{"data":{"id":17105,"title":"Star Citizen Monthly Report: May 2019","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/17105-Star-Citizen-Monthly-Report-May-2019","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/17105","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/17105","channel":"Undefined","category":"Undefined","series":"Monthly 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month, we see teams around the world gearing up to tackle new content, be it the upcoming point patch or Alpha 3.6 and beyond. We\u2019ve got updates about new landing zones, weapons, tech, vehicles, and loads of other stuff. Read on to find out what happened, is happening, and coming up in the Persistent Universe.\n\nAI\nTo support requests coming from the designers of new missions involving interaction between NPCs and players, the Ship AI Team exposed a new set of nodes in Subsumption. Effectively, this provides a way to tie the position of one AI character to another and will enable NPCs to join various flying formations with specific directions (e.g. stay 100 meters right of the leader). This involved investigating an unexplored functionality of the New Flight System\u2019s autopilot mode, where any action (or command) can be expressed in the local space of another entity instead of the canonical zone space. Eventually, this will give AI pilots more abilities during combat. An offshoot of this is ship strafing, which is currently being tested and improved.\nThe team continued to develop the different pilot skills first mentioned in the monthly report a couple of months ago, this time changing the way they affect dogfighting. Previously, pilot skill was used to determine the route through the branch of combat choices as the fight developed. Now, the skill influences the chance of the AI choosing a specific maneuver and its parameters, such as the duration of braking and evading. A \u2018target selection\u2019 option is now available to AI pilots that ensures they consider several factors when prioritizing between all detected targets. These factors currently include distance, perceived strength, damage sustained, and the number of allies already engaging. The next step is to introduce these influencing factors one by one and balance their relative importance during testing.\nMay saw the start of important R&D into improving the spatial perception of AI pilots. A 3D path planner used for positioning goals already exists, but the PU needs a system capable of adapting to different contexts (open space, asteroid fields, planetside, etc.). The aim is to create a new set of ad-hoc ways to query the state of the surrounding environments to give the AI all the information they need while having the lowest possible impact on performance.\nA project also began to add areas where players and NPCs can interact with a usable (item) without being in an exact position. These areas will allow for higher-fidelity when players and AI interact with numerous usables in a single space.\nOptimization continues all round, including the continued development and fine-tuning of FPS combat tactics. This includes shooting from cover, fighting in open space, simple search behavior, and improvements to first reactions. Improvements were also made to the Posture Manager \u2013 the system used during combat to understand if an AI enemy has visibility of the player and a viable shooting direction.\n\nAnimation\nThe Animation Team spent the majority of the month preparing and shooting motion capture for a variety of new bartender behaviors. From pouring shots to mixing cocktails, the team captured a lot of exciting new actions which will be rolled out to the PU throughout the year. They also prepared and refined additional animations for civilian NPCs, most recently bar patrons, as well as the upcoming mission giver, Eddie Parr, who is scheduled to roll out in Alpha 3.8.\n\nArt (Environment)\nThe Landing Zone Team continued moving Orison through the whitebox stage. They currently have the basic layout running in-game and, moving forward, will be working with Design to refine the on-foot areas. They also made progress on the \u2018hi-tech\u2019 hangars, with garages, security, transit, and habs all ready for implementation.\nAway from Crusader, pre-production began on New Babbage. microTech\u2019s landing zone will offer players a very different experience from what\u2019s come before, with corporate espionage, hacking, and high-tech industry all themes being considered for the icy planet. The Modular Team made progress on the new space station exteriors, which just began the \u2018final art\u2019 phase. The most difficult part is defining the various libraries, rule sets, and filters required for the game to procedurally generate interesting and believable locations. It takes a long time as they all have to be created from scratch, but the results look promising. Procedural caves are progressing nicely too. WE\u2019LL SEE YOU NEXT MONTH\u2026","de_DE":"Diesen Monat bereiten sich Teams auf der ganzen Welt darauf vor, neue Inhalte in Angriff zu nehmen, sei es der bevorstehende Point Patch oder Alpha 3.6 und dar\u00fcber hinaus. Wir haben Neuigkeiten \u00fcber neue Landepl\u00e4tze, Waffen, Technik, Fahrzeuge und vieles mehr. Lies weiter, um herauszufinden, was im Persistent Universe passiert ist, was passiert ist und was auftaucht.\n\nKI\nUm Anfragen der Konstrukteure neuer Missionen mit Interaktion zwischen NSCs und Spielern zu unterst\u00fctzen, stellte das KI-Team des Schiffes eine neue Reihe von Knoten in Subsumption vor. Dies bietet eine M\u00f6glichkeit, die Position eines KI-Charakters mit einem anderen zu verkn\u00fcpfen und erm\u00f6glicht es NSCs, verschiedene Flugformationen mit bestimmten Richtungen zu verbinden (z.B. 100 Meter rechts vom Anf\u00fchrer bleiben). Dies beinhaltete die Untersuchung einer unerforschten Funktionalit\u00e4t des Autopilotenmodus des neuen Flugsystems, bei dem jede Aktion (oder jeder Befehl) im lokalen Raum einer anderen Einheit anstelle des kanonischen Zonenraums ausgedr\u00fcckt werden kann. Letztendlich wird dies den KI-Piloten im Kampf mehr F\u00e4higkeiten geben. Ein Ableger davon ist das Schiffsstrafing, das derzeit getestet und verbessert wird.\nDas Team entwickelte die verschiedenen Pilotenf\u00e4higkeiten, die erstmals im Monatsbericht vor einigen Monaten erw\u00e4hnt wurden, weiter und \u00e4nderte diesmal die Art und Weise, wie sie den Luftkampf beeinflussen. Zuvor wurde die Pilotenfertigkeit verwendet, um den Weg durch den Zweig der Kampfentscheidungen im Laufe des Kampfes zu bestimmen. Nun beeinflusst die Fertigkeit die Chance, dass die KI ein bestimmtes Man\u00f6ver und dessen Parameter wie die Dauer des Bremsens und Ausweichens w\u00e4hlt. Den KI-Piloten steht nun eine Option \"Zielauswahl\" zur Verf\u00fcgung, die sicherstellt, dass sie bei der Priorisierung zwischen allen erfassten Zielen mehrere Faktoren ber\u00fccksichtigen. Zu diesen Faktoren geh\u00f6ren derzeit die Entfernung, die wahrgenommene St\u00e4rke, der erlittene Schaden und die Anzahl der Verb\u00fcndeten, die bereits aktiv sind. Im n\u00e4chsten Schritt gilt es, diese Einflussfaktoren nacheinander einzuf\u00fchren und ihre relative Bedeutung w\u00e4hrend der Pr\u00fcfung auszugleichen.\nIm Mai begann die wichtige Forschung und Entwicklung zur Verbesserung der Raumwahrnehmung von KI-Piloten. Ein 3D-Pfadplaner zur Positionierung von Zielen existiert bereits, aber die PU ben\u00f6tigt ein System, das sich an verschiedene Kontexte anpassen kann (Freiraum, Asteroidenfelder, Planetenseite, etc.). Ziel ist es, eine neue Reihe von Ad-hoc-M\u00f6glichkeiten zur Abfrage des Zustands der Umgebung zu schaffen, um der KI alle notwendigen Informationen zu liefern und gleichzeitig die Leistung so gering wie m\u00f6glich zu beeinflussen.\nEin Projekt begann auch, Bereiche hinzuzuf\u00fcgen, in denen Spieler und NSCs mit einem nutzbaren (Item) interagieren k\u00f6nnen, ohne sich an einer genauen Position zu befinden. Diese Bereiche erm\u00f6glichen eine h\u00f6here Genauigkeit, wenn Spieler und KI mit zahlreichen Nutzungsm\u00f6glichkeiten in einem einzigen Raum interagieren.\nDie Optimierung geht rundum weiter, einschlie\u00dflich der Weiterentwicklung und Feinabstimmung der FPS-Kampftaktiken. Dazu geh\u00f6ren Sch\u00fcsse aus der Deckung, K\u00e4mpfe im Freien, einfaches Suchverhalten und Verbesserungen der ersten Reaktionen. Verbesserungen wurden auch am Haltungsmanager vorgenommen - dem System, das w\u00e4hrend des Kampfes verwendet wird, um zu verstehen, ob ein KI-Feind Sichtbarkeit des Spielers und eine brauchbare Schussrichtung hat.\nAnimation\nDas Animationsteam verbrachte den gr\u00f6\u00dften Teil des Monats damit, Bewegungsaufnahmen f\u00fcr eine Vielzahl neuer Barkeeperverhalten vorzubereiten und aufzunehmen. Vom Ausgie\u00dfen der Sch\u00fcsse bis zum Mischen der Cocktails hat das Team viele spannende neue Aktionen aufgenommen, die das ganze Jahr \u00fcber in der PU umgesetzt werden. Sie bereiteten auch zus\u00e4tzliche Animationen f\u00fcr zivile NSCs, zuletzt Barpatronen, sowie f\u00fcr den kommenden Missionsspender Eddie Parr vor, der in Alpha 3.8 eingef\u00fchrt werden soll.\nKunst (Umwelt)\nDas Landing Zone Team f\u00fchrte Orison weiterhin durch die Whitebox-B\u00fchne. Sie haben derzeit das grundlegende Layout im Spiel und werden in Zukunft mit Design zusammenarbeiten, um die Bereiche zu verfeinern. Sie machten auch Fortschritte bei den \"High-Tech\"-Hangars, mit Garagen, Sicherheit, Transit und Gew\u00f6lben, die alle f\u00fcr die Implementierung bereit sind.\nAbseits von Crusader begann die Vorproduktion auf New Babbage. Die Landezone der microTech wird den Spielern eine ganz andere Erfahrung bieten als die bisherige, wobei Wirtschaftsspionage, Hacking und Hightech-Industrie alle Themen f\u00fcr den eisigen Planeten ber\u00fccksichtigt werden. Das modulare Team machte Fortschritte bei der neuen Au\u00dfenansicht der Raumstation, die gerade erst mit der Phase der \"letzten Kunst\" begann. Der schwierigste Teil ist die Definition der verschiedenen Bibliotheken, Regels\u00e4tze und Filter, die f\u00fcr das Spiel erforderlich sind, um prozedural interessante und glaubw\u00fcrdige Orte zu generieren. Es dauert lange, da sie alle von Grund auf neu erstellt werden m\u00fcssen, aber die Ergebnisse sehen vielversprechend aus. Auch die Prozedurh\u00f6hlen schreiten gut voran. WIR SEHEN UNS N\u00c4CHSTEN MONAT.....","zh_CN":"This month, we see teams around the world gearing up to tackle new content, be it the upcoming point patch or Alpha 3.6 and beyond. We\u2019ve got updates about new landing zones, weapons, tech, vehicles, and loads of other stuff. Read on to find out what happened, is happening, and coming up in the Persistent Universe.\n\nAI\nTo support requests coming from the designers of new missions involving interaction between NPCs and players, the Ship AI Team exposed a new set of nodes in Subsumption. Effectively, this provides a way to tie the position of one AI character to another and will enable NPCs to join various flying formations with specific directions (e.g. stay 100 meters right of the leader). This involved investigating an unexplored functionality of the New Flight System\u2019s autopilot mode, where any action (or command) can be expressed in the local space of another entity instead of the canonical zone space. Eventually, this will give AI pilots more abilities during combat. An offshoot of this is ship strafing, which is currently being tested and improved.\nThe team continued to develop the different pilot skills first mentioned in the monthly report a couple of months ago, this time changing the way they affect dogfighting. Previously, pilot skill was used to determine the route through the branch of combat choices as the fight developed. Now, the skill influences the chance of the AI choosing a specific maneuver and its parameters, such as the duration of braking and evading. A \u2018target selection\u2019 option is now available to AI pilots that ensures they consider several factors when prioritizing between all detected targets. These factors currently include distance, perceived strength, damage sustained, and the number of allies already engaging. The next step is to introduce these influencing factors one by one and balance their relative importance during testing.\nMay saw the start of important R&D into improving the spatial perception of AI pilots. A 3D path planner used for positioning goals already exists, but the PU needs a system capable of adapting to different contexts (open space, asteroid fields, planetside, etc.). The aim is to create a new set of ad-hoc ways to query the state of the surrounding environments to give the AI all the information they need while having the lowest possible impact on performance.\nA project also began to add areas where players and NPCs can interact with a usable (item) without being in an exact position. These areas will allow for higher-fidelity when players and AI interact with numerous usables in a single space.\nOptimization continues all round, including the continued development and fine-tuning of FPS combat tactics. This includes shooting from cover, fighting in open space, simple search behavior, and improvements to first reactions. Improvements were also made to the Posture Manager \u2013 the system used during combat to understand if an AI enemy has visibility of the player and a viable shooting direction.\n\nAnimation\nThe Animation Team spent the majority of the month preparing and shooting motion capture for a variety of new bartender behaviors. From pouring shots to mixing cocktails, the team captured a lot of exciting new actions which will be rolled out to the PU throughout the year. They also prepared and refined additional animations for civilian NPCs, most recently bar patrons, as well as the upcoming mission giver, Eddie Parr, who is scheduled to roll out in Alpha 3.8.\n\nArt (Environment)\nThe Landing Zone Team continued moving Orison through the whitebox stage. They currently have the basic layout running in-game and, moving forward, will be working with Design to refine the on-foot areas. They also made progress on the \u2018hi-tech\u2019 hangars, with garages, security, transit, and habs all ready for implementation.\nAway from Crusader, pre-production began on New Babbage. microTech\u2019s landing zone will offer players a very different experience from what\u2019s come before, with corporate espionage, hacking, and high-tech industry all themes being considered for the icy planet. The Modular Team made progress on the new space station exteriors, which just began the \u2018final art\u2019 phase. The most difficult part is defining the various libraries, rule sets, and filters required for the game to procedurally generate interesting and believable locations. It takes a long time as they all have to be created from scratch, but the results look promising. Procedural caves are progressing nicely too. WE\u2019LL SEE YOU NEXT MONTH\u2026"},"links_count":5,"comment_count":30,"created_at":"2019-06-06T22:00:00+00:00","created_at_human":"6 years ago"},"meta":{"processed_at":"2026-05-08 05:45:11","valid_relations":["images","links"],"prev_id":17104,"next_id":17106}}