum 0.3.6 is coming soon and is currently being tested on the PTU. One big feature in 0.3.6 is the text editor update that makes forums post much easier and more malleable. Soon, it will have draft mode, so if you stop writing midway through a post and navigate away from the page, you can come back later to finish it. This is great for those times you forgot to hit enter or were distracted by something else.\n\nThe updated and redesigned mini-profile brings many new features. It even tracks your post count, including those from the old forums. When viewing an account mini-profile, the karma feature allows you to see how many up votes a user has. With the mini-profile, the team is trying to squeeze in an additional block feature. This is a mod tool that the community has asked for and they really hope to include it in the next iteration.\n\nLastly, they are introducing a track feature that allows you to jump between staff posts. Previously, you had to scroll to find all the staff posts. The track post feature is a faster way to find information from Star Citizen developers or community team. Orgs can also use it by enabling a role to be tracked in the settings. Custom roles are still being worked on. The biggest design challenge has been with very large orgs and finding the appropriate filter\/search function to allow members to find each other.\n\n\nLAUNCHER\nThe team worked very hard with CIG engineering on the new Delta launcher which comes with the Delta patcher. They also worked on refreshing some of the UI elements with new 3.0 imagery. They are essentially changing the entire core of the application, so they have to test on multiple platforms and installation paths. At the same time, our engineering team worked on getting the digital distribution channels ready, so they can disburse those objects as fast as possible when the game version is requested. This also required additional security reviews and deployment scripts.\n\nCommunity\n\nThis month, they introduced a new ship that\u2019s \u2026 a little buggy! The Cyclone buggy is our first ground vehicle built with our procedural planets expressly in mind. It was available in five different options (regular, recon, racing, turret and anti-air) and will come online in a future patch. A new kind of vehicle also called for a new kind of manufacturer, so Tumbril was created. No, it\u2019s not a social network media sharing service. It\u2019s Star Citizen\u2019s first dedicated ground vehicle manufacturer. The team had a great time putting together the \u2018launch\u2019 brochure, complete with a stock certificate, and they\u2019re already looking forward to the NEXT Tumbril vehicle which will come online later this year.\n\nTo help promote the Cyclone sale, they worked with Narrative and the team at Turbulent to create an interactive 2947 drivers license test. You can take the multiple choice test to earn a license to be shared on social media. They love doing promotions like this because it lets everybody have fun, though perhaps only in the Star Citizen \u2019verse can taking a drivers test be considered fun!\n\nThis month\u2019s videos covered many aspects of Star Citizen\u2019s development, with sights and sounds aplenty on AtV. Bugsmashers showed you some of the incredible work going into Star Citizen Alpha 3.0, Loremakers took us around the galaxy to some of the systems we will be building, and Happy Hour even created a star system live using SolEd!\n\nJuly\u2019s Jump Point covered the development of the game\u2019s second space bike, the Aopoa Nox, which will be in Alpha 3.0. The team even got to sit down and share a little bit about how they plan our ship promotions.\n\nSpeaking of subscribers, July\u2019s ship of the month was the RSI Constellation, which saw plenty of backers put it to good use. Next month, it will be the Xi\u2019an Scout (or Khartu-al) and they\u2019re eager to see you put it through its paces. The team also rounded out the Subscriber flare space station series with the station that\u2019s closest to all our hearts: Port Olisar.\n\nThanks to Subscribers, they held a live town hall Q&A with the VFX team at Foundry 42. The VFX team is doing spectacular work on the effects and it was a true pleasure to be able to share it with you. Plus, when you have effects guys on, they bring their own clips to show off!\n\nThere were Bar Citizens aplenty this month, including one attended by over 100 people in Lyon France. And on the subject of fan-organized events, be sure to check out \u2018Verse Con, which, while not a CIG event, is going to be a great way for backers in the US to get together during CitizenCon. You can find out more details at versecon.com.\n\nFar and away the biggest job this month has been getting ready for Gamescom. Putting together an event is no small feat, and the team is lucky to have a very dedicated events manager coordinating the show floor booth, developing marketing material to give out, and planning how to spend as much time as possible with the community.\n\n\nWE\u2019LL SEE YOU NEXT MONTH\u2026"},"links_count":0,"comment_count":67,"created_at":"2017-08-04T00:00:00+00:00","created_at_human":"8 years ago"},"meta":{"processed_at":"2026-05-07 23:58:27","valid_relations":["images","links"],"prev_id":16042,"next_id":16045}}