{"data":{"id":16790,"title":"Star Citizen Monthly Report: September 2018","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/16790-Star-Citizen-Monthly-Report-September-2018","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/16790","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/16790","channel":"Undefined","category":"Undefined","series":"Monthly 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to September\u2019s monthly report from Cloud Imperium Games. This month we\u2019re adjusting our Monthly Reports to be focused on each specific project.\n\nThis project-based approach to our monthly reports stands to provide a more detailed look at the development of both games going forward.\n\nSo, pop open a Smoltz and settle in for all the details on Star Citizen from around the Cloud Imperium empire.\n\nFor all you fans of the 2nd Fleet, a dedicated Squadron 42 Monthly Report will be released separately in the very near future.\n\nAI\nThe majority of the AI Team\u2019s focus this month has been on the Alpha 3.3 release. They\u2019ve been working on multithreading the execution of the Tactical Point System, which allows a large number of environmental queries to be processed simultaneously. To achieve this, they focused on making several subsystems safe, such as the Usable Query System, Navigation, and Cover System. The result will give a big boost towards full multithreading of the Subsumption Component execution. For human combat, they implemented several strategies used during combat activities and completed tasks to remove existing glitches and visual bugs. They\u2019re making progress on the Usable Builder tool, with the aim to give the designers proper visual feedback when creating objects so that they can immediately see issues or problems. Being able to preview a usable and adjust the position of its use slots, alignment slots, and all the elements associated with it will vastly speed up production. In addition, they worked on caching entry\/exit animations of the usables and the related animations to speed up runtime calls. For the mission system, they introduced new functionalities, first of which is the ability to provide restrictions on the availability of a mission based on location. They also introduced UI binding variables that easily connect data provided by the mission logic to the user interface so that data can be easily displayed on screen. They\u2019re currently working on a first pass to simulate incoming and outgoing city traffic so that large cities feel more alive.\n\nAnimation\nThe Animation Team has been working on refining the first-person experience, including tweaking weapon movement and recoil values. Work continues on ship sequencing, with the aim of increasing animation asset efficiency, while player actions were added to the bar stool to enable drinking from both standing and seating positions. The Facial Team developed animations for the bartender and bar patrons off the back of a PCAP shoot. They also partnered with Tech Animation to test a new facial rig and ran the first set of reviews for the Facial Animation Quality benchmark. The goal here is to establish a gold-standard of facial performance on all characters throughout the Persistent Universe. They also cleaned up the player locomotion sets and fixed bugs in preparation for the Alpha 3.3 release. The team is showing off motion capture at CitizenCon, so have been running tests to ensure everything runs smoothly.\n\nAudio\nAudio continued to support Alpha 3.3. They\u2019ve also been prototyping new systems to allow the audio experience to scale as the project expands, with the intention to maintain the established quality bar and ensure a constantly immersive experience.\n\nBackend Services\nBackend Services has been looking into adding the S3 service, which is used to store and retrieve larger static datasets for various parts of the game. They also finished up the NoSQL database API (which gives more fluid datasets) and finished the new Entitlement Processor to greatly optimise the processing of platform-purchased items. As needed, they provided live support for Alpha 3.3 gameplay features to ensure everything is working as it should.\nBuild Engineering\nA while ago, groups were formed to work on parallel branches for 3.3, with variable and control branches set up to investigate the benefits of streaming object container tech for Alpha 3.3 \u2013 this work was a success and is now complete. Validation checks for the animation pipeline have been cemented to ensure assets intended for building and releasing align with internal file-content references. Logic is now in place to identify 3D vector field textures from regular compiled DDS textures. These 3D textures are now being welcomed into our existing asset pipeline. The releasing process received an upgrade, with additional checks put in place to help keep an overview of the final released files for Alpha 3.3.\nCharacter Art\nAfter completing the Odyssey Flightsuit, Virgil TruDef Pro Armor, and Hurston Collection, the team will move onto bug fixing and polishing. This content comes with material variants designed to give Hurston a varied and realistic setting.\nCommunity\nThe Community Team has already hosted more contests this year than ever before, with September\u2019s MISC Prospector commercial contest spawning some unbelievable videos. Also this month, Bounty Hunters rallied across the \u2018verse to take down criminal scum and shared their victories in a screenshot contest on Twitter. Within 24 hours, the team had received over 500 entries, showcasing that the hunt was most definitely on. More fun contests are just around the corner, so keep an eye on Spectrum for more chances to win. A community-organized convention, Con42, took place in Germany this month, with a strong attendance from both backers and developers alike. The event included informative panels, a treasure hunt to keep people on their feet, and stories from across the \u2018verse. France\u2019s own fan convention, Pari\u2019Verse, is coming up on the 12th and 13th of October. So, if you\u2019re in the area and looking to connect with other Citizens, make sure you check it out. You can find more info and get tickets on the official Pari\u2019Verse website. \u201cWe can\u2019t wait to celebrate CitizenCon 2948 with you on October 10th. It promises to be a full day of revelry, discourse, and fun. This event has always been about celebrating the current and future developments in Star Citizen, but at the same time also honouring the incredible community that continues to evolve around the game. We\u2019ll see you in Austin!\u201d This year, Star Citizen orgs had the opportunity to apply for a booth at the event, where they can celebrate their own unique history and recruit the next generation of aces to join their ranks. Furthermore, CitizenCon ticketholders had the chance to create a unique in-game emote by recording themselves and submitting their best ideas. The four winners will direct a live motion capture shoot in front of an audience at the event. The team also updated the CitizenCon website with the latest details, including a breakdown of what to expect throughout the day.\nDesign\nDesign added new behaviors to give NPCs and Mission Givers an extra layer of ability and are currently retroactively applying them to Miles Eckhart and Ruto. They have also been diligently working towards getting Recco Battaglia and Clovus Darneely fleshed out and fully-functional for the upcoming release. Tuning for the Economy continues, with new minable resources and updated inventories at the new outpost and truck stop locations. The home stretch is in sight for believable bartenders and patrons in the PU, with work being done to ensure they both offer an experience that you might have at your own local establishment. They\u2019re currently polishing their everyday behaviors, including cleaning glasses, carrying drinks to tables, and telling the player they\u2019re busy when in the middle of an action. Finally, the team had a clean-up and bug-fixing push to ensure that, when the players get their hand on the next build, it\u2019s as bug-free as it can be.\nDevOps\nThis year, the team has been able to accomplish much more internally due to recent tool and process improvements. The build system has been running 24 hours a day, churning out more independent build branches than ever before. At the same time, they\u2019re now able to publish and maintain several times more branch targets than before. They also added a few more engineers, which has paid dividends across the board. \u201cWe\u2019re super excited to see the results of all our efforts throughout summer pay off as we close in on the last steps for CitizenCon and the game publishing cycle.\u201d\n\nEngine\nThis month\u2019s focus was on the upcoming Alpha 3.3 release along with the ubiquitous Object Container Streaming. Several improvements and bug fixes were made to water volumes so they can be used in ships and on planets as designed. They continued progress on improving planetary terrain soft shadows \u2013 a lot of optimizations and tweaks went in to get a natural look at a minimal runtime cost, though additional work is still needed on blending shadow cascades. They continued progress on the physics queue (to move physics from dedicated threads to a job model) and made progress on new soft-body simulation and cloth rendering, adding support for explosions and bullet impact. In addition, they worked on numerous bugs and optimizations tasks.\nEngineering\nThe Gameplay Team has been working on Asteroid Mining along with implementing Render-to-Texture (RTT) support for in-game shop item previews. On the tech front, the team worked on the new Transit System, which provides easier setup for elevators and supports trains that travel to schedule around larger planetary locations. Work also continued on ongoing dynamic elements, such as ropes and soft-body simulation. The Core Engine and Network Teams focused on Object Container Streaming. They also improved the Group System to support multiple chat groups, a feature that paves the way for Spectrum integration along with VoIP and FoIP. They also continued their efforts on scanning\/ping gameplay and added support for scan\/ping detection of minable rocks inside asteroid fields and other detectable entities, such as derelict ships. Quantum Travel was improved to include routing in the Star Map. This will allow players to simply select their final destination and have the QT route plotted for them. The vehicle specialists continued to improve turret gameplay as well as support the new ships releasing this quarter.\nEngine Tools\nThe Engine Tools Team worked on general usability improvements and game editor stability with a strong focus on supporting the needs of Alpha 3.3. The team also grew by two Tool Programmers; they\u2019ll focus on improved tool development for Subsumption and internal profiling to gather and analyse global telemetry data. This will make it easier to enhance the general workflows for improving the overall game performance.\nEnvironment Art\nThe Environment Art Team has been finalizing all the new locations going into Alpha 3.3, including graphics, navigational signs, final prop placements, dressing, optimizations, and bug fixing. The Organics Team made the final polish on the surface of Hurston and its biomes, which will be the first-time players are able to explore lush vegetation covered biomes. With work on the planet wrapped up, they\u2019re now supporting the Locations Team on closing out Lorville and its surrounding areas. Other than polishing and tweaking the existing areas, work involved making final art for Hurston Central, finalizing artwork on the Transit System and transit routes through the city, as well as creating and embedding the outer city gates into the planet. Next up is the closing down of any remaining art tasks, then focus can move on to stabilisation and performance optimisations.\nGameplay Features\nGameplay Features coordinated with Backend Services to improve the Comms Chat App while in mobiGlas, and in the Visor when mobiGlas has been put away. This includes the ability to create multiple groups and invite players to join them. \u201cYou will be able to chat with fellow players no matter how far away everyone is from each other.\u201d Voice Over IP is actively being developed to allow you to communicate with any group members using your own voice. Face Over IP is also in the works, allowing you to see the real-time expressions of those around you, adding nuance and emotion to your conversations.\nGraphics\nThe Graphics Team has been working to make light and particles support multi-threading to enable them to load in the background for Object Container Streaming. It\u2019s almost complete and will remove a stall that testers are currently seeing when they load a new location. When it\u2019s live, players will enjoy seamlessly transition around the whole PU. The glass shader has also been updated so that interior ship canopies no longer show distracting reflections from the exterior which, in reality, wouldn\u2019t be visible due to the shadowing of the cockpit geometry. As usual before a major release, there have also been a number of visual issues in the new environments that have been investigated and fixed.\nIssue Council\nThe \u2018Issue Council v1.1.0\u2019 was deployed to PTU at the start of the month before reaching Live a few weeks later. This version features a new profile section where users can see their own reports, contributions, specs, and bookmarks. Reports now feature Technical Repro and Workaround fields. The new version received a positive response from backers.\nLevel Design\nWhile expanding the Stanton system from one to two planets, the question of where to place rest stops to best support refueling came up. After some research, it was decided they would be placed at Lagrange points \u2013 naturally occurring pockets of space where two gravitational fields overlap and balance each other out. They\u2019re the ideal place for rest stops, as they allow spacecraft to remain static without the need for additional force. A couple of new missions have been created that take place in Security Post Kareah: Crusader Security wants the abandoned station cleared of outlaws, and occasionally criminals will want the leaders of competing factions assassinated. Kareah itself has had some big improvements to its layout, with the opening up of new routes and more cover to make firefights in the station more enjoyable. As well as creating the Scramble Race logic, the team spent time improving the foundations of driving on planets, including headlight brightness, vehicle durability, handling, and obstacle collision. Several new asteroid clusters were added around Grim HEX in which the races and other missions can occur. A large portion of the month has been spent on Lorville and its surroundings. The team is currently adding trains and trams, setting up schedules, configuring hangars and garages, and adjusting level markups. They\u2019re also working on the signage and general player-guiding throughout the playable areas of the city to make sure the various Points of Interest are easy to find and that visitors don\u2019t get too lost. Progress on the Transit System is substantial and they have the first version of the system in place, allowing the team to efficiently set up elevators as well as adding in trains and trams that run to schedule. \u201cAll of this will help bring the cities to life, even though you might have to run a bit to catch the train or accept waiting for the next one!\u201d They\u2019ve started looking ahead to the upcoming areas of Stanton \u2013 ArcCorp, microTech, and Crusader. However, there\u2019s a large amount of planning and prework that needs to be done before the teams can move onto them full time.\nLighting\nThe Lighting Team focused on finalizing content for the upcoming Alpha release. This involved lighting many of the locations in and around Lorville, such as the bar, admin office, and stores. In addition, they\u2019ve also been starting optimization work across all Lorville locations to ensure better framerates while maintaining a high visual quality.\nPlayer Relations\n\u201cThe Player Relations team is busy preparing for the epic CitizenCon week in Austin, Texas! In addition to all of the planning and work that goes into running an event in your own city, we\u2019ve been hustling away with the Evocati to test both the \u2018No OCS\u2019 and \u2018OCS\u2019 branches. Thank you Avocados! We\u2019d like to point all players to our growing Knowledge Base which now has over 100 articles and seen almost 150,000 visitors since its inception. We will continue to grow this by adding new \u2018How To\u2019 articles, patch notes, and live service notifications there as well as on Spectrum.\u201d\nProps\nWork continued on the utilitarian props for the Lorville landing zone, including infrastructure, furniture used to dress the main routes through the city, and smaller-scale dressing items for shops and bars. A polish pass on some older dressing assets was completed, with visual modelling improvements made to the meshes. Older assets using outdated glass shaders were also converted over to the new version to improve both the performance and visual quality. The team delivered a set of animated signage, cameras, and interactive dressing props to add life and movement to the city. Finally, the team began work on a new mission set prop that will be going live soon.\nQA\nThe QA Team heavily focused on testing Alpha 3.3. The EU and ATX QA teams have been working closely to run various playthroughs and smoke-test builds for specific features. Alongside this, they worked on various QA Test Requests, one of which will bring significant changes to how the upcoming AI performs in-game. The AI change to Tactical Point System Query (TPSQuery) will allow for increased control over the number of queries that can be executed at the same time. This should reduce the amount of AI characters a player sees standing around doing nothing. They also made a test request for new physics changes that will reduce issues, such as physics collision detection buffers overflowing due to too many objects overlapping, objects getting pulled into random interior grids, objects missing, objects appearing with initial damage, etc. These changes also affect the new transit system. Testers have been working with the Level Design and Gameplay teams to ensure that the new elevator system and metro rail are functioning properly, as well as setting up test levels to be used by Physics Engineering to investigate any new issues that may arise. They also increased support for the AI Actor Feature Team to now include testers across all studios as opposed to only having support from the UK. Part of the team was busy testing upcoming features like Asteroid Mining and Rest Stops, new vehicles like the Mustang revamp and Cyclone variants, as well as preparing for CitizenCon. On the Leadership side, it was business as usual as they coordinated testing priorities for all the new builds. They also continued updating the TestRail software as new features came online along with adding some new QA testers to the team.\nShips\nThe bulk of artwork done this month has been towards supporting Alpha 3.3. Outside of that, the team made strides with the glass shader, fixed bugs in preparation for Alpha 3.3, and finalised the Aegis Hammerhead. On the design side, support was given in the global push towards Alpha 3.3 along with the groundwork for ships in Alpha 3.4 and beyond. They also spent a fair amount of time working on item balance and reacting to the internal and external feedback on the cannon changes that have just hit Evocati.\nShip Art\nThe Ship Art Team had to pause for a couple weeks on the 300 series updates to take care of some pilot-fitting issues on a prominent Squadron 42 campaign ship. Now that it\u2019s done, they\u2019re back in full swing on the 300i grey-box. They also recently completed the long-awaited Constellation Phoenix, finishing the last few LOD tasks, and polished the conference table and piano (not literally). Once the final Phoenix bugs are worked out, they\u2019ll move onto the Banu Defender: \u201cWe\u2019re very excited about this and are already doing the preliminary work to ensure the visuals match everyone\u2019s expectations.\u201d\nSystem Design\nThe System Design Team was primarily occupied with tasks for the 3.3 release. They made progress on FPS combat AI, with improvements to perception and reaction to stimuli. Cover selection was modified to enable enemies and allies to more intelligently choose when and where to seek cover. They now also give increased vocal feedback, so players understand more clearly what they are thinking and what is happening during encounters. The next step will be to get the same functionality working in multiplayer. The gameplay features for asteroid mining are complete, with the team now moving on to bug fixing, polishing, crunching numbers, testing, and generally making sure players will have an enjoyable experience. \u201cExpect new minable elements, more searching through the rubble for golden nuggets, and more time spent using your radar finding the right rocks.\u201d They also completed work for an upcoming release, with the focus on getting NPC ships to properly take-off, land, and quantum travel so that the universe can be populated with traveling NPCs.\nTech Animation\nTech Animation continued their work on the weapon batch exporter, which will enable the animators to iterate faster over their weapon animations. They also fixed various bugs in the animation tools set and added some new functionality with the goal of improving the way animators work.\nTech Art\nThe Tech Art Team continued work on the next-gen character cloth and softbody authoring pipeline and toolset. The data interchange format between Maya and the engine has been re-factored to enable various additional global and local \u2018per-vertex\u2019 dynamic attributes to be authored, transferred, and stored efficiently. These attributes enable complex dynamic effects such as friction, air lift, drag, and collision softness. They also allow fine-grained control over the various cloth-internal properties such as stretch, compression, and bend stiffness (and even volume preservation in the case of volumetric softbodies) on a per-asset basis as needed. They also added the ability to author so-called collision proxies together with the character animation rigs and meshes in Maya. Since full-on polygon mesh-based collision detection and resolution is still fairly costly to achieve in realtime, simple geometric primitives such as spheres, boxes, ellipsoids, or capsules are used to approximate the objects that cloth and other softbodies are supposed to collide with. For example, in order to let a skirt collide with the (approximated) legs of a character.\nTurbulent\nTurbulent has been hard at work this month providing support on all fronts in preparation for CitizenCon! Spectrum is now on release v.8.2 this month, with several bug fixes made, including the addition of emojis. Quill, the new Spectrum editor, is in the QA stage of development. It\u2019s set to replace the old editor and will resolve various bugs linked to Android. Due to the development work for Alpha 3.3, Spectrum progress will be picked up again the following month. CitizenCon Merchandise is here! Ticket holders can purchase t-shirts and wireless chargers in advance to be picked up at the event. Backers who have purchased a Digital Goodie Pack can purchase t-shirts to be shipped to their address. Turbulent supported the release of the event merchandise on the platform side. Turbulent undertook the badge printing for CitizenCon, which will display a QR code unique to each ticket holder\u2019s account as well as details such as their name, avatar, and main org. The QR code is linked to our ticket-scanning app made for the event. After the CitizenCon microsite update last month, the team has been working on building out the Livestream pages. While watching the event, you\u2019ll be able to chat live with other Citizens. Turbulent also helped with this month\u2019s Pirate Promotion, which included sales of the Aegis Gladius, Aegis Sabre, Aegis Hammerhead, Anvil Super Hornet, and Freelancer MIS.\nUI\nThis month, UI supported the Mission Team by creating a persistent objectives widget on the HUD and crafted the pickup and delivery interactive displays utilizing the new UI authoring tool (which is still in early development). They began building the branding, identity, and fictional advertisements for truck stops and landing locations in the PU.\nVehicle Features\nThe Vehicle Features Team improved the manned turret experience by: Adding an interface to turn gyro-stabilization on\/off.\n\nFinalizing the 1:1 input-to-rotation techniques for mouse and joystick, including properly adjusted input options for both.\n\nAdding head look smoothing for a less jarring view from within turrets.\n\nProgramming automated turrets to now use the criminality system to determine whether or not to fire upon you.\n\nScanning vehicles was also extended to include stats such as vehicle status, owner, pilot, and onboard cargo. Discovering entities on planets, asteroids, and deep space has been improved by allowing for much greater ping results, more informative blob aesthetics, and separate blob generation based on whether entities are on a planet\u2019s surface or in deep space. Finally, the technique in which mineable rocks are spawned on asteroids and planetary bodies has been made more efficient.\nVehicle Content\nThe Star Citizen Alpha 3.3 release was the primary focus for the Vehicle Content Team throughout September. Tech Art completed their release prep passes on all of the vehicles going out in the update: the Aegis Hammerhead, RSI Constellation Phoenix, Tumbril Cyclone variants, and the rework of the Consolidated Outland Mustang. Both the Art and System Design teams completed their release prep passes on the Mustangs and Cyclones, while Systems Design also completed their pass on the Phoenix. All teams have been working on polish tasks and bug fixing to get these vehicles into great shape for the backers. Additionally, the teams were involved in an ongoing process of creating sequenced animations for vehicles, in particular the Cyclone TR and Mustang Beta. The Art and Systems Design teams also continued to move forward on the Anvil Hawk, which is whitebox complete on the design-side and into the final art stage.\nVFX\nVFX worked on several new biomes surrounding Lorville that are continually being iterated on, which will be included in an upcoming patch. They also continued to fine-tune the multitude of effects seen in and around Lorville, with a particular focus on optimisation. They also finalised VFX for several new vehicles, including the mighty Hammerhead\u2019s interior and exterior damage, and exhaust misfires for the Tumbril Cyclone.\nWeapons\nThe Weapon Art Team finished production on the new Hurston Dynamics ship weapons.\nWeb Platform\nThis month, work focused on supporting the new features that gravitate around the Groups System. The new version is the primary component responsible for orchestrating chat lobbies and voice channels. A new group type made its entry in the system for supporting Instance and Server groups. The team also spent time fixing a few bugs related to the timing of incoming events and improving observability of the service by adding stats and reporters. A new service called the Group Coordinator entered the network this month. This is in charge of tracking dedicated game servers entering\/exiting the pool and creating the proper group resources needed to power a server-wide group, lobby, and voice channel. This service is isolated but uses the current network resources to achieve this automation while still notifying game clients about the changes, which then get replicated to the mobiGlas. The lobby service work this month focused mainly on hardening and dealing with a few edge cases related to how events are processed. A few major bugs were fixed on how the player identifiers are carried across messages and observability improvements were made to Quality of Service. Voice service work was completed this month allowing the sharing of voice channels across a fleet of voice servers as well as improving the scalability and reliability of how channels are created. Voice streams carried over the network are now properly attached to the player entities in the game space. Proper audio treatment gets added as players connect and disconnect from channels via the mobiGlas. Additional work was done to address issues identified in face-sync. Observability improvements were made for Quality of Service. Major infrastructure work was advanced this month in how we store and process the Domain Events submitted to the Event Bus. A new set of clustered resources are now used and the orchestration of our game services containers got a big upgrade by moving to a Kubernetes based orchestrator. This gives Turbulent the ability to scale and easily orchestrate the game service resources. This is the first step in this new direction which we hope will allow for faster deployments and more reliable services all around. WE\u2019LL SEE YOU NEXT MONTH\u2026","de_DE":"Willkommen zum Monatsbericht September von Cloud Imperium Games. Diesen Monat passen wir unsere Monatsberichte an, um sie auf jedes einzelne Projekt zu konzentrieren.\nDieser projektbezogene Ansatz f\u00fcr unsere Monatsberichte soll einen detaillierteren Einblick in die zuk\u00fcnftige Entwicklung beider Spiele geben.\nAlso, \u00f6ffnen Sie einen Smoltz und informieren Sie sich \u00fcber alle Details zu Star Citizen aus dem gesamten Cloud Imperium Imperium.\nF\u00fcr alle Fans der 2. Flotte wird in naher Zukunft ein spezieller Staffel 42 Monatsbericht separat ver\u00f6ffentlicht.\n\nKI\nDer Schwerpunkt des KI-Teams lag in diesem Monat auf dem Alpha 3.3 Release. Sie haben an einem Multithreading der Ausf\u00fchrung des Tactical Point Systems gearbeitet, das es erm\u00f6glicht, eine gro\u00dfe Anzahl von Umweltanfragen gleichzeitig zu bearbeiten. Um dies zu erreichen, konzentrierten sie sich darauf, mehrere Subsysteme sicher zu machen, wie z.B. das Usable Query System, Navigation und Cover System. Das Ergebnis wird einen gro\u00dfen Beitrag zum vollst\u00e4ndigen Multithreading der Ausf\u00fchrung der Subsumptionskomponente leisten. F\u00fcr den menschlichen Kampf implementierten sie mehrere Strategien, die w\u00e4hrend der Kampfhandlungen verwendet wurden, und erledigten Aufgaben, um bestehende St\u00f6rungen und visuelle Fehler zu beseitigen. Sie machen Fortschritte mit dem Tool Usable Builder, mit dem Ziel, den Designern beim Erstellen von Objekten ein gutes visuelles Feedback zu geben, damit sie Probleme oder Probleme sofort erkennen k\u00f6nnen. Die M\u00f6glichkeit, eine Vorschau eines verwendbaren Objekts anzuzeigen und die Position seiner Nutzschlitze, Ausrichtungsschlitze und aller damit verbundenen Elemente anzupassen, wird die Produktion erheblich beschleunigen. Dar\u00fcber hinaus arbeiteten sie an Caching-Ein-\/Ausgangsanimationen der Usables und den dazugeh\u00f6rigen Animationen, um Laufzeitaufrufe zu beschleunigen. F\u00fcr das Missionssystem f\u00fchrten sie neue Funktionalit\u00e4ten ein, von denen die erste die M\u00f6glichkeit ist, die Verf\u00fcgbarkeit einer Mission je nach Standort einzuschr\u00e4nken. Sie f\u00fchrten auch UI-Bindungsvariablen ein, die die von der Missionslogik bereitgestellten Daten einfach mit der Benutzeroberfl\u00e4che verbinden, so dass die Daten einfach auf dem Bildschirm angezeigt werden k\u00f6nnen.\nSie arbeiten derzeit an einem ersten Durchgang, um den ein- und ausgehenden Stadtverkehr zu simulieren, damit sich Gro\u00dfst\u00e4dte lebendiger f\u00fchlen.\nAnimation\nDas Animationsteam hat an der Weiterentwicklung der First-Person-Erfahrung gearbeitet, einschlie\u00dflich der Optimierung der Waffenbewegung und der R\u00fccksto\u00dfwerte. Die Arbeiten an der Sequenzierung von Schiffen werden mit dem Ziel fortgesetzt, die Effizienz der Animationsanlagen zu erh\u00f6hen, w\u00e4hrend der Barhocker um Spieleraktionen erweitert wurde, die das Trinken sowohl aus dem Stehen als auch aus dem Sitzen erm\u00f6glichen. Das Facial Team entwickelte Animationen f\u00fcr den Barkeeper und die Barbesucher auf der R\u00fcckseite eines PCAP-Shootings. Sie arbeiteten auch mit Tech Animation zusammen, um ein neues Gesichtsger\u00e4t zu testen und f\u00fchrten die ersten Tests f\u00fcr den Facial Animation Quality Benchmark durch. Das Ziel ist es, einen Goldstandard f\u00fcr die Gesichtsleistung aller Charaktere im gesamten Persistenten Universum zu etablieren. Sie haben auch die Spielerbewegungss\u00e4tze bereinigt und Fehler behoben, um sich auf die Alpha 3.3-Version vorzubereiten. Auf der CitizenCon zeigt das Team die Bewegungserfassung, ebenso wie Tests, um sicherzustellen, dass alles reibungslos l\u00e4uft.\nAudio\nAudio unterst\u00fctzte weiterhin Alpha 3.3. Sie haben auch neue Systeme entwickelt, die es erm\u00f6glichen, das Klangerlebnis mit der Erweiterung des Projekts zu skalieren, mit der Absicht, die etablierte Qualit\u00e4tsschwelle zu halten und ein immersives Erlebnis zu gew\u00e4hrleisten.\nBackend Services\nBackend Services hat sich mit dem Hinzuf\u00fcgen des S3-Dienstes besch\u00e4ftigt, mit dem gr\u00f6\u00dfere statische Datens\u00e4tze f\u00fcr verschiedene Teile des Spiels gespeichert und abgerufen werden k\u00f6nnen. Sie haben auch die NoSQL-Datenbank-API (die mehr flie\u00dfende Datens\u00e4tze liefert) und den neuen Anrechtsprozessor fertig gestellt, um die Verarbeitung von plattformgekauften Artikeln stark zu optimieren. Bei Bedarf unterst\u00fctzten sie Alpha 3.3 Gameplay-Funktionen live, um sicherzustellen, dass alles so funktioniert, wie es sollte.\nGeb\u00e4udetechnik\nVor einiger Zeit wurden Gruppen gebildet, um an parallelen Zweigen f\u00fcr 3.3 zu arbeiten, mit Variablen- und Steuerzweigen, die eingerichtet wurden, um die Vorteile der Streaming Object Container Technologie f\u00fcr Alpha 3.3 zu untersuchen - diese Arbeit war ein Erfolg und ist nun abgeschlossen. Validierungspr\u00fcfungen f\u00fcr die Animationspipeline wurden zementiert, um sicherzustellen, dass die f\u00fcr den Aufbau und die Freigabe vorgesehenen Assets mit internen Datei-Inhaltsverweisen \u00fcbereinstimmen. Die Logik ist nun vorhanden, um 3D-Vektorfeldtexturen aus regelm\u00e4\u00dfig kompilierten DDS-Texturen zu identifizieren. Diese 3D-Texturen werden nun in unsere bestehende Asset-Pipeline aufgenommen. Der Freigabeprozess erhielt ein Upgrade mit zus\u00e4tzlichen Pr\u00fcfungen, um den \u00dcberblick \u00fcber die endg\u00fcltigen freigegebenen Dateien f\u00fcr Alpha 3.3 zu behalten.\nCharakter-Kunst\nNach der Fertigstellung des Odyssey Fluchtanzuges, der Virgil TruDef Pro R\u00fcstung und der Hurston Kollektion wird sich das Team mit der Fehlerbehebung und dem Polieren befassen. Dieser Inhalt enth\u00e4lt Materialvarianten, die Hurston ein abwechslungsreiches und realistisches Umfeld bieten.\nCommunity\nDas Community-Team hat in diesem Jahr bereits mehr Wettbewerbe veranstaltet als je zuvor, wobei der kommerzielle Wettbewerb des MISC Prospectors im September einige unglaubliche Videos hervorbrachte. Auch diesen Monat versammelten sich Kopfgeldj\u00e4ger \u00fcber den Vers, um kriminellen Abschaum zu beseitigen und teilten ihre Siege in einem Screenshot-Wettbewerb auf Twitter. Innerhalb von 24 Stunden hatte das Team \u00fcber 500 Einsendungen erhalten, was zeigt, dass die Jagd definitiv begonnen hat. Weitere lustige Wettbewerbe stehen vor der T\u00fcr, also behalten Sie Spectrum im Auge, um mehr Gewinnchancen zu haben. In diesem Monat fand in Deutschland eine von der Community organisierte Convention, Con42, statt, an der sowohl Geldgeber als auch Entwickler stark teilnahmen. Die Veranstaltung beinhaltete informative Panels, eine Schatzsuche, um die Menschen auf Trab zu halten, und Geschichten aus der ganzen Welt.\nFrankreichs eigene Fan-Convention, Pari'Verse, findet am 12. und 13. Oktober statt. Wenn du also in der Gegend bist und dich mit anderen B\u00fcrgern verbinden m\u00f6chtest, stelle sicher, dass du es dir ansiehst. Weitere Informationen und Tickets findest du auf der offiziellen Pari'Verse-Website. \"Wir k\u00f6nnen es kaum erwarten, die CitizenCon 2948 am 10. Oktober mit Ihnen zu feiern. Es verspricht einen ganzen Tag voller Freude, Diskurs und Spa\u00df zu werden. Bei dieser Veranstaltung ging es immer darum, die aktuellen und zuk\u00fcnftigen Entwicklungen in Star Citizen zu feiern, aber gleichzeitig auch die unglaubliche Community zu ehren, die sich rund um das Spiel weiterentwickelt. Wir sehen uns in Austin!\" In diesem Jahr hatten Star Citizen Orgs die M\u00f6glichkeit, sich f\u00fcr einen Stand auf der Veranstaltung zu bewerben, wo sie ihre eigene einzigartige Geschichte feiern und die n\u00e4chste Generation von Assen rekrutieren k\u00f6nnen, um sich ihren Reihen anzuschlie\u00dfen. Dar\u00fcber hinaus hatten CitizenCon-Ticketinhaber die M\u00f6glichkeit, eine einzigartige In-Game-Emote zu kreieren, indem sie sich selbst aufnahmen und ihre besten Ideen einreichten. Die vier Gewinner f\u00fchren Regie bei einem Live-Motion-Capture-Shooting vor Publikum bei der Veranstaltung. Das Team aktualisierte auch die CitizenCon-Website mit den neuesten Informationen, einschlie\u00dflich einer Aufschl\u00fcsselung dessen, was den ganzen Tag \u00fcber zu erwarten ist.\nDesign\nDesign hat neue Verhaltensweisen hinzugef\u00fcgt, um NSCs und Missionsgebern eine zus\u00e4tzliche F\u00e4higkeitsschicht zu geben, und wendet diese derzeit r\u00fcckwirkend auf Miles Eckhart und Ruto an. Sie haben auch flei\u00dfig darauf hingearbeitet, dass Recco Battaglia und Clovus Darneely f\u00fcr die kommende Ver\u00f6ffentlichung ausgearbeitet und voll funktionsf\u00e4hig werden. Das Tuning f\u00fcr die Wirtschaft geht weiter, mit neuen f\u00f6rderbaren Ressourcen und aktualisierten Best\u00e4nden an den neuen Standorten f\u00fcr Au\u00dfenposten und LKW-Stationen. Die Zielgerade ist f\u00fcr glaubw\u00fcrdige Barkeeper und G\u00f6nner in der PU in Sichtweite, wobei daran gearbeitet wird, dass beide ein Erlebnis bieten, das Sie in Ihrem eigenen lokalen Betrieb erleben k\u00f6nnen. Sie polieren derzeit ihr allt\u00e4gliches Verhalten, einschlie\u00dflich des Putzens von Brillen, des Tragens von Getr\u00e4nken an den Tisch und erz\u00e4hlen dem Spieler, dass sie mitten in einer Aktion besch\u00e4ftigt sind. Schlie\u00dflich hatte das Team einen Aufr\u00e4um- und Fehlerbehebungs-Push, um sicherzustellen, dass, wenn die Spieler beim n\u00e4chsten Build ihr Blatt in die Hand nehmen, es so fehlerfrei wie m\u00f6glich ist.\nDevOps\nIn diesem Jahr konnte das Team aufgrund der j\u00fcngsten Verbesserungen an Werkzeugen und Prozessen viel mehr intern erreichen. Das Build-System l\u00e4uft seit 24 Stunden am Tag und hat mehr unabh\u00e4ngige Build-Branchen als je zuvor hervorgebracht. Gleichzeitig k\u00f6nnen sie nun ein Vielfaches mehr Branchenziele als bisher ver\u00f6ffentlichen und pflegen. Sie f\u00fcgten auch ein paar weitere Ingenieure hinzu, was sich auf breiter Front ausgezahlt hat. \"Wir freuen uns sehr, dass sich die Ergebnisse all unserer Bem\u00fchungen im Sommer auszahlen, wenn wir die letzten Schritte f\u00fcr CitizenCon und den Ver\u00f6ffentlichungszyklus von Spielen abschlie\u00dfen.\"\nMotor\nDer Schwerpunkt dieses Monats lag auf dem bevorstehenden Alpha 3.3 Release zusammen mit dem allgegenw\u00e4rtigen Object Container Streaming. Mehrere Verbesserungen und Bugfixes wurden an den Wassermengen vorgenommen, so dass sie wie geplant in Schiffen und auf Planeten eingesetzt werden k\u00f6nnen. Sie setzten die Fortschritte bei der Verbesserung der weichen Schatten des planetarischen Gel\u00e4ndes fort - viele Optimierungen und Optimierungen wurden vorgenommen, um einen nat\u00fcrlichen Blick auf minimale Laufzeitkosten zu werfen, obwohl noch zus\u00e4tzliche Arbeit an der Mischung von Schattenkaskaden erforderlich ist. Sie setzten die Fortschritte in der Physik-Warteschlange fort (um die Physik von dedizierten Threads in ein Arbeitsmodell zu verlagern) und machten Fortschritte bei der neuen Soft-Body-Simulation und dem Stoff-Rendering, wodurch Explosionen und Kugelschl\u00e4ge unterst\u00fctzt wurden. Dar\u00fcber hinaus arbeiteten sie an zahlreichen Bugs und Optimierungsaufgaben.\nIngenieurwesen\nDas Gameplay-Team hat an Asteroid Mining gearbeitet und Render-to-Texture (RTT) Unterst\u00fctzung f\u00fcr die Vorschau von Gegenst\u00e4nden im Spiel-Shop implementiert. Technisch arbeitete das Team an dem neuen Transit-System, das die Einrichtung von Aufz\u00fcgen erleichtert und Z\u00fcge unterst\u00fctzt, die nach Plan um gr\u00f6\u00dfere Planetenstandorte fahren. Auch an laufenden dynamischen Elementen wie Seilen und Weichk\u00f6rpersimulationen wurde weiter gearbeitet. Die Kernmaschinen- und Netzwerkteams konzentrierten sich auf das Object Container Streaming. Sie verbesserten auch das Gruppensystem, um mehrere Chatgruppen zu unterst\u00fctzen, eine Funktion, die den Weg f\u00fcr die Spectrum-Integration zusammen mit VoIP und FoIP ebnet. Sie setzten auch ihre Bem\u00fchungen um das Scannen\/Pingen von Gameplay fort und f\u00fcgten Unterst\u00fctzung f\u00fcr die Scan\/Ping-Erkennung von Minable Rocks in Asteroidenfeldern und anderen nachweisbaren Einheiten, wie z.B. verfallenen Schiffen, hinzu. Quantum Travel wurde verbessert, um die Routenplanung in die Sternenkarte aufzunehmen. Auf diese Weise k\u00f6nnen die Spieler einfach ihr endg\u00fcltiges Ziel ausw\u00e4hlen und sich die QT-Route f\u00fcr sie anzeigen lassen. Die Fahrzeugspezialisten verbesserten weiter das Turmgameplay und unterst\u00fctzten die neuen Schiffe, die dieses Quartal freigaben.\nMotorwerkzeuge\nDas Engine Tools Team arbeitete an allgemeinen Verbesserungen der Benutzerfreundlichkeit und der Stabilit\u00e4t des Spieleditors mit dem Schwerpunkt auf der Unterst\u00fctzung der Anforderungen von Alpha 3.3. Das Team wuchs auch um zwei Tool-Programmierer, die sich auf eine verbesserte Werkzeugentwicklung f\u00fcr Subsumption und internes Profiling konzentrieren werden, um globale Telemetriedaten zu sammeln und zu analysieren. Dies wird es einfacher machen, die allgemeinen Arbeitsabl\u00e4ufe zur Verbesserung der Gesamtleistung des Spiels zu verbessern.\nUmwelt Kunst\nDas Environment Art Team hat alle neuen Standorte, die in Alpha 3.3 aufgenommen werden, fertiggestellt, einschlie\u00dflich Grafiken, Navigationszeichen, Platzierungen der endg\u00fcltigen Propeller, Ankleiden, Optimierungen und Fehlerbehebung. Das Organik-Team hat den letzten Schliff auf der Oberfl\u00e4che von Hurston und seinen Biomen vorgenommen, die zum ersten Mal in der Lage sein werden, \u00fcppig bewachsene Biome zu erkunden. Nachdem die Arbeit auf dem Planeten abgeschlossen ist, unterst\u00fctzen sie nun das Locations-Team beim Abschluss von Lorville und seiner Umgebung. Abgesehen vom Polieren und Optimieren der bestehenden Bereiche, beinhaltete die Arbeit die Herstellung der endg\u00fcltigen Kunst f\u00fcr Hurston Central, die Fertigstellung der Kunstwerke auf dem Transitsystem und den Transitrouten durch die Stadt sowie die Schaffung und Einbettung der \u00e4u\u00dferen Stadttore in den Planeten. Als n\u00e4chstes folgt die Schlie\u00dfung aller verbleibenden Kunstaufgaben, dann kann der Schwerpunkt auf Stabilisierung und Leistungsoptimierung gelegt werden.\nGameplay-Funktionen\nGameplay-Funktionen, die mit den Backend Services koordiniert wurden, um die Comms Chat App in mobiGlas und im Visier zu verbessern, wenn mobiGlas weggelegt wurde. Dazu geh\u00f6rt auch die M\u00f6glichkeit, mehrere Gruppen zu erstellen und Spieler einzuladen, sich ihnen anzuschlie\u00dfen. \"Du wirst mit anderen Spielern chatten k\u00f6nnen, egal wie weit entfernt alle voneinander sind.\" Voice Over IP wird aktiv entwickelt, damit Sie mit allen Gruppenmitgliedern mit Ihrer eigenen Stimme kommunizieren k\u00f6nnen. Face Over IP ist ebenfalls in Arbeit, so dass Sie die Echtzeit-Ausdr\u00fccke der Menschen um Sie herum sehen k\u00f6nnen, was Ihren Gespr\u00e4chen Nuancen und Emotionen verleiht.\nGrafiken\nDas Grafik-Team hat daran gearbeitet, dass Licht und Partikel Multithreading unterst\u00fctzen, damit sie im Hintergrund f\u00fcr das Object Container Streaming laden k\u00f6nnen. Es ist fast fertig und entfernt einen Str\u00f6mungsabriss, den Tester derzeit sehen, wenn sie einen neuen Standort laden. Wenn es live ist, werden die Spieler den nahtlosen \u00dcbergang um die gesamte PU genie\u00dfen. Auch der Glas-Shader wurde aktualisiert, so dass Schiffsinnenverkleidungen keine st\u00f6renden Reflexionen von au\u00dfen mehr aufweisen, die in Wirklichkeit durch die Abschattung der Cockpitgeometrie nicht sichtbar w\u00e4ren. Wie \u00fcblich vor einem Major-Release gab es auch in den neuen Umgebungen eine Reihe von visuellen Problemen, die untersucht und behoben wurden.\nIssue Council\nDer \"Issue Council v1.1.0\" wurde Anfang des Monats an die PTU verteilt, bevor er einige Wochen sp\u00e4ter Live erreichte. Diese Version verf\u00fcgt \u00fcber einen neuen Profilbereich, in dem Benutzer ihre eigenen Berichte, Beitr\u00e4ge, Spezifikationen und Lesezeichen sehen k\u00f6nnen. Die Berichte verf\u00fcgen nun \u00fcber die Felder Technical Repro und Workaround. Die neue Version erhielt eine positive Resonanz von den Geldgebern.\nLeveldesign\nW\u00e4hrend der Erweiterung des Stanton-Systems von einem auf zwei Planeten stellte sich die Frage, wo man Rastst\u00e4tten platzieren sollte, um das Betanken am besten zu unterst\u00fctzen. Nach einigen Recherchen wurde entschieden, dass sie an Lagrange-Punkten platziert werden - nat\u00fcrlich vorkommende Raumtaschen, in denen sich zwei Gravitationsfelder \u00fcberschneiden und sich gegenseitig ausgleichen. Sie sind der ideale Ort f\u00fcr Rastpl\u00e4tze, da sie es erm\u00f6glichen, dass Raumfahrzeuge ohne zus\u00e4tzliche Kraftanstrengungen statisch bleiben. Ein paar neue Missionen wurden geschaffen, die in Security Post Kareah stattfinden: Crusader Security will, dass die verlassene Station von Gesetzlosen befreit wird, und gelegentlich werden Kriminelle wollen, dass die F\u00fchrer konkurrierender Fraktionen ermordet werden. Kareah selbst hat einige gro\u00dfe Verbesserungen an seinem Layout vorgenommen, mit der Er\u00f6ffnung neuer Routen und mehr Deckung, um die Feuerwehr in der Station angenehmer zu machen.\nNeben der Entwicklung der Scramble Race-Logik verbrachte das Team Zeit damit, die Grundlagen des Fahrens auf Planeten zu verbessern, einschlie\u00dflich Scheinwerferhelligkeit, Fahrzeughaltbarkeit, Handling und Hinderniskollision. Um Grim HEX herum wurden mehrere neue Asteroidencluster hinzugef\u00fcgt, in denen die Rassen und andere Missionen stattfinden k\u00f6nnen. Ein gro\u00dfer Teil des Monats wurde f\u00fcr Lorville und seine Umgebung aufgewendet. Das Team erg\u00e4nzt derzeit Z\u00fcge und Stra\u00dfenbahnen, erstellt Fahrpl\u00e4ne, konfiguriert Hangars und Garagen und passt die Pegelanpassungen an. Sie arbeiten auch an der Beschilderung und der allgemeinen Spielerf\u00fchrung durch die spielbaren Bereiche der Stadt, um sicherzustellen, dass die verschiedenen Points of Interest leicht zu finden sind und sich die Besucher nicht zu sehr verlaufen. Die Fortschritte beim Transitsystem sind betr\u00e4chtlich, und sie verf\u00fcgen \u00fcber die erste Version des Systems, die es dem Team erm\u00f6glicht, Aufz\u00fcge effizient einzurichten und Z\u00fcge und Stra\u00dfenbahnen einzubauen, die nach Plan fahren. \"All das wird dazu beitragen, die St\u00e4dte zum Leben zu erwecken, auch wenn man ein wenig laufen muss, um den Zug zu nehmen oder zu akzeptieren, auf den n\u00e4chsten zu warten!\" Sie haben begonnen, sich auf die kommenden Bereiche von Stanton - ArcCorp, microTech und Crusader - zu konzentrieren. Es gibt jedoch eine gro\u00dfe Menge an Planung und Vorarbeit, die erledigt werden muss, bevor die Teams vollzeitlich auf sie \u00fcbergehen k\u00f6nnen.\nBeleuchtung\nDas Beleuchtungsteam konzentrierte sich auf die Fertigstellung der Inhalte f\u00fcr die bevorstehende Alpha-Version. Dazu geh\u00f6rte die Beleuchtung vieler Standorte in und um Lorville, wie z.B. der Bar, des Verwaltungsb\u00fcros und der Gesch\u00e4fte. Dar\u00fcber hinaus haben sie mit Optimierungsarbeiten an allen Standorten in Lorville begonnen, um bessere Frameraten bei gleichzeitig hoher Bildqualit\u00e4t zu gew\u00e4hrleisten.\nSpielerbeziehungen\n\"Das Player Relations-Team ist damit besch\u00e4ftigt, sich auf die epische CitizenCon-Woche in Austin, Texas, vorzubereiten! Zus\u00e4tzlich zu all der Planung und Arbeit, die f\u00fcr die Durchf\u00fchrung einer Veranstaltung in Ihrer eigenen Stadt erforderlich ist, haben wir uns mit der Evocati zusammengetan, um sowohl die Niederlassungen \"No OCS\" als auch \"OCS\" zu testen. Danke Avocados! Wir m\u00f6chten alle Beteiligten auf unsere wachsende Wissensdatenbank hinweisen, die seit ihrer Gr\u00fcndung \u00fcber 100 Artikel umfasst und fast 150.000 Besucher verzeichnet. Wir werden dies weiter ausbauen, indem wir neue \"How To\"-Artikel, Patch-Notizen und Live-Service-Benachrichtigungen dort sowie auf Spectrum hinzuf\u00fcgen.\nRequisiten\nDie Arbeiten an den Utility-Requisiten f\u00fcr die Landezone von Lorville wurden fortgesetzt, darunter Infrastruktur, M\u00f6bel f\u00fcr die Gestaltung der Hauptverkehrswege durch die Stadt sowie kleinere Kleidungsst\u00fccke f\u00fcr Gesch\u00e4fte und Bars. Ein Poliergang auf einigen \u00e4lteren Abrichtger\u00e4ten wurde abgeschlossen, wobei visuelle Modellierungsverbesserungen an den Netzen vorgenommen wurden. \u00c4ltere Anlagen mit veralteten Glasschirmen wurden ebenfalls auf die neue Version umgestellt, um sowohl die Leistung als auch die visuelle Qualit\u00e4t zu verbessern. Das Team lieferte eine Reihe von animierten Schildern, Kameras und interaktiven Requisiten, um der Stadt Leben und Bewegung zu verleihen. Schlie\u00dflich begann das Team mit der Arbeit an einer neuen Missionsset-Requisite, die bald live gehen wird.\nQA\nDas QA-Team konzentrierte sich stark auf das Testen von Alpha 3.3. Die QS-Teams der EU und des ATX arbeiten eng zusammen, um verschiedene Durchspiele und Rauchtestbuilds f\u00fcr bestimmte Funktionen durchzuf\u00fchren. Parallel dazu arbeiteten sie an verschiedenen QA-Testanfragen, von denen einer wesentliche \u00c4nderungen in der Art und Weise bringen wird, wie die kommende KI im Spiel funktioniert. Die \u00c4nderung der KI auf Tactical Point System Query (TPSQuery) erm\u00f6glicht eine bessere Kontrolle \u00fcber die Anzahl der Abfragen, die gleichzeitig ausgef\u00fchrt werden k\u00f6nnen. Dies sollte die Anzahl der KI-Charaktere reduzieren, die ein Spieler herumstehen sieht, um nichts zu tun. Sie stellten auch einen Testantrag f\u00fcr neue physikalische \u00c4nderungen, die Probleme reduzieren, wie z.B. Physik-Kollisionserkennungspuffer, die aufgrund von zu vielen \u00fcberlappenden Objekten \u00fcberlaufen, Objekte, die in zuf\u00e4llige innere Gitter gezogen werden, fehlende Objekte, Objekte, die mit Anfangssch\u00e4den erscheinen, etc. Diese \u00c4nderungen betreffen auch das neue Verkehrssystem. Die Tester haben mit den Teams f\u00fcr Leveldesign und Gameplay zusammengearbeitet, um sicherzustellen, dass das neue Aufzugssystem und die Metroschiene ordnungsgem\u00e4\u00df funktionieren, und Teststufen eingerichtet, die von der Physik verwendet werden, um alle neuen Probleme zu untersuchen, die auftreten k\u00f6nnen. Sie erh\u00f6hten auch die Unterst\u00fctzung f\u00fcr das KI Actor Feature Team, das nun Tester in allen Studios umfasst, anstatt nur Unterst\u00fctzung aus Gro\u00dfbritannien zu erhalten. Ein Teil des Teams war damit besch\u00e4ftigt, kommende Features wie Asteroid Mining and Rest Stops, neue Fahrzeuge wie die Mustang Revamp- und Cyclone-Varianten zu testen und sich auf die CitizenCon vorzubereiten. Auf der F\u00fchrungsseite war es wie gewohnt, da sie die Testpriorit\u00e4ten f\u00fcr alle neuen Builds koordinierten. Sie aktualisierten auch die TestRail-Software weiter, da neue Funktionen online gingen und das Team um einige neue QA-Tester erweitert wurde.\nSchiffe\nDer Gro\u00dfteil der in diesem Monat entstandenen Kunstwerke wurde zur Unterst\u00fctzung von Alpha 3.3 verwendet. Ansonsten machte das Team Fortschritte mit dem Glass Shader, behebte Fehler in Vorbereitung auf Alpha 3.3 und finalisierte den Aegis Hammerhead. Auf der Designseite wurde der globale Vorsto\u00df in Richtung Alpha 3.3 sowie die Vorarbeiten f\u00fcr Schiffe in Alpha 3.4 und dar\u00fcber hinaus unterst\u00fctzt. Sie verbrachten auch viel Zeit damit, an der Artikelbilanz zu arbeiten und auf das interne und externe Feedback zu den Kanonen\u00e4nderungen zu reagieren, die Evocati gerade getroffen haben.\nSchiffskunst\nDas Ship Art Team musste bei den Updates der 300er Serie f\u00fcr ein paar Wochen innehalten, um sich um einige Probleme bei der Pilotenausr\u00fcstung auf einem prominenten Staffel 42-Kampagnenschiff zu k\u00fcmmern. Jetzt, da es erledigt ist, sind sie wieder in vollem Gange auf der 300i grauen Box. Sie haben auch k\u00fcrzlich die lang erwartete Constellation Phoenix fertiggestellt, die letzten paar LOD-Aufgaben erledigt und den Konferenztisch und das Klavier poliert (nicht w\u00f6rtlich). Sobald die letzten Ph\u00f6nix-Bugs ausgearbeitet sind, werden sie auf den Banu Defender \u00fcbertragen: \"Wir sind sehr gespannt und leisten bereits die Vorarbeit, um sicherzustellen, dass die Visuals den Erwartungen aller gerecht werden.\"\nSystemdesign\nDas System Design Team war haupts\u00e4chlich mit Aufgaben f\u00fcr das Release 3.3 besch\u00e4ftigt. Sie machten Fortschritte bei der Bek\u00e4mpfung der KI durch FPS, mit Verbesserungen in der Wahrnehmung und der Reaktion auf Reize. Die Deckungsauswahl wurde ge\u00e4ndert, damit Feinde und Verb\u00fcndete intelligenter w\u00e4hlen k\u00f6nnen, wann und wo sie Deckung suchen. Sie geben nun auch ein verst\u00e4rktes Stimmfeedback, so dass die Spieler besser verstehen, was sie denken und was bei Begegnungen passiert. Der n\u00e4chste Schritt wird sein, die gleiche Funktionalit\u00e4t im Mehrspieler-Modus zu nutzen. Die Gameplay-Funktionen f\u00fcr den Asteroidenbergbau sind komplett, und das Team geht nun weiter zu Bugfixing, Polieren, Zahlen knacken, Testen und generell sicherstellen, dass die Spieler ein angenehmes Erlebnis haben. \"Erwarten Sie neue abbaubare Elemente, mehr Suchen im Schutt nach goldenen Nuggets und mehr Zeit, die Sie mit Ihrem Radar verbringen, um die richtigen Steine zu finden.\" Sie schlossen auch die Arbeiten f\u00fcr eine bevorstehende Ver\u00f6ffentlichung ab, wobei der Schwerpunkt darauf lag, NSC-Schiffe dazu zu bringen, richtig zu starten, zu landen und Quanten zu reisen, so dass das Universum mit reisenden NSCs besetzt werden kann.\nTechnische Animation\nTech Animation setzte ihre Arbeit am Waffen-Batch-Exporter fort, der es den Animatoren erm\u00f6glichen wird, schneller \u00fcber ihre Waffenanimationen zu iterieren. Sie haben auch verschiedene Fehler im Set der Animationswerkzeuge behoben und einige neue Funktionen hinzugef\u00fcgt, um die Arbeitsweise von Animatoren zu verbessern.\nTechnische Kunst\nDas Tech Art Team arbeitete weiter an der Entwicklung der neuen Generation von Stoff- und Softbody-Authoring-Pipelines und Toolsets. Das Datenaustauschformat zwischen Maya und der Engine wurde \u00fcberarbeitet, so dass verschiedene zus\u00e4tzliche globale und lokale dynamische Attribute pro Wirbel erstellt, \u00fcbertragen und effizient gespeichert werden k\u00f6nnen. Diese Attribute erm\u00f6glichen komplexe dynamische Effekte wie Reibung, Luftbr\u00fccke, Widerstand und Kollisionsweichheit. Sie erm\u00f6glichen auch eine feink\u00f6rnige Kontrolle der verschiedenen gewebeinternen Eigenschaften wie Dehnung, Kompression und Biegesteifigkeit (und bei volumetrischen Weichk\u00f6rpern sogar Volumenerhaltung) je nach Bedarf pro Anlage. Sie f\u00fcgten auch die M\u00f6glichkeit hinzu, so genannte Kollisionsproxies zusammen mit den Charakteranimations-Rigs und -Netzen in Maya zu erstellen. Da die Kollisionserkennung und -aufl\u00f6sung auf Basis von Polygonnetzen in Echtzeit immer noch recht kostspielig ist, werden einfache geometrische Primitive wie Kugeln, K\u00e4sten, Ellipsoide oder Kapseln verwendet, um die Objekte zu approximieren, mit denen Gewebe und andere Weichk\u00f6rper kollidieren sollen. Zum Beispiel, um einen Rock mit den (ungef\u00e4hren) Beinen einer Figur kollidieren zu lassen.\nTurbulent\nTurbulent war in diesem Monat hart am Werk und hat uns bei der Vorbereitung auf die CitizenCon an allen Fronten unterst\u00fctzt! Spectrum ist nun in diesem Monat in der Version v.8.2 verf\u00fcgbar, mit mehreren Bugfixes, darunter das Hinzuf\u00fcgen von Emojis. Quill, der neue Spectrum-Editor, befindet sich in der QA-Phase der Entwicklung. Es ersetzt den alten Editor und behebt verschiedene Fehler im Zusammenhang mit Android. Aufgrund der Entwicklungsarbeiten f\u00fcr Alpha 3.3 wird der Fortschritt von Spectrum im folgenden Monat wieder aufgenommen.\nCitizenCon Merchandise ist da! Ticketinhaber k\u00f6nnen T-Shirts und kabellose Ladeger\u00e4te im Voraus kaufen und an der Veranstaltung abholen. Geldgeber, die ein Digital Goodie Pack gekauft haben, k\u00f6nnen T-Shirts kaufen, die an ihre Adresse geliefert werden. Turbulent unterst\u00fctzte die Ver\u00f6ffentlichung der Veranstaltungsartikel auf der Plattformseite. Turbulent \u00fcbernahm den Badge-Druck f\u00fcr CitizenCon, der einen QR-Code anzeigt, der f\u00fcr jedes Konto des Ticketinhabers einzigartig ist, sowie Details wie Name, Avatar und Hauptorganisation. Der QR-Code ist mit unserer f\u00fcr die Veranstaltung entwickelten Ticket-Scan-App verkn\u00fcpft.\nNach dem Update der CitizenCon-Microsite im vergangenen Monat hat das Team am Aufbau der Livestream-Seiten gearbeitet. W\u00e4hrend Sie die Veranstaltung verfolgen, k\u00f6nnen Sie mit anderen B\u00fcrgern live chatten. Turbulent half auch bei der Piraten-Promotion in diesem Monat, die Verk\u00e4ufe der Aegis Gladius, Aegis Sabre, Aegis Hammerhead, Anvil Super Hornet und Freelancer MIS umfasste.\nUI\nDiesen Monat unterst\u00fctzte UI das Mission Team, indem es ein persistentes Objectives Widget auf dem HUD erstellte und die interaktiven Abhol- und Lieferanzeigen mit dem neuen UI-Authoring-Tool (das sich noch in der fr\u00fchen Entwicklung befindet) entwickelte. Sie begannen mit dem Aufbau der Marken-, Identit\u00e4ts- und fiktiven Werbung f\u00fcr Truck-Stops und Landepl\u00e4tze in der PU.\nFahrzeugmerkmale\nDas Vehicle Features Team verbesserte das bemannte Turmerlebnis um:\nHinzuf\u00fcgen einer Schnittstelle zum Ein- und Ausschalten der Kreiselstabilisierung. Fertigstellung der 1:1-Eingabe-zu-Rotationstechniken f\u00fcr Maus und Joystick, einschlie\u00dflich der richtig eingestellten Eingabem\u00f6glichkeiten f\u00fcr beide. Das Hinzuf\u00fcgen des Kopf-Looks gl\u00e4ttet die Sicht von innen nach au\u00dfen und sorgt f\u00fcr eine weniger ruckartige Sicht. Programmierung automatisierter Gesch\u00fctzt\u00fcrme, um jetzt das Kriminalit\u00e4tssystem zu nutzen, um festzustellen, ob man auf Sie schie\u00dfen soll oder nicht.\nDas Scannen von Fahrzeugen wurde auch auf Statistiken wie Fahrzeugstatus, Besitzer, Pilot und Bordfracht ausgedehnt.\nDie Entdeckung von Entit\u00e4ten auf Planeten, Asteroiden und im Weltraum wurde verbessert, indem viel bessere Ping-Ergebnisse, eine informativere Blob-\u00c4sthetik und eine separate Blob-Erzeugung erm\u00f6glicht wurden, je nachdem, ob sich die Entit\u00e4ten auf der Oberfl\u00e4che eines Planeten oder im Weltraum befinden. Schlie\u00dflich wurde die Technik, mit der abbaubare Gesteine auf Asteroiden und Planetenk\u00f6rpern gelaicht werden, effizienter gestaltet.\nFahrzeuginhalt\nDas Star Citizen Alpha 3.3 Release stand im September im Mittelpunkt des Vehicle Content Teams. Tech Art hat ihre Release-Vorbereitungen f\u00fcr alle Fahrzeuge abgeschlossen, die im Update ver\u00f6ffentlicht wurden: Aegis Hammerhead, RSI Constellation Phoenix, Tumbril Cyclone Varianten und die \u00dcberarbeitung des Consolidated Outland Mustang. Sowohl das Art als auch das System Design Team haben ihre Release-Vorbereitungen f\u00fcr die Mustangs und Zyklone abgeschlossen, w\u00e4hrend Systems Design auch ihren Pass f\u00fcr den Phoenix abgeschlossen hat. Alle Teams haben an Polierarbeiten und Bugfixing gearbeitet, um diese Fahrzeuge f\u00fcr die Geldgeber in eine gute Form zu bringen. Dar\u00fcber hinaus waren die Teams in einen laufenden Prozess der Erstellung sequentieller Animationen f\u00fcr Fahrzeuge eingebunden, insbesondere f\u00fcr den Cyclone TR und Mustang Beta.\nDie Teams von Art and Systems Design setzten auch die Entwicklung des Anvil Hawk fort, der auf der Designseite vollst\u00e4ndig in die Whitebox integriert ist und in die finale Kunstphase \u00fcbergeht.\nVFX\nVFX arbeitete an mehreren neuen Biomen rund um Lorville, die kontinuierlich iteriert werden und die in einem kommenden Patch enthalten sein werden. Sie haben auch die Vielzahl der Effekte in und um Lorville weiter verfeinert, wobei der Schwerpunkt auf der Optimierung lag. Sie finalisierten auch den VFX f\u00fcr mehrere neue Fahrzeuge, einschlie\u00dflich der inneren und \u00e4u\u00dferen Sch\u00e4den des m\u00e4chtigen Hammerheads und der Abgasaussetzer f\u00fcr den Tumbril-Zyklon.\nWaffen\nDas Weapon Art Team beendete die Produktion der neuen Hurston Dynamics Schiffswaffen.\nWeb-Plattform\nDiesen Monat konzentrierte sich die Arbeit auf die Unterst\u00fctzung der neuen Funktionen, die sich um das Gruppensystem herum abspielen. Die neue Version ist die Hauptkomponente, die f\u00fcr die Orchestrierung von Chat-Lobbys und Sprachkan\u00e4len zust\u00e4ndig ist. Ein neuer Gruppentyp hat seinen Eintrag in das System zur Unterst\u00fctzung von Instanz- und Servergruppen vorgenommen. Das Team verbrachte auch Zeit damit, einige Fehler im Zusammenhang mit dem Timing eingehender Ereignisse zu beheben und die Beobachtungsf\u00e4higkeit des Dienstes durch Hinzuf\u00fcgen von Statistiken und Reportern zu verbessern. Ein neuer Dienst namens Group Coordinator trat diesen Monat in das Netzwerk ein. Dies ist verantwortlich f\u00fcr die Verfolgung von dedizierten Spielservern, die in den Pool eintreten\/ausgehen, und die Schaffung der richtigen Gruppenressourcen, die ben\u00f6tigt werden, um eine serverweite Gruppe, Lobby und Sprachkanal zu betreiben. Dieser Dienst ist isoliert, nutzt aber die aktuellen Netzwerkressourcen, um diese Automatisierung zu erreichen, w\u00e4hrend er gleichzeitig die Spiel-Clients \u00fcber die \u00c4nderungen informiert, die dann auf das mobiGlas repliziert werden. Die Lobbyarbeit in diesem Monat konzentrierte sich haupts\u00e4chlich auf das H\u00e4rten und die Behandlung einiger Randf\u00e4lle, die mit der Verarbeitung von Ereignissen zusammenh\u00e4ngen. Einige wichtige Fehler wurden behoben, die darauf hindeuteten, wie die Spieleridentifikatoren \u00fcber die Nachrichten transportiert werden, und die Beobachtungsf\u00e4higkeit wurde verbessert. Die Sprachdienstarbeit wurde in diesem Monat abgeschlossen, so dass die gemeinsame Nutzung von Sprachkan\u00e4len \u00fcber eine Flotte von Sprachservern hinweg sowie die Skalierbarkeit und Zuverl\u00e4ssigkeit der Kanalerstellung verbessert werden konnten. Sprachstreams, die \u00fcber das Netzwerk \u00fcbertragen werden, sind nun korrekt mit den Spielereinheiten im Spielraum verbunden. Die richtige Audiobehandlung wird hinzugef\u00fcgt, wenn Spieler \u00fcber das mobiGlas eine Verbindung zu und von Kan\u00e4len trennen. Zus\u00e4tzliche Arbeit wurde geleistet, um die im Rahmen der Gesichtssynchronisation identifizierten Probleme zu l\u00f6sen. Bei der Quality of Service wurden Verbesserungen bei der Beobachtbarkeit vorgenommen. In diesem Monat wurden umfangreiche Infrastrukturarbeiten an der Speicherung und Verarbeitung der im Event-Bus eingereichten Domain-Events vorangetrieben. Eine neue Reihe von geclusterten Ressourcen werden nun verwendet und die Orchestrierung unserer Game Services Container wurde durch den Wechsel zu einem Kubernetes-basierten Orchestrator erheblich verbessert. Dies gibt Turbulent die M\u00f6glichkeit, die Ressourcen des Spielservices zu skalieren und einfach zu orchestrieren. Dies ist der erste Schritt in diese neue Richtung, von dem wir hoffen, dass er eine schnellere Bereitstellung und zuverl\u00e4ssigere Dienste rundum erm\u00f6glicht. WIR SEHEN UNS N\u00c4CHSTEN MONAT.....","zh_CN":"Welcome to September\u2019s monthly report from Cloud Imperium Games. This month we\u2019re adjusting our Monthly Reports to be focused on each specific project.\n\nThis project-based approach to our monthly reports stands to provide a more detailed look at the development of both games going forward.\n\nSo, pop open a Smoltz and settle in for all the details on Star Citizen from around the Cloud Imperium empire.\n\nFor all you fans of the 2nd Fleet, a dedicated Squadron 42 Monthly Report will be released separately in the very near future.\n\nAI\nThe majority of the AI Team\u2019s focus this month has been on the Alpha 3.3 release. They\u2019ve been working on multithreading the execution of the Tactical Point System, which allows a large number of environmental queries to be processed simultaneously. To achieve this, they focused on making several subsystems safe, such as the Usable Query System, Navigation, and Cover System. The result will give a big boost towards full multithreading of the Subsumption Component execution. For human combat, they implemented several strategies used during combat activities and completed tasks to remove existing glitches and visual bugs. They\u2019re making progress on the Usable Builder tool, with the aim to give the designers proper visual feedback when creating objects so that they can immediately see issues or problems. Being able to preview a usable and adjust the position of its use slots, alignment slots, and all the elements associated with it will vastly speed up production. In addition, they worked on caching entry\/exit animations of the usables and the related animations to speed up runtime calls. For the mission system, they introduced new functionalities, first of which is the ability to provide restrictions on the availability of a mission based on location. They also introduced UI binding variables that easily connect data provided by the mission logic to the user interface so that data can be easily displayed on screen. They\u2019re currently working on a first pass to simulate incoming and outgoing city traffic so that large cities feel more alive.\n\nAnimation\nThe Animation Team has been working on refining the first-person experience, including tweaking weapon movement and recoil values. Work continues on ship sequencing, with the aim of increasing animation asset efficiency, while player actions were added to the bar stool to enable drinking from both standing and seating positions. The Facial Team developed animations for the bartender and bar patrons off the back of a PCAP shoot. They also partnered with Tech Animation to test a new facial rig and ran the first set of reviews for the Facial Animation Quality benchmark. The goal here is to establish a gold-standard of facial performance on all characters throughout the Persistent Universe. They also cleaned up the player locomotion sets and fixed bugs in preparation for the Alpha 3.3 release. The team is showing off motion capture at CitizenCon, so have been running tests to ensure everything runs smoothly.\n\nAudio\nAudio continued to support Alpha 3.3. They\u2019ve also been prototyping new systems to allow the audio experience to scale as the project expands, with the intention to maintain the established quality bar and ensure a constantly immersive experience.\n\nBackend Services\nBackend Services has been looking into adding the S3 service, which is used to store and retrieve larger static datasets for various parts of the game. They also finished up the NoSQL database API (which gives more fluid datasets) and finished the new Entitlement Processor to greatly optimise the processing of platform-purchased items. As needed, they provided live support for Alpha 3.3 gameplay features to ensure everything is working as it should.\nBuild Engineering\nA while ago, groups were formed to work on parallel branches for 3.3, with variable and control branches set up to investigate the benefits of streaming object container tech for Alpha 3.3 \u2013 this work was a success and is now complete. Validation checks for the animation pipeline have been cemented to ensure assets intended for building and releasing align with internal file-content references. Logic is now in place to identify 3D vector field textures from regular compiled DDS textures. These 3D textures are now being welcomed into our existing asset pipeline. The releasing process received an upgrade, with additional checks put in place to help keep an overview of the final released files for Alpha 3.3.\nCharacter Art\nAfter completing the Odyssey Flightsuit, Virgil TruDef Pro Armor, and Hurston Collection, the team will move onto bug fixing and polishing. This content comes with material variants designed to give Hurston a varied and realistic setting.\nCommunity\nThe Community Team has already hosted more contests this year than ever before, with September\u2019s MISC Prospector commercial contest spawning some unbelievable videos. Also this month, Bounty Hunters rallied across the \u2018verse to take down criminal scum and shared their victories in a screenshot contest on Twitter. Within 24 hours, the team had received over 500 entries, showcasing that the hunt was most definitely on. More fun contests are just around the corner, so keep an eye on Spectrum for more chances to win. A community-organized convention, Con42, took place in Germany this month, with a strong attendance from both backers and developers alike. The event included informative panels, a treasure hunt to keep people on their feet, and stories from across the \u2018verse. France\u2019s own fan convention, Pari\u2019Verse, is coming up on the 12th and 13th of October. So, if you\u2019re in the area and looking to connect with other Citizens, make sure you check it out. You can find more info and get tickets on the official Pari\u2019Verse website. \u201cWe can\u2019t wait to celebrate CitizenCon 2948 with you on October 10th. It promises to be a full day of revelry, discourse, and fun. This event has always been about celebrating the current and future developments in Star Citizen, but at the same time also honouring the incredible community that continues to evolve around the game. We\u2019ll see you in Austin!\u201d This year, Star Citizen orgs had the opportunity to apply for a booth at the event, where they can celebrate their own unique history and recruit the next generation of aces to join their ranks. Furthermore, CitizenCon ticketholders had the chance to create a unique in-game emote by recording themselves and submitting their best ideas. The four winners will direct a live motion capture shoot in front of an audience at the event. The team also updated the CitizenCon website with the latest details, including a breakdown of what to expect throughout the day.\nDesign\nDesign added new behaviors to give NPCs and Mission Givers an extra layer of ability and are currently retroactively applying them to Miles Eckhart and Ruto. They have also been diligently working towards getting Recco Battaglia and Clovus Darneely fleshed out and fully-functional for the upcoming release. Tuning for the Economy continues, with new minable resources and updated inventories at the new outpost and truck stop locations. The home stretch is in sight for believable bartenders and patrons in the PU, with work being done to ensure they both offer an experience that you might have at your own local establishment. They\u2019re currently polishing their everyday behaviors, including cleaning glasses, carrying drinks to tables, and telling the player they\u2019re busy when in the middle of an action. Finally, the team had a clean-up and bug-fixing push to ensure that, when the players get their hand on the next build, it\u2019s as bug-free as it can be.\nDevOps\nThis year, the team has been able to accomplish much more internally due to recent tool and process improvements. The build system has been running 24 hours a day, churning out more independent build branches than ever before. At the same time, they\u2019re now able to publish and maintain several times more branch targets than before. They also added a few more engineers, which has paid dividends across the board. \u201cWe\u2019re super excited to see the results of all our efforts throughout summer pay off as we close in on the last steps for CitizenCon and the game publishing cycle.\u201d\n\nEngine\nThis month\u2019s focus was on the upcoming Alpha 3.3 release along with the ubiquitous Object Container Streaming. Several improvements and bug fixes were made to water volumes so they can be used in ships and on planets as designed. They continued progress on improving planetary terrain soft shadows \u2013 a lot of optimizations and tweaks went in to get a natural look at a minimal runtime cost, though additional work is still needed on blending shadow cascades. They continued progress on the physics queue (to move physics from dedicated threads to a job model) and made progress on new soft-body simulation and cloth rendering, adding support for explosions and bullet impact. In addition, they worked on numerous bugs and optimizations tasks.\nEngineering\nThe Gameplay Team has been working on Asteroid Mining along with implementing Render-to-Texture (RTT) support for in-game shop item previews. On the tech front, the team worked on the new Transit System, which provides easier setup for elevators and supports trains that travel to schedule around larger planetary locations. Work also continued on ongoing dynamic elements, such as ropes and soft-body simulation. The Core Engine and Network Teams focused on Object Container Streaming. They also improved the Group System to support multiple chat groups, a feature that paves the way for Spectrum integration along with VoIP and FoIP. They also continued their efforts on scanning\/ping gameplay and added support for scan\/ping detection of minable rocks inside asteroid fields and other detectable entities, such as derelict ships. Quantum Travel was improved to include routing in the Star Map. This will allow players to simply select their final destination and have the QT route plotted for them. The vehicle specialists continued to improve turret gameplay as well as support the new ships releasing this quarter.\nEngine Tools\nThe Engine Tools Team worked on general usability improvements and game editor stability with a strong focus on supporting the needs of Alpha 3.3. The team also grew by two Tool Programmers; they\u2019ll focus on improved tool development for Subsumption and internal profiling to gather and analyse global telemetry data. This will make it easier to enhance the general workflows for improving the overall game performance.\nEnvironment Art\nThe Environment Art Team has been finalizing all the new locations going into Alpha 3.3, including graphics, navigational signs, final prop placements, dressing, optimizations, and bug fixing. The Organics Team made the final polish on the surface of Hurston and its biomes, which will be the first-time players are able to explore lush vegetation covered biomes. With work on the planet wrapped up, they\u2019re now supporting the Locations Team on closing out Lorville and its surrounding areas. Other than polishing and tweaking the existing areas, work involved making final art for Hurston Central, finalizing artwork on the Transit System and transit routes through the city, as well as creating and embedding the outer city gates into the planet. Next up is the closing down of any remaining art tasks, then focus can move on to stabilisation and performance optimisations.\nGameplay Features\nGameplay Features coordinated with Backend Services to improve the Comms Chat App while in mobiGlas, and in the Visor when mobiGlas has been put away. This includes the ability to create multiple groups and invite players to join them. \u201cYou will be able to chat with fellow players no matter how far away everyone is from each other.\u201d Voice Over IP is actively being developed to allow you to communicate with any group members using your own voice. Face Over IP is also in the works, allowing you to see the real-time expressions of those around you, adding nuance and emotion to your conversations.\nGraphics\nThe Graphics Team has been working to make light and particles support multi-threading to enable them to load in the background for Object Container Streaming. It\u2019s almost complete and will remove a stall that testers are currently seeing when they load a new location. When it\u2019s live, players will enjoy seamlessly transition around the whole PU. The glass shader has also been updated so that interior ship canopies no longer show distracting reflections from the exterior which, in reality, wouldn\u2019t be visible due to the shadowing of the cockpit geometry. As usual before a major release, there have also been a number of visual issues in the new environments that have been investigated and fixed.\nIssue Council\nThe \u2018Issue Council v1.1.0\u2019 was deployed to PTU at the start of the month before reaching Live a few weeks later. This version features a new profile section where users can see their own reports, contributions, specs, and bookmarks. Reports now feature Technical Repro and Workaround fields. The new version received a positive response from backers.\nLevel Design\nWhile expanding the Stanton system from one to two planets, the question of where to place rest stops to best support refueling came up. After some research, it was decided they would be placed at Lagrange points \u2013 naturally occurring pockets of space where two gravitational fields overlap and balance each other out. They\u2019re the ideal place for rest stops, as they allow spacecraft to remain static without the need for additional force. A couple of new missions have been created that take place in Security Post Kareah: Crusader Security wants the abandoned station cleared of outlaws, and occasionally criminals will want the leaders of competing factions assassinated. Kareah itself has had some big improvements to its layout, with the opening up of new routes and more cover to make firefights in the station more enjoyable. As well as creating the Scramble Race logic, the team spent time improving the foundations of driving on planets, including headlight brightness, vehicle durability, handling, and obstacle collision. Several new asteroid clusters were added around Grim HEX in which the races and other missions can occur. A large portion of the month has been spent on Lorville and its surroundings. The team is currently adding trains and trams, setting up schedules, configuring hangars and garages, and adjusting level markups. They\u2019re also working on the signage and general player-guiding throughout the playable areas of the city to make sure the various Points of Interest are easy to find and that visitors don\u2019t get too lost. Progress on the Transit System is substantial and they have the first version of the system in place, allowing the team to efficiently set up elevators as well as adding in trains and trams that run to schedule. \u201cAll of this will help bring the cities to life, even though you might have to run a bit to catch the train or accept waiting for the next one!\u201d They\u2019ve started looking ahead to the upcoming areas of Stanton \u2013 ArcCorp, microTech, and Crusader. However, there\u2019s a large amount of planning and prework that needs to be done before the teams can move onto them full time.\nLighting\nThe Lighting Team focused on finalizing content for the upcoming Alpha release. This involved lighting many of the locations in and around Lorville, such as the bar, admin office, and stores. In addition, they\u2019ve also been starting optimization work across all Lorville locations to ensure better framerates while maintaining a high visual quality.\nPlayer Relations\n\u201cThe Player Relations team is busy preparing for the epic CitizenCon week in Austin, Texas! In addition to all of the planning and work that goes into running an event in your own city, we\u2019ve been hustling away with the Evocati to test both the \u2018No OCS\u2019 and \u2018OCS\u2019 branches. Thank you Avocados! We\u2019d like to point all players to our growing Knowledge Base which now has over 100 articles and seen almost 150,000 visitors since its inception. We will continue to grow this by adding new \u2018How To\u2019 articles, patch notes, and live service notifications there as well as on Spectrum.\u201d\nProps\nWork continued on the utilitarian props for the Lorville landing zone, including infrastructure, furniture used to dress the main routes through the city, and smaller-scale dressing items for shops and bars. A polish pass on some older dressing assets was completed, with visual modelling improvements made to the meshes. Older assets using outdated glass shaders were also converted over to the new version to improve both the performance and visual quality. The team delivered a set of animated signage, cameras, and interactive dressing props to add life and movement to the city. Finally, the team began work on a new mission set prop that will be going live soon.\nQA\nThe QA Team heavily focused on testing Alpha 3.3. The EU and ATX QA teams have been working closely to run various playthroughs and smoke-test builds for specific features. Alongside this, they worked on various QA Test Requests, one of which will bring significant changes to how the upcoming AI performs in-game. The AI change to Tactical Point System Query (TPSQuery) will allow for increased control over the number of queries that can be executed at the same time. This should reduce the amount of AI characters a player sees standing around doing nothing. They also made a test request for new physics changes that will reduce issues, such as physics collision detection buffers overflowing due to too many objects overlapping, objects getting pulled into random interior grids, objects missing, objects appearing with initial damage, etc. These changes also affect the new transit system. Testers have been working with the Level Design and Gameplay teams to ensure that the new elevator system and metro rail are functioning properly, as well as setting up test levels to be used by Physics Engineering to investigate any new issues that may arise. They also increased support for the AI Actor Feature Team to now include testers across all studios as opposed to only having support from the UK. Part of the team was busy testing upcoming features like Asteroid Mining and Rest Stops, new vehicles like the Mustang revamp and Cyclone variants, as well as preparing for CitizenCon. On the Leadership side, it was business as usual as they coordinated testing priorities for all the new builds. They also continued updating the TestRail software as new features came online along with adding some new QA testers to the team.\nShips\nThe bulk of artwork done this month has been towards supporting Alpha 3.3. Outside of that, the team made strides with the glass shader, fixed bugs in preparation for Alpha 3.3, and finalised the Aegis Hammerhead. On the design side, support was given in the global push towards Alpha 3.3 along with the groundwork for ships in Alpha 3.4 and beyond. They also spent a fair amount of time working on item balance and reacting to the internal and external feedback on the cannon changes that have just hit Evocati.\nShip Art\nThe Ship Art Team had to pause for a couple weeks on the 300 series updates to take care of some pilot-fitting issues on a prominent Squadron 42 campaign ship. Now that it\u2019s done, they\u2019re back in full swing on the 300i grey-box. They also recently completed the long-awaited Constellation Phoenix, finishing the last few LOD tasks, and polished the conference table and piano (not literally). Once the final Phoenix bugs are worked out, they\u2019ll move onto the Banu Defender: \u201cWe\u2019re very excited about this and are already doing the preliminary work to ensure the visuals match everyone\u2019s expectations.\u201d\nSystem Design\nThe System Design Team was primarily occupied with tasks for the 3.3 release. They made progress on FPS combat AI, with improvements to perception and reaction to stimuli. Cover selection was modified to enable enemies and allies to more intelligently choose when and where to seek cover. They now also give increased vocal feedback, so players understand more clearly what they are thinking and what is happening during encounters. The next step will be to get the same functionality working in multiplayer. The gameplay features for asteroid mining are complete, with the team now moving on to bug fixing, polishing, crunching numbers, testing, and generally making sure players will have an enjoyable experience. \u201cExpect new minable elements, more searching through the rubble for golden nuggets, and more time spent using your radar finding the right rocks.\u201d They also completed work for an upcoming release, with the focus on getting NPC ships to properly take-off, land, and quantum travel so that the universe can be populated with traveling NPCs.\nTech Animation\nTech Animation continued their work on the weapon batch exporter, which will enable the animators to iterate faster over their weapon animations. They also fixed various bugs in the animation tools set and added some new functionality with the goal of improving the way animators work.\nTech Art\nThe Tech Art Team continued work on the next-gen character cloth and softbody authoring pipeline and toolset. The data interchange format between Maya and the engine has been re-factored to enable various additional global and local \u2018per-vertex\u2019 dynamic attributes to be authored, transferred, and stored efficiently. These attributes enable complex dynamic effects such as friction, air lift, drag, and collision softness. They also allow fine-grained control over the various cloth-internal properties such as stretch, compression, and bend stiffness (and even volume preservation in the case of volumetric softbodies) on a per-asset basis as needed. They also added the ability to author so-called collision proxies together with the character animation rigs and meshes in Maya. Since full-on polygon mesh-based collision detection and resolution is still fairly costly to achieve in realtime, simple geometric primitives such as spheres, boxes, ellipsoids, or capsules are used to approximate the objects that cloth and other softbodies are supposed to collide with. For example, in order to let a skirt collide with the (approximated) legs of a character.\nTurbulent\nTurbulent has been hard at work this month providing support on all fronts in preparation for CitizenCon! Spectrum is now on release v.8.2 this month, with several bug fixes made, including the addition of emojis. Quill, the new Spectrum editor, is in the QA stage of development. It\u2019s set to replace the old editor and will resolve various bugs linked to Android. Due to the development work for Alpha 3.3, Spectrum progress will be picked up again the following month. CitizenCon Merchandise is here! Ticket holders can purchase t-shirts and wireless chargers in advance to be picked up at the event. Backers who have purchased a Digital Goodie Pack can purchase t-shirts to be shipped to their address. Turbulent supported the release of the event merchandise on the platform side. Turbulent undertook the badge printing for CitizenCon, which will display a QR code unique to each ticket holder\u2019s account as well as details such as their name, avatar, and main org. The QR code is linked to our ticket-scanning app made for the event. After the CitizenCon microsite update last month, the team has been working on building out the Livestream pages. While watching the event, you\u2019ll be able to chat live with other Citizens. Turbulent also helped with this month\u2019s Pirate Promotion, which included sales of the Aegis Gladius, Aegis Sabre, Aegis Hammerhead, Anvil Super Hornet, and Freelancer MIS.\nUI\nThis month, UI supported the Mission Team by creating a persistent objectives widget on the HUD and crafted the pickup and delivery interactive displays utilizing the new UI authoring tool (which is still in early development). They began building the branding, identity, and fictional advertisements for truck stops and landing locations in the PU.\nVehicle Features\nThe Vehicle Features Team improved the manned turret experience by: Adding an interface to turn gyro-stabilization on\/off.\n\nFinalizing the 1:1 input-to-rotation techniques for mouse and joystick, including properly adjusted input options for both.\n\nAdding head look smoothing for a less jarring view from within turrets.\n\nProgramming automated turrets to now use the criminality system to determine whether or not to fire upon you.\n\nScanning vehicles was also extended to include stats such as vehicle status, owner, pilot, and onboard cargo. Discovering entities on planets, asteroids, and deep space has been improved by allowing for much greater ping results, more informative blob aesthetics, and separate blob generation based on whether entities are on a planet\u2019s surface or in deep space. Finally, the technique in which mineable rocks are spawned on asteroids and planetary bodies has been made more efficient.\nVehicle Content\nThe Star Citizen Alpha 3.3 release was the primary focus for the Vehicle Content Team throughout September. Tech Art completed their release prep passes on all of the vehicles going out in the update: the Aegis Hammerhead, RSI Constellation Phoenix, Tumbril Cyclone variants, and the rework of the Consolidated Outland Mustang. Both the Art and System Design teams completed their release prep passes on the Mustangs and Cyclones, while Systems Design also completed their pass on the Phoenix. All teams have been working on polish tasks and bug fixing to get these vehicles into great shape for the backers. Additionally, the teams were involved in an ongoing process of creating sequenced animations for vehicles, in particular the Cyclone TR and Mustang Beta. The Art and Systems Design teams also continued to move forward on the Anvil Hawk, which is whitebox complete on the design-side and into the final art stage.\nVFX\nVFX worked on several new biomes surrounding Lorville that are continually being iterated on, which will be included in an upcoming patch. They also continued to fine-tune the multitude of effects seen in and around Lorville, with a particular focus on optimisation. They also finalised VFX for several new vehicles, including the mighty Hammerhead\u2019s interior and exterior damage, and exhaust misfires for the Tumbril Cyclone.\nWeapons\nThe Weapon Art Team finished production on the new Hurston Dynamics ship weapons.\nWeb Platform\nThis month, work focused on supporting the new features that gravitate around the Groups System. The new version is the primary component responsible for orchestrating chat lobbies and voice channels. A new group type made its entry in the system for supporting Instance and Server groups. The team also spent time fixing a few bugs related to the timing of incoming events and improving observability of the service by adding stats and reporters. A new service called the Group Coordinator entered the network this month. This is in charge of tracking dedicated game servers entering\/exiting the pool and creating the proper group resources needed to power a server-wide group, lobby, and voice channel. This service is isolated but uses the current network resources to achieve this automation while still notifying game clients about the changes, which then get replicated to the mobiGlas. The lobby service work this month focused mainly on hardening and dealing with a few edge cases related to how events are processed. A few major bugs were fixed on how the player identifiers are carried across messages and observability improvements were made to Quality of Service. Voice service work was completed this month allowing the sharing of voice channels across a fleet of voice servers as well as improving the scalability and reliability of how channels are created. Voice streams carried over the network are now properly attached to the player entities in the game space. Proper audio treatment gets added as players connect and disconnect from channels via the mobiGlas. Additional work was done to address issues identified in face-sync. Observability improvements were made for Quality of Service. Major infrastructure work was advanced this month in how we store and process the Domain Events submitted to the Event Bus. A new set of clustered resources are now used and the orchestration of our game services containers got a big upgrade by moving to a Kubernetes based orchestrator. This gives Turbulent the ability to scale and easily orchestrate the game service resources. This is the first step in this new direction which we hope will allow for faster deployments and more reliable services all around. WE\u2019LL SEE YOU NEXT MONTH\u2026"},"links_count":3,"comment_count":32,"created_at":"2018-10-05T00:00:00+00:00","created_at_human":"7 years ago"},"meta":{"processed_at":"2026-05-07 22:53:43","valid_relations":["images","links"],"prev_id":16785,"next_id":16791}}