{"data":{"id":16609,"title":"Monthly Studio Report: May 2018","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/16609-Monthly-Studio-Report-May-2018","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/16609","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/16609","channel":"Undefined","category":"Undefined","series":"Monthly Reports","images":[{"id":6960,"name":"Settings-Org-2x.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/2g4z2s8zdg4xgr\/source\/Settings-Org-2x.png","alt":"","size":1312921,"mime_type":"image\/png","last_modified":"2018-05-03T01:27:43+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6960","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6960\/similar"},{"id":6995,"name":"LightOutlaw.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/s8dpbnvp4zjejr\/source\/LightOutlaw.jpg","alt":"","size":800553,"mime_type":"image\/jpeg","last_modified":"2018-06-07T17:57:55+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6995","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6995\/similar"},{"id":6996,"name":"Hurricane3_DmgBreakUp.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/sjkrqvi0f1ng6r\/source\/Hurricane3_DmgBreakUp.jpg","alt":"","size":493963,"mime_type":"image\/jpeg","last_modified":"2018-06-07T17:57:55+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6996","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6996\/similar"},{"id":6997,"name":"Hurricane1.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/r0ahocdqcnuxqr\/source\/Hurricane1.jpg","alt":"","size":376872,"mime_type":"image\/jpeg","last_modified":"2018-06-07T17:57:42+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6997","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6997\/similar"},{"id":6998,"name":"Hurricane2.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/2tzhhai9eq0ver\/source\/Hurricane2.jpg","alt":"","size":319481,"mime_type":"image\/jpeg","last_modified":"2018-06-07T17:57:32+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6998","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6998\/similar"},{"id":6999,"name":"MediumOutlawTurnAround.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/740x3cpjlffw2r\/source\/MediumOutlawTurnAround.jpg","alt":"","size":8219600,"mime_type":"image\/jpeg","last_modified":"2018-06-07T17:58:23+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6999","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/6999\/similar"},{"id":7000,"name":"QT_spline.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/4ld6zuiiewmq5r\/source\/QT_spline.jpg","alt":"","size":192997,"mime_type":"image\/jpeg","last_modified":"2018-06-06T23:58:56+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7000","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7000\/similar"},{"id":7001,"name":"F8_Lightning_WIP_May04.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/kgensh1m3gvwvr\/source\/F8_Lightning_WIP_May04.png","alt":"","size":4270076,"mime_type":"image\/png","last_modified":"2018-06-08T13:43:07+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7001","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7001\/similar"},{"id":7002,"name":"Aegs_Eclips_30052018_2.jpg.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/y4qpd6lpoh89br\/source\/Aegs_Eclips_30052018_2.jpg.jpg","alt":"","size":282018,"mime_type":"image\/jpeg","last_modified":"2018-06-07T00:46:21+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7002","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7002\/similar"},{"id":7003,"name":"Blade_1_May-2.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/32t18qkpi5ckmr\/source\/Blade_1_May-2.jpg","alt":"","size":637971,"mime_type":"image\/jpeg","last_modified":"2018-06-07T00:46:37+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7003","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7003\/similar"},{"id":7004,"name":"600i_int_CQ.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/9oonqyo7a741fr\/source\/600i_int_CQ.jpg","alt":"","size":866005,"mime_type":"image\/jpeg","last_modified":"2018-06-07T00:46:23+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7004","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7004\/similar"},{"id":7005,"name":"LuanV_CE_Hangars_Util_Center_Kiosk_04.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/prpr8a5ck9tj6r\/source\/LuanV_CE_Hangars_Util_Center_Kiosk_04.jpg","alt":"","size":2157157,"mime_type":"image\/jpeg","last_modified":"2018-06-07T00:46:06+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7005","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7005\/similar"},{"id":7006,"name":"LuanV_CE_Hangars_Util_Center_Kiosk_00.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/s6cz8v72sxru4r\/source\/LuanV_CE_Hangars_Util_Center_Kiosk_00.jpg","alt":"","size":4865975,"mime_type":"image\/jpeg","last_modified":"2018-06-07T00:46:36+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7006","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7006\/similar"},{"id":7007,"name":"DE_Update_May_2018_EnvArt_MiningPit_02.jpg.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/m7o7mp6l9n1klr\/source\/DE_Update_May_2018_EnvArt_MiningPit_02.jpg.jpg","alt":"","size":239712,"mime_type":"image\/jpeg","last_modified":"2018-06-07T01:12:07+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7007","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7007\/similar"},{"id":7008,"name":"DE_Update_May_2018_QA_Subsumption.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/rk10n9m5rzb9yr\/source\/DE_Update_May_2018_QA_Subsumption.jpg","alt":"","size":473277,"mime_type":"image\/jpeg","last_modified":"2018-06-07T01:12:08+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7008","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7008\/similar"},{"id":7010,"name":"DE_Update_May_2018_EnvArt_MiningPit_01.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/p8sm5prxdbek1r\/source\/DE_Update_May_2018_EnvArt_MiningPit_01.jpg","alt":"","size":180877,"mime_type":"image\/jpeg","last_modified":"2018-06-07T01:12:04+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7010","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7010\/similar"},{"id":7011,"name":"DE_Update_May_2018_EnvArt_Hurston.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/cz7rcz8psqrqmr\/source\/DE_Update_May_2018_EnvArt_Hurston.png","alt":"","size":3685402,"mime_type":"image\/png","last_modified":"2018-06-07T01:12:25+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7011","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7011\/similar"},{"id":7013,"name":"DE_Update_May_2018_Tech_Art.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/nhcxpwubsxqrjr\/source\/DE_Update_May_2018_Tech_Art.jpg","alt":"","size":163426,"mime_type":"image\/jpeg","last_modified":"2018-06-07T01:12:16+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7013","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7013\/similar"},{"id":7015,"name":"DE_Update_May_2018_Lighting_Character_01.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/c5ot4hmbu4vbjr\/source\/DE_Update_May_2018_Lighting_Character_01.jpg","alt":"","size":352541,"mime_type":"image\/jpeg","last_modified":"2018-06-07T01:12:15+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7015","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7015\/similar"},{"id":7016,"name":"DE_Update_May_2018_Lighting_Character_03.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/u30ixz9mf8o7tr\/source\/DE_Update_May_2018_Lighting_Character_03.jpg","alt":"","size":191205,"mime_type":"image\/jpeg","last_modified":"2018-06-07T01:12:17+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7016","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7016\/similar"},{"id":7017,"name":"DE_Update_May_2018_Lighting_Character_02.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/7yyzmjt6spjtdr\/source\/DE_Update_May_2018_Lighting_Character_02.jpg","alt":"","size":213800,"mime_type":"image\/jpeg","last_modified":"2018-06-07T01:12:16+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7017","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7017\/similar"},{"id":7019,"name":"DE_Update_May_2018_LevelDesign_Area18.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/o62ozjqpgoc2cr\/source\/DE_Update_May_2018_LevelDesign_Area18.jpg","alt":"","size":229392,"mime_type":"image\/jpeg","last_modified":"2018-06-07T01:12:07+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7019","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7019\/similar"},{"id":7020,"name":"DE_Update_May_2018_EngineTools.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/i5ioc1rfocpewr\/source\/DE_Update_May_2018_EngineTools.png","alt":"","size":1372719,"mime_type":"image\/png","last_modified":"2018-06-07T01:12:37+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7020","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7020\/similar"},{"id":7021,"name":"Friends_notification_2.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/fci051u6or6zgr\/source\/Friends_notification_2.png","alt":"","size":1806322,"mime_type":"image\/png","last_modified":"2018-06-07T01:34:54+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7021","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7021\/similar"},{"id":7022,"name":"Fankit.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/1znwwofmr9xcqr\/source\/Fankit.png","alt":"","size":1259427,"mime_type":"image\/png","last_modified":"2018-06-07T01:35:10+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7022","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7022\/similar"},{"id":7023,"name":"ContactUs-Form.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/tiepbxk2s7csor\/source\/ContactUs-Form.png","alt":"","size":351210,"mime_type":"image\/png","last_modified":"2018-06-07T01:34:57+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7023","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7023\/similar"},{"id":7025,"name":"SSD_Giveaway_1.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/ge6exklfayuzir\/source\/SSD_Giveaway_1.png","alt":"","size":2225787,"mime_type":"image\/png","last_modified":"2018-06-07T18:44:38+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7025","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7025\/similar"},{"id":30963,"name":"source.png","rsi_url":"https:\/\/media.robertsspaceindustries.com\/vjhp2njbokvxb\/source.png","alt":"","size":4895804,"mime_type":"image\/png","last_modified":"2023-05-02T18:53:45+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/30963","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/30963\/similar"},{"id":31194,"name":"source.png","rsi_url":"https:\/\/media.robertsspaceindustries.com\/dyu8i559admn1\/source.png","alt":"","size":3831731,"mime_type":"image\/png","last_modified":"2023-06-06T16:13:24+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31194","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31194\/similar"},{"id":31403,"name":"source.png","rsi_url":"https:\/\/media.robertsspaceindustries.com\/p34sp3q2kl01b\/source.png","alt":"","size":3014864,"mime_type":"image\/png","last_modified":"2023-07-04T13:35:01+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31403","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31403\/similar"},{"id":31536,"name":"source.png","rsi_url":"https:\/\/media.robertsspaceindustries.com\/6u5x9e23ftrw7\/source.png","alt":"","size":3531870,"mime_type":"image\/png","last_modified":"2023-08-01T14:29:26+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31536","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31536\/similar"},{"id":31783,"name":"source.png","rsi_url":"https:\/\/media.robertsspaceindustries.com\/gaazjx0n1kop2\/source.png","alt":"","size":3223870,"mime_type":"image\/png","last_modified":"2023-09-12T14:59:52+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31783","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31783\/similar"},{"id":32961,"name":"source.png","rsi_url":"https:\/\/media.robertsspaceindustries.com\/8m2c1vusdb0hj\/source.png","alt":"","size":4757052,"mime_type":"image\/png","last_modified":"2023-10-03T12:11:38+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/32961","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/32961\/similar"},{"id":32962,"name":"source.jpg","rsi_url":"https:\/\/media.robertsspaceindustries.com\/4x3lw5w4vk3o4\/source.jpg","alt":"","size":584749,"mime_type":"image\/jpeg","last_modified":"2023-10-31T19:13:02+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/32962","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/32962\/similar"},{"id":38000,"name":"source.jpg","rsi_url":"https:\/\/media.robertsspaceindustries.com\/x5aus9nndxu4s\/source.jpg","alt":"","size":1186506,"mime_type":"image\/jpeg","last_modified":"2025-02-05T13:01:54+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/38000","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/38000\/similar"},{"id":38060,"name":"source.jpg","rsi_url":"https:\/\/media.robertsspaceindustries.com\/fe6j2ifv3ash4\/source.jpg","alt":"","size":1773870,"mime_type":"image\/jpeg","last_modified":"2025-03-04T15:04:48+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/38060","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/38060\/similar"},{"id":38084,"name":"source.jpg","rsi_url":"https:\/\/media.robertsspaceindustries.com\/pgmk7f9gt3j9y\/source.jpg","alt":"","size":2091105,"mime_type":"image\/jpeg","last_modified":"2025-04-01T17:29:16+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/38084","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/38084\/similar"},{"id":40391,"name":"source.png","rsi_url":"https:\/\/media.robertsspaceindustries.com\/svep7j1purh1f\/source.png","alt":"","size":5543040,"mime_type":"image\/png","last_modified":"2025-07-01T15:37:40+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/40391","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/40391\/similar"}],"images_count":73,"translations":{"en_EN":"Welcome to Cloud Imperium Games\u2019 Monthly Studio Report for May, bringing you insight into what all of our studios have been working on. This month, the team made updates to Alpha 3.1, and pushed forward on new systems, ships, and features for Alpha 3.2 and beyond. Work also progressed on various aspects of Squadron 42. With that said, let\u2019s dig into the details.\nLOS ANGELES\n\n\nVEHICLE FEATURES\nThe Vehicle Features Team\u2019s primary focus this month was working on scanning for the mining feature and making improvements to turrets, both of which will appear in the Alpha 3.2 release. Regarding scanning, the team worked closely with VFX, UI, and other teams to develop the pinging, scanning, and blob work needed for the launch of this feature. The team also completed the implementation of cameras on remote turrets that can be controlled by players, allowing them to focus their turret target on a ship to see its relevant status.\n\nVEHICLE PIPELINE\nThe team, consisting of Vehicle Art, Systems Design, and Tech Art, developed vehicles for both Alpha 3.2 and subsequent releases. On the art side, the Anvil Hurricane completed its flight prep pass and has been handed off to the other vehicle disciplines for the 3.2 release. The Art Team has also wrapped up their pass on the Consolidated Outland Mustang Alpha and has begun working on its variants. Work was also done on the greybox set-up for the Consolidated Outland Mustang Alpha, the RSI Constellation Phoenix, and the Anvil F8 Lightning. Meanwhile, the Tech Art Team worked on their final flight prep passes, which included damage and landing gear compression on the Anvil Hurricane and the rest of the 3.2 ships: the Aegis Avenger, Aegis Eclipse, Origin 600i, and Vanduul Blade. Additionally, the team took a Tech Art pass in support of the MISC Prospector for the mining feature.\n\nGAMEPLAY FEATURES\nThe Gameplay Features Team is working with the Spectrum and Backend teams to sync to the new Spectrum architecture, which will allow players to view and manage their contacts in the mobiGlas Comms app. The team is placing the chat feature directly into the mobiGlas, so players can communicate using both the visor chat and the mobiGlas Comms app. In addition to this, Group creation, destruction, rules, and interaction are now being implemented and improved as the team works alongside Turbulent. The ability to invite contacts to groups by selecting them in interaction mode is being added, as is identifying contacts by name in your visor.\nNARRATIVE\nA wide variety of tasks kept the Narrative Team busy in May. The month kicked off with a release of a Loremaker\u2019s Guide to the Galaxy segment focused on the Oso System. They also recorded episodes for several upcoming systems. They wrote and released three new lore pieces, including part one of the Subscriber exclusive short story Hostile Negotiations. May\u2019s issue of Jump Point focused on the Crusader Hercules Starlifter, game optimization, a Galactapedia entry on whiskey, and more. Two older Jump Point features also received wide release on the site, including the tragic tale of the Lost Squad and part one of the serialized story The Knowledge of Good and Evil. The Squadron 42 Team spent part of the month working with Production to organize work on the remaining narrative tasks and started tackling a handful of set dressing documents. These kickoff documents focus on specific areas of the game and list ideas for props that could be used to sell particular story moments. The team also wrote procedural text for new PU mission types. They drilled down into the specifics of some upcoming locations, which included creating posters to be plastered around Lorville and other locations. They worked with other departments to organize and streamline game documentation essential to inter-office communication, and collaborated with the Community Team on Ciera Brun\u2019s Journal of a Volunteer, which was featured on the Hercules Starlifter sales page.\nCHARACTERS\nThe Character Art Team showcased their work on the Legacy Armor sets for both the Outlaws and Marines in an episode of Around the Verse (both of which will appear in Alpha 3.2). A considerable amount of effort was put into multiple Squadron 42 characters along with new weapon concepts. The upcoming Mission Givers for PU outfits have made tremendous progress, as have the clothing collections for both Olisar and Hurston. The updated flight suit continues to be developed, and R&D on the pipeline for delivering character heads (including realistic hair for all characters) also received attention. And, as always, bugs were fixed for the Alpha 3.2 release.\nAUSTIN\n\nDESIGN\nThe team put together features and fixes for Alpha 3.2 and pushed ahead on content for future releases. They refined the recipe system to prepare it for future implementation \u2013 early iterations will be simple, but will form the basis of a more complex system that allows players to get into the nuts and bolts of what makes items in the \u2018verse tick. Quantum Linking progressed nicely. Soon it will be synced with the Group System to allow for various interactions between local players and those in a party. Once done, groups can easily Quantum Jump to a shared destination together. Spline jumps were added, which allow players to travel from one side of a celestial body to another. The team can adjust the parameters to ensure a smooth experience while still allowing for future iterations and tweaks by the Design Team. With the animations of Battaglia and Klim added, focus has shifted to a pair of new mission givers. The team is also building out the Bartender character, with the goal of instilling a level of life and dynamic activity fitting of a real, hard-working mixologist.\n\nBACKEND SERVICES\nFeature creation and bug smashing kept Server Engineering busy in May. With the Persistence Cache being broken up and streamlined, several new features and services were created. Data Cache, Badge Service, GEID Broker, and Character Management Service were previously part of a larger Persistence Cache. They were broken out to allow for higher efficiency and scalability of the Backend Services, ensuring they work within the improved and more efficient Diffusion Service Architecture. The Generic Cache service can now be used by any other service to store data and contain persistence. The Persistence Item Cache grants game items for online players, and will organize and manage the associations of items between each other and provide optimized queries. The team and Turbulent continue to modify the Gateway Service to support the bridge to Spectrum. This work ensures that Spectrum and Services won\u2019t have trouble when Spectrum becomes integrated into the game. Work was also completed on creating a link from CMake generated services into WAF. Now, developers don\u2019t need CMake to use services and can automate the process of building services using WAF for other developers to quickly integrate with their workflow.\n\nANIMATION\nThe PU Animation Team finished their previous set of Mission Givers and NPCs and handed them over to Design for implementation. A new set of Mission Givers is now being worked on, and research was done on the Bartender\u2019s animations to bring as much life to this NPC as possible. They also collaborated with other teams to get the Vanduul fully functional and ready for motion capture. The Ship Animation Team continued adding a modular system for entering and exiting seats and turrets. By breaking up the existing animations into sequences, the character can use any of the enter\/exit templates to interact with any cockpit type. For example, there can now be an animation that uses the Aegis Gladius enter animation, but then has the player grab a dual-stick control scheme. Previously, the team was limited to only using the Gladius enter animation for cockpits that used one specific configuration. They can now use thousands of different combinations, granting more flexibility when creating new ships. The Ship Animation Team focused on completing the new ships for the 3.2 release. They created new animations for the Origin 600i and the refactored Aegis Avenger, as well as the Aegis Eclipse, Anvil Hurricane, and the Vanduul Blade. Plus, they\u2019ve been fixing various bugs for the 3.2 release. They\u2019re very excited about the improvements made to the ship pipeline and are looking forward to the opportunities that it provides.\n\nART\nWork continues with high polygon and flight-prep modeling of the Constellation Phoenix. In the last few weeks, the team focused on the exterior of the ship, getting it fully fleshed out and finishing the damage setup and LODs. They have also been getting the Constellation Emerald setup and modeled. Constellation variants share most of their parts with each other, but to accommodate the Emerald\u2019s paint job, UV revisions of the original Constellation were required. Once the exterior is done, they will return to the interior to finish various parts such as the floor, guest quarters, and master bedrooms (and the all-important hot tub!). The high poly and detail modeling phase is complete on the F8 Lightning, and the team have moved on to getting it flight-prep ready. The internal damage has been completed and work on LODs are next. Then they will concentrate on the last polish and efficiency pass before creating marketing material for the ship reveal.\n\nOPERATIONS\nOn the Publishing side, QA wrapped up the last of the 3.1 incremental patches by testing fixes and changes to IFCS. In addition, they tested the new Launcher updates and monitored both PTU and Live to report any new issues to the devs. After the devs wrapped up work on 3.1, QA focused on updating test documentation and processes in preparation for 3.2, continued verifying bug fixes, tested new tool updates, and trained new hires. As the month progressed, more 3.2 features came online for QA testing. These features included Quantum Travel improvements, new ship testing, Item Kiosk shopping, PMA\/VMA improvements, and ship & weapon Power Allocation. Leadership worked to better incorporate processes into the new development cycle. This includes dedicating testers to specific feature teams and having them create documentation and test cases. They have also been looking at new software to make testing more efficient as the game grows exponentially. DevOps continued their work on the feature stream process and staging build system. Feature streams are a subset of the main development branches that allow the devs to maintain a tighter focus on specific features without their work interfering with others. DevOps was happy with the rollout, but it hasn\u2019t been easy. The build system has grown so complex that minor updates and adjustments are risky, which is why they\u2019re working closely with the Corp Tech team in Austin on a \u2018staging\u2019 build. This new environment will allow engineers to test changes in a safe location rather than apply them directly into the production environment. The DevOps Publishing Team monitored the live service for stability and performance indicators, providing a constant flow of data to the dev teams. They also prepped the Evocoti and PTU servers for the next publishing cycle (which is right around the corner). The team provisioned more server capacity for all regions in anticipation of a very popular feature publish. The Player Relations Team helped wrap up 3.1.4 this month, and have already started early preparations for 3.2 testing with the Evocati. The 3.1 publishes were the first of the quarterly testing cycle. It was a tremendous learning experience that will be used during further cycles. The team was also proud to roll out over 80 articles to the new Knowledge Base \u2013 there have already been 25,000 visits in its first month. Players should check it out, as the team continues to add new \u2018How To\u2019 articles, patch notes, and live service notifications. As always, Player Relations would like to remind and encourage everyone to use the Issue Council to help triage and rate bugs and functionality. The team uses this data to prioritize future updates. Plus, participation makes you eligible for earlier PTU waves.\nWILMSLOW & DERBY\n\nENGINEERING\nThe Actor Teams have been carrying on with the \u2018pickup-and-carry\u2019 work, now concentrating on reducing the animations required for the different combinations of item sizes, grip types, and player states. They did a rough calculation of all these combinations and it came out at roughly 1700 animations. However, with the sensible authoring of assets, combining animations in blend spaces, and layering up, the team should be able to get this down to under 100. They\u2019ve also been developing new animation time-warping technology using player knockdowns as their test case. The problem with something like a knockdown is that the time the character spends in the air varies based on the force and environment. Normally, you would play a looping animation, but this can look unnatural. This new method calculates the airtime and stretches a single animation to fill it. Used sparingly, it produces much better results, and the technique can also be used on other features like jumping. The Social AI Team has got a test setup of a \u2018usable\u2019 now fully working with the new channels in Subsumption. A \u2018use channel\u2019 describes what you can do in a particular \u2018usable\u2019 \u2013 examples could be eat, drink, mend, and so on. This is a great milestone as the Subsumption setup simplifies how the designers create \u2018usables\u2019, whilst at the same time giving them much more flexibility. The Vehicle Team has implemented the ability to under and overpower ship components, and hooked it into the vehicle\u2019s MFD UI. For example, when you underpower your weapons, they fire slower or the projectiles have less energy. Similarly, your shields will be more effective if they have more power. The Tools Team has been working on a new check-in request tool. As they get closer to a release, they lock down what does and what doesn\u2019t go into the build to improve stability and reduce the risk of new bugs appearing. To help, they\u2019ve been developing a new tool that can track all change requests and give a nice interface for the leads to be able to approve or reject changes. With the number of requests going into a build every day, the overhead of managing them was becoming very large. The hope is this new process will reduce the workload on the teams and production, as well as giving better visibility on what is and isn\u2019t approved.\n\nSHIP TEAM\nThe ships due for 3.2 have really come along with all the final polish and lighting work that\u2019s gone into them this month. The Vanduul Blade has undergone a rework; mainly around the wings so that it can better accommodate weapons after it was decided the underslung position looked too \u2018human\u2019 and needed to be more aligned with the Vanduul aesthetic. It\u2019s also had some extensive work done to the landing gear \u2013 previously the ship just rested on the wing tips, but with this change, the wing tips now deploy landing gear to accommodate compression under the weight of the ship. The team has continued to optimize the ship and make sure everything is done so they can switch focus to promo shots and trailers.\n\nAUDIO\nOn the Audio Code side, the preload manager system was optimized to work asynchronously, so that the audio thread isn\u2019t blocked when streaming audio assets. \u2018Asynchronous caching\u2019 was also addressed, which keeps audio events in memory after the game has finished with them. Thanks to this work, assets don\u2019t need to be reloaded from the disk each time they\u2019re needed, which will improve overall performance. As well as bug fixing, debug info was added to the aforementioned preload manager. The music system was improved with a feature to add a further randomized recombination of tracks. The Audio Propagation and Room systems were extended to enable cheaper pressure lookups and allow for room and object-based reverb. Weapons 2.0 audio tech was worked on further, as were the IFCS 2.0 audio set-up and multithreading optimization. Finally, on the code side, the ATL build process was ported over to WAAPI to enable more incremental audio building, improving iteration times for everyone in the team. In Dialogue, new content was delivered for Alpha 3.2 via an improved dialogue pipeline. Characters now have their vocal output processed in real-time through communication devices, via porting the audio and any local secondary sound and transmitting it much as one would find in the real world. In Sound Design, the Scalpel sniper rifle underwent further work and is ready for final review. The FPS weapon system is ripe for refactoring and some work was done to improve quality and simplify the system. They also delivered sound design for the Gemini F55 LMG, the Klaus & Werner Demeco LMG, and the Associated Science & Development Distortion Repeater. The shopping and mining kiosks were polished to increase responsiveness and synchronization. The mining mechanisms have been worked on extensively and are now ready for further implementation and iteration, with work on the fracture and tractor beams for the mining arm receiving a lot of attention. Hangars had some extra improvement work, and ambiance for the Lorville trash biome was prototyped. On the ships front, the Origin 600i, Aegis Eclipse, Esperia Blade, and the Anvil Hurricane all had sound added for their thrusters, moving parts, and interiors. The conversion to IFCS 2.0 created a big project to bring everything in line with the modifications to that upstream system. Development of the ship-wide audio concept also continued, separating maneuvering and \u2018cockpit feedback\u2019 sounds from the thruster burn sounds, and adding more directionality towards rotation sounds. Room tones that react to ship handling and damage states were also added to the Constellation as a proof of concept. The new physics objects system had assets created to put it through its paces, which will give more behavioral fidelity across the game. In Music, the Vanduul and Xi\u2019an themes were pushed forward for Squadron 42. For the Persistent Universe, new music was created for derelict ship exploration (small, medium and large).\n\nUI\nThe UI Team primarily focused on feature work for the Item Kiosks, Mining, and QT Linking. The Item Kiosks wireframes were signed off and later implemented into Flash and hooked up on the code side. The team is now finalizing additional branding skins for the terminals alongside bug fixes on the code now that the QA Team have started testing it. The HUD design for mining was finalized and implemented too. The team is also working on a Kiosk terminal that allows players to sell the refined ore gained from mining. Finally, the QT Linking Flash work has been completed in the UK, with the code hookup for this being tackled by engineers in the LA studio. In addition, work progressed on improving the UI Tech, with the relevant TDDs being written and a proof of concept being created for the building blocks system. Finally, the team supported the Art Team by providing a generic utilitarian branding sheet to be used within the upcoming Rest Stops among other areas.\n\nANIMATION\nAnimation tackled the implementation pass for the trained combat set of FPS AI combatants. This included enter and exits from cover as well as combat actions like peeks, reloads, blindfire, and reloads. A previs pass on the untrained combat set was also completed this month. The team took raw motion capture to compare it to the trained set, so combatants would feel distinct and stay true to their character. The team also worked on improving the looting system and added assets to improve the general look and feel of picking up objects, boxes, and items in Squadron 42 and the Persistent Universe. Work also continued on the weapon recoil improvements. As shown in the recent ATV, the team worked with design and code to develop the look and feel of all FPS weapons. The team also made some important strides on the Vanduul animation, creating a behavior set to provide a visual guide on how they will move and operate in Squadron 42. Player locomotion sets have been updated to work with an entity-driven system to ensure that client and server animations are exactly the same. The team also made tweaks to some of the poses to allow for better blending between animations and minimize foot sliding.\n\nVFX\nThis month has seen a similar pattern to last, with the team supporting the ongoing Mining and Scanning sprints. The effects for both are coming along at a rapid pace, improving almost daily \u2013 as evidenced by the various WIP footage seen in recent weeks. Ship VFX received plenty of attention in May, including the luxurious Origin 600i. Work continued on weapons VFX, with visual improvements to legacy ballistic guns, as well as general fix-ups required since the conversion to weapons 2.0 was completed by the Game Code and Systems Design Teams. Collaboration with the Graphics Team also continued, with spline emitter tech coming along nicely. This continues to open up new ideas, and is likely to prove useful in unexpected areas, such as in Quantum Travel.\n\nGRAPHICS\nThe Graphics Team worked on multiple features this month, the main focus being mining, which required the expansion of the ship damage-map system to work on new types of assets. It also required completely new visuals to show the cracking and heating of rocks. This work also allowed the team to diagnose and fix some long-standing bugs that should lead to improved texture details. The multi-resolution gas cloud work is complete, making it possible to combine several gas clouds together at different resolutions and scales. Memory, however, is still the limiting factor, so the team compressed the density fields to just 8 bits per voxel (down from 32 bits). However, the shadowing data is still too large and can\u2019t be compressed as easily. Therefore, research has started on various forms of deep shadow maps that work in 2.5D to try and avoid the memory and performance issues associated with full 3D lighting data. The foundations of the new multilayer shader system are finished and focus has shifted to adding visual features to the shaders. The first being a new clear coat shading model to achieve convincing paint and anodized metals \u2013 both important for high-tech materials. The next is a texture mode called height-variance blending which allows for realistic blending of natural materials (e.g. rock\/sand\/grass). It supports per-pixel-control of the blend and crucially works at any distance with no aliasing, which is obviously critical with the scale of the game. Some other tasks included optimizations to the rendering in the editor, a holographic effect for use within Squadron 42, and improved temporal anti-aliasing stability.\n\nENVIRONMENT ART\nThe Environment Art Team started the final pass of the Common Element Utilitarian Hangars. The most critical aspect of this was the setup of the master material to give the artists a fully functional set of textures to pull from when taking the assets to final quality. Each piece used in the hangars will now go through its final art pass where, amongst other things, it will have its finished UVs, textures, custom normals, LODs, and physics proxies. There are lots of assets to get up to final quality, but when complete, the hangars will be considered finished from an Environment Art perspective. Alongside this, work has been done to get future locations ready for production when the bulk of the Environment Team moves onto them later in the year.\nFRANKFURT\n\nQA\nThe QA Team continued daily maintenance of their numerous checklists as well as Subsumption, Editor, and Page Heap regression. Additionally, they took some time to be trained by the Engine Team to better understand how to interpret a callstack, which will ultimately lead to quicker and more reliable bug assignments. A new quick smoke checklist for the client was setup to provide the Design Team with an overview for specific systems in the Persistent Universe, such as AI turrets and their functionality. With the new checklist in place, when asked for the current state of a system worked on exclusively in the DE office, QA will be able to provide information much faster. QA has also been working closely with the Cinematics Team to provide specifically requested support and set up test levels for easier reproduction and a quicker turnaround. Testing on a potential Test Case Management Software candidate was also started to determine if this new software would allow QA to more efficiently manage and track our test cases and reports.\n\nSYSTEM DESIGN\nThe team added mechanics for NPCs to use grenades to flush their opponents out of cover if they remain stationary for too long. Also, more work was done on improving the way the NPCs react to incoming grenades \u2013 they now use a navmesh to determine where they can safely escape to. Combat ships now know how to fight as proper gunships and not just fighters. For example, if a ship with numerous turrets engages you, it may fly around while its turrets track you down, as opposed to flying directly at you. Regarding Vanduul combat, a lot of work was done to previz the way they fight. The emphasis was to make them as different from Humans as possible, so players have a completely different experience when fighting the Vanduul. The team is happy with the current results and are approaching full production for the Vanduul enemies. General population NPCs are also being experimented with as the team tests small, almost cinematic vignettes that the player can experience as they walk around major landing zones. Mining is also progressing as it approaches the bug fixing and polishing phase.\n\nENVIRONMENT ART\nThe Environment Art Team continued their push on Hurston, and the second group of ecosystems had their first pass completed. One of the newest ecosystems is the Wasteland Biome, which was first shown during CitizenCon 2017 and will cover a large part of the surface of Hurston. The team took the time to properly update the Wasteland biome to take advantage of the newest planet tech completed this year. The second biome that received proper attention this month was the Strip Mining ecosystem, which too can be found around Hurston. Lorville is also moving forward, with the artists spending their time focusing on the various areas the player will be able to visit, refining the shapes and architecture, adding materials, lights, and assets to further bring these areas to life.\n\nTECH ART\nThe Tech Art Team continued to improve the deformation algorithms and asset pipeline of the v2 character customization system. Since the underlying tech for facial\/head customization is working as intended now, the focus has shifted towards polishing the corresponding assets (head morph targets, head attachments such as hair and beards, etc.). R&D work on the technical foundations for body customization of both male and female characters has begun. Besides developing suitable deformation methods, the team also needs to determine what range of body shapes they can support without introducing clipping artifacts, and which body types they want to support from an artistic perspective. Time was also spent fixing existing bugs and improving the usability of the internal character editor, Character Tool. For FPS weapons, they supported the Gemini Light Machine Gun, which is now ready for its final review and sign off. They also completed Tech Animation work, such as implementing multiple animations into Mannequin for the Cinematics Team, improving the Playblast Tool to speed up reviewing, and improving the binder process to map animations from MotionBuilder onto our Maya rig.\nThey also completed Tech Animation work, such as implementing multiple animations into Mannequin for the Cinematics Team, improved the Playblast Tool to speed up the process of creating playblasts for reviewing purposes, and worked on improving the binder process to map animations from MotionBuilder onto our Maya rig.\n\nAI\nThe AI Team worked on adjusting the AI components with the new API to allow a safer construction in different threads \u2013 it\u2019s a fundamental step towards fully achieving Object Container Streaming. The Actor code has always been very dependent on Lua (it\u2019s not easy to make a thread safe with good performance), so all the AI components are now being moved to either be fully C++ or Dataforge components. They also worked on a few core functionalities for Subsumption. Subsumption Missions can now define Event Callbacks: missions can receive and send Subsumption events and logic can be written to be executed in association with specific events as described by designers. This functionality is part of the overall effort to support designers in creating more modular missions, and enforce correct communication between modules that can preserve thread safety and avoid a \u2018spaghetti code-like\u2019 logic. They also extended the functionality of supporting multiple Mission Objectives for each Mission module. They continued work on improving the way \u2018usables\u2019 are defined and executed: designers can now create behavior logic associated with the different use channels of each usable type. For example, assuming there is a usable bed that might expose the following use channels: \u2018Sleep\u2019, \u2018Rest\u2019, \u2018WatchTV\u2019, \u2018SitOnBed\u2019. When an NPC uses a \u2018use channel\u2019, it will effectively use some logic written by the designers in a similar way to Subsumption functions: this allows a more modular definition of the actions allowed when interacting with a usable maintaining the context of the behavior that is currently running. Human combat is progressing with improvements in the grenade handling during combat, so fighters can now react to incoming grenades and try to duck to reduce the damage received by explosions. Vanduul AI progress is also continuing along in the prototype phase. For Ship AI, take-offs and landings have gone through a small refactor to allow AI behaviors to utilize designer placed splines to be more robust and deliver a more cinematic effect. Work was also completed on improving the validation of the navmesh during spawning: this allows designers to easily request spawning of characters in reachable areas where there are multiple navmeshes present.\n\nLIGHTING\nThe Lighting and Enviroment teams have been working closely to add new whitebox-level lighting to the Lorville landing zone. The goal is to start blocking in a basic mood and ensure the entire location is lit consistently without areas that are unnaturally bright\/dark while maintaining visibility along the critical player path. Alongside this, they\u2019ve been continuing work with the Rest Stop\u2019s modular lighting. They also recently received some updated holo-advertising assets from the Props Team in the UK and started to explore how these can drastically influence the lighting and mood wherever they are placed. As the Hangars common element starts to move into the final art stage, they\u2019ve been experimenting with some variations of lighting for each module, which have similar benefits and drawbacks to the Rest Stops modular system. Each module must be somewhat independently lit so that it looks consistent in every configuration. They also built a new test environment for the Character Team where they can balance skin and armor assets in a completely neutral lighting scene for greater consistency across our wide range of characters.\n\nWEAPONS\nThe Weapons Team completed a full polish of the Gemini F55 Light Machine Gun, Klaus & Werner Demeco LMG, and Kastak Arms\u2019 Scalpel sniper rifle in preparation for the 3.2 release.\n\nLEVEL DESIGN\nThe PU Level Design team spent a large amount of time working on flagship landing zones, pushing the ways in which they use procedural technology for layouts. They\u2019re currently looking into customizing the various entry points into Lorville, as well as adding content for the immediate areas around the city. Time was spent revisiting Area18 to revamp and fully integrate it into the universe, taking advantage of the new procedural tools in place.\n\nCINEMATICS\nThe Cinematics Team worked with the Level Designers on newly created whitebox levels to implement scenes that had not yet been featured in the game. They were brought to an initial implementation stage called PreVis to give visibility on runtime length, coverage of space, as well as the environmental interaction each scene requires. The process is important so that scenes taking place on a traversal path from A to B feel properly paced when level designers lay down paths. It also gives everyone working on a level an early preview of the narrative in that specific level. Since Squadron 42 is a narrative-heavy game, getting that in as early as possible helps ensure everything will work as intended. The Cinematic Animators have been doing R&D on a sophisticated bit of performance capture manipulation called \u2018feather blending\u2019. This technique allows drastic changes to performance capture if needed, so animators can decide from which bone to \u2018feather in\u2019 the original performance capture on top of. In addition, they can add an additional animation of him holding his pilot helmet in his left hand at his hip and dial in a certain LookAt-range, so he can look at the player. In total, that means combining 3-4 different separate clips of animation at any given time and blending them seamlessly for a convincing result. The team also went back to a level that has a large cinematic and started overhauling the planet setup and vistas to the latest workflow standards. That level also includes Squadron 42\u2019s way of customizing your character, so work was completed on some assets that will be at the core of that process.\n\nENGINE\nThe Engine Team generally work on several areas at the same time and this month was no exception. One long term task that was completed was the refactoring of the Entity Component Scheduler. The system is responsible for managing the \u2018update frequency\u2019 of the game logic. As more and more features were added over time, its design degenerated, resulting in a hard to use system. With the refactoring complete, each aspect of the scheduler is now orthogonal to each other, making the code easier to maintain and extend. They also decoupled the \u2018IN_RANGE\u2019 and \u2018IS_VISIBLE\u2019 events from their component updates, which allows components to receive and react to those events without having their update logic depend on them. More features are planned to be added to the scheduler over time. The team also spent time improving the threading system. For the background job manager, they added a Fiber-based system. As the system was used more and more for Object Container Streaming, they took the time to clean up all out-threading primitives. Now all those are Fiber-aware, allowing them to schedule another job when a background job is blocked and thus a more efficient resource usage. In the same code area, they adjusted the scheduler to not block on submission to improve runtime performance by preventing the main thread stalling when submitting numerous jobs simultaneously. They also gave some focus to Object Container Streaming, making the 3DEngine loading code thread safe, allowing us to load large parts of our game world in the background. They made several improvements to the shader build pipeline and infrastructure code, started work on the vertex animation processing refactor and optimization (moving it to the GPU), and continued work on the telemetry system, amongst numerous other things.\n\nENGINE TOOLS\nThe Engine Tools Team continued working on improving the general game editor stability and usability. New tools were added for designers to improve their workflows, including a new console implementation to easier parse the engine\/game logging for warnings and errors, also adding better support for the massive amount of console variables and commands they currently have. Console variables and commands can now be filtered and saved out as favorites and shared between designers. On top of that, a tool called the Window Outliner was added to make it easier for designers to setup, save, and share their favorite toolsets. Another tool, called the Universe Outliner, was added to better scale with the amount of content inside the universe, which replaces the entity outliner from Lumberyard, including additional information for Subsumption. The level layer handling was also replaced by the Layer Outliner, again for scalability and workflow improvement reasons.\n\nBUILD ENGINEERING\nFlexibility was added for the engineers to produce QATR test builds, either by building their code changes against major builds already distributed to the company, or against their own time. This was an engineer request as it gives them more freedom when building changes and handing off for QA verification. A bug in incremental linking was fixed which allowed us to reduce our output PDB file size by almost 50%, taking it down from 2.5GB for debugging StarCitizen.exe to 1.25Gb. They put finishing touches on unifying the DevOps codebases that are used by TryBuild and the main build system, Transformer, so that there can be one umbrella that covers the continuous integration monitoring. This codebase unification also leverages the tech in the Transformer main build system, which has a more straightforward layout in designing both tasks and jobs.\n\nVFX\nThe VFX Team worked closely with the Graphics Programmers, Gameplay Programmers, Designers, and Environment Artists on the resource mining feature to create an entire suite of new effects. There\u2019s a primary mining beam which heats up and fractures the rock. There are also effects that play on the surface of the rock to show it being cracked apart. After the rock is destroyed, an explosion effect is parameterized based on how well you did; if you add too much power, you get a much larger explosion than a successful operation. After you break the rock, a secondary extraction mode uses a tractor beam to collect the minerals into your cargo hold.\nPLATFORM: TURBULENT\n\nThe team at Turbulent made some massive leaps in development for group services with several Spectrum releases to PTU, and provided platform support for the Community Team.\n\nSPECTRUM\nOn May 24th a new release of Spectrum hit the PTU. This very early patch includes a \u2018Friends\u2019 implementation, allowing you to send requests and manage your contacts. Using this early rudimentary version, the team discovered functionality bugs and system limitations, and has been refactoring code to optimize the experience. Currently, the Spectrum Team is in sprint 4 of 4, which is all about the notifications system. The notifications system will provide the necessary alerts for receiving and sending friends requests. This is the last missing piece to get the friends system feature complete. Calling all Spectrocati, expect a full release on PTU within the month.\n\nRSI PLATFORM\nOn May 25th, a new European Union Law came into effect, protecting the use of personal data. Turbulent made substantial changes on the backend side to create new tools, ensuring that CIG was compliant with the new rules that came into effect. The Backend Team also produced new tools for the roadmap. A new Import Console has been created on the backend so that production leads can now easily import all their Jira tasks without any requirements from the Platform Team. This has made the review and publishing of the Roadmap faster and much more efficient.\nTurbulent supported the Starlifter launch, designing the page, and publishing the posts from Ciera Brun and Operation Sword of Hope. They really enjoyed working on this project as it included an exciting twist, and reading all of the community stories made it all more rewarding. Turbulent\u2019s Front-End and Design Teams have been working on building a page to host the FanKit. The Fankit is still being built, and will include a series of wallpapers, logos, possible 3D models, and audio. It will be an excellent tool for our community to build their personal fan projects, not to mention give out some exclusive items.\n\nKNOWLEDGE BASE\n\nThe team launched the Knowledge Base on May 10th, and the Player Relations Team has currently built over 82 articles with FAQs, known issues in patch releases, and many other self-help articles. Based on page views since release, the team already knows that the Knowledge Base has had a positive impact on the community, which will continue as the number of articles increases. Last week when RSI Platform unexpectedly experienced server downtime, the Knowledge Base jumped into action to get a post out and inform the community. They also released a new series of Contact Us forms that will help optimize and prioritize requests. Ultimately, this will help Player Relations react faster to urgent matters.\n\nGROUP SERVICES\nTurbulent has been asked to participate in the build of game code for the Groups services, and the Backend Team has been working furiously to build it. The team has been concentrating on an API service to setup group invitations system and the concept of leadership within a group. The two releases of the Groups service were completed last month, which included all the necessary calls for the invitations. The system is being implemented and tested by US gameplay teams. The next iterations of the service release will include a call for group leadership. COMMUNITY\n\n\nTaking into account player feedback and constructive input during Evocati and PTU phases, the Community Team supported a successful publish of Alpha 3.1.4 to the Persistent Universe, with improvements to Gravlev, flight controls, and more. The public unveiling of the Crusader Industries Hercules was celebrated with a story contest where more than 500 contenders competed to win an M2 military variant. Make sure to check out all the Hercules stories, available to read on Spectrum, which feature the ship in everything from cargo runs to epic space battles. The team ran several screenshot contests, in concert with an Intel Streamer Promotion, giving away three Intel\u00ae Optane\u2122900P SSDs. If you haven\u2019t seen them already, head over to Spectrum now and check out the beautiful entries depicting the themes of space combat, scenic vistas, and lifestyle. Also in May, another contest was held, aimed at helping new pilots jump into the verse by giving an overview of the Star Marine and Arena Commander game modes. In this contest, content creators had the chance to win game packages and leave their mark on the Star Citizen website as the winning entries will be added to the How To Play section. Subscribers received limited edition finishes for their Devastator shotguns this month, continuing a series of weapon finishes exclusive to subscribers and commemorating the Imperial Cartography Center. The Community Team is excited to announce a direct and organized process for creators to invite official CIG representatives to their podcasts, videos, streams, and talk shows, as the Invite a Developer form is now live and integrated into the ticket system. Check out the FAQ to find out more. And don\u2019t forget: on October 10th, the entire CIG team will celebrate current and future developments of Star Citizen and Squadron 42 at the Long Center in Austin, Texas. The first wave of CitizenCon tickets is gone, but stay tuned in the coming months for further details and more chances to get tickets. WE\u2019LL SEE YOU NEXT MONTH\u2026","de_DE":" Granaten und versuchen, sich zu ducken, um den durch Explosionen verursachten Schaden zu reduzieren. Die Fortschritte der Vanduul KI werden auch in der Prototypenphase fortgesetzt. F\u00fcr die SchiffskI haben Starts und Landungen einen kleinen Refaktor durchlaufen, der es KI-Verhalten erm\u00f6glicht, vom Designer platzierte Splines zu verwenden, um robuster zu sein und einen filmischeren Effekt zu erzielen. Die Arbeiten zur Verbesserung der Validierung des Navigationsnetzes w\u00e4hrend des Spawnens wurden ebenfalls abgeschlossen: Dies erm\u00f6glicht es den Designern, das Spawnen von Charakteren in erreichbaren Bereichen, in denen mehrere Navigationsnetze vorhanden sind, einfach anzufordern.\nLICHT\nDie Teams von Lighting und Enviroment haben eng zusammengearbeitet, um die Landezone von Lorville um eine neue Beleuchtung auf Whitebox-Niveau zu erweitern. Ziel ist es, in Grundstimmung mit der Blockade zu beginnen und sicherzustellen, dass der gesamte Standort gleichm\u00e4\u00dfig beleuchtet wird, ohne unnat\u00fcrlich hell\/dunkel wirkende Bereiche, bei gleichzeitiger Sichtbarkeit entlang des kritischen Spielerpfades. Dar\u00fcber hinaus arbeiten sie weiter an der modularen Beleuchtung der Rastst\u00e4tte. Sie erhielten k\u00fcrzlich auch einige aktualisierte Holowerbeartikel vom Requisitenteam in Gro\u00dfbritannien und begannen zu untersuchen, wie diese die Beleuchtung und Stimmung an jedem Ort drastisch beeinflussen k\u00f6nnen. Als sich das gemeinsame Element der Hangars in die letzte Kunstphase begibt, haben sie mit einigen Variationen der Beleuchtung f\u00fcr jedes Modul experimentiert, die \u00e4hnliche Vor- und Nachteile wie das modulare System Rest Stops haben. Jedes Modul muss etwas unabh\u00e4ngig beleuchtet sein, damit es in jeder Konfiguration einheitlich aussieht. Sie bauten auch eine neue Testumgebung f\u00fcr das Charakter-Team auf, in der sie Haut- und R\u00fcstungsg\u00fcter in einer v\u00f6llig neutralen Lichtstimmung f\u00fcr mehr Konsistenz \u00fcber unsere breite Palette von Charakteren ausbalancieren k\u00f6nnen.\nWEAPONS\nDas Waffenteam vervollst\u00e4ndigte die Vollendung der Gemini F55 Light Machine Gun, Klaus & Werner Demeco LMG und Kastak Arms' Scalpel Scharfsch\u00fctzengewehr in Vorbereitung auf die 3.2er Version.\nLEVEL DESIGN\nDas PU Level Design Team hat viel Zeit damit verbracht, an den Flaggschiff-Landezonen zu arbeiten und die Art und Weise, wie sie die Verfahrenstechnik f\u00fcr Layouts einsetzen, zu verbessern. Sie pr\u00fcfen derzeit die Anpassung der verschiedenen Einstiegspunkte in Lorville sowie das Hinzuf\u00fcgen von Inhalten f\u00fcr die unmittelbaren Bereiche rund um die Stadt. Es wurde Zeit damit verbracht, Area18 erneut zu besuchen, um es zu \u00fcberarbeiten und vollst\u00e4ndig in das Universum zu integrieren, wobei die Vorteile der neuen Verfahrensinstrumente genutzt wurden.\nKINEMATIK\nDas Cinematics-Team arbeitete mit den Leveldesignern an neu erstellten Whitebox-Levels, um Szenen zu implementieren, die noch nicht im Spiel gezeigt wurden. Sie wurden in eine erste Implementierungsphase namens PreVis gebracht, um die Laufzeit, die Abdeckung des Raums sowie die Umgebungswechselwirkungen, die jede Szene erfordert, sichtbar zu machen. Der Prozess ist wichtig, damit sich Szenen, die auf einem Traversalweg von A nach B stattfinden, richtig anf\u00fchlen, wenn Leveldesigner Wege vorgeben. Es gibt auch jedem, der auf einer Ebene arbeitet, eine fr\u00fche Vorschau auf die Erz\u00e4hlung auf dieser spezifischen Ebene. Da es sich bei Squadron 42 um ein narratives und schweres Spiel handelt, hilft es, das so fr\u00fch wie m\u00f6glich zu bekommen, um sicherzustellen, dass alles wie geplant funktioniert. Die Cinematic Animators haben Forschung und Entwicklung an einem ausgekl\u00fcgelten St\u00fcck Performance Capture Manipulation durchgef\u00fchrt, das als \"Feather Blending\" bezeichnet wird. Diese Technik erm\u00f6glicht bei Bedarf drastische \u00c4nderungen an der Leistungserfassung, so dass Animatoren entscheiden k\u00f6nnen, von welchem Knochen sie die urspr\u00fcngliche Leistungserfassung zus\u00e4tzlich \"befedern\" m\u00f6chten. Dar\u00fcber hinaus k\u00f6nnen sie eine zus\u00e4tzliche Animation von ihm hinzuf\u00fcgen, wie er seinen Pilotenhelm in der linken Hand an der H\u00fcfte h\u00e4lt und eine bestimmte LookAt-Bereich einblendet, damit er den Spieler betrachten kann. Insgesamt bedeutet das, dass 3-4 verschiedene einzelne Animations-Clips zu einem bestimmten Zeitpunkt kombiniert und nahtlos zu einem \u00fcberzeugenden Ergebnis zusammengef\u00fcgt werden. Das Team kehrte auch auf ein Niveau zur\u00fcck, das \u00fcber eine gro\u00dfe Kinoqualit\u00e4t verf\u00fcgt, und begann, das Planeten-Setup und die Ausblicke auf die neuesten Workflow-Standards zu \u00fcberarbeiten. Diese Stufe beinhaltet auch die Art und Weise, wie Squadron 42 deinen Charakter anpasst, so dass die Arbeit an einigen Objekten abgeschlossen wurde, die den Kern dieses Prozesses bilden werden.\nMOTOR\nDas Motorenteam arbeitet in der Regel an mehreren Bereichen gleichzeitig, und dieser Monat war keine Ausnahme. Eine langfristige Aufgabe, die erledigt wurde, war das Refactoring des Entity Component Scheduler. Das System ist f\u00fcr die Verwaltung der Aktualisierungsfrequenz der Spiellogik verantwortlich. Als im Laufe der Zeit immer mehr Funktionen hinzugef\u00fcgt wurden, verlor das Design an Bedeutung, was zu einem schwer zu bedienenden System f\u00fchrte. Nach Abschluss des Refactoring ist jeder Aspekt des Schedulers nun orthogonal zueinander, was die Pflege und Erweiterung des Codes erleichtert. Sie haben auch die Ereignisse'IN_RANGE' und'IS_VISIBLE' von ihren Komponenten-Updates entkoppelt, so dass Komponenten diese Ereignisse empfangen und darauf reagieren k\u00f6nnen, ohne dass ihre Aktualisierungslogik von ihnen abh\u00e4ngt. Weitere Funktionen sind geplant, die im Laufe der Zeit dem Planer hinzugef\u00fcgt werden sollen. Das Team verbrachte auch Zeit damit, das \u00dcberf\u00fchrsystem zu verbessern. F\u00fcr den Hintergrundjobmanager wurde ein faserbasiertes System hinzugef\u00fcgt. Da das System immer h\u00e4ufiger f\u00fcr Object Container Streaming verwendet wurde, nahmen sie sich die Zeit, alle Out-Threading-Primitive zu bereinigen. Jetzt sind alle Fiber-f\u00e4hig, so dass sie einen weiteren Job einplanen k\u00f6nnen, wenn ein Hintergrundjob blockiert ist, und somit eine effizientere Ressourcennutzung. Im gleichen Codebereich passten sie den Scheduler so an, dass er die \u00dcbertragung nicht blockiert, um die Laufzeitleistung zu verbessern, indem er verhinderte, dass der Hauptthread beim gleichzeitigen Senden mehrerer Auftr\u00e4ge zum Stillstand kam. Sie gaben auch einen Schwerpunkt auf Object Container Streaming, was den 3DEngine Ladecode Thread sicher macht, so dass wir gro\u00dfe Teile unserer Spielwelt im Hintergrund laden k\u00f6nnen. Sie nahmen mehrere Verbesserungen an der Shader-Pipeline und dem Infrastrukturcode vor, begannen mit der Arbeit am Refactor und der Optimierung der Vertex-Animationsverarbeitung (Verlagerung auf den Grafikprozessor) und setzten die Arbeit am Telemetriesystem fort, unter anderem durch zahlreiche andere Aspekte.\nMOTORWERKZEUGE\nDas Engine Tools Team arbeitete weiter an der Verbesserung der allgemeinen Stabilit\u00e4t und Benutzerfreundlichkeit des Spieleeditors. Neue Werkzeuge wurden f\u00fcr Designer hinzugef\u00fcgt, um ihre Arbeitsabl\u00e4ufe zu verbessern, einschlie\u00dflich einer neuen Konsolenimplementierung, um die Engine\/Spielprotokollierung f\u00fcr Warnungen und Fehler einfacher zu analysieren und eine bessere Unterst\u00fctzung f\u00fcr die massive Anzahl von Konsolenvariablen und Befehlen, die sie derzeit haben. Konsolenvariablen und -befehle k\u00f6nnen nun gefiltert und als Favoriten gespeichert und zwischen Designern ausgetauscht werden. Dar\u00fcber hinaus wurde ein Tool namens Window Outliner hinzugef\u00fcgt, um es Designern zu erleichtern, ihre bevorzugten Toolsets einzurichten, zu speichern und zu teilen. Ein weiteres Tool, der so genannte Universe Outliner, wurde hinzugef\u00fcgt, um eine bessere Skalierung mit der Menge an Inhalten innerhalb des Universums zu erreichen, die den Entity Outliner von Lumberyard ersetzt, einschlie\u00dflich zus\u00e4tzlicher Informationen f\u00fcr Subsumption. Das Level Layer Handling wurde ebenfalls durch den Layer Outliner ersetzt, wiederum aus Gr\u00fcnden der Skalierbarkeit und Workflow-Verbesserung.\nGEB\u00c4UDETECHNIK\nDie Flexibilit\u00e4t f\u00fcr die Ingenieure, QATR-Test Builds zu erstellen, wurde erh\u00f6ht, entweder durch das Erstellen von Code-\u00c4nderungen gegen\u00fcber gro\u00dfen Builds, die bereits an das Unternehmen verteilt wurden, oder gegen ihre eigene Zeit. Dies war eine Ingenieuranfrage, da sie ihnen mehr Freiheit bei der Erstellung von \u00c4nderungen und der \u00dcbergabe an die QS-Verifizierung gibt. Ein Fehler in der inkrementellen Verkn\u00fcpfung wurde behoben, der es uns erm\u00f6glichte, unsere Gr\u00f6\u00dfe der PDB-Datei um fast 50% zu reduzieren und sie von 2,5 GB f\u00fcr das Debuggen von StarCitizen.exe auf 1,25 GB zu reduzieren. Sie vervollst\u00e4ndigen die Vereinheitlichung der DevOps-Codebases, die von TryBuild und dem Main-Build-System Transformer verwendet werden, so dass es ein Dach geben kann, das die kontinuierliche Integrations\u00fcberwachung abdeckt. Diese Codebasisvereinheitlichung nutzt auch die Technologie des Transformer Main Build Systems, das ein einfacheres Layout bei der Gestaltung von Aufgaben und Auftr\u00e4gen hat.\nVFX\nDas VFX-Team arbeitete eng mit den Grafikprogrammierern, Gameplay-Programmierern, Designern und Umweltk\u00fcnstlern zusammen, um eine ganze Reihe neuer Effekte zu entwickeln. Es gibt einen prim\u00e4ren Minenstrahl, der sich erw\u00e4rmt und das Gestein bricht. Es gibt auch Effekte, die auf der Oberfl\u00e4che des Felsens spielen, um zu zeigen, dass er auseinander gebrochen wird. Nachdem das Gestein zerst\u00f6rt wurde, wird ein Explosionseffekt parametrisiert, basierend darauf, wie gut Sie es gemacht haben; wenn Sie zu viel Energie hinzuf\u00fcgen, erhalten Sie eine viel gr\u00f6\u00dfere Explosion als eine erfolgreiche Operation. Nachdem Sie das Gestein gebrochen haben, sammelt ein sekund\u00e4rer Extraktionsmodus mit einem Traktorstrahl die Mineralien in Ihrem Frachtraum ein. PLATTFORM: TURBULENT\n\nDas Team von Turbulent machte einige massive Entwicklungsspr\u00fcnge f\u00fcr Gruppendienste mit mehreren Spectrum-Releases an PTU und leistete Plattformunterst\u00fctzung f\u00fcr das Community-Team.\nSPEZTRUM\nAm 24. Mai wurde die PTU mit einer neuen Version von Spectrum ausgestattet. Dieser sehr fr\u00fche Patch enth\u00e4lt eine Implementierung von \"Friends\", mit der Sie Anfragen senden und Ihre Kontakte verwalten k\u00f6nnen. Mit dieser fr\u00fchen rudiment\u00e4ren Version entdeckte das Team Funktionsfehler und Systemgrenzen und hat den Code \u00fcberarbeitet, um das Erlebnis zu optimieren. Derzeit befindet sich das Spectrum-Team im Sprint 4 von 4, bei dem es um das Benachrichtigungssystem geht. Das Benachrichtigungssystem liefert die notwendigen Benachrichtigungen f\u00fcr den Empfang und das Senden von Anfragen von Freunden. Dies ist das letzte fehlende St\u00fcck, um die Freundschaftssystem-Funktion abzuschlie\u00dfen. An alle Spectrocati, erwarten Sie eine vollst\u00e4ndige Version auf PTU innerhalb eines Monats.\nRSI PLATTFORM\nAm 25. Mai trat ein neues Gesetz der Europ\u00e4ischen Union in Kraft, das die Verwendung personenbezogener Daten sch\u00fctzt. Turbulent nahm erhebliche \u00c4nderungen auf der Backend-Seite vor, um neue Tools zu erstellen und sicherzustellen, dass die CIG den neuen, in Kraft getretenen Regeln entspricht. Das Backend-Team entwickelte auch neue Tools f\u00fcr die Roadmap. Im Backend wurde eine neue Importkonsole erstellt, so dass Produktionsleiter nun alle ihre Jira-Aufgaben ohne Anforderungen des Platform Teams problemlos importieren k\u00f6nnen. Dies hat die \u00dcberpr\u00fcfung und Ver\u00f6ffentlichung der Roadmap beschleunigt und wesentlich effizienter gemacht.\nTurbulent unterst\u00fctzte den Start von Starlifter, entwarf die Seite und ver\u00f6ffentlichte die Beitr\u00e4ge von Ciera Brun und Operation Sword of Hope. Sie haben es wirklich genossen, an diesem Projekt zu arbeiten, da es eine spannende Wendung enthielt, und das Lesen aller Community-Geschichten machte es noch lohnender. Die Front-End- und Design-Teams von Turbulent haben an der Erstellung einer Seite f\u00fcr das FanKit gearbeitet. Der Fankit befindet sich noch im Aufbau und wird eine Reihe von Hintergrundbildern, Logos, m\u00f6glichen 3D-Modellen und Audio enthalten. Es wird ein hervorragendes Werkzeug f\u00fcr unsere Community sein, um ihre pers\u00f6nlichen Fanprojekte zu erstellen, ganz zu schweigen von der Verteilung einiger exklusiver Gegenst\u00e4nde.\nWISSENSDATENBANK\n\nDas Team hat die Knowledge Base am 10. Mai gestartet, und das Player Relations Team hat derzeit \u00fcber 82 Artikel mit FAQs, bekannten Problemen in Patch-Releases und vielen anderen Selbsthilfe-Artikeln erstellt. Basierend auf den Seitenaufrufen seit der Ver\u00f6ffentlichung wei\u00df das Team bereits, dass sich die Knowledge Base positiv auf die Community ausgewirkt hat, die mit zunehmender Anzahl der Artikel fortgesetzt wird. Letzte Woche, als die RSI-Plattform unerwartet einen Serverausfall erlebte, ist die Knowledge Base in Aktion getreten, um einen Beitrag zu verfassen und die Community zu informieren. Sie haben auch eine neue Serie von Kontaktformularen ver\u00f6ffentlicht, die bei der Optimierung und Priorisierung von Anfragen helfen. Letztendlich wird dies den Spielerbeziehungen helfen, schneller auf dringende Angelegenheiten zu reagieren.\nGRUPPENDIENSTE\nTurbulent wurde gebeten, am Aufbau des Spiel-Codes f\u00fcr die Dienste der Gruppe teilzunehmen, und das Backend-Team hat w\u00fctend daran gearbeitet, ihn zu entwickeln. Das Team hat sich auf einen API-Service zum Aufbau eines Gruppeneinladungssystems und das Konzept der F\u00fchrung innerhalb einer Gruppe konzentriert. Die beiden Versionen des Gruppendienstes wurden letzten Monat abgeschlossen, was alle notwendigen Anrufe f\u00fcr die Einladungen beinhaltete. Das System wird von US-amerikanischen Gameplay-Teams implementiert und getestet. Die n\u00e4chsten Iterationen der Service Release werden einen Aufruf zur Gruppenleitung beinhalten. GEMEINSCHAFT\n\nUnter Ber\u00fccksichtigung des Feedbacks der Spieler und des konstruktiven Inputs w\u00e4hrend der Evocati- und PTU-Phasen unterst\u00fctzte das Community-Team eine erfolgreiche Ver\u00f6ffentlichung von Alpha 3.1.4 im Persistent Universe, mit Verbesserungen bei Gravlev, Flugsteuerung und mehr. Die \u00f6ffentliche Enth\u00fcllung der Crusader Industries Hercules wurde mit einem Story-Wettbewerb gefeiert, bei dem mehr als 500 Teilnehmer um den Gewinn einer M2-Milit\u00e4rvariante k\u00e4mpften. Vergewissern Sie sich, dass Sie alle Herkules-Geschichten lesen k\u00f6nnen, die auf Spectrum verf\u00fcgbar sind, die das Schiff in allem von Ladel\u00e4ufen bis hin zu epischen Weltraumschlachten zeigen. Das Team f\u00fchrte mehrere Screenshot-Wettbewerbe in Zusammenarbeit mit einer Intel Streamer Promotion durch und verloste drei Intel\u00ae Optane\u2122900P SSDs. Wenn Sie sie noch nicht gesehen haben, besuchen Sie jetzt Spectrum und schauen Sie sich die wundersch\u00f6nen Eintr\u00e4ge an, die die Themen Weltraumkampf, Landschaftsblicke und Lifestyle darstellen. Ebenfalls im Mai fand ein weiterer Wettbewerb statt, der neuen Piloten helfen sollte, in den Vers einzusteigen, indem er einen \u00dcberblick \u00fcber die Spielmodi Star Marine und Arena Commander gab. In diesem Wettbewerb hatten die Autoren die M\u00f6glichkeit, Spielepakete zu gewinnen und ihre Spuren auf der Star Citizen-Website zu hinterlassen, da die Gewinnerbeitr\u00e4ge in den Bereich How To Play aufgenommen werden. Abonnenten erhielten in diesem Monat eine limitierte Auflage von Finishes f\u00fcr ihre Devastator Schrotflinten, die eine Reihe von Waffen Finishes exklusiv f\u00fcr Abonnenten fortsetzten und an das Imperial Cartography Center erinnern. Das Community-Team freut sich, einen direkten und organisierten Prozess f\u00fcr Autoren anzuk\u00fcndigen, um offizielle CIG-Vertreter zu ihren Podcasts, Videos, Streams und Talkshows einzuladen, da das Invite a Developer-Formular nun live ist und in das Ticketsystem integriert ist. Schauen Sie sich die FAQ an, um mehr dar\u00fcber zu erfahren. Und nicht vergessen: Am 10. Oktober feiert das gesamte CIG-Team die aktuellen und zuk\u00fcnftigen Entwicklungen von Star Citizen und Squadron 42 im Long Center in Austin, Texas. Die erste Welle der CitizenCon-Tickets ist weg, aber bleiben Sie in den kommenden Monaten auf dem Laufenden, um weitere Details und mehr Chancen auf Tickets zu erhalten. WIR SEHEN UNS N\u00c4CHSTEN MONAT..... Willkommen zum monatlichen Studio-Bericht von Cloud Imperium Games f\u00fcr Mai, der Ihnen einen Einblick in das gibt, woran alle unsere Studios gearbeitet haben. In diesem Monat aktualisierte das Team Alpha 3.1 und trieb die Entwicklung neuer Systeme, Schiffe und Funktionen f\u00fcr Alpha 3.2 und dar\u00fcber hinaus voran. Auch die Arbeiten an verschiedenen Aspekten der Staffel 42 wurden fortgesetzt. Wenn das so ist, lassen Sie uns in die Details gehen.\nLOSE ANGELES\n\nFAHRZEUGEIGENSCHAFTEN\n\nDer Schwerpunkt des Vehicle Features Teams lag in diesem Monat auf der Suche nach der Minenfunktion und der Verbesserung von Gesch\u00fctzt\u00fcrmen, die beide in der Alpha 3.2-Version erscheinen werden. Beim Scannen arbeitete das Team eng mit VFX, UI und anderen Teams zusammen, um die f\u00fcr die Einf\u00fchrung dieser Funktion erforderlichen Ping-, Scan- und Blob-Arbeiten zu entwickeln. Das Team beendete auch die Implementierung von Kameras auf entfernten T\u00fcrmen, die von den Spielern gesteuert werden k\u00f6nnen, so dass sie ihr Turmziel auf ein Schiff fokussieren k\u00f6nnen, um dessen relevanten Status zu sehen.\nFAHRZEUGLEITUNG\nDas Team, bestehend aus Vehicle Art, Systems Design und Tech Art, entwickelte Fahrzeuge f\u00fcr Alpha 3.2 und nachfolgende Releases. Auf der Kunstseite hat der Anvil Hurricane seinen Flugvorbereitungspass abgeschlossen und wurde f\u00fcr das Release 3.2 an die anderen Fahrzeugdisziplinen \u00fcbergeben. Das Art Team hat auch seinen Pass f\u00fcr den Consolidated Outland Mustang Alpha fertig gestellt und mit der Arbeit an dessen Varianten begonnen. Au\u00dferdem wurden Arbeiten an der Graybox-Konfiguration f\u00fcr den Consolidated Outland Mustang Alpha, die RSI Constellation Phoenix und den Anvil F8 Lightning durchgef\u00fchrt. In der Zwischenzeit arbeitete das Tech Art Team an ihren letzten Flugvorbereitungspassierscheinen, die Sch\u00e4den und das Zusammendr\u00fccken des Fahrwerks am Anvil Hurricane und den Rest der 3.2 Schiffe umfassten: Aegis Avenger, Aegis Eclipse, Origin 600i und Vanduul Blade. Zus\u00e4tzlich nahm das Team einen Tech Art Pass zur Unterst\u00fctzung des MISC Prospectors f\u00fcr das Mining-Feature.\nGAMEPLAY-FUNKTIONEN\nDas Gameplay Features Team arbeitet mit den Teams Spectrum und Backend zusammen, um die Synchronisation mit der neuen Spectrum-Architektur durchzuf\u00fchren, die es den Spielern erm\u00f6glicht, ihre Kontakte in der mobiGlas Comms App anzuzeigen und zu verwalten. Das Team platziert die Chat-Funktion direkt in das mobiGlas, so dass die Spieler sowohl \u00fcber den Visor-Chat als auch \u00fcber die mobiGlas Comms-App kommunizieren k\u00f6nnen. Dar\u00fcber hinaus werden Gruppenbildung, Zerst\u00f6rung, Regeln und Interaktion nun umgesetzt und verbessert, da das Team mit Turbulent zusammenarbeitet. Die M\u00f6glichkeit, Kontakte zu Gruppen einzuladen, indem man sie im Interaktionsmodus ausw\u00e4hlt, wird hinzugef\u00fcgt, ebenso wie die Identifizierung von Kontakten durch Namen in Ihrem Visier.\nNARRATIV\nEine Vielzahl von Aufgaben besch\u00e4ftigte das Narrative Team im Mai. Der Monat begann mit der Ver\u00f6ffentlichung eines Loremaker's Guide to the Galaxy Segments, das sich auf das Oso-System konzentriert. Sie nahmen auch Episoden f\u00fcr mehrere kommende Systeme auf. Sie schrieben und ver\u00f6ffentlichten drei neue \u00dcberlieferungsst\u00fccke, darunter Teil eins der exklusiven Kurzgeschichte Feindliche Verhandlungen. Die Mai-Ausgabe von Jump Point konzentrierte sich auf den Kreuzritter Hercules Starlifter, Spieloptimierung, einen Galactapedia-Eintrag \u00fcber Whiskey und vieles mehr. Zwei \u00e4ltere Jump Point Features erhielten ebenfalls eine breite Ver\u00f6ffentlichung auf der Website, darunter die tragische Geschichte der Lost Squad und Teil eins der serialisierten Geschichte The Knowledge of Good and Evil. Das Squadron 42 Team verbrachte einen Teil des Monats damit, mit der Produktion zusammenzuarbeiten, um die Arbeit an den restlichen narrativen Aufgaben zu organisieren, und fing an, sich mit einer Handvoll Kleiderdokumente zu befassen. Diese Er\u00f6ffnungsdokumente konzentrieren sich auf bestimmte Bereiche des Spiels und listen Ideen f\u00fcr Requisiten auf, mit denen man bestimmte Geschichten verkaufen kann. Das Team schrieb auch einen Verfahrenstext f\u00fcr neue PU-Missionstypen. Sie bohrten sich in die Besonderheiten einiger zuk\u00fcnftiger Standorte ein, darunter die Erstellung von Postern, die in der N\u00e4he von Lorville und anderen Orten verputzt werden sollten. Sie arbeiteten mit anderen Abteilungen zusammen, um die f\u00fcr die Kommunikation zwischen den B\u00fcros unerl\u00e4ssliche Spieldokumentation zu organisieren und zu rationalisieren, und arbeiteten mit dem Community-Team an Ciera Bruns Journal of a Volunteer, das auf der Verkaufsseite von Hercules Starlifter ver\u00f6ffentlicht wurde.\nCHARAKTERS\nDas Character Art Team pr\u00e4sentierte seine Arbeit an den Legacy Armor Sets f\u00fcr die Gesetzlosen und Marines in einer Episode von Around the Vers (beide werden in Alpha 3.2 erscheinen). Ein erheblicher Aufwand wurde in mehrere Geschwader 42 Charaktere und neue Waffenkonzepte gesteckt. Die kommenden Mission Giver f\u00fcr PU-Outfits haben enorme Fortschritte gemacht, ebenso wie die Bekleidungskollektionen f\u00fcr Olisar und Hurston. Der aktualisierte Fluganzug wird weiter entwickelt, und auch die Forschung und Entwicklung an der Pipeline zur Lieferung von Charakterk\u00f6pfen (einschlie\u00dflich realistischer Haare f\u00fcr alle Charaktere) fand Beachtung. Und wie immer wurden Fehler f\u00fcr die Alpha 3.2 Version behoben. AUSTIN\nDESIGN\n\nDas Team stellte Features und Fixes f\u00fcr Alpha 3.2 zusammen und trieb die Inhalte f\u00fcr zuk\u00fcnftige Releases voran. Sie haben das Rezeptsystem verfeinert, um es f\u00fcr die zuk\u00fcnftige Umsetzung vorzubereiten - fr\u00fche Iterationen werden einfach sein, aber die Grundlage f\u00fcr ein komplexeres System bilden, das es den Spielern erm\u00f6glicht, sich mit den Grundlagen dessen zu besch\u00e4ftigen, was Gegenst\u00e4nde im \"Verstick\" ausmacht. Das Quantum Linking kam gut voran. Bald wird es mit dem Gruppensystem synchronisiert, um verschiedene Interaktionen zwischen lokalen Akteuren und denen in einer Gruppe zu erm\u00f6glichen. Sobald dies erledigt ist, k\u00f6nnen Gruppen problemlos gemeinsam Quantensprung zu einem gemeinsamen Ziel durchf\u00fchren. Es wurden Spline-Spr\u00fcnge hinzugef\u00fcgt, die es den Spielern erm\u00f6glichen, von einer Seite eines Himmelsk\u00f6rpers zur anderen zu reisen. Das Team kann die Parameter anpassen, um ein reibungsloses Erlebnis zu gew\u00e4hrleisten und gleichzeitig zuk\u00fcnftige Iterationen und Optimierungen durch das Designteam zu erm\u00f6glichen. Mit den Animationen von Battaglia und Klim hat sich der Fokus auf ein Paar neuer Missionsgeber verlagert. Das Team baut auch den Barkeeper-Charakter aus, mit dem Ziel, ein Niveau des Lebens und der dynamischen Aktivit\u00e4t eines echten, flei\u00dfigen Mixologen zu erreichen.\nBACKEND-SERVICES\nFeature-Erstellung und Bug-Smashing hielten Server Engineering im Mai in Atem. Mit der Aufl\u00f6sung und Optimierung des Persistenz-Cache wurden mehrere neue Funktionen und Dienste geschaffen. Data Cache, Badge Service, GEID Broker und Character Management Service waren bisher Teil eines gr\u00f6\u00dferen Persistence Cache. Sie wurden entwickelt, um eine h\u00f6here Effizienz und Skalierbarkeit der Backend Services zu erm\u00f6glichen und sicherzustellen, dass sie innerhalb der verbesserten und effizienteren Diffusionsdienstarchitektur arbeiten. Der generische Cache-Service kann nun von jedem anderen Service verwendet werden, um Daten zu speichern und Persistenz zu erhalten. Der Persistenz Item Cache gew\u00e4hrt Spielgegenst\u00e4nde f\u00fcr Online-Spieler, organisiert und verwaltet die Verkn\u00fcpfungen von Gegenst\u00e4nden untereinander und stellt optimierte Abfragen bereit. Das Team und Turbulent modifizieren weiterhin den Gateway Service, um die Br\u00fccke nach Spectrum zu unterst\u00fctzen. Diese Arbeit stellt sicher, dass Spectrum und Services keine Probleme haben, wenn Spectrum in das Spiel integriert wird. Die Arbeiten zur Erstellung einer Verbindung von CMake generierten Diensten zu WAF wurden ebenfalls abgeschlossen. Jetzt ben\u00f6tigen Entwickler CMake nicht mehr, um Services zu nutzen, und k\u00f6nnen den Prozess der Geb\u00e4udetechnik mit WAF automatisieren, damit andere Entwickler schnell in ihren Workflow integrieren k\u00f6nnen.\nANIMATION\nDas PU-Animationsteam beendete ihre bisherige Reihe von Missionsgebern und NSCs und \u00fcbergab sie an Design zur Umsetzung. Eine neue Reihe von Missionsgebern wird derzeit bearbeitet, und es wurde an den Animationen des Barkeepers geforscht, um diesem NSC so viel Leben wie m\u00f6glich zu geben. Sie arbeiteten auch mit anderen Teams zusammen, um die Vanduul voll funktionsf\u00e4hig und bereit f\u00fcr die Bewegungserfassung zu machen. Das Ship Animation Team f\u00fcgte weiterhin ein modulares System f\u00fcr das Betreten und Verlassen von Sitzen und T\u00fcrmen hinzu. Durch die Aufteilung der vorhandenen Animationen in Sequenzen kann der Charakter jede der Enter\/Exit-Vorlagen verwenden, um mit jedem Cockpittyp zu interagieren. Zum Beispiel kann es jetzt eine Animation geben, die die Aegis Gladius Enter-Animation verwendet, aber dann hat der Spieler ein Dual-Stick-Steuerungsschema. Bisher beschr\u00e4nkte sich das Team darauf, nur die Gladius Enter Animation f\u00fcr Cockpits zu verwenden, die eine bestimmte Konfiguration verwendeten. Sie k\u00f6nnen nun Tausende von verschiedenen Kombinationen verwenden und erhalten so mehr Flexibilit\u00e4t bei der Erstellung neuer Schiffe. Das Ship Animation Team konzentrierte sich auf die Fertigstellung der neuen Schiffe f\u00fcr die Version 3.2. Sie erstellten neue Animationen f\u00fcr den Origin 600i und den \u00fcberarbeiteten Aegis Avenger sowie die Aegis Eclipse, den Anvil Hurricane und die Vanduul Blade. Au\u00dferdem haben sie verschiedene Fehler f\u00fcr die Version 3.2 behoben. Sie sind sehr gespannt auf die Verbesserungen an der Schiffspipeline und freuen sich auf die damit verbundenen M\u00f6glichkeiten.\nKUNST\nDie Arbeiten an der Hochpolygon- und Flugvorbereitungsmodellierung des Sternbildes Phoenix werden fortgesetzt. In den letzten Wochen konzentrierte sich das Team auf das \u00c4u\u00dfere des Schiffes, um es vollst\u00e4ndig zu vervollst\u00e4ndigen und den Schadensaufbau und die LODs abzuschlie\u00dfen. Sie haben auch das Sternbild Emerald eingerichtet und modelliert bekommen. Konstellationsvarianten teilen sich die meisten ihrer Teile miteinander, aber um die Lackierung des Smaragds zu erm\u00f6glichen, waren UV-Revisionen der urspr\u00fcnglichen Konstellation erforderlich. Sobald das \u00c4u\u00dfere fertig ist, kehren sie in das Innere zur\u00fcck, um verschiedene Teile wie Boden, G\u00e4stezimmer und Hauptschlafzimmer (und den wichtigen Whirlpool!) fertigzustellen. Die High-Poly und Detail-Modellierungsphase ist abgeschlossen, und das Team hat sich darauf eingestellt, die Flugvorbereitung vorzubereiten. Der interne Schaden ist abgeschlossen und die Arbeiten an den LODs sind abgeschlossen. Dann konzentrieren sie sich auf den letzten Schliff und den Effizienzpass, bevor sie Marketingmaterial f\u00fcr die Schiffsanzeige erstellen.\nBETRIEB\nAuf der Publishing-Seite beendete QA den letzten der inkrementellen 3.1-Patches, indem sie Fixes und \u00c4nderungen am IFCS testete. Dar\u00fcber hinaus testeten sie die neuen Launcher-Updates und \u00fcberwachten sowohl PTU als auch Live, um den Entwicklern neue Probleme zu melden. Nachdem die Entwickler die Arbeit an 3.1 abgeschlossen hatten, konzentrierte sich die Qualit\u00e4tssicherung auf die Aktualisierung der Testdokumentation und -prozesse in Vorbereitung auf 3.2, die weitere \u00dcberpr\u00fcfung von Bugfixes, das Testen neuer Tool-Updates und das Training neuer Mitarbeiter. Im Laufe des Monats kamen weitere 3.2-Funktionen f\u00fcr den QA-Test online. Zu diesen Funktionen geh\u00f6rten Quantum Travel Verbesserungen, neue Schiffstests, Item Kiosk Shopping, PMA\/VMA Verbesserungen sowie Schiffs- und Waffenenergiezuteilung. Die F\u00fchrungskr\u00e4fte arbeiteten daran, Prozesse besser in den neuen Entwicklungszyklus zu integrieren. Dazu geh\u00f6rt es, die Tester bestimmten Feature-Teams zuzuordnen und von ihnen Dokumentation und Testf\u00e4lle erstellen zu lassen. Sie haben sich auch mit neuer Software besch\u00e4ftigt, um das Testen effizienter zu gestalten, da das Spiel exponentiell w\u00e4chst. DevOps setzte seine Arbeit am Feature Stream Prozess und am Staging Build System fort. Feature-Streams sind eine Teilmenge der wichtigsten Entwicklungszweige, die es den Entwicklern erm\u00f6glichen, sich st\u00e4rker auf bestimmte Features zu konzentrieren, ohne dass ihre Arbeit andere st\u00f6rt. DevOps war mit dem Rollout zufrieden, aber es war nicht einfach. Das Build-System ist so komplex geworden, dass kleinere Updates und Anpassungen riskant sind, weshalb sie eng mit dem Corp Tech-Team in Austin zusammenarbeiten, um ein \"Staging\"-Build zu erstellen. Diese neue Umgebung wird es Ingenieuren erm\u00f6glichen, \u00c4nderungen an einem sicheren Ort zu testen, anstatt sie direkt in die Produktionsumgebung zu \u00fcbernehmen. Das DevOps Publishing Team \u00fcberwachte den Live-Service auf Stabilit\u00e4ts- und Leistungsindikatoren und stellte den Entwicklerteams einen konstanten Datenfluss zur Verf\u00fcgung. Sie haben auch die Evocoti- und PTU-Server f\u00fcr den n\u00e4chsten Ver\u00f6ffentlichungszyklus (der gleich um die Ecke liegt) vorbereitet. Das Team stellte mehr Serverkapazit\u00e4t f\u00fcr alle Regionen zur Verf\u00fcgung, in Erwartung einer sehr beliebten Feature-Ver\u00f6ffentlichung. Das Player Relations Team hat diesen Monat geholfen, den 3.1.4 abzuschlie\u00dfen und hat bereits mit den fr\u00fchen Vorbereitungen f\u00fcr die 3.2-Tests mit der Evocati begonnen. Die 3.1-Publikationen waren die ersten des viertelj\u00e4hrlichen Testzyklus. Es war eine enorme Lernerfahrung, die in weiteren Zyklen genutzt wird. Das Team war auch stolz darauf, \u00fcber 80 Artikel in die neue Knowledge Base einzubringen - im ersten Monat wurden bereits 25.000 Besuche verzeichnet. Spieler sollten es ausprobieren, da das Team weiterhin neue \"How To\"-Artikel, Patch-Notizen und Live-Benachrichtigungen hinzuf\u00fcgt. Wie immer m\u00f6chte Player Relations jeden daran erinnern und ermutigen, den Issue Council zu nutzen, um Fehler und Funktionalit\u00e4t zu analysieren und zu bewerten. Das Team verwendet diese Daten, um zuk\u00fcnftige Updates zu priorisieren. Au\u00dferdem sind Sie aufgrund der Teilnahme berechtigt, an fr\u00fcheren PTU-Wellen teilzunehmen. WILMSLOW & DERBY\nMASCHINENBAU\n\nDie Schauspielerteams haben die Pickup-and-Carry-Arbeiten fortgesetzt und konzentrieren sich nun darauf, die Animationen zu reduzieren, die f\u00fcr die verschiedenen Kombinationen von Elementgr\u00f6\u00dfen, Grifftypen und Spielerzust\u00e4nden erforderlich sind. Sie machten eine grobe Berechnung all dieser Kombinationen und es ergab sich bei etwa 1700 Animationen. Mit dem sinnvollen Authoring von Assets, der Kombination von Animationen in Mischr\u00e4umen und dem Layering Up sollte es dem Team jedoch m\u00f6glich sein, dies auf unter 100 zu reduzieren. Sie haben auch eine neue Animations-Zeitverzerrungstechnologie entwickelt, die Spieler-Knockdowns als Testfall verwendet. Das Problem bei so etwas wie einem Niederschlag ist, dass die Zeit, die der Charakter in der Luft verbringt, je nach Kraft und Umgebung variiert. Normalerweise w\u00fcrden Sie eine Loop-Animation abspielen, aber das kann unnat\u00fcrlich aussehen. Diese neue Methode berechnet die Airtime und dehnt eine einzelne Animation aus, um sie zu f\u00fcllen. Sparsam eingesetzt, bringt es viel bessere Ergebnisse, und die Technik kann auch bei anderen Features wie Springen eingesetzt werden. Das Social AI Team hat einen Testaufbau eines \"brauchbaren\", jetzt voll funktionsf\u00e4higen Systems mit den neuen Kan\u00e4len in Subsumption. Ein \"Verwendungskanal\" beschreibt, was Sie in einem bestimmten \"verwendbaren\" Bereich tun k\u00f6nnen - Beispiele k\u00f6nnen Essen, Trinken, Ausbessern usw. sein. Dies ist ein gro\u00dfer Meilenstein, denn das Subsumption-Setup vereinfacht die Erstellung von \"Usables\" durch die Designer und gibt ihnen gleichzeitig viel mehr Flexibilit\u00e4t. Das Fahrzeugteam hat die F\u00e4higkeit implementiert, Komponenten zu unter- und \u00fcberholen und in die MFD-Oberfl\u00e4che des Fahrzeugs einzubinden. Zum Beispiel, wenn Sie Ihre Waffen unterlegen, feuern sie langsamer oder die Geschosse haben weniger Energie. Ebenso sind deine Schilde effektiver, wenn sie mehr Macht haben. Das Tools-Team hat an einem neuen Check-in-Request-Tool gearbeitet. Wenn sie sich einer Ver\u00f6ffentlichung n\u00e4hern, sperren sie, was in den Build einflie\u00dft und was nicht, um die Stabilit\u00e4t zu verbessern und das Risiko zu verringern, dass neue Fehler auftreten. Um zu helfen, haben sie ein neues Tool entwickelt, das alle \u00c4nderungsw\u00fcnsche verfolgen und eine sch\u00f6ne Oberfl\u00e4che f\u00fcr die Leads bieten kann, um \u00c4nderungen genehmigen oder ablehnen zu k\u00f6nnen. Mit der Anzahl der Anfragen, die t\u00e4glich in einen Build einflie\u00dfen, wurde der Aufwand f\u00fcr deren Verwaltung sehr gro\u00df. Die Hoffnung ist, dass dieser neue Prozess die Arbeitsbelastung f\u00fcr die Teams und die Produktion verringert und eine bessere Transparenz dar\u00fcber bietet, was genehmigt ist und was nicht.\nSCHIFFTEAM\nDie f\u00fcr 3.2 geplanten Schiffe sind wirklich mit all den letzten Polier- und Beleuchtungsarbeiten, die diesen Monat in sie eingeflossen sind, zusammengekommen. Die Vanduul-Klinge wurde \u00fcberarbeitet, vor allem um die Fl\u00fcgel herum, um Waffen besser aufnehmen zu k\u00f6nnen, nachdem entschieden wurde, dass die untergeh\u00e4ngte Position zu \"menschlich\" aussah und st\u00e4rker auf die Vanduul-\u00c4sthetik ausgerichtet werden musste. Es wurden auch umfangreiche Arbeiten am Fahrwerk durchgef\u00fchrt - fr\u00fcher ruhte das Schiff nur auf den Fl\u00fcgelspitzen, aber mit diesem Wechsel entfalten die Fl\u00fcgelenden nun das Fahrwerk, um die Kompression unter dem Gewicht des Schiffes aufzunehmen. Das Team hat das Schiff weiter optimiert und daf\u00fcr gesorgt, dass alles getan wird, damit sie sich auf Werbeaufnahmen und Trailer konzentrieren k\u00f6nnen.\nAUDIO\nAuf der Seite des Audiocodes wurde das Preload-Manager-System so optimiert, dass es asynchron arbeitet, so dass der Audiothread beim Streaming von Audioinhalten nicht blockiert wird. Es wurde auch das'Asynchrone Caching' angesprochen, das Audioereignisse im Speicher h\u00e4lt, nachdem das Spiel mit ihnen beendet wurde. Dank dieser Arbeit m\u00fcssen die Assets nicht jedes Mal von der Festplatte neu geladen werden, wenn sie ben\u00f6tigt werden, was die Gesamtleistung verbessert. Neben der Fehlerbehebung wurde der bereits erw\u00e4hnte Preload-Manager um Debug-Informationen erweitert. Das Musiksystem wurde um eine Funktion erweitert, die eine weitere zuf\u00e4llige Rekombination von Spuren erm\u00f6glicht. Die Systeme f\u00fcr Audiovermehrung und Raum wurden erweitert, um billigere Druckabfragen zu erm\u00f6glichen und Raum- und objektbasierte Reverbs zu erm\u00f6glichen. Die Audiotechnik von Weapons 2.0 wurde weiter bearbeitet, ebenso wie das IFCS 2.0 Audio-Setup und die Optimierung des Multithreadings. Schlie\u00dflich wurde auf der Codeseite der ATL-Build-Prozess auf WAAPI portiert, um ein inkrementelleres Audio Building zu erm\u00f6glichen und die Iterationszeiten f\u00fcr alle im Team zu verbessern. Im Dialog wurden neue Inhalte f\u00fcr Alpha 3.2 \u00fcber eine verbesserte Dialogpipeline bereitgestellt. Charaktere haben nun ihre Gesangsausgabe in Echtzeit \u00fcber Kommunikationsger\u00e4te verarbeitet, indem sie das Audio und jeden lokalen Sekund\u00e4rklang portieren und \u00fcbertragen, wie man es in der realen Welt finden w\u00fcrde. In Sound Design wurde das Scalpel-Scharfsch\u00fctzengewehr weiter bearbeitet und steht zur endg\u00fcltigen \u00dcberpr\u00fcfung bereit. Das FPS-Waffensystem ist reif f\u00fcr ein Refactoring und es wurden einige Arbeiten zur Qualit\u00e4tsverbesserung und Vereinfachung des Systems durchgef\u00fchrt. Sie lieferten auch das Sounddesign f\u00fcr den Gemini F55 LMG, den Klaus & Werner Demeco LMG und den dazugeh\u00f6rigen Science & Development Distortion Repeater. Die Einkaufs- und Minenkioske wurden poliert, um die Reaktionsf\u00e4higkeit und Synchronisation zu erh\u00f6hen. Die Mining-Mechanismen wurden umfangreich bearbeitet und sind nun bereit f\u00fcr die weitere Implementierung und Iteration, wobei die Arbeiten an den Bruch- und Traktortr\u00e4gern f\u00fcr den Mining-Arm viel Aufmerksamkeit erregten. Die Hangars hatten einige zus\u00e4tzliche Verbesserungsarbeiten, und das Ambiente f\u00fcr das Lorville M\u00fcllbiom wurde prototypisch gestaltet. An der Schiffsfront wurden die Origin 600i, Aegis Eclipse, Esperia Blade und der Anvil Hurricane mit Sound f\u00fcr ihre Triebwerke, beweglichen Teile und Innenr\u00e4ume ausgestattet. Die Umstellung auf IFCS 2.0 brachte ein gro\u00dfes Projekt hervor, um alles mit den \u00c4nderungen an diesem vorgelagerten System in Einklang zu bringen. Die Entwicklung des schiffsweiten Audiokonzepts wurde ebenfalls fortgesetzt, indem Man\u00f6ver- und \"Cockpit-Feedback\"-Ger\u00e4usche von den Verbrennungsger\u00e4uschen des Triebwerks getrennt und eine st\u00e4rkere Ausrichtung auf Rotationsger\u00e4usche erreicht wurde. Raumt\u00f6ne, die auf Schiffshandling und Schadenszust\u00e4nde reagieren, wurden ebenfalls als Proof of Concept in die Konstellation aufgenommen. Das neue Physik-Objektsystem hatte Verm\u00f6genswerte geschaffen, um es auf Herz und Nieren zu pr\u00fcfen, was zu mehr Verhaltenstreue im gesamten Spiel f\u00fchren wird. In der Musik wurden die Themen Vanduul und Xi'an f\u00fcr die Staffel 42 vorangetrieben. F\u00fcr das Persistent Universe wurde neue Musik f\u00fcr die Erforschung verfallener Schiffe (klein, mittel und gro\u00df) geschaffen.\nUI\nDas UI-Team konzentrierte sich in erster Linie auf die Featurearbeit f\u00fcr die Item Kiosks, Mining und QT Linking. Die Item Kiosks Wireframes wurden abgemeldet und sp\u00e4ter in Flash implementiert und auf der Codeseite angeschlossen. Das Team finalisiert nun zus\u00e4tzliche Branding-Skins f\u00fcr die Terminals sowie Bugfixes f\u00fcr den Code, nachdem das QA-Team mit dem Testen begonnen hat. Das HUD-Design f\u00fcr den Bergbau wurde fertiggestellt und umgesetzt. Das Team arbeitet auch an einem Kioskterminal, mit dem die Spieler das aus dem Bergbau gewonnene raffinierte Erz verkaufen k\u00f6nnen. Schlie\u00dflich wurde die Arbeit an QT Linking Flash in Gro\u00dfbritannien abgeschlossen, wobei der Codeanschluss daf\u00fcr von Ingenieuren im LA-Studio durchgef\u00fchrt wurde. Dar\u00fcber hinaus wurde an der Verbesserung der UI Tech gearbeitet, wobei die entsprechenden TDDs geschrieben und ein Proof of Concept f\u00fcr das Bausteinsystem erstellt wurde. Schlie\u00dflich unterst\u00fctzte das Team das Art Team, indem es ein generisches utilitaristisches Branding-Blatt zur Verf\u00fcgung stellte, das unter anderem in den kommenden Rest Stops verwendet werden sollte.\nANIMATION\nAnimation hat sich mit dem Implementierungspass f\u00fcr den trainierten Kampfsatz der FPS-KI-K\u00e4mpfer besch\u00e4ftigt. Dazu geh\u00f6rten das Betreten und Verlassen der Deckung sowie Kampfhandlungen wie Peeks, Reloads, Blindfeuer und Reloads. Ein Previs-Pass auf dem untrainierten Kampfset wurde ebenfalls in diesem Monat abgeschlossen. Das Team nahm eine rohe Bewegungserfassung vor, um sie mit dem trainierten Set zu vergleichen, so dass sich die K\u00e4mpfer unverwechselbar f\u00fchlen und ihrem Charakter treu bleiben. Das Team arbeitete auch an der Verbesserung des Pl\u00fcnderungssystems und f\u00fcgte Verm\u00f6genswerte hinzu, um das allgemeine Aussehen und die Handhabung von Objekten, Kisten und Gegenst\u00e4nden in Staffel 42 und dem Persistenten Universum zu verbessern. Die Arbeiten an den Verbesserungen des Waffenr\u00fccksto\u00dfes wurden ebenfalls fortgesetzt. Wie das aktuelle ATV zeigt, arbeitete das Team mit Design und Code, um das Look-and-Feel aller FPS-Waffen zu entwickeln. Das Team machte auch einige wichtige Fortschritte bei der Vanduul-Animation und entwickelte ein Verhaltensset, das eine visuelle Anleitung f\u00fcr die Bewegung und den Betrieb in Staffel 42 liefert. Die Spielerbewegungss\u00e4tze wurden aktualisiert, um mit einem entit\u00e4tsgesteuerten System zu arbeiten, um sicherzustellen, dass Client- und Serveranimationen exakt gleich sind. Das Team hat auch einige der Posen angepasst, um eine bessere Mischung zwischen den Animationen zu erm\u00f6glichen und das Rutschen zu minimieren.\nVFX\nIn diesem Monat gab es ein \u00e4hnliches Muster wie im letzten Jahr, wobei das Team die laufenden Mining und Scanning Sprints unterst\u00fctzte. Die Effekte f\u00fcr beide kommen in rasantem Tempo voran und verbessern sich fast t\u00e4glich - wie die verschiedenen WIP-Materialen der letzten Wochen zeigen. Das Schiff VFX erregte im Mai gro\u00dfe Aufmerksamkeit, darunter der luxuri\u00f6se Origin 600i. Die Arbeiten an Waffen VFX wurden fortgesetzt, mit visuellen Verbesserungen an alten ballistischen Waffen sowie allgemeinen Verbesserungen, die seit der Umstellung auf Waffen 2.0 durch die Game Code und Systems Design Teams erforderlich waren. Die Zusammenarbeit mit dem Grafik-Team wurde ebenfalls fortgesetzt, wobei die Spline-Emitter-Technologie gut ankommt. Dies er\u00f6ffnet immer wieder neue Ideen und d\u00fcrfte sich in unerwarteten Bereichen, wie beispielsweise in Quantum Travel, als n\u00fctzlich erweisen.\nGRAFIK\nDas Grafik-Team arbeitete diesen Monat an mehreren Features, wobei der Schwerpunkt auf dem Bergbau lag, der die Erweiterung des Schiffsschadenskartensystems erforderte, um an neuen Arten von Assets zu arbeiten. Es bedurfte auch v\u00f6llig neuer visueller Darstellungen, um die Rissbildung und Erw\u00e4rmung von Gesteinen zu zeigen. Diese Arbeit erm\u00f6glichte es dem Team auch, einige langj\u00e4hrige Fehler zu diagnostizieren und zu beheben, die zu verbesserten Texturdetails f\u00fchren sollten. Die Multi-Resolution-Gaswolkenarbeit ist abgeschlossen, so dass es m\u00f6glich ist, mehrere Gaswolken in unterschiedlichen Aufl\u00f6sungen und Gr\u00f6\u00dfenordnungen miteinander zu kombinieren. Speicher ist jedoch immer noch der limitierende Faktor, so dass das Team die Dichtefelder auf nur 8 Bit pro Voxel komprimiert hat (gegen\u00fcber 32 Bit). Die Schattendaten sind jedoch immer noch zu gro\u00df und k\u00f6nnen nicht so einfach komprimiert werden. Daher wurde mit der Forschung an verschiedenen Formen von Deep Shadow Maps begonnen, die in 2.5D funktionieren, um die mit vollst\u00e4ndigen 3D-Beleuchtungsdaten verbundenen Speicher- und Leistungsprobleme zu vermeiden. Die Grundlagen des neuen mehrschichtigen Shader-Systems sind fertig gestellt und der Fokus hat sich auf das Hinzuf\u00fcgen von visuellen Merkmalen zu den Shadern verlagert. Zum einen ein neues Klarlackschattierungsmodell, um \u00fcberzeugenden Lack und eloxierte Metalle zu erzielen - beides wichtig f\u00fcr Hightech-Materialien. Der n\u00e4chste ist ein Texturmodus namens H\u00f6hen-Varianz-Mischung, der eine realistische Mischung von Naturmaterialien (z.B. Gestein\/Sand\/Gras) erm\u00f6glicht. Es unterst\u00fctzt die Per-Pixel-Kontrolle der Mischung und arbeitet entscheidend in jeder Entfernung ohne Aliasing, was nat\u00fcrlich entscheidend f\u00fcr die Gr\u00f6\u00dfe des Spiels ist. Zu den weiteren Aufgaben geh\u00f6rten Optimierungen des Renderings im Editor, ein holografischer Effekt f\u00fcr die Verwendung in Squadron 42 und eine verbesserte zeitliche Anti-Aliasing-Stabilit\u00e4t.\nUMWELTKUNST\nDas Environment Art Team startete den letzten Durchgang der Common Element Utilitarian Hangars. Der kritischste Aspekt dabei war die Einrichtung des Master-Materials, um den K\u00fcnstlern einen voll funktionsf\u00e4higen Satz von Texturen zur Verf\u00fcgung zu stellen, die sie bei der \u00dcbergabe der Assets an die Endqualit\u00e4t verwenden k\u00f6nnen. Jedes St\u00fcck, das in den Hangars verwendet wird, durchl\u00e4uft nun seinen letzten Kunstpass, wo es unter anderem seine fertigen UV-Strahlen, Texturen, benutzerdefinierten Normalen, LODs und physikalischen Proxies erh\u00e4lt. Es gibt viele M\u00f6glichkeiten, um die endg\u00fcltige Qualit\u00e4t zu erreichen, aber wenn die Hangars fertig sind, werden sie aus Sicht der Umweltkunst als fertig betrachtet. Dar\u00fcber hinaus wurde daran gearbeitet, zuk\u00fcnftige Standorte produktionsreif zu machen, wenn der Gro\u00dfteil des Umweltteams sp\u00e4ter im Jahr darauf umzieht. FRANKFURT\nQA\n\nDas QA-Team setzte die t\u00e4gliche Pflege seiner zahlreichen Checklisten sowie der Regression von Subsumption, Editor und Page Heap fort. Dar\u00fcber hinaus nahmen sie sich einige Zeit Zeit, um vom Engine Team geschult zu werden, um besser zu verstehen, wie man einen Callstack interpretiert, was letztendlich zu schnelleren und zuverl\u00e4ssigeren Fehlerzuweisungen f\u00fchren wird. Eine neue Quick Smoke Checkliste f\u00fcr den Kunden wurde erstellt, um dem Designteam einen \u00dcberblick \u00fcber bestimmte Systeme im Persistent Universe zu geben, wie z.B. KI-T\u00fcrme und deren Funktionalit\u00e4t. Mit der neuen Checkliste, die auf die Frage nach dem aktuellen Zustand eines Systems, das ausschlie\u00dflich im DE-B\u00fcro bearbeitet wird, eingeht, kann die Qualit\u00e4tssicherung Informationen wesentlich schneller bereitstellen. QA hat auch eng mit dem Cinematics-Team zusammengearbeitet, um speziell angeforderte Unterst\u00fctzung zu leisten und Teststufen f\u00fcr eine einfachere Reproduktion und eine schnellere Bearbeitung einzurichten. Das Testen mit einem potenziellen Kandidaten f\u00fcr die Test Case Management Software wurde ebenfalls gestartet, um festzustellen, ob diese neue Software es der Qualit\u00e4tssicherung erm\u00f6glichen w\u00fcrde, unsere Testf\u00e4lle und Berichte effizienter zu verwalten und zu verfolgen.\nSYSTEM-DESIGN\nDas Team f\u00fcgte Mechaniken hinzu, mit denen NSCs ihre Gegner mit Granaten aus der Deckung locken konnten, wenn sie zu lange stillstanden. Au\u00dferdem wurde mehr daran gearbeitet, die Reaktion der NSCs auf eingehende Granaten zu verbessern - sie benutzen nun ein Navmesh, um festzustellen, wohin sie sicher entkommen k\u00f6nnen. Kampfschiffe wissen jetzt, wie man als richtige Kampfhubschrauber k\u00e4mpft und nicht nur als K\u00e4mpfer. Wenn zum Beispiel ein Schiff mit zahlreichen Gesch\u00fctzt\u00fcrmen in Sie eindringt, kann es herumfliegen, w\u00e4hrend seine Gesch\u00fctzt\u00fcrme Sie aufsp\u00fcren, anstatt direkt auf Sie zu fliegen. Was den Vanduul-Kampf betrifft, so wurde viel Arbeit geleistet, um die Art und Weise, wie sie k\u00e4mpfen, zu verbessern. Der Schwerpunkt lag darauf, sie so weit wie m\u00f6glich von Menschen zu unterscheiden, damit die Spieler eine ganz andere Erfahrung im Kampf gegen die Vanduul haben. Das Team ist mit den aktuellen Ergebnissen zufrieden und n\u00e4hert sich der vollen Produktion f\u00fcr die Vanduul-Feinde. Auch mit NSCs der Allgemeinbev\u00f6lkerung wird experimentiert, w\u00e4hrend das Team kleine, fast filmische Vignetten testet, die der Spieler auf seinem Weg durch die gro\u00dfen Landezonen erleben kann. Der Abbau schreitet ebenfalls voran, da er sich der Phase der Fehlerbehebung und des Polierens n\u00e4hert.\nUMWELTKUNST\nDas Environment Art Team setzte seinen Druck auf Hurston fort, und die zweite Gruppe von \u00d6kosystemen hatte ihren ersten Durchgang abgeschlossen. Eines der neuesten \u00d6kosysteme ist das Wasteland Biome, das erstmals auf der CitizenCon 2017 gezeigt wurde und einen gro\u00dfen Teil der Oberfl\u00e4che von Hurston bedecken wird. Das Team nahm sich die Zeit, das Biome Wasteland ordentlich zu aktualisieren, um die Vorteile der neuesten Planetentechnologie zu nutzen, die in diesem Jahr fertig gestellt wurde. Das zweite Biom, das in diesem Monat die n\u00f6tige Aufmerksamkeit erhielt, war das Strip Mining \u00d6kosystem, das ebenfalls in der N\u00e4he von Hurston zu finden ist. Lorville schreitet ebenfalls voran, wobei sich die K\u00fcnstler ihre Zeit auf die verschiedenen Bereiche konzentrieren, die der Spieler besuchen kann, indem sie die Formen und die Architektur verfeinern, Materialien, Lichter und Gegenst\u00e4nde hinzuf\u00fcgen, um diese Bereiche weiter zum Leben zu erwecken.\nTECH ART\nDas Tech Art Team hat die Deformationsalgorithmen und die Asset-Pipeline des v2 Charakteranpassungssystems weiter verbessert. Da die zugrundeliegende Technologie f\u00fcr die Gesichts-\/Kopfanpassung nun wie vorgesehen funktioniert, hat sich der Fokus auf das Polieren der entsprechenden Assets (Head Morph Targets, Head Attachments wie Haare und B\u00e4rte, etc.) verlagert. Die F&E-Arbeiten an den technischen Grundlagen f\u00fcr die K\u00f6rperanpassung von m\u00e4nnlichen und weiblichen Figuren haben begonnen. Neben der Entwicklung geeigneter Verformungsmethoden muss das Team auch feststellen, welche Bandbreite an K\u00f6rperformen sie ohne Clipping-Artefakte unterst\u00fctzen k\u00f6nnen und welche K\u00f6rpertypen sie aus k\u00fcnstlerischer Sicht unterst\u00fctzen wollen. Die Zeit wurde auch damit verbracht, bestehende Fehler zu beheben und die Benutzerfreundlichkeit des internen Zeicheneditors Character Tool zu verbessern. F\u00fcr FPS-Waffen unterst\u00fctzten sie die Gemini Light Machine Gun, die nun f\u00fcr die endg\u00fcltige \u00dcberpr\u00fcfung und Abnahme bereit ist. Sie haben auch Tech Animation-Arbeiten abgeschlossen, wie z.B. die Implementierung mehrerer Animationen in Mannequin f\u00fcr das Cinematics Team, die Verbesserung des Playblast Tools zur Beschleunigung der \u00dcberpr\u00fcfung und die Verbesserung des Bindemittelprozesses, um Animationen aus MotionBuilder auf unser Maya-Rig zu mappen.\nSie beendeten auch Tech Animation Arbeiten, wie die Implementierung mehrerer Animationen in Mannequin f\u00fcr das Cinematics Team, die Verbesserung des Playblast Tools, um den Prozess der Erstellung von Playblasts f\u00fcr Revisionszwecke zu beschleunigen, und die Verbesserung des Bindemittelprozesses, um Animationen aus MotionBuilder auf unser Maya-Rig zu mappen.\nKI\nDas KI-Team arbeitete daran, die KI-Komponenten mit der neuen API anzupassen, um eine sicherere Konstruktion in verschiedenen Threads zu erm\u00f6glichen - ein grundlegender Schritt, um Object Container Streaming vollst\u00e4ndig zu erreichen. Der Actor-Code war schon immer sehr abh\u00e4ngig von Lua (es ist nicht einfach, einen Thread mit guter Performance sicher zu machen), so dass nun alle AI-Komponenten entweder vollst\u00e4ndig in C++ oder Dataforge-Komponenten umgewandelt werden. Sie arbeiteten auch an einigen Kernfunktionalit\u00e4ten f\u00fcr Subsumption. Subsumption Missions k\u00f6nnen nun Event Callbacks definieren: Missionen k\u00f6nnen Subsumption Events empfangen und senden und Logik kann geschrieben werden, um in Verbindung mit bestimmten Events ausgef\u00fchrt zu werden, wie von Designern beschrieben. Diese Funktionalit\u00e4t ist Teil der allgemeinen Bem\u00fchungen, Designer bei der Erstellung modularerer Missionen zu unterst\u00fctzen und die korrekte Kommunikation zwischen den Modulen zu erzwingen, die die Thread-Sicherheit gew\u00e4hrleisten und eine \"Spaghetti-Code \u00e4hnliche\" Logik vermeiden k\u00f6nnen. Sie erweiterten auch die Funktionalit\u00e4t der Unterst\u00fctzung mehrerer Missionsziele f\u00fcr jedes Missionsmodul. Sie haben weiter daran gearbeitet, die Definition und Ausf\u00fchrung von \"Usables\" zu verbessern: Designer k\u00f6nnen nun eine Verhaltenslogik erstellen, die den verschiedenen Nutzungskan\u00e4len jedes nutzbaren Typs zugeordnet ist. Angenommen, es gibt ein nutzbares Bett, das die folgenden Nutzungskan\u00e4le freilegen k\u00f6nnte: \"Sleep\", \"Rest\", \"WatchTV\", \"SitOnBed\". Wenn ein NSC einen \"Use Channel\" verwendet, verwendet er effektiv eine Logik, die von den Designern in \u00e4hnlicher Weise wie die Subsumption-Funktionen geschrieben wurde: Dies erm\u00f6glicht eine modularere Definition der erlaubten Aktionen bei der Interaktion mit einem verwendbaren NSC, der den Kontext des aktuell laufenden Verhaltens beibeh\u00e4lt. Der menschliche Kampf schreitet voran mit Verbesserungen im Umgang mit Granaten w\u00e4hrend des Kampfes, so dass die K\u00e4mpfer nun auf eingehende Angriffe reagieren k\u00f6nnen.","zh_CN":"Welcome to Cloud Imperium Games\u2019 Monthly Studio Report for May, bringing you insight into what all of our studios have been working on. This month, the team made updates to Alpha 3.1, and pushed forward on new systems, ships, and features for Alpha 3.2 and beyond. Work also progressed on various aspects of Squadron 42. With that said, let\u2019s dig into the details.\nLOS ANGELES\n\n\nVEHICLE FEATURES\nThe Vehicle Features Team\u2019s primary focus this month was working on scanning for the mining feature and making improvements to turrets, both of which will appear in the Alpha 3.2 release. Regarding scanning, the team worked closely with VFX, UI, and other teams to develop the pinging, scanning, and blob work needed for the launch of this feature. The team also completed the implementation of cameras on remote turrets that can be controlled by players, allowing them to focus their turret target on a ship to see its relevant status.\n\nVEHICLE PIPELINE\nThe team, consisting of Vehicle Art, Systems Design, and Tech Art, developed vehicles for both Alpha 3.2 and subsequent releases. On the art side, the Anvil Hurricane completed its flight prep pass and has been handed off to the other vehicle disciplines for the 3.2 release. The Art Team has also wrapped up their pass on the Consolidated Outland Mustang Alpha and has begun working on its variants. Work was also done on the greybox set-up for the Consolidated Outland Mustang Alpha, the RSI Constellation Phoenix, and the Anvil F8 Lightning. Meanwhile, the Tech Art Team worked on their final flight prep passes, which included damage and landing gear compression on the Anvil Hurricane and the rest of the 3.2 ships: the Aegis Avenger, Aegis Eclipse, Origin 600i, and Vanduul Blade. Additionally, the team took a Tech Art pass in support of the MISC Prospector for the mining feature.\n\nGAMEPLAY FEATURES\nThe Gameplay Features Team is working with the Spectrum and Backend teams to sync to the new Spectrum architecture, which will allow players to view and manage their contacts in the mobiGlas Comms app. The team is placing the chat feature directly into the mobiGlas, so players can communicate using both the visor chat and the mobiGlas Comms app. In addition to this, Group creation, destruction, rules, and interaction are now being implemented and improved as the team works alongside Turbulent. The ability to invite contacts to groups by selecting them in interaction mode is being added, as is identifying contacts by name in your visor.\nNARRATIVE\nA wide variety of tasks kept the Narrative Team busy in May. The month kicked off with a release of a Loremaker\u2019s Guide to the Galaxy segment focused on the Oso System. They also recorded episodes for several upcoming systems. They wrote and released three new lore pieces, including part one of the Subscriber exclusive short story Hostile Negotiations. May\u2019s issue of Jump Point focused on the Crusader Hercules Starlifter, game optimization, a Galactapedia entry on whiskey, and more. Two older Jump Point features also received wide release on the site, including the tragic tale of the Lost Squad and part one of the serialized story The Knowledge of Good and Evil. The Squadron 42 Team spent part of the month working with Production to organize work on the remaining narrative tasks and started tackling a handful of set dressing documents. These kickoff documents focus on specific areas of the game and list ideas for props that could be used to sell particular story moments. The team also wrote procedural text for new PU mission types. They drilled down into the specifics of some upcoming locations, which included creating posters to be plastered around Lorville and other locations. They worked with other departments to organize and streamline game documentation essential to inter-office communication, and collaborated with the Community Team on Ciera Brun\u2019s Journal of a Volunteer, which was featured on the Hercules Starlifter sales page.\nCHARACTERS\nThe Character Art Team showcased their work on the Legacy Armor sets for both the Outlaws and Marines in an episode of Around the Verse (both of which will appear in Alpha 3.2). A considerable amount of effort was put into multiple Squadron 42 characters along with new weapon concepts. The upcoming Mission Givers for PU outfits have made tremendous progress, as have the clothing collections for both Olisar and Hurston. The updated flight suit continues to be developed, and R&D on the pipeline for delivering character heads (including realistic hair for all characters) also received attention. And, as always, bugs were fixed for the Alpha 3.2 release.\nAUSTIN\n\nDESIGN\nThe team put together features and fixes for Alpha 3.2 and pushed ahead on content for future releases. They refined the recipe system to prepare it for future implementation \u2013 early iterations will be simple, but will form the basis of a more complex system that allows players to get into the nuts and bolts of what makes items in the \u2018verse tick. Quantum Linking progressed nicely. Soon it will be synced with the Group System to allow for various interactions between local players and those in a party. Once done, groups can easily Quantum Jump to a shared destination together. Spline jumps were added, which allow players to travel from one side of a celestial body to another. The team can adjust the parameters to ensure a smooth experience while still allowing for future iterations and tweaks by the Design Team. With the animations of Battaglia and Klim added, focus has shifted to a pair of new mission givers. The team is also building out the Bartender character, with the goal of instilling a level of life and dynamic activity fitting of a real, hard-working mixologist.\n\nBACKEND SERVICES\nFeature creation and bug smashing kept Server Engineering busy in May. With the Persistence Cache being broken up and streamlined, several new features and services were created. Data Cache, Badge Service, GEID Broker, and Character Management Service were previously part of a larger Persistence Cache. They were broken out to allow for higher efficiency and scalability of the Backend Services, ensuring they work within the improved and more efficient Diffusion Service Architecture. The Generic Cache service can now be used by any other service to store data and contain persistence. The Persistence Item Cache grants game items for online players, and will organize and manage the associations of items between each other and provide optimized queries. The team and Turbulent continue to modify the Gateway Service to support the bridge to Spectrum. This work ensures that Spectrum and Services won\u2019t have trouble when Spectrum becomes integrated into the game. Work was also completed on creating a link from CMake generated services into WAF. Now, developers don\u2019t need CMake to use services and can automate the process of building services using WAF for other developers to quickly integrate with their workflow.\n\nANIMATION\nThe PU Animation Team finished their previous set of Mission Givers and NPCs and handed them over to Design for implementation. A new set of Mission Givers is now being worked on, and research was done on the Bartender\u2019s animations to bring as much life to this NPC as possible. They also collaborated with other teams to get the Vanduul fully functional and ready for motion capture. The Ship Animation Team continued adding a modular system for entering and exiting seats and turrets. By breaking up the existing animations into sequences, the character can use any of the enter\/exit templates to interact with any cockpit type. For example, there can now be an animation that uses the Aegis Gladius enter animation, but then has the player grab a dual-stick control scheme. Previously, the team was limited to only using the Gladius enter animation for cockpits that used one specific configuration. They can now use thousands of different combinations, granting more flexibility when creating new ships. The Ship Animation Team focused on completing the new ships for the 3.2 release. They created new animations for the Origin 600i and the refactored Aegis Avenger, as well as the Aegis Eclipse, Anvil Hurricane, and the Vanduul Blade. Plus, they\u2019ve been fixing various bugs for the 3.2 release. They\u2019re very excited about the improvements made to the ship pipeline and are looking forward to the opportunities that it provides.\n\nART\nWork continues with high polygon and flight-prep modeling of the Constellation Phoenix. In the last few weeks, the team focused on the exterior of the ship, getting it fully fleshed out and finishing the damage setup and LODs. They have also been getting the Constellation Emerald setup and modeled. Constellation variants share most of their parts with each other, but to accommodate the Emerald\u2019s paint job, UV revisions of the original Constellation were required. Once the exterior is done, they will return to the interior to finish various parts such as the floor, guest quarters, and master bedrooms (and the all-important hot tub!). The high poly and detail modeling phase is complete on the F8 Lightning, and the team have moved on to getting it flight-prep ready. The internal damage has been completed and work on LODs are next. Then they will concentrate on the last polish and efficiency pass before creating marketing material for the ship reveal.\n\nOPERATIONS\nOn the Publishing side, QA wrapped up the last of the 3.1 incremental patches by testing fixes and changes to IFCS. In addition, they tested the new Launcher updates and monitored both PTU and Live to report any new issues to the devs. After the devs wrapped up work on 3.1, QA focused on updating test documentation and processes in preparation for 3.2, continued verifying bug fixes, tested new tool updates, and trained new hires. As the month progressed, more 3.2 features came online for QA testing. These features included Quantum Travel improvements, new ship testing, Item Kiosk shopping, PMA\/VMA improvements, and ship & weapon Power Allocation. Leadership worked to better incorporate processes into the new development cycle. This includes dedicating testers to specific feature teams and having them create documentation and test cases. They have also been looking at new software to make testing more efficient as the game grows exponentially. DevOps continued their work on the feature stream process and staging build system. Feature streams are a subset of the main development branches that allow the devs to maintain a tighter focus on specific features without their work interfering with others. DevOps was happy with the rollout, but it hasn\u2019t been easy. The build system has grown so complex that minor updates and adjustments are risky, which is why they\u2019re working closely with the Corp Tech team in Austin on a \u2018staging\u2019 build. This new environment will allow engineers to test changes in a safe location rather than apply them directly into the production environment. The DevOps Publishing Team monitored the live service for stability and performance indicators, providing a constant flow of data to the dev teams. They also prepped the Evocoti and PTU servers for the next publishing cycle (which is right around the corner). The team provisioned more server capacity for all regions in anticipation of a very popular feature publish. The Player Relations Team helped wrap up 3.1.4 this month, and have already started early preparations for 3.2 testing with the Evocati. The 3.1 publishes were the first of the quarterly testing cycle. It was a tremendous learning experience that will be used during further cycles. The team was also proud to roll out over 80 articles to the new Knowledge Base \u2013 there have already been 25,000 visits in its first month. Players should check it out, as the team continues to add new \u2018How To\u2019 articles, patch notes, and live service notifications. As always, Player Relations would like to remind and encourage everyone to use the Issue Council to help triage and rate bugs and functionality. The team uses this data to prioritize future updates. Plus, participation makes you eligible for earlier PTU waves.\nWILMSLOW & DERBY\n\nENGINEERING\nThe Actor Teams have been carrying on with the \u2018pickup-and-carry\u2019 work, now concentrating on reducing the animations required for the different combinations of item sizes, grip types, and player states. They did a rough calculation of all these combinations and it came out at roughly 1700 animations. However, with the sensible authoring of assets, combining animations in blend spaces, and layering up, the team should be able to get this down to under 100. They\u2019ve also been developing new animation time-warping technology using player knockdowns as their test case. The problem with something like a knockdown is that the time the character spends in the air varies based on the force and environment. Normally, you would play a looping animation, but this can look unnatural. This new method calculates the airtime and stretches a single animation to fill it. Used sparingly, it produces much better results, and the technique can also be used on other features like jumping. The Social AI Team has got a test setup of a \u2018usable\u2019 now fully working with the new channels in Subsumption. A \u2018use channel\u2019 describes what you can do in a particular \u2018usable\u2019 \u2013 examples could be eat, drink, mend, and so on. This is a great milestone as the Subsumption setup simplifies how the designers create \u2018usables\u2019, whilst at the same time giving them much more flexibility. The Vehicle Team has implemented the ability to under and overpower ship components, and hooked it into the vehicle\u2019s MFD UI. For example, when you underpower your weapons, they fire slower or the projectiles have less energy. Similarly, your shields will be more effective if they have more power. The Tools Team has been working on a new check-in request tool. As they get closer to a release, they lock down what does and what doesn\u2019t go into the build to improve stability and reduce the risk of new bugs appearing. To help, they\u2019ve been developing a new tool that can track all change requests and give a nice interface for the leads to be able to approve or reject changes. With the number of requests going into a build every day, the overhead of managing them was becoming very large. The hope is this new process will reduce the workload on the teams and production, as well as giving better visibility on what is and isn\u2019t approved.\n\nSHIP TEAM\nThe ships due for 3.2 have really come along with all the final polish and lighting work that\u2019s gone into them this month. The Vanduul Blade has undergone a rework; mainly around the wings so that it can better accommodate weapons after it was decided the underslung position looked too \u2018human\u2019 and needed to be more aligned with the Vanduul aesthetic. It\u2019s also had some extensive work done to the landing gear \u2013 previously the ship just rested on the wing tips, but with this change, the wing tips now deploy landing gear to accommodate compression under the weight of the ship. The team has continued to optimize the ship and make sure everything is done so they can switch focus to promo shots and trailers.\n\nAUDIO\nOn the Audio Code side, the preload manager system was optimized to work asynchronously, so that the audio thread isn\u2019t blocked when streaming audio assets. \u2018Asynchronous caching\u2019 was also addressed, which keeps audio events in memory after the game has finished with them. Thanks to this work, assets don\u2019t need to be reloaded from the disk each time they\u2019re needed, which will improve overall performance. As well as bug fixing, debug info was added to the aforementioned preload manager. The music system was improved with a feature to add a further randomized recombination of tracks. The Audio Propagation and Room systems were extended to enable cheaper pressure lookups and allow for room and object-based reverb. Weapons 2.0 audio tech was worked on further, as were the IFCS 2.0 audio set-up and multithreading optimization. Finally, on the code side, the ATL build process was ported over to WAAPI to enable more incremental audio building, improving iteration times for everyone in the team. In Dialogue, new content was delivered for Alpha 3.2 via an improved dialogue pipeline. Characters now have their vocal output processed in real-time through communication devices, via porting the audio and any local secondary sound and transmitting it much as one would find in the real world. In Sound Design, the Scalpel sniper rifle underwent further work and is ready for final review. The FPS weapon system is ripe for refactoring and some work was done to improve quality and simplify the system. They also delivered sound design for the Gemini F55 LMG, the Klaus & Werner Demeco LMG, and the Associated Science & Development Distortion Repeater. The shopping and mining kiosks were polished to increase responsiveness and synchronization. The mining mechanisms have been worked on extensively and are now ready for further implementation and iteration, with work on the fracture and tractor beams for the mining arm receiving a lot of attention. Hangars had some extra improvement work, and ambiance for the Lorville trash biome was prototyped. On the ships front, the Origin 600i, Aegis Eclipse, Esperia Blade, and the Anvil Hurricane all had sound added for their thrusters, moving parts, and interiors. The conversion to IFCS 2.0 created a big project to bring everything in line with the modifications to that upstream system. Development of the ship-wide audio concept also continued, separating maneuvering and \u2018cockpit feedback\u2019 sounds from the thruster burn sounds, and adding more directionality towards rotation sounds. Room tones that react to ship handling and damage states were also added to the Constellation as a proof of concept. The new physics objects system had assets created to put it through its paces, which will give more behavioral fidelity across the game. In Music, the Vanduul and Xi\u2019an themes were pushed forward for Squadron 42. For the Persistent Universe, new music was created for derelict ship exploration (small, medium and large).\n\nUI\nThe UI Team primarily focused on feature work for the Item Kiosks, Mining, and QT Linking. The Item Kiosks wireframes were signed off and later implemented into Flash and hooked up on the code side. The team is now finalizing additional branding skins for the terminals alongside bug fixes on the code now that the QA Team have started testing it. The HUD design for mining was finalized and implemented too. The team is also working on a Kiosk terminal that allows players to sell the refined ore gained from mining. Finally, the QT Linking Flash work has been completed in the UK, with the code hookup for this being tackled by engineers in the LA studio. In addition, work progressed on improving the UI Tech, with the relevant TDDs being written and a proof of concept being created for the building blocks system. Finally, the team supported the Art Team by providing a generic utilitarian branding sheet to be used within the upcoming Rest Stops among other areas.\n\nANIMATION\nAnimation tackled the implementation pass for the trained combat set of FPS AI combatants. This included enter and exits from cover as well as combat actions like peeks, reloads, blindfire, and reloads. A previs pass on the untrained combat set was also completed this month. The team took raw motion capture to compare it to the trained set, so combatants would feel distinct and stay true to their character. The team also worked on improving the looting system and added assets to improve the general look and feel of picking up objects, boxes, and items in Squadron 42 and the Persistent Universe. Work also continued on the weapon recoil improvements. As shown in the recent ATV, the team worked with design and code to develop the look and feel of all FPS weapons. The team also made some important strides on the Vanduul animation, creating a behavior set to provide a visual guide on how they will move and operate in Squadron 42. Player locomotion sets have been updated to work with an entity-driven system to ensure that client and server animations are exactly the same. The team also made tweaks to some of the poses to allow for better blending between animations and minimize foot sliding.\n\nVFX\nThis month has seen a similar pattern to last, with the team supporting the ongoing Mining and Scanning sprints. The effects for both are coming along at a rapid pace, improving almost daily \u2013 as evidenced by the various WIP footage seen in recent weeks. Ship VFX received plenty of attention in May, including the luxurious Origin 600i. Work continued on weapons VFX, with visual improvements to legacy ballistic guns, as well as general fix-ups required since the conversion to weapons 2.0 was completed by the Game Code and Systems Design Teams. Collaboration with the Graphics Team also continued, with spline emitter tech coming along nicely. This continues to open up new ideas, and is likely to prove useful in unexpected areas, such as in Quantum Travel.\n\nGRAPHICS\nThe Graphics Team worked on multiple features this month, the main focus being mining, which required the expansion of the ship damage-map system to work on new types of assets. It also required completely new visuals to show the cracking and heating of rocks. This work also allowed the team to diagnose and fix some long-standing bugs that should lead to improved texture details. The multi-resolution gas cloud work is complete, making it possible to combine several gas clouds together at different resolutions and scales. Memory, however, is still the limiting factor, so the team compressed the density fields to just 8 bits per voxel (down from 32 bits). However, the shadowing data is still too large and can\u2019t be compressed as easily. Therefore, research has started on various forms of deep shadow maps that work in 2.5D to try and avoid the memory and performance issues associated with full 3D lighting data. The foundations of the new multilayer shader system are finished and focus has shifted to adding visual features to the shaders. The first being a new clear coat shading model to achieve convincing paint and anodized metals \u2013 both important for high-tech materials. The next is a texture mode called height-variance blending which allows for realistic blending of natural materials (e.g. rock\/sand\/grass). It supports per-pixel-control of the blend and crucially works at any distance with no aliasing, which is obviously critical with the scale of the game. Some other tasks included optimizations to the rendering in the editor, a holographic effect for use within Squadron 42, and improved temporal anti-aliasing stability.\n\nENVIRONMENT ART\nThe Environment Art Team started the final pass of the Common Element Utilitarian Hangars. The most critical aspect of this was the setup of the master material to give the artists a fully functional set of textures to pull from when taking the assets to final quality. Each piece used in the hangars will now go through its final art pass where, amongst other things, it will have its finished UVs, textures, custom normals, LODs, and physics proxies. There are lots of assets to get up to final quality, but when complete, the hangars will be considered finished from an Environment Art perspective. Alongside this, work has been done to get future locations ready for production when the bulk of the Environment Team moves onto them later in the year.\nFRANKFURT\n\nQA\nThe QA Team continued daily maintenance of their numerous checklists as well as Subsumption, Editor, and Page Heap regression. Additionally, they took some time to be trained by the Engine Team to better understand how to interpret a callstack, which will ultimately lead to quicker and more reliable bug assignments. A new quick smoke checklist for the client was setup to provide the Design Team with an overview for specific systems in the Persistent Universe, such as AI turrets and their functionality. With the new checklist in place, when asked for the current state of a system worked on exclusively in the DE office, QA will be able to provide information much faster. QA has also been working closely with the Cinematics Team to provide specifically requested support and set up test levels for easier reproduction and a quicker turnaround. Testing on a potential Test Case Management Software candidate was also started to determine if this new software would allow QA to more efficiently manage and track our test cases and reports.\n\nSYSTEM DESIGN\nThe team added mechanics for NPCs to use grenades to flush their opponents out of cover if they remain stationary for too long. Also, more work was done on improving the way the NPCs react to incoming grenades \u2013 they now use a navmesh to determine where they can safely escape to. Combat ships now know how to fight as proper gunships and not just fighters. For example, if a ship with numerous turrets engages you, it may fly around while its turrets track you down, as opposed to flying directly at you. Regarding Vanduul combat, a lot of work was done to previz the way they fight. The emphasis was to make them as different from Humans as possible, so players have a completely different experience when fighting the Vanduul. The team is happy with the current results and are approaching full production for the Vanduul enemies. General population NPCs are also being experimented with as the team tests small, almost cinematic vignettes that the player can experience as they walk around major landing zones. Mining is also progressing as it approaches the bug fixing and polishing phase.\n\nENVIRONMENT ART\nThe Environment Art Team continued their push on Hurston, and the second group of ecosystems had their first pass completed. One of the newest ecosystems is the Wasteland Biome, which was first shown during CitizenCon 2017 and will cover a large part of the surface of Hurston. The team took the time to properly update the Wasteland biome to take advantage of the newest planet tech completed this year. The second biome that received proper attention this month was the Strip Mining ecosystem, which too can be found around Hurston. Lorville is also moving forward, with the artists spending their time focusing on the various areas the player will be able to visit, refining the shapes and architecture, adding materials, lights, and assets to further bring these areas to life.\n\nTECH ART\nThe Tech Art Team continued to improve the deformation algorithms and asset pipeline of the v2 character customization system. Since the underlying tech for facial\/head customization is working as intended now, the focus has shifted towards polishing the corresponding assets (head morph targets, head attachments such as hair and beards, etc.). R&D work on the technical foundations for body customization of both male and female characters has begun. Besides developing suitable deformation methods, the team also needs to determine what range of body shapes they can support without introducing clipping artifacts, and which body types they want to support from an artistic perspective. Time was also spent fixing existing bugs and improving the usability of the internal character editor, Character Tool. For FPS weapons, they supported the Gemini Light Machine Gun, which is now ready for its final review and sign off. They also completed Tech Animation work, such as implementing multiple animations into Mannequin for the Cinematics Team, improving the Playblast Tool to speed up reviewing, and improving the binder process to map animations from MotionBuilder onto our Maya rig.\nThey also completed Tech Animation work, such as implementing multiple animations into Mannequin for the Cinematics Team, improved the Playblast Tool to speed up the process of creating playblasts for reviewing purposes, and worked on improving the binder process to map animations from MotionBuilder onto our Maya rig.\n\nAI\nThe AI Team worked on adjusting the AI components with the new API to allow a safer construction in different threads \u2013 it\u2019s a fundamental step towards fully achieving Object Container Streaming. The Actor code has always been very dependent on Lua (it\u2019s not easy to make a thread safe with good performance), so all the AI components are now being moved to either be fully C++ or Dataforge components. They also worked on a few core functionalities for Subsumption. Subsumption Missions can now define Event Callbacks: missions can receive and send Subsumption events and logic can be written to be executed in association with specific events as described by designers. This functionality is part of the overall effort to support designers in creating more modular missions, and enforce correct communication between modules that can preserve thread safety and avoid a \u2018spaghetti code-like\u2019 logic. They also extended the functionality of supporting multiple Mission Objectives for each Mission module. They continued work on improving the way \u2018usables\u2019 are defined and executed: designers can now create behavior logic associated with the different use channels of each usable type. For example, assuming there is a usable bed that might expose the following use channels: \u2018Sleep\u2019, \u2018Rest\u2019, \u2018WatchTV\u2019, \u2018SitOnBed\u2019. When an NPC uses a \u2018use channel\u2019, it will effectively use some logic written by the designers in a similar way to Subsumption functions: this allows a more modular definition of the actions allowed when interacting with a usable maintaining the context of the behavior that is currently running. Human combat is progressing with improvements in the grenade handling during combat, so fighters can now react to incoming grenades and try to duck to reduce the damage received by explosions. Vanduul AI progress is also continuing along in the prototype phase. For Ship AI, take-offs and landings have gone through a small refactor to allow AI behaviors to utilize designer placed splines to be more robust and deliver a more cinematic effect. Work was also completed on improving the validation of the navmesh during spawning: this allows designers to easily request spawning of characters in reachable areas where there are multiple navmeshes present.\n\nLIGHTING\nThe Lighting and Enviroment teams have been working closely to add new whitebox-level lighting to the Lorville landing zone. The goal is to start blocking in a basic mood and ensure the entire location is lit consistently without areas that are unnaturally bright\/dark while maintaining visibility along the critical player path. Alongside this, they\u2019ve been continuing work with the Rest Stop\u2019s modular lighting. They also recently received some updated holo-advertising assets from the Props Team in the UK and started to explore how these can drastically influence the lighting and mood wherever they are placed. As the Hangars common element starts to move into the final art stage, they\u2019ve been experimenting with some variations of lighting for each module, which have similar benefits and drawbacks to the Rest Stops modular system. Each module must be somewhat independently lit so that it looks consistent in every configuration. They also built a new test environment for the Character Team where they can balance skin and armor assets in a completely neutral lighting scene for greater consistency across our wide range of characters.\n\nWEAPONS\nThe Weapons Team completed a full polish of the Gemini F55 Light Machine Gun, Klaus & Werner Demeco LMG, and Kastak Arms\u2019 Scalpel sniper rifle in preparation for the 3.2 release.\n\nLEVEL DESIGN\nThe PU Level Design team spent a large amount of time working on flagship landing zones, pushing the ways in which they use procedural technology for layouts. They\u2019re currently looking into customizing the various entry points into Lorville, as well as adding content for the immediate areas around the city. Time was spent revisiting Area18 to revamp and fully integrate it into the universe, taking advantage of the new procedural tools in place.\n\nCINEMATICS\nThe Cinematics Team worked with the Level Designers on newly created whitebox levels to implement scenes that had not yet been featured in the game. They were brought to an initial implementation stage called PreVis to give visibility on runtime length, coverage of space, as well as the environmental interaction each scene requires. The process is important so that scenes taking place on a traversal path from A to B feel properly paced when level designers lay down paths. It also gives everyone working on a level an early preview of the narrative in that specific level. Since Squadron 42 is a narrative-heavy game, getting that in as early as possible helps ensure everything will work as intended. The Cinematic Animators have been doing R&D on a sophisticated bit of performance capture manipulation called \u2018feather blending\u2019. This technique allows drastic changes to performance capture if needed, so animators can decide from which bone to \u2018feather in\u2019 the original performance capture on top of. In addition, they can add an additional animation of him holding his pilot helmet in his left hand at his hip and dial in a certain LookAt-range, so he can look at the player. In total, that means combining 3-4 different separate clips of animation at any given time and blending them seamlessly for a convincing result. The team also went back to a level that has a large cinematic and started overhauling the planet setup and vistas to the latest workflow standards. That level also includes Squadron 42\u2019s way of customizing your character, so work was completed on some assets that will be at the core of that process.\n\nENGINE\nThe Engine Team generally work on several areas at the same time and this month was no exception. One long term task that was completed was the refactoring of the Entity Component Scheduler. The system is responsible for managing the \u2018update frequency\u2019 of the game logic. As more and more features were added over time, its design degenerated, resulting in a hard to use system. With the refactoring complete, each aspect of the scheduler is now orthogonal to each other, making the code easier to maintain and extend. They also decoupled the \u2018IN_RANGE\u2019 and \u2018IS_VISIBLE\u2019 events from their component updates, which allows components to receive and react to those events without having their update logic depend on them. More features are planned to be added to the scheduler over time. The team also spent time improving the threading system. For the background job manager, they added a Fiber-based system. As the system was used more and more for Object Container Streaming, they took the time to clean up all out-threading primitives. Now all those are Fiber-aware, allowing them to schedule another job when a background job is blocked and thus a more efficient resource usage. In the same code area, they adjusted the scheduler to not block on submission to improve runtime performance by preventing the main thread stalling when submitting numerous jobs simultaneously. They also gave some focus to Object Container Streaming, making the 3DEngine loading code thread safe, allowing us to load large parts of our game world in the background. They made several improvements to the shader build pipeline and infrastructure code, started work on the vertex animation processing refactor and optimization (moving it to the GPU), and continued work on the telemetry system, amongst numerous other things.\n\nENGINE TOOLS\nThe Engine Tools Team continued working on improving the general game editor stability and usability. New tools were added for designers to improve their workflows, including a new console implementation to easier parse the engine\/game logging for warnings and errors, also adding better support for the massive amount of console variables and commands they currently have. Console variables and commands can now be filtered and saved out as favorites and shared between designers. On top of that, a tool called the Window Outliner was added to make it easier for designers to setup, save, and share their favorite toolsets. Another tool, called the Universe Outliner, was added to better scale with the amount of content inside the universe, which replaces the entity outliner from Lumberyard, including additional information for Subsumption. The level layer handling was also replaced by the Layer Outliner, again for scalability and workflow improvement reasons.\n\nBUILD ENGINEERING\nFlexibility was added for the engineers to produce QATR test builds, either by building their code changes against major builds already distributed to the company, or against their own time. This was an engineer request as it gives them more freedom when building changes and handing off for QA verification. A bug in incremental linking was fixed which allowed us to reduce our output PDB file size by almost 50%, taking it down from 2.5GB for debugging StarCitizen.exe to 1.25Gb. They put finishing touches on unifying the DevOps codebases that are used by TryBuild and the main build system, Transformer, so that there can be one umbrella that covers the continuous integration monitoring. This codebase unification also leverages the tech in the Transformer main build system, which has a more straightforward layout in designing both tasks and jobs.\n\nVFX\nThe VFX Team worked closely with the Graphics Programmers, Gameplay Programmers, Designers, and Environment Artists on the resource mining feature to create an entire suite of new effects. There\u2019s a primary mining beam which heats up and fractures the rock. There are also effects that play on the surface of the rock to show it being cracked apart. After the rock is destroyed, an explosion effect is parameterized based on how well you did; if you add too much power, you get a much larger explosion than a successful operation. After you break the rock, a secondary extraction mode uses a tractor beam to collect the minerals into your cargo hold.\nPLATFORM: TURBULENT\n\nThe team at Turbulent made some massive leaps in development for group services with several Spectrum releases to PTU, and provided platform support for the Community Team.\n\nSPECTRUM\nOn May 24th a new release of Spectrum hit the PTU. This very early patch includes a \u2018Friends\u2019 implementation, allowing you to send requests and manage your contacts. Using this early rudimentary version, the team discovered functionality bugs and system limitations, and has been refactoring code to optimize the experience. Currently, the Spectrum Team is in sprint 4 of 4, which is all about the notifications system. The notifications system will provide the necessary alerts for receiving and sending friends requests. This is the last missing piece to get the friends system feature complete. Calling all Spectrocati, expect a full release on PTU within the month.\n\nRSI PLATFORM\nOn May 25th, a new European Union Law came into effect, protecting the use of personal data. Turbulent made substantial changes on the backend side to create new tools, ensuring that CIG was compliant with the new rules that came into effect. The Backend Team also produced new tools for the roadmap. A new Import Console has been created on the backend so that production leads can now easily import all their Jira tasks without any requirements from the Platform Team. This has made the review and publishing of the Roadmap faster and much more efficient.\nTurbulent supported the Starlifter launch, designing the page, and publishing the posts from Ciera Brun and Operation Sword of Hope. They really enjoyed working on this project as it included an exciting twist, and reading all of the community stories made it all more rewarding. Turbulent\u2019s Front-End and Design Teams have been working on building a page to host the FanKit. The Fankit is still being built, and will include a series of wallpapers, logos, possible 3D models, and audio. It will be an excellent tool for our community to build their personal fan projects, not to mention give out some exclusive items.\n\nKNOWLEDGE BASE\n\nThe team launched the Knowledge Base on May 10th, and the Player Relations Team has currently built over 82 articles with FAQs, known issues in patch releases, and many other self-help articles. Based on page views since release, the team already knows that the Knowledge Base has had a positive impact on the community, which will continue as the number of articles increases. Last week when RSI Platform unexpectedly experienced server downtime, the Knowledge Base jumped into action to get a post out and inform the community. They also released a new series of Contact Us forms that will help optimize and prioritize requests. Ultimately, this will help Player Relations react faster to urgent matters.\n\nGROUP SERVICES\nTurbulent has been asked to participate in the build of game code for the Groups services, and the Backend Team has been working furiously to build it. The team has been concentrating on an API service to setup group invitations system and the concept of leadership within a group. The two releases of the Groups service were completed last month, which included all the necessary calls for the invitations. The system is being implemented and tested by US gameplay teams. The next iterations of the service release will include a call for group leadership. COMMUNITY\n\n\nTaking into account player feedback and constructive input during Evocati and PTU phases, the Community Team supported a successful publish of Alpha 3.1.4 to the Persistent Universe, with improvements to Gravlev, flight controls, and more. The public unveiling of the Crusader Industries Hercules was celebrated with a story contest where more than 500 contenders competed to win an M2 military variant. Make sure to check out all the Hercules stories, available to read on Spectrum, which feature the ship in everything from cargo runs to epic space battles. The team ran several screenshot contests, in concert with an Intel Streamer Promotion, giving away three Intel\u00ae Optane\u2122900P SSDs. If you haven\u2019t seen them already, head over to Spectrum now and check out the beautiful entries depicting the themes of space combat, scenic vistas, and lifestyle. Also in May, another contest was held, aimed at helping new pilots jump into the verse by giving an overview of the Star Marine and Arena Commander game modes. In this contest, content creators had the chance to win game packages and leave their mark on the Star Citizen website as the winning entries will be added to the How To Play section. Subscribers received limited edition finishes for their Devastator shotguns this month, continuing a series of weapon finishes exclusive to subscribers and commemorating the Imperial Cartography Center. The Community Team is excited to announce a direct and organized process for creators to invite official CIG representatives to their podcasts, videos, streams, and talk shows, as the Invite a Developer form is now live and integrated into the ticket system. Check out the FAQ to find out more. And don\u2019t forget: on October 10th, the entire CIG team will celebrate current and future developments of Star Citizen and Squadron 42 at the Long Center in Austin, Texas. The first wave of CitizenCon tickets is gone, but stay tuned in the coming months for further details and more chances to get tickets. WE\u2019LL SEE YOU NEXT MONTH\u2026"},"links_count":8,"comment_count":26,"created_at":"2018-06-08T00:00:00+00:00","created_at_human":"7 years ago"},"meta":{"processed_at":"2026-05-07 23:12:43","valid_relations":["images","links"],"prev_id":16608,"next_id":16611}}