{"data":{"id":17266,"title":"Star Citizen Monthly Report: September 2019","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/17266-Star-Citizen-Monthly-Report-September-2019","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/17266","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/17266","channel":"Undefined","category":"Undefined","series":"Monthly 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3.7 is on the horizon. With it comes new ships, underground locations, harvestables, first-person mining, and more. Naturally, progress on these features can be found throughout this month\u2019s report. Exciting times are afoot, so let\u2019s dive in.\n\nAI\nSeptember\u2019s rundown starts, as always, with AI, who focused on improving the initial experience when players encounter NPCs. This involved tuning first reactions to something viewable in the players\u2019 peripheral vision and making the first pass on \u2018low reaction\u2019 behavior, which represents NPC reaction to something not particularly dangerous. For example, if they see or hear a cup being thrown. In these cases, the team wants to allow the player to draw the attention of an enemy to take them by surprise or drive them away from their location so they can sneak by.\nThey also improved reactions to things NPCs only briefly see, particularly if the detected entity is in their peripheral vision. They achieved this by implementing a more complex first reaction, so being detected is slightly more forgiving to allow the player to better control the situation. Alongside behaviors, they made the first pass on accuracy and targeting controls for characters. This includes making the chest the preferred targeting location, with the following adjustments based on designer-defined accuracy values. Eventually, this will be connected to the skill system.\nShip AI worked improved and balanced ship behaviors, with a focus on the \u2018DefendTarget\u2019 logic. They also cleaned up the landing and takeoff code and slightly refactored how quantum travel (QT) logic works. This included simplifying the 3D pathfinding code by moving all additional steps into the behavior logic and TPS. Parallel to this, progress continued on new 3D pathfinding code, which involves moving a lot of the processing logic into jobs that execute small calculations while the ship flies around the universe. This allowed them to extend the movement system to support patchable plans that can resume the pathfinding calculation when needed.\nSocial AI looked at identifying and clarifying the possible scenarios required to implement a large number of social behaviors. They\u2019re currently investigating the details so they can predefine the structural setup of the usables needed to allow the designers to create the infrastructure alongside the behaviors. These scenarios help identify edge cases to tackle on the second pass for the usable slotting code implementation. A prototype was developed for the \u2018item provider\u2019 \u2013 a usable that provides an NPC with all the necessary elements to prepare a specific item. For example, a beer tap is an item provider that can provide beer, a fridge is an item provider that can provide food, bottles can provide water, etc. This enables the team to create a data-driven process for the designers to quickly implement the required content. Aside from fixing bugs and making systems more robust and stable, optimization work was done to general character navigation, including a way for navigation links to connect multiple meshes. This allows the modular creation of spaceships and stations to correctly define navigation volumes that can be connected to each other. It also opens up a lot of possibilities to NPCs, who can now systemically path through different sections of spaceships.\n\nAnimation\nThe team completed the basics of the bartender and are getting started on drink mixing and the beer tap usable. The technical requirements of interacting with usables has evolved, so the team are currently updating all mission givers who sit on barstools, couches, and chairs to the proper metrics. They also supported various ship commercials and spent time standardizing animation names, which will be extremely useful in the future when hundreds more animations are added.\nArt (Environment)\nIt was a busy month for the Locations Team, with New Babbage moving out of greybox and into the final art phase. The layout is locked and the exteriors and interiors are close to the finished standard. Locations like the spaceport, interior domes, habs, and vast exterior cityscape require a huge amount of assets in the new Hi-Tech art style, but the team are making excellent progress. Full production also started on assets for microTech. When live, the landscape will treat players to a variety of frozen flora, snow-covered forests, fields filled with ice boulders, frozen oceans, and mountain tops with extreme weather conditions.\nAlongside new locations, the Modular Team handed off the new Rest Stop interiors for lighting, VFX, and SFX passes. These bigger and more diverse layouts are being generated by Design and are coming together for their scheduled release in Alpha 3.8.\nThe Frankfurt-based team finished their cave, harvestables, and fps mining related tasks for Alpha 3.7 and are now pushing hard on the ongoing visual update to planets. Work also began on a currently unannounced location that will be revealed in the coming months.\n\nArt (Ships)\nWith the Origin 890 Jump done, the team are focusing on a very important upcoming ship. The greybox pass is nearing completion and some areas have already gone into the final art pass alongside material work.\nThe US team worked hard to finalize the Defender exterior materials. Their intention is to give Banu ships a unique look with hand-worked raw metals and more decorative elements. This can be seen in the large engraved surfaces on the exterior and many pitted micro-details on the underside. They also worked hard to bring the cockpit up to standard are currently waiting for an all-new UI that will be added in the future.\n\u201cLook out for an interesting scatter pattern on the interior of the canopy when the sun shines bright!\u201d\nThe team also finalized the new RSI Mantis. The gameplay this ship brings is unique and the art team enjoyed creating the deployed state of the interdiction device mounted to the rear of the ship. They also opted for a clearer canopy to give players a superior field of view.\n\nArt (Weapons)\nThe Weapons Art Team focused on closing out the final art on the Kroneg FL-33 laser canon and optics attachments. They also fixed a few consistency issues with the barrel attachments. A bug fixing and support push was also made to ensure the new attachments are ready to roll out in Alpha 3.7.0.\nAudio\nSeptember saw the Audio Team continue working on the various features, ships, weapons and locations for Alpha 3.7 as looking ahead to Alpha 3.8. On the feature side, the team focused on the FPS mining experience and supported the cave location and mineable entities with sound effects. For ships, work went into the Banu Defender and RSI Mantis \u2013 specifically designing and implementing thruster and animation SFX. This included ship-specific features, such as the Mantis\u2019 interdiction module. They also created the audio for the upcoming trailers. Support also went towards weapon attachments, such as suppressors. These can be attached to almost all of the current FPS weapons in the game, resulting in additional sound design and implementation across all weapons in the project. They also implemented additional music to support ship traversal around the various Rest Stops in the PU.\nBackend Services\nLast month, Backend Services worked on several new services, including a \u2018shard ID broker\u2019. This is a small service that tracks allocation of shard IDs to game servers and is a supporting system of the longer-term plan for a persistent state within the game. A new Solar System data service was added, which is used to track certain items and devices across the entire game universe. The first use is the new interdiction mechanic, though eventually many other features will use it. Some notable bugs were also squashed that involved the wallet and loadout service and caused items to go missing from players\u2019 ships.\nCharacters\nLast month the team spent a lot of time pushing updates to the hair pipeline, which will feature in an upcoming video. They\u2019re currently developing an important clothing item and numerous other exciting things that will be seen in the near future.\nCommunity\nThe Community Team spent much of September preparing for the biggest Star Citizen event of the year: CitizenCon. A big part of that focus was on Community Booths, of which 15 have been locked in.\nAlongside CitizenCon, the team worked on several unannounced projects and programs coming soon. Thye also kicked off a new communication series, Roadmap Roundup. Every week, the team will accompany the Roadmap update with a brief explanation to give players insight into the decision-making that led to any changes. This is part of an effort to make communications more transparent, more specific, and more insightful for everyone who helps to make Star Citizen and Squadron 42 possible.\nLastly, the team kicked off Ship Showdown. This two-part celebration challenged the community to submit their best creations to narrow down the pool to 16 ships. The top 16 will then battle it out to determine the community\u2019s all-time favorites.\n\nDesign\nThe Design Team in Texas focused on CitizenCon preparation, tuned the balance of the game economy, and added new items to the shops for Alpha 3.7 (including the new mining tool). They also made adjustments to ship rentals and we will be watching player feedback and actions to see how the new system behaves in the wild.\nTweaks and bug fixes were added to the combat assist Service Beacon missions. These new versions have more variation, some of which are considerably more difficult (and profitable) for higher skilled players.\nThey\u2019re currently improving mission givers (with an eye towards implementing news ones) and creating new displays for the Hurston CBD main hall in Lorville.\nEngineering\nPhysics work included finalizing and submitting the signed distance field (SDF) system, which is used to accelerate collision checks and intersection tests of rays against complex geometry, such as ships. Several optimizations were also made to soft bodies. These included enabled attached vertices to not create n^2 LRA constraints, allowing the sub-step mode to only perform collision detection once instead of multiple times per sub-step, and increasing collision shape counts to account for more complicated geometry.\nRendering wise, work continued on a new graphics pipeline and render interface (internally called Gen12), adding support for vertex layouts, primitive topology, and the ability to toggle between old and new graphics pipeline support (important for rapid prototyping and transitioning code to the new pipeline). Ground fog was worked on too, with the team refining the fog falloff model to align it with the model used for the atmosphere. The terrain height map received fixes and will now allow the VFX Team to implement special weather GPU particles.\nGeneral engine work was completed alongside support for server-side OCS. They finished implementing efficient concurrent position updates in the zone system to speed up execution of game-related jobs and reduce\/eliminate \u2018waits\u2019 due to concurrent zone system access. Finally for Engineering, improvements were made to the FPE tracking system to prevent accidental re-enabling of floating-point exceptions on threads that have them temporarily turned off as part of code execution in a scoped section (mostly execution of shader compiler and video driver calls).\nFeatures (Gameplay)\nSeptember saw the PU Gameplay Team complete several features for Alpha 3.7, including improvements to the character customizer, Comm-Link UI, and VoIP & FoIP. They\u2019re currently addressing the remaining bugs and polishing in preparation for release. Work also continued on the \u2018Team\u2019 and \u2018Vehicle\u2019 comm channels alongside improvements to the legacy code within the VoIP and Chat systems.\nFeatures (Vehicles)\nThe US team continued with the long-term physics proxy refactor that will eventually greatly improve overall game performance. Ship landing gear was the focus last month, with the aim being to spawn vehicles in a more stable and predictable way.\nIn the EU, the team finished off proximity assist and resolved various vehicles bug for Alpha 3.7. They\u2019re also close to finishing the refactored \u2018restricted areas\u2019 to make it less intrusive. Finally, weapon reticle and aiming UIs were finished and planning is underway to get them implemented into the game.\nGraphics\nLast month, the team continued to update the planet shading tech, with improvements made to the art workflow. A new feature was added to allow the Art Team to color distant terrain based on surface-level trees and vegetation. This will ensure forests and fields don\u2019t just appear when flying towards a planet.\nThe \u2018torch bounce\u2019 light feature mentioned in previous reports was completed after several iterations to find the right balance between quality and performance. The current approach approximates the bounced light from 65,000 points by combining similar nearby light and randomly sampling a subset of the remaining sources per-pixel in a complex randomized pattern. This then produces a very specific frequency of noise which the temporal anti-aliasing can resolve to produce a clean image.\nWith the development of microTech progressing, the Graphics Team looked into the exposure system. The current algorithm analyses the light that enters the camera lens and re-exposes the scene to achieve a specific intensity. However, this only gathers the bounced light from the material in the scene so can\u2019t differentiate between a white room in dark light and a darkroom in bright light. As a result, it exposes both in the same shade of grey. The new system works like a high-end camera by simulating a light-meter to measure the incoming lighting from all angles, which is crucial for maintaining the extreme brightness of a bright snowy mountain range.\nLevel Design\nSeptember saw Level Design prototyping several new missions that will task players with, among other things, recovering a highjacked ship, solving puzzles in a new location, capturing points, and helping the criminal community. They also continued developing three important yet currently secret features. The next expansion of the law system was worked on, which will involve paying fines, removing crime stats, and impounding ships. Plus, the caves of Alpha 3.7 were completed and a major overhaul of all missions for server-side OCS began.\nLighting\nLighting worked with several other teams to finalize the new cave locations. A large part of this involved completely reworking the player\u2019s helmet flashlight attachment to balance it with new GPU single-bounce screen-space global illumination technology from the Graphics Team. This new tech enables a more intense, narrower flashlight beam without items outside of the light\u2019s cone becoming completely dark, which feels unrealistic and makes it difficult to explore dark areas. The new flashlight will provide more believable bounced light and make exploring dark locations more interesting.\nThe balance and overall brightness of the caves was tweaked too, to provide a small amount of light to help players read the shape and form of rooms, identify possible exits, and traverse elements without the flashlight. It\u2019s a fine balance between making it feel believably dark and not being frustrating to navigate.\nLighting also supported the FPS Team in creating a new under-barrel flashlight that can dazzle enemies in close quarters. Finally, they worked on The Good Doctor Star Marine map and continuing to support the new Rest Stop interior layouts.\n\nNarrative\nOne of Narrative\u2019s main focuses last month was a motion capture session that recorded new content for upcoming PU releases (such as the air traffic controller for New Babbage). This involved significant pre-production coordination with several teams including Live Design, Animation, Performance Capture, and Audio.\nBack in LA, the text was finalized for several Alpha 3.7 features, including a mission for players with a level-5 crime-stat and the details of new items like the Shubin Interstellar QuikFlare. Alpha 3.7 has a handful of new crimes that reveived official descriptions and writeups were completed for the updated Rest Stop interiors and the cultural lore of the Banu.\nThis month\u2019s Jump Point magazine saw two new narrative releases: a Galactapedia article on the Revenant Tree and a portfolio on Salvo frag pistol manufacturer, Hedeby Gunworks. Spectrum saw a new episode of Something Every Tuesday and Dave and Will joined Jared for a lore-focused Star Citizen Live.\n\nPlayer Relations\nThe Player Relations Team worked hard on the recent incremental patches and began assisting the early efforts to get Alpha 3.7 into the hands of the Evocati. They also added new articles to the ever-growing Knowledge Base.\nProps\nThe Props Art had a varied month as they supported several different requests for Alpha 3.7, including the new glowstick. POS shop displays were also created for it and the Greycat Multitool to help shops keepers promote their new wares. They also kicked off work on the Hi-Tech props for New Babbage, starting with core assets such as counter sets, medical kits, and fire extinguishers.\nWork also began on the first large quantum drive. This will continue into next month and include the development of a large jump drive, as the two go hand-in-hand. Finally, they found time to update some of the existing hangar flair and hope to tackle more of the older assets over the next few releases.\nQA\nFollowing a revamp, QA tested ship AI, which led to further changes that will make ship combat more challenging and engaging, particularly when players are fighting multiple enemies. A dedicated test request of \u2018target switching\u2019 was done for FPS combat AI. This feature will likely go through multiple iterations, so testing will continue through the coming months. Locations testing involved initial whitebox testing of microTech and New Babbage. More focused testing will occur once these locations have been fully fleshed out. They\u2019re currently winding down testing for Planet Tech v4, which is scheduled for completion in October.\nOn the client-side, several physics memory improvements were tested and implemented into Alpha 3.6. They also undertook preliminary testing of the newly implemented 890 Jump and received an internal request to test Quantum Travel Linking from the Design Team. Combat AI target selection is being tested in the PU, with difficulty currently being tweaked.\nOn the Development side, QA tested several new features (such as FPS mining, caves, and server-side OCS) and the ships of Alpha 3.7 (the Vanguard variants and Banu Defender). Stability and performance testing was also a focus. This included checking the effects of large numbers of glowsticks in a single area and looking into why harvestable dung was duplicating itself and crashing the server. Four new testers joined the team in Austin, Texas too.\n\nTech Animation\nWith the end of the year closing in, Tech Animation kept busy building, maintaining, and implementing wildlines for the enemies. Progress on updates to combat AI, social AI, and weapons continued too. They also began developing new pipelines that will eventually lead the way to new characters and animals in the PU.\nThe Frankfurt team worked with both Animation and Design to implement new animations for usables, supported the Weapons Team with bug fixes, and set up support for the upcoming weapon attachments. They also worked with various teams on mining, combat AI, and the actor feature\nTurbulent\nMuch of Turbulent\u2019s September was dedicated to supporting the gameplay teams in the release of Alpha 3.7 and refining the new framework for upcoming deliveries.\nThe team began developing new services for progression persistence, inventory, and ledger. The goal is to provide a true progression layer independent of object state persistence, allowing players to keep their progress, ownership records, and currency across patches. Additionally, a reputation service is being worked with similar goals to persist affinity and antagonism between a player and game objects.\nSupport was also given to the expansion of VoIP features, which include multiple connections to the servers to permit a permanent proximity-based connection and a user-defined active channel to ensure players can always hear others around them.\nOngoing integration of the team service will allow the development of new lobby features in Arena Commander and Star Marine. This service provides the concept of \u2018squads\u2019, allowing players to communicate with their teammates outside of the gameplay environment. This will also enable chat and voice services inside those game modes.\nOn the web platform side, Turbulent supported the unveiling of the RSI Mantis and created the pages for the Ship Showdown.\n\nUser Interface (UI)\nSeptember saw the new vehicle rental kiosks and Multitool mining attachment polished in preparation for Alpha 3.7. The team also chipped away at the concept and design work for the new helmet visor UI to ensure its ready for future implementation. On the tech side, work continues on the Building Blocks system, specifically on animations and the ability to reskin elements in new styles.\nVFX\nThroughout September, the artists continued work on the Aegis Vanguard variants, Banu Defender, and RSI Mantis, including the effects for the new interdiction mechanic. On the weapons side, the team continued to polish FPS mining effects and weapon attachments, including muzzle suppression and laser sights. The programmers progressed with the LOD system for Planet Effects V4, making numerous improvements to allow the artists to build effects based on consistent rulesets. The tech artists made several Houdini-based prototypes and further improved the building generator mentioned in last month\u2019s report.\nWE\u2019LL SEE YOU NEXT MONTH\u2026","de_DE":"Alpha 3.7 ist am Horizont. Dazu kommen neue Schiffe, unterirdische Standorte, Erntegut, First-Person-Mining und mehr. Nat\u00fcrlich sind die Fortschritte bei diesen Punkten im gesamten Bericht dieses Monats zu finden. Spannende Zeiten sind im Gange, also lassen Sie uns eintauchen.\n\nKI\nDer September beginnt wie immer mit der KI, die sich darauf konzentrierte, die anf\u00e4ngliche Erfahrung zu verbessern, wenn Spieler auf NSCs treffen. Dies beinhaltete das Abstimmen der ersten Reaktionen auf etwas, das im peripheren Sehverm\u00f6gen der Spieler sichtbar ist, und das erste \u00dcbergeben des Verhaltens der'niedrigen Reaktion', das die NSC-Reaktion auf etwas nicht besonders Gef\u00e4hrliches darstellt. Zum Beispiel, wenn sie eine Tasse sehen oder h\u00f6ren, die geworfen wird. In diesen F\u00e4llen m\u00f6chte das Team es dem Spieler erm\u00f6glichen, die Aufmerksamkeit eines Feindes auf sich zu ziehen, um ihn \u00fcberraschend mitzunehmen oder ihn von seinem Standort wegzujagen, damit er sich vorbeischleichen kann.\nSie verbesserten auch die Reaktionen auf Dinge, die NSCs nur kurz sehen, insbesondere wenn sich die erkannte Entit\u00e4t in ihrem peripheren Blickfeld befindet. Sie erreichten dies durch die Implementierung einer komplexeren ersten Reaktion, so dass das Erkennen etwas toleranter ist, um dem Spieler eine bessere Kontrolle der Situation zu erm\u00f6glichen. Neben dem Verhalten machten sie die erste Weitergabe von Genauigkeit und zielgerichteten Kontrollen f\u00fcr Charaktere. Dazu geh\u00f6rt auch, die Truhe zum bevorzugten Zielort zu machen, wobei die folgenden Anpassungen auf der Grundlage von vom Designer definierten Genauigkeitswerten vorgenommen werden. Letztendlich wird dies mit dem Qualifikationssystem verbunden sein.\nDie SchiffskI arbeitete mit verbesserten und ausgewogenen Schiffsverhalten, wobei der Schwerpunkt auf der Logik des \"DefendTarget\" lag. Sie haben auch den Lande- und Startcode bereinigt und die Funktionsweise der Quantum Travel (QT)-Logik leicht ver\u00e4ndert. Dazu geh\u00f6rte die Vereinfachung des 3D-Pfadfindungscodes durch Verschieben aller zus\u00e4tzlichen Schritte in die Verhaltenslogik und das TPS. Parallel dazu wurden die Fortschritte bei der Entwicklung eines neuen 3D-Pfadfindungscodes fortgesetzt, bei dem ein Gro\u00dfteil der Verarbeitungslogik in Auftr\u00e4ge verschoben wird, die kleine Berechnungen durchf\u00fchren, w\u00e4hrend das Schiff im Universum herumfliegt. Dies erm\u00f6glichte es ihnen, das Bewegungssystem zu erweitern, um Patchable-Pl\u00e4ne zu unterst\u00fctzen, die bei Bedarf die Berechnung der Wegfindung wieder aufnehmen k\u00f6nnen.\nDie soziale KI untersuchte die Identifizierung und Kl\u00e4rung m\u00f6glicher Szenarien, die f\u00fcr die Implementierung einer gro\u00dfen Anzahl von sozialen Verhaltensweisen erforderlich sind. Sie untersuchen derzeit die Details, um den strukturellen Aufbau der Nutzbarkeit vordefinieren zu k\u00f6nnen, die es den Designern erm\u00f6glichen, die Infrastruktur neben dem Verhalten zu erstellen. Diese Szenarien helfen bei der Identifizierung von Edge-F\u00e4llen, die im zweiten Durchgang f\u00fcr die Implementierung von brauchbarem Slotting-Code gel\u00f6st werden m\u00fcssen. F\u00fcr den \"Item Provider\" wurde ein Prototyp entwickelt - ein brauchbarer, der einem NSC alle notwendigen Elemente zur Verf\u00fcgung stellt, um ein bestimmtes Item vorzubereiten. Zum Beispiel ist ein Bierhahn ein Artikelanbieter, der Bier bereitstellen kann, ein K\u00fchlschrank ist ein Artikelanbieter, der Lebensmittel bereitstellen kann, Flaschen k\u00f6nnen Wasser bereitstellen, etc. Dies erm\u00f6glicht es dem Team, einen datengesteuerten Prozess zu erstellen, in dem die Designer die gew\u00fcnschten Inhalte schnell umsetzen k\u00f6nnen. Neben der Behebung von Fehlern und der Verbesserung der Robustheit und Stabilit\u00e4t der Systeme wurde auch an der Optimierung der allgemeinen Zeichennavigation gearbeitet, einschlie\u00dflich einer M\u00f6glichkeit f\u00fcr Navigationslinks, um mehrere Netze zu verbinden. Dies erm\u00f6glicht die modulare Erstellung von Raumschiffen und Stationen zur korrekten Definition von Navigationsvolumina, die miteinander verbunden werden k\u00f6nnen. Es er\u00f6ffnet auch den NSCs viele M\u00f6glichkeiten, die sich nun systematisch durch verschiedene Abschnitte von Raumschiffen bewegen k\u00f6nnen.\n\nAnimation\nDas Team vervollst\u00e4ndigte die Grundlagen des Barkeepers und beginnt mit dem Mischen von Getr\u00e4nken und dem Zapfhahn. Die technischen Anforderungen an die Interaktion mit Usables haben sich weiterentwickelt, so dass das Team derzeit alle Missionsgeber, die auf Barhockern, Sofas und St\u00fchlen sitzen, auf die richtigen Metriken bringt. Sie unterst\u00fctzten auch verschiedene Schiffswerbungen und verbrachten Zeit damit, Animationsnamen zu standardisieren, was in Zukunft \u00e4u\u00dferst n\u00fctzlich sein wird, wenn Hunderte weiterer Animationen hinzugef\u00fcgt werden.\nKunst (Umwelt)\nEs war ein arbeitsreicher Monat f\u00fcr das Locations Team, in dem New Babbage aus der Greybox in die letzte Kunstphase wechselte. Das Layout ist abgeschlossen und die Au\u00dfen- und Innenr\u00e4ume entsprechen weitgehend dem fertigen Standard. Orte wie der Weltraumbahnhof, die inneren Kuppeln, Gew\u00f6lbe und das riesige \u00e4u\u00dfere Stadtbild erfordern eine gro\u00dfe Menge an Ressourcen im neuen Hi-Tech-Kunststil, aber das Team macht ausgezeichnete Fortschritte. Auch bei den Anlagen f\u00fcr die Mikrotechnik wurde die Serienproduktion aufgenommen. Im Live-Betrieb verw\u00f6hnt die Landschaft die Spieler mit einer Vielzahl von gefrorenen Pflanzen, schneebedeckten W\u00e4ldern, Feldern mit Eisbrocken, gefrorenen Ozeanen und Berggipfeln mit extremen Wetterbedingungen.\nNeben neuen Standorten \u00fcberreichte das modulare Team die neuen Rest Stop-Innenr\u00e4ume f\u00fcr Beleuchtung, VFX und SFX-P\u00e4sse. Diese gr\u00f6\u00dferen und vielf\u00e4ltigeren Layouts werden von Design generiert und kommen zu ihrer geplanten Ver\u00f6ffentlichung in Alpha 3.8 zusammen.\nDas Frankfurter Team beendete seine H\u00f6hlen-, Erntegut- und fps-Mining-Aufgaben f\u00fcr Alpha 3.7 und treibt nun die laufende visuelle Aktualisierung der Planeten voran. Au\u00dferdem wurde mit den Arbeiten an einem derzeit unangek\u00fcndigten Standort begonnen, der in den kommenden Monaten bekannt gegeben wird.\n\nKunst (Schiffe)\nNachdem die Origin 890 Jump fertig ist, konzentriert sich das Team auf ein sehr wichtiges zuk\u00fcnftiges Schiff. Der Greybox-Pass steht kurz vor der Fertigstellung und einige Bereiche sind neben der materiellen Arbeit bereits in den endg\u00fcltigen Kunstpass gegangen.\nDas US-Team arbeitete hart daran, die Au\u00dfenmaterialien des Defender zu finalisieren. Ihr Ziel ist es, Banu-Schiffen einen einzigartigen Look mit handgefertigten Rohmetallen und dekorativen Elementen zu verleihen. Dies zeigt sich an den gro\u00dfen gravierten Oberfl\u00e4chen auf der Au\u00dfenseite und vielen narbigen Mikrodetails auf der Unterseite. Sie haben auch hart daran gearbeitet, das Cockpit auf den neuesten Stand zu bringen. Sie warten derzeit auf eine v\u00f6llig neue Benutzeroberfl\u00e4che, die in Zukunft hinzugef\u00fcgt wird.\n\"Achten Sie auf ein interessantes Streumuster im Inneren des Vordachs, wenn die Sonne hell scheint!\"\nDas Team finalisierte auch den neuen RSI Mantis. Das Gameplay, das dieses Schiff mit sich bringt, ist einzigartig und das Kunstteam genoss es, den eingesetzten Stand der Technik des Verbotes zu schaffen, das an der R\u00fcckseite des Schiffes montiert ist. Sie entschieden sich auch f\u00fcr eine klarere \u00dcberdachung, um den Spielern ein besseres Sichtfeld zu bieten.\n\nKunst (Waffen)\nDas Weapons Art Team konzentrierte sich auf den Abschluss der letzten Arbeiten an der Kroneg FL-33 Laserkanone und den optischen Aufs\u00e4tzen. Sie beheben auch einige Konsistenzprobleme mit den Laufaufs\u00e4tzen. Ein Bugfixing und Support Push wurde ebenfalls durchgef\u00fchrt, um sicherzustellen, dass die neuen Anh\u00e4nge f\u00fcr den Rollout in Alpha 3.7.0 bereit sind.\nAudio\nIm September arbeitete das Audio-Team weiter an den verschiedenen Features, Schiffen, Waffen und Standorten f\u00fcr Alpha 3.7 und blickte auf Alpha 3.8 voraus. Auf der Feature-Seite konzentrierte sich das Team auf die FPS-Bergbauerfahrung und unterst\u00fctzte die H\u00f6hlenlage und die abbaubaren Objekte mit Soundeffekten. F\u00fcr Schiffe gingen die Arbeiten in den Banu Defender und RSI Mantis - insbesondere die Entwicklung und Implementierung von Thruster und Animation SFX. Dazu geh\u00f6rten schiffsspezifische Merkmale, wie z.B. das Verbotsmodul des Mantis. Sie haben auch das Audio f\u00fcr die kommenden Trailer erstellt. Die Unterst\u00fctzung ging auch in Richtung Waffenbefestigungen, wie z.B. Unterdr\u00fccker. Diese k\u00f6nnen an fast alle g\u00e4ngigen FPS-Waffen im Spiel angeschlossen werden, was zu einem zus\u00e4tzlichen Sound-Design und einer Implementierung \u00fcber alle Waffen im Projekt f\u00fchrt. Sie implementierten auch zus\u00e4tzliche Musik, um die Schiffs\u00fcberquerung um die verschiedenen Rastst\u00e4tten in der PU zu unterst\u00fctzen.\nBackend Services\nIm vergangenen Monat arbeitete Backend Services an mehreren neuen Diensten, darunter ein \"Shard ID Broker\". Dies ist ein kleiner Dienst, der die Zuordnung von Shard IDs zu den Spielservern verfolgt und ein Unterst\u00fctzungssystem f\u00fcr den l\u00e4ngerfristigen Plan f\u00fcr einen anhaltenden Zustand innerhalb des Spiels ist. Ein neuer Datenservice des Sonnensystems wurde hinzugef\u00fcgt, mit dem bestimmte Gegenst\u00e4nde und Ger\u00e4te im gesamten Spieluniversum verfolgt werden k\u00f6nnen. Der erste Einsatz ist die neue Verbotsmechanik, obwohl sie schlie\u00dflich von vielen anderen Funktionen genutzt wird. Einige bemerkenswerte Fehler wurden auch zerschlagen, die den Wallet und Loadout Service betrafen und dazu f\u00fchrten, dass Gegenst\u00e4nde auf den Schiffen der Spieler verloren gingen.\nCharaktere\nLetzten Monat verbrachte das Team viel Zeit damit, Updates f\u00fcr die Haarpipeline zu ver\u00f6ffentlichen, die in einem kommenden Video zu sehen sein wird. Sie entwickeln derzeit ein wichtiges Kleidungsst\u00fcck und zahlreiche andere spannende Dinge, die in naher Zukunft zu sehen sein werden.\nCommunity\nDas Community-Team verbrachte einen Gro\u00dfteil des Monats September damit, sich auf das gr\u00f6\u00dfte Star Citizen-Event des Jahres vorzubereiten: CitizenCon. Ein gro\u00dfer Teil dieses Fokus lag auf Gemeinschaftsst\u00e4nden, von denen 15 eingesperrt waren.\nNeben CitizenCon arbeitete das Team an mehreren unangek\u00fcndigten Projekten und Programmen, die in K\u00fcrze folgen werden. Thye startete auch eine neue Kommunikationsreihe, Roadmap Roundup. Jede Woche wird das Team das Update der Roadmap mit einer kurzen Erkl\u00e4rung begleiten, um den Spielern einen Einblick in die Entscheidungen zu geben, die zu Ver\u00e4nderungen gef\u00fchrt haben. Dies ist Teil der Bem\u00fchungen, die Kommunikation transparenter, spezifischer und aufschlussreicher f\u00fcr alle zu gestalten, die dazu beitragen, Star Citizen und Squadron 42 zu erm\u00f6glichen.\nSchlie\u00dflich begann das Team mit dem Ship Showdown. Diese zweiteilige Feier forderte die Gemeinschaft auf, ihre besten Kreationen einzureichen, um den Pool auf 16 Schiffe zu begrenzen. Die Top 16 werden dann darum k\u00e4mpfen, die Favoriten der Community zu ermitteln.\n\nDesign\nDas Designteam in Texas konzentrierte sich auf die Vorbereitung der CitizenCon, stimmte die Balance der Spielwirtschaft ab und f\u00fcgte den Shops f\u00fcr Alpha 3.7 neue Artikel hinzu (einschlie\u00dflich des neuen Mining-Tools). Sie haben auch Anpassungen an den Schiffsmieten vorgenommen, und wir werden das Feedback und die Aktionen der Spieler beobachten, um zu sehen, wie sich das neue System in der Wildnis verh\u00e4lt.\nZu den kampfunterst\u00fctzenden Service Beacon-Missionen wurden Optimierungen und Bugfixes hinzugef\u00fcgt. Diese neuen Versionen haben mehr Variationen, von denen einige f\u00fcr h\u00f6her qualifizierte Spieler wesentlich schwieriger (und profitabler) sind.\nSie verbessern derzeit die Missionsgeber (mit Blick auf die Umsetzung von Nachrichten) und schaffen neue Displays f\u00fcr die Hurston CBD-Haupthalle in Lorville.\nIngenieurwesen\nZu den physikalischen Arbeiten geh\u00f6rte die Fertigstellung und Einreichung des Signed Distance Field (SDF)-Systems, mit dem Kollisionskontrollen und Schnitttests von Strahlen gegen komplexe Geometrien, wie beispielsweise Schiffe, beschleunigt werden k\u00f6nnen. Auch bei weichen K\u00f6rpern wurden mehrere Optimierungen vorgenommen. Diese beinhalteten die M\u00f6glichkeit, dass angeh\u00e4ngte Knoten keine n^2 LRA-Beschr\u00e4nkungen erzeugen, so dass der Teilschrittmodus nur einmal statt mehrmals pro Teilschritt eine Kollisionserkennung durchf\u00fchren kann, und die Anzahl der Kollisionsformen steigt, um komplexere Geometrien zu ber\u00fccksichtigen.\nRendering weise, die Arbeit an einer neuen Grafikpipeline und Renderschnittstelle (intern Gen12 genannt) wurde fortgesetzt, wobei Unterst\u00fctzung f\u00fcr Vertex-Layouts, primitive Topologie und die M\u00f6glichkeit, zwischen alter und neuer Grafikpipeline-Unterst\u00fctzung zu wechseln, hinzugef\u00fcgt wurde (wichtig f\u00fcr Rapid Prototyping und den \u00dcbergang von Code zur neuen Pipeline). Auch an Bodennebel wurde gearbeitet, wobei das Team das Nebelfalloff-Modell verfeinerte, um es an das f\u00fcr die Atmosph\u00e4re verwendete Modell anzupassen. Die Gel\u00e4ndeh\u00f6henkarte erhielt Fixes und wird es dem VFX-Team nun erm\u00f6glichen, spezielle Wetter-GPU-Partikel zu implementieren.\nDie allgemeinen Motorarbeiten wurden abgeschlossen, ebenso wie die Unterst\u00fctzung f\u00fcr das serverseitige OCS. Sie haben die Implementierung effizienter gleichzeitiger Positionsaktualisierungen im Zonensystem abgeschlossen, um die Ausf\u00fchrung spielbezogener Auftr\u00e4ge zu beschleunigen und Wartezeiten aufgrund des gleichzeitigen Zugriffs auf das Zonensystem zu reduzieren\/eliminieren. Schlie\u00dflich wurde f\u00fcr das Engineering das FPE-Tracking-System verbessert, um ein versehentliches Wiedereinschalten von Gleitkomma-Exceptions bei Threads zu verhindern, bei denen sie im Rahmen der Codeausf\u00fchrung in einem Scope-Bereich (meist Ausf\u00fchrung von Shader-Compiler- und Videotreiberaufrufen) vor\u00fcbergehend ausgeschaltet werden.\nFunktionen (Gameplay)\nIm September vervollst\u00e4ndigte das PU Gameplay Team mehrere Funktionen f\u00fcr Alpha 3.7, darunter Verbesserungen am Charakter-Customizer, an der Comm-Link-Benutzeroberfl\u00e4che sowie an VoIP und FoIP. Sie beheben derzeit die verbleibenden Fehler und polieren sie in Vorbereitung auf die Ver\u00f6ffentlichung. Die Arbeiten an den Kommunikationskan\u00e4len \"Team\" und \"Fahrzeug\" wurden ebenso fortgesetzt wie die Verbesserung des Legacy-Codes innerhalb der VoIP- und Chat-Systeme.\nMerkmale (Fahrzeuge)\nDas US-Team fuhr mit dem langfristigen Physik-Proxy-Refaktor fort, der die Gesamtleistung des Spiels erheblich verbessern wird. Im vergangenen Monat stand das Schiffsfahrwerk im Mittelpunkt, mit dem Ziel, Fahrzeuge auf eine stabilere und vorhersehbarere Weise zu laichen.\nIn der EU beendete das Team den N\u00e4herungsassistenten und l\u00f6ste verschiedene Fahrzeugfehler f\u00fcr Alpha 3.7. Sie sind auch kurz davor, die \u00fcberarbeiteten \"Sperrzonen\" fertigzustellen, um sie weniger aufdringlich zu machen. Schlie\u00dflich wurden das Waffenabsehen und die Zielbenutzeroberfl\u00e4chen fertig gestellt und es wird geplant, sie in das Spiel zu integrieren.\nGrafiken\nIm vergangenen Monat hat das Team die Technologie der Planetenbeschattung weiter aktualisiert und den Kunst-Workflow verbessert. Ein neues Feature wurde hinzugef\u00fcgt, das es dem Art Team erm\u00f6glicht, entferntes Terrain auf der Grundlage von B\u00e4umen und Vegetation auf der Oberfl\u00e4che einzuf\u00e4rben. So wird sichergestellt, dass W\u00e4lder und Felder nicht nur beim Fliegen auf einen Planeten erscheinen.\nDie in fr\u00fcheren Berichten erw\u00e4hnte Lichtfunktion \"Torch Bounce\" wurde nach mehreren Iterationen fertiggestellt, um das richtige Gleichgewicht zwischen Qualit\u00e4t und Leistung zu finden. Der aktuelle Ansatz n\u00e4hert sich dem geprallten Licht von 65.000 Punkten, indem er \u00e4hnliches Nahlicht kombiniert und eine Teilmenge der verbleibenden Quellen pro Pixel in einem komplexen randomisierten Muster zuf\u00e4llig abtastet. Dies erzeugt dann eine sehr spezifische Rauschfrequenz, die das zeitliche Anti-Aliasing aufl\u00f6sen kann, um ein sauberes Bild zu erzeugen.\nMit der fortschreitenden Entwicklung der Mikrotechnik untersuchte das Grafik-Team das Belichtungssystem. Der aktuelle Algorithmus analysiert das Licht, das in das Objektiv der Kamera eintritt, und belichtet die Szene erneut, um eine bestimmte Intensit\u00e4t zu erreichen. Diese sammelt jedoch nur das aufgeprallte Licht aus dem Material in der Szene, so dass man nicht zwischen einem wei\u00dfen Raum in dunklem Licht und einem dunklen Raum in hellem Licht unterscheiden kann. Dadurch zeigt es beide im gleichen Grauton an. Das neue System funktioniert wie eine High-End-Kamera, indem es einen Lichtmesser simuliert, um die einfallende Beleuchtung aus allen Winkeln zu messen, was f\u00fcr die Aufrechterhaltung der extremen Helligkeit einer hell verschneiten Bergkette entscheidend ist.\nLeveldesign\nIm September wurden von Level Design mehrere neue Missionen entwickelt, die die Spieler unter anderem mit der Bergung eines entf\u00fchrten Schiffes, der L\u00f6sung von R\u00e4tseln an einem neuen Ort, der Erfassung von Punkten und der Unterst\u00fctzung der kriminellen Gemeinschaft betrauen werden. Sie entwickelten auch drei wichtige, aber derzeit geheime Funktionen weiter. An der n\u00e4chsten Erweiterung des Rechtssystems wurde gearbeitet, die die Zahlung von Bu\u00dfgeldern, die Beseitigung von Kriminalit\u00e4tsstatistiken und die Beschlagnahmung von Schiffen beinhalten wird. Au\u00dferdem wurden die H\u00f6hlen von Alpha 3.7 fertiggestellt und eine umfassende \u00dcberholung aller Missionen f\u00fcr serverseitige OCS begonnen.\nBeleuchtung\nLighting arbeitete mit mehreren anderen Teams zusammen, um die neuen H\u00f6hlenstandorte fertigzustellen. Ein gro\u00dfer Teil davon beinhaltete die komplette \u00dcberarbeitung der Helmtaschenlampenbefestigung des Spielers, um sie mit der neuen globalen Beleuchtungstechnologie des Grafikteams mit einem einzigen Aufprall des Grafikraums auszugleichen. Diese neue Technologie erm\u00f6glicht einen intensiveren, schmaleren Blitzlichtstrahl, ohne dass Gegenst\u00e4nde au\u00dferhalb des Lichtkegels v\u00f6llig dunkel werden, was sich unrealistisch anf\u00fchlt und die Erforschung dunkler Bereiche erschwert. Die neue Taschenlampe bietet ein glaubw\u00fcrdigeres, ged\u00e4mpftes Licht und macht das Erkunden dunkler Orte interessanter.\nAuch die Balance und die Gesamthelligkeit der H\u00f6hlen wurden optimiert, um eine kleine Lichtmenge zur Verf\u00fcgung zu stellen, die den Spielern hilft, die Form und Form von R\u00e4umen zu lesen, m\u00f6gliche Ausg\u00e4nge zu identifizieren und Elemente ohne Taschenlampe zu durchqueren. Es ist eine gute Balance zwischen dem Gef\u00fchl, dass es sich unglaublich dunkel anf\u00fchlt, und der Tatsache, dass es nicht frustrierend ist, zu navigieren.\nDie Beleuchtung unterst\u00fctzte das FPS-Team auch bei der Entwicklung einer neuen Unterwassertaschenlampe, die Feinde aus n\u00e4chster N\u00e4he blenden kann. Schlie\u00dflich arbeiteten sie an der Karte The Good Doctor Star Marine und unterst\u00fctzten weiterhin die neuen Inneneinrichtungen der Rastst\u00e4tte.\n\nNarrativ\nEiner der Schwerpunkte von Narrative im vergangenen Monat war eine Motion-Capture-Session, die neue Inhalte f\u00fcr kommende PU-Releases aufzeichnete (z.B. der Fluglotse f\u00fcr New Babbage). Dies beinhaltete eine umfangreiche Koordination vor der Produktion mit mehreren Teams, darunter Live Design, Animation, Performance Capture und Audio.\nZur\u00fcck in LA wurde der Text f\u00fcr mehrere Alpha 3.7 Features fertiggestellt, darunter eine Mission f\u00fcr Spieler mit einem Level-5 Kriminalit\u00e4tsstatus und die Details neuer Gegenst\u00e4nde wie das Shubin Interstellar QuikFlare. Alpha 3.7 hat eine Handvoll neuer Verbrechen, die offizielle Beschreibungen erhalten haben und die f\u00fcr die aktualisierten Rastst\u00e4tteneinrichtungen und die Kulturgeschichte der Banu erstellt wurden.\nDas Magazin Jump Point in diesem Monat brachte zwei neue Erz\u00e4hlungen heraus: einen Galactapedia-Artikel \u00fcber den Revenant Tree und ein Portfolio \u00fcber den Pistolenhersteller Salvo frag, Hedeby Gunworks. Spectrum sah eine neue Episode von Something Every Tuesday und Dave und Will schlossen sich Jared an, um ein auf den Lore fokussiertes Star Citizen Live zu erleben.\n\nSpielerbeziehungen\nDas Player Relations Team arbeitete hart an den j\u00fcngsten inkrementellen Patches und begann, die fr\u00fchen Bem\u00fchungen zu unterst\u00fctzen, Alpha 3.7 in die H\u00e4nde der Evocati zu bekommen. Sie haben auch neue Artikel in die st\u00e4ndig wachsende Knowledge Base aufgenommen.\nRequisiten\nDie Requisitenkunst hatte einen abwechslungsreichen Monat, da sie mehrere verschiedene Anfragen f\u00fcr Alpha 3.7 unterst\u00fctzte, darunter den neuen Glowstick. F\u00fcr sie und das Greycat Multitool wurden auch POS-Shop-Displays entwickelt, um den Ladenbesitzern zu helfen, ihre neuen Waren zu bewerben. Sie begannen auch mit der Arbeit an den Hi-Tech-Requisiten f\u00fcr New Babbage, beginnend mit den Kernprodukten wie Theken, medizinischen Kits und Feuerl\u00f6schern.\nAuch am ersten gro\u00dfen Quantenantrieb wurde mit den Arbeiten begonnen. Dies wird bis in den n\u00e4chsten Monat hinein fortgesetzt und beinhaltet die Entwicklung eines gro\u00dfen Sprungantriebs, da die beiden Hand in Hand gehen. Schlie\u00dflich fanden sie Zeit, etwas vom bestehenden Hangarflair zu aktualisieren und hoffen, in den n\u00e4chsten Releases mehr von den \u00e4lteren Assets in Angriff zu nehmen.\nQA\nNach einem Umbau testete die QS die SchiffskI, was zu weiteren \u00c4nderungen f\u00fchrte, die den Schiffskampf herausfordernder und spannender machen, insbesondere wenn Spieler gegen mehrere Feinde k\u00e4mpfen. F\u00fcr die FPS-Kampf-KI wurde eine dedizierte Testanforderung von \"target switching\" durchgef\u00fchrt. Diese Funktion wird wahrscheinlich mehrere Iterationen durchlaufen, so dass die Tests in den kommenden Monaten fortgesetzt werden. An den Standorten wurden zun\u00e4chst Whitebox-Tests von microTech und New Babbage durchgef\u00fchrt. Sobald diese Stellen vollst\u00e4ndig ausgearbeitet sind, werden gezieltere Tests durchgef\u00fchrt. Sie beenden derzeit die Tests f\u00fcr Planet Tech v4, die im Oktober abgeschlossen sein sollen.\nAuf der Clientseite wurden mehrere Verbesserungen des physikalischen Speichers getestet und in Alpha 3.6 implementiert. Sie unternahmen auch Vorversuche f\u00fcr den neu implementierten 890 Jump und erhielten vom Designteam eine interne Anfrage, Quantum Travel Linking zu testen. Die Auswahl der KI-Ziele f\u00fcr den Kampf wird in der PU getestet, wobei die Schwierigkeiten derzeit optimiert werden.\nAuf der Entwicklungsseite testete QA mehrere neue Funktionen (wie FPS-Mining, H\u00f6hlen und serverseitiges OCS) und die Schiffe von Alpha 3.7 (die Vanguard-Varianten und Banu Defender). Ein weiterer Schwerpunkt lag auf Stabilit\u00e4ts- und Leistungstests. Dazu geh\u00f6rte die \u00dcberpr\u00fcfung der Auswirkungen einer gro\u00dfen Anzahl von Gl\u00fccksst\u00e4ben in einem einzigen Bereich und die Untersuchung, warum sich der erntbare Mist dupliziert und den Server zum Absturz bringt. Vier neue Tester kamen ebenfalls in Austin, Texas, ins Team.\n\nTechnische Animation\nAls das Ende des Jahres zu Ende ging, besch\u00e4ftigte sich Tech Animation mit dem Bau, der Wartung und der Implementierung von Wildlinien f\u00fcr die Feinde. Auch die Fortschritte bei den Aktualisierungen zur Bek\u00e4mpfung von KI, sozialer KI und Waffen wurden fortgesetzt. Sie begannen auch mit der Entwicklung neuer Pipelines, die schlie\u00dflich den Weg zu neuen Charakteren und Tieren in der PU weisen werden.\nDas Frankfurter Team arbeitete sowohl mit Animation als auch mit Design zusammen, um neue Animationen f\u00fcr Usables zu implementieren, unterst\u00fctzte das Weapons Team bei Bugfixes und richtete den Support f\u00fcr die kommenden Waffenanh\u00e4nge ein. Sie arbeiteten auch mit verschiedenen Teams in den Bereichen Bergbau, Kampf-KI und Schauspieler-Feature zusammen.\nTurbulent\nEin Gro\u00dfteil des Septembers von Turbulent widmete sich der Unterst\u00fctzung der Gameplay-Teams bei der Ver\u00f6ffentlichung von Alpha 3.7 und der Weiterentwicklung des neuen Frameworks f\u00fcr die kommenden Lieferungen.\nDas Team begann mit der Entwicklung neuer Dienste f\u00fcr die Fortschrittspersistenz, den Bestand und das Ledger. Das Ziel ist es, eine echte Progressionsschicht unabh\u00e4ngig von der Persistenz des Objektzustands bereitzustellen, die es den Spielern erm\u00f6glicht, ihren Fortschritt, ihre Eigentumsaufzeichnungen und ihre W\u00e4hrung \u00fcber Patches hinweg zu behalten. Zus\u00e4tzlich wird ein Reputationsdienst mit \u00e4hnlichen Zielen entwickelt, um die Affinit\u00e4t und den Antagonismus zwischen einem Spieler und Spielobjekten aufrechtzuerhalten.\nUnterst\u00fctzt wurde auch die Erweiterung der VoIP-Funktionen, die mehrere Verbindungen zu den Servern beinhalten, um eine permanente, prozessorientierte Verbindung zu erm\u00f6glichen, und einen benutzerdefinierten aktiven Kanal, um sicherzustellen, dass die Spieler immer andere um sie herum h\u00f6ren k\u00f6nnen.\nDie kontinuierliche Integration des Teamdienstes erm\u00f6glicht die Entwicklung neuer Lobby-Funktionen in Arena Commander und Star Marine. Dieser Service bietet das Konzept der \"Squads\", bei dem die Spieler mit ihren Teamkollegen au\u00dferhalb der Spielumgebung kommunizieren k\u00f6nnen. Dies erm\u00f6glicht auch Chat- und Sprachdienste innerhalb dieser Spielmodi.\nAuf der Webplattform-Seite unterst\u00fctzte Turbulent die Enth\u00fcllung des RSI Mantis und erstellte die Seiten f\u00fcr den Ship Showdown.\n\nBenutzeroberfl\u00e4che (UI)\nIm September wurden die neuen Fahrzeugvermietungskioske und das Multitool-Mining-Ger\u00e4t in Vorbereitung auf Alpha 3.7 poliert. Das Team hat auch die Konzept- und Designarbeiten f\u00fcr das neue Helmvisier UI \u00fcbernommen, um sicherzustellen, dass es f\u00fcr die zuk\u00fcnftige Implementierung bereit ist. Auf der technischen Seite wird an dem System Building Blocks gearbeitet, insbesondere an Animationen und der F\u00e4higkeit, Elemente in neuen Stilen neu zu gestalten.\nVFX\nDen ganzen September \u00fcber arbeiteten die K\u00fcnstler an den Aegis Vanguard-Varianten Banu Defender und RSI Mantis, einschlie\u00dflich der Effekte f\u00fcr den neuen Verbrecher. Auf der Waffenseite verfeinerte das Team weiterhin FPS-Mining-Effekte und Waffenbefestigungen, einschlie\u00dflich M\u00fcndungsunterdr\u00fcckung und Laservisier. Die Programmierer setzten das LOD-System f\u00fcr Planet Effects V4 fort und nahmen zahlreiche Verbesserungen vor, damit die K\u00fcnstler Effekte auf der Grundlage einheitlicher Regels\u00e4tze erstellen konnten. Die Tech-K\u00fcnstler fertigten mehrere Houdini-basierte Prototypen und verbesserten den im Bericht vom letzten Monat erw\u00e4hnten Geb\u00e4udegenerator weiter.\nWIR SEHEN UNS N\u00c4CHSTEN MONAT.....","zh_CN":"Alpha 3.7 is on the horizon. With it comes new ships, underground locations, harvestables, first-person mining, and more. Naturally, progress on these features can be found throughout this month\u2019s report. Exciting times are afoot, so let\u2019s dive in.\n\nAI\nSeptember\u2019s rundown starts, as always, with AI, who focused on improving the initial experience when players encounter NPCs. This involved tuning first reactions to something viewable in the players\u2019 peripheral vision and making the first pass on \u2018low reaction\u2019 behavior, which represents NPC reaction to something not particularly dangerous. For example, if they see or hear a cup being thrown. In these cases, the team wants to allow the player to draw the attention of an enemy to take them by surprise or drive them away from their location so they can sneak by.\nThey also improved reactions to things NPCs only briefly see, particularly if the detected entity is in their peripheral vision. They achieved this by implementing a more complex first reaction, so being detected is slightly more forgiving to allow the player to better control the situation. Alongside behaviors, they made the first pass on accuracy and targeting controls for characters. This includes making the chest the preferred targeting location, with the following adjustments based on designer-defined accuracy values. Eventually, this will be connected to the skill system.\nShip AI worked improved and balanced ship behaviors, with a focus on the \u2018DefendTarget\u2019 logic. They also cleaned up the landing and takeoff code and slightly refactored how quantum travel (QT) logic works. This included simplifying the 3D pathfinding code by moving all additional steps into the behavior logic and TPS. Parallel to this, progress continued on new 3D pathfinding code, which involves moving a lot of the processing logic into jobs that execute small calculations while the ship flies around the universe. This allowed them to extend the movement system to support patchable plans that can resume the pathfinding calculation when needed.\nSocial AI looked at identifying and clarifying the possible scenarios required to implement a large number of social behaviors. They\u2019re currently investigating the details so they can predefine the structural setup of the usables needed to allow the designers to create the infrastructure alongside the behaviors. These scenarios help identify edge cases to tackle on the second pass for the usable slotting code implementation. A prototype was developed for the \u2018item provider\u2019 \u2013 a usable that provides an NPC with all the necessary elements to prepare a specific item. For example, a beer tap is an item provider that can provide beer, a fridge is an item provider that can provide food, bottles can provide water, etc. This enables the team to create a data-driven process for the designers to quickly implement the required content. Aside from fixing bugs and making systems more robust and stable, optimization work was done to general character navigation, including a way for navigation links to connect multiple meshes. This allows the modular creation of spaceships and stations to correctly define navigation volumes that can be connected to each other. It also opens up a lot of possibilities to NPCs, who can now systemically path through different sections of spaceships.\n\nAnimation\nThe team completed the basics of the bartender and are getting started on drink mixing and the beer tap usable. The technical requirements of interacting with usables has evolved, so the team are currently updating all mission givers who sit on barstools, couches, and chairs to the proper metrics. They also supported various ship commercials and spent time standardizing animation names, which will be extremely useful in the future when hundreds more animations are added.\nArt (Environment)\nIt was a busy month for the Locations Team, with New Babbage moving out of greybox and into the final art phase. The layout is locked and the exteriors and interiors are close to the finished standard. Locations like the spaceport, interior domes, habs, and vast exterior cityscape require a huge amount of assets in the new Hi-Tech art style, but the team are making excellent progress. Full production also started on assets for microTech. When live, the landscape will treat players to a variety of frozen flora, snow-covered forests, fields filled with ice boulders, frozen oceans, and mountain tops with extreme weather conditions.\nAlongside new locations, the Modular Team handed off the new Rest Stop interiors for lighting, VFX, and SFX passes. These bigger and more diverse layouts are being generated by Design and are coming together for their scheduled release in Alpha 3.8.\nThe Frankfurt-based team finished their cave, harvestables, and fps mining related tasks for Alpha 3.7 and are now pushing hard on the ongoing visual update to planets. Work also began on a currently unannounced location that will be revealed in the coming months.\n\nArt (Ships)\nWith the Origin 890 Jump done, the team are focusing on a very important upcoming ship. The greybox pass is nearing completion and some areas have already gone into the final art pass alongside material work.\nThe US team worked hard to finalize the Defender exterior materials. Their intention is to give Banu ships a unique look with hand-worked raw metals and more decorative elements. This can be seen in the large engraved surfaces on the exterior and many pitted micro-details on the underside. They also worked hard to bring the cockpit up to standard are currently waiting for an all-new UI that will be added in the future.\n\u201cLook out for an interesting scatter pattern on the interior of the canopy when the sun shines bright!\u201d\nThe team also finalized the new RSI Mantis. The gameplay this ship brings is unique and the art team enjoyed creating the deployed state of the interdiction device mounted to the rear of the ship. They also opted for a clearer canopy to give players a superior field of view.\n\nArt (Weapons)\nThe Weapons Art Team focused on closing out the final art on the Kroneg FL-33 laser canon and optics attachments. They also fixed a few consistency issues with the barrel attachments. A bug fixing and support push was also made to ensure the new attachments are ready to roll out in Alpha 3.7.0.\nAudio\nSeptember saw the Audio Team continue working on the various features, ships, weapons and locations for Alpha 3.7 as looking ahead to Alpha 3.8. On the feature side, the team focused on the FPS mining experience and supported the cave location and mineable entities with sound effects. For ships, work went into the Banu Defender and RSI Mantis \u2013 specifically designing and implementing thruster and animation SFX. This included ship-specific features, such as the Mantis\u2019 interdiction module. They also created the audio for the upcoming trailers. Support also went towards weapon attachments, such as suppressors. These can be attached to almost all of the current FPS weapons in the game, resulting in additional sound design and implementation across all weapons in the project. They also implemented additional music to support ship traversal around the various Rest Stops in the PU.\nBackend Services\nLast month, Backend Services worked on several new services, including a \u2018shard ID broker\u2019. This is a small service that tracks allocation of shard IDs to game servers and is a supporting system of the longer-term plan for a persistent state within the game. A new Solar System data service was added, which is used to track certain items and devices across the entire game universe. The first use is the new interdiction mechanic, though eventually many other features will use it. Some notable bugs were also squashed that involved the wallet and loadout service and caused items to go missing from players\u2019 ships.\nCharacters\nLast month the team spent a lot of time pushing updates to the hair pipeline, which will feature in an upcoming video. They\u2019re currently developing an important clothing item and numerous other exciting things that will be seen in the near future.\nCommunity\nThe Community Team spent much of September preparing for the biggest Star Citizen event of the year: CitizenCon. A big part of that focus was on Community Booths, of which 15 have been locked in.\nAlongside CitizenCon, the team worked on several unannounced projects and programs coming soon. Thye also kicked off a new communication series, Roadmap Roundup. Every week, the team will accompany the Roadmap update with a brief explanation to give players insight into the decision-making that led to any changes. This is part of an effort to make communications more transparent, more specific, and more insightful for everyone who helps to make Star Citizen and Squadron 42 possible.\nLastly, the team kicked off Ship Showdown. This two-part celebration challenged the community to submit their best creations to narrow down the pool to 16 ships. The top 16 will then battle it out to determine the community\u2019s all-time favorites.\n\nDesign\nThe Design Team in Texas focused on CitizenCon preparation, tuned the balance of the game economy, and added new items to the shops for Alpha 3.7 (including the new mining tool). They also made adjustments to ship rentals and we will be watching player feedback and actions to see how the new system behaves in the wild.\nTweaks and bug fixes were added to the combat assist Service Beacon missions. These new versions have more variation, some of which are considerably more difficult (and profitable) for higher skilled players.\nThey\u2019re currently improving mission givers (with an eye towards implementing news ones) and creating new displays for the Hurston CBD main hall in Lorville.\nEngineering\nPhysics work included finalizing and submitting the signed distance field (SDF) system, which is used to accelerate collision checks and intersection tests of rays against complex geometry, such as ships. Several optimizations were also made to soft bodies. These included enabled attached vertices to not create n^2 LRA constraints, allowing the sub-step mode to only perform collision detection once instead of multiple times per sub-step, and increasing collision shape counts to account for more complicated geometry.\nRendering wise, work continued on a new graphics pipeline and render interface (internally called Gen12), adding support for vertex layouts, primitive topology, and the ability to toggle between old and new graphics pipeline support (important for rapid prototyping and transitioning code to the new pipeline). Ground fog was worked on too, with the team refining the fog falloff model to align it with the model used for the atmosphere. The terrain height map received fixes and will now allow the VFX Team to implement special weather GPU particles.\nGeneral engine work was completed alongside support for server-side OCS. They finished implementing efficient concurrent position updates in the zone system to speed up execution of game-related jobs and reduce\/eliminate \u2018waits\u2019 due to concurrent zone system access. Finally for Engineering, improvements were made to the FPE tracking system to prevent accidental re-enabling of floating-point exceptions on threads that have them temporarily turned off as part of code execution in a scoped section (mostly execution of shader compiler and video driver calls).\nFeatures (Gameplay)\nSeptember saw the PU Gameplay Team complete several features for Alpha 3.7, including improvements to the character customizer, Comm-Link UI, and VoIP & FoIP. They\u2019re currently addressing the remaining bugs and polishing in preparation for release. Work also continued on the \u2018Team\u2019 and \u2018Vehicle\u2019 comm channels alongside improvements to the legacy code within the VoIP and Chat systems.\nFeatures (Vehicles)\nThe US team continued with the long-term physics proxy refactor that will eventually greatly improve overall game performance. Ship landing gear was the focus last month, with the aim being to spawn vehicles in a more stable and predictable way.\nIn the EU, the team finished off proximity assist and resolved various vehicles bug for Alpha 3.7. They\u2019re also close to finishing the refactored \u2018restricted areas\u2019 to make it less intrusive. Finally, weapon reticle and aiming UIs were finished and planning is underway to get them implemented into the game.\nGraphics\nLast month, the team continued to update the planet shading tech, with improvements made to the art workflow. A new feature was added to allow the Art Team to color distant terrain based on surface-level trees and vegetation. This will ensure forests and fields don\u2019t just appear when flying towards a planet.\nThe \u2018torch bounce\u2019 light feature mentioned in previous reports was completed after several iterations to find the right balance between quality and performance. The current approach approximates the bounced light from 65,000 points by combining similar nearby light and randomly sampling a subset of the remaining sources per-pixel in a complex randomized pattern. This then produces a very specific frequency of noise which the temporal anti-aliasing can resolve to produce a clean image.\nWith the development of microTech progressing, the Graphics Team looked into the exposure system. The current algorithm analyses the light that enters the camera lens and re-exposes the scene to achieve a specific intensity. However, this only gathers the bounced light from the material in the scene so can\u2019t differentiate between a white room in dark light and a darkroom in bright light. As a result, it exposes both in the same shade of grey. The new system works like a high-end camera by simulating a light-meter to measure the incoming lighting from all angles, which is crucial for maintaining the extreme brightness of a bright snowy mountain range.\nLevel Design\nSeptember saw Level Design prototyping several new missions that will task players with, among other things, recovering a highjacked ship, solving puzzles in a new location, capturing points, and helping the criminal community. They also continued developing three important yet currently secret features. The next expansion of the law system was worked on, which will involve paying fines, removing crime stats, and impounding ships. Plus, the caves of Alpha 3.7 were completed and a major overhaul of all missions for server-side OCS began.\nLighting\nLighting worked with several other teams to finalize the new cave locations. A large part of this involved completely reworking the player\u2019s helmet flashlight attachment to balance it with new GPU single-bounce screen-space global illumination technology from the Graphics Team. This new tech enables a more intense, narrower flashlight beam without items outside of the light\u2019s cone becoming completely dark, which feels unrealistic and makes it difficult to explore dark areas. The new flashlight will provide more believable bounced light and make exploring dark locations more interesting.\nThe balance and overall brightness of the caves was tweaked too, to provide a small amount of light to help players read the shape and form of rooms, identify possible exits, and traverse elements without the flashlight. It\u2019s a fine balance between making it feel believably dark and not being frustrating to navigate.\nLighting also supported the FPS Team in creating a new under-barrel flashlight that can dazzle enemies in close quarters. Finally, they worked on The Good Doctor Star Marine map and continuing to support the new Rest Stop interior layouts.\n\nNarrative\nOne of Narrative\u2019s main focuses last month was a motion capture session that recorded new content for upcoming PU releases (such as the air traffic controller for New Babbage). This involved significant pre-production coordination with several teams including Live Design, Animation, Performance Capture, and Audio.\nBack in LA, the text was finalized for several Alpha 3.7 features, including a mission for players with a level-5 crime-stat and the details of new items like the Shubin Interstellar QuikFlare. Alpha 3.7 has a handful of new crimes that reveived official descriptions and writeups were completed for the updated Rest Stop interiors and the cultural lore of the Banu.\nThis month\u2019s Jump Point magazine saw two new narrative releases: a Galactapedia article on the Revenant Tree and a portfolio on Salvo frag pistol manufacturer, Hedeby Gunworks. Spectrum saw a new episode of Something Every Tuesday and Dave and Will joined Jared for a lore-focused Star Citizen Live.\n\nPlayer Relations\nThe Player Relations Team worked hard on the recent incremental patches and began assisting the early efforts to get Alpha 3.7 into the hands of the Evocati. They also added new articles to the ever-growing Knowledge Base.\nProps\nThe Props Art had a varied month as they supported several different requests for Alpha 3.7, including the new glowstick. POS shop displays were also created for it and the Greycat Multitool to help shops keepers promote their new wares. They also kicked off work on the Hi-Tech props for New Babbage, starting with core assets such as counter sets, medical kits, and fire extinguishers.\nWork also began on the first large quantum drive. This will continue into next month and include the development of a large jump drive, as the two go hand-in-hand. Finally, they found time to update some of the existing hangar flair and hope to tackle more of the older assets over the next few releases.\nQA\nFollowing a revamp, QA tested ship AI, which led to further changes that will make ship combat more challenging and engaging, particularly when players are fighting multiple enemies. A dedicated test request of \u2018target switching\u2019 was done for FPS combat AI. This feature will likely go through multiple iterations, so testing will continue through the coming months. Locations testing involved initial whitebox testing of microTech and New Babbage. More focused testing will occur once these locations have been fully fleshed out. They\u2019re currently winding down testing for Planet Tech v4, which is scheduled for completion in October.\nOn the client-side, several physics memory improvements were tested and implemented into Alpha 3.6. They also undertook preliminary testing of the newly implemented 890 Jump and received an internal request to test Quantum Travel Linking from the Design Team. Combat AI target selection is being tested in the PU, with difficulty currently being tweaked.\nOn the Development side, QA tested several new features (such as FPS mining, caves, and server-side OCS) and the ships of Alpha 3.7 (the Vanguard variants and Banu Defender). Stability and performance testing was also a focus. This included checking the effects of large numbers of glowsticks in a single area and looking into why harvestable dung was duplicating itself and crashing the server. Four new testers joined the team in Austin, Texas too.\n\nTech Animation\nWith the end of the year closing in, Tech Animation kept busy building, maintaining, and implementing wildlines for the enemies. Progress on updates to combat AI, social AI, and weapons continued too. They also began developing new pipelines that will eventually lead the way to new characters and animals in the PU.\nThe Frankfurt team worked with both Animation and Design to implement new animations for usables, supported the Weapons Team with bug fixes, and set up support for the upcoming weapon attachments. They also worked with various teams on mining, combat AI, and the actor feature\nTurbulent\nMuch of Turbulent\u2019s September was dedicated to supporting the gameplay teams in the release of Alpha 3.7 and refining the new framework for upcoming deliveries.\nThe team began developing new services for progression persistence, inventory, and ledger. The goal is to provide a true progression layer independent of object state persistence, allowing players to keep their progress, ownership records, and currency across patches. Additionally, a reputation service is being worked with similar goals to persist affinity and antagonism between a player and game objects.\nSupport was also given to the expansion of VoIP features, which include multiple connections to the servers to permit a permanent proximity-based connection and a user-defined active channel to ensure players can always hear others around them.\nOngoing integration of the team service will allow the development of new lobby features in Arena Commander and Star Marine. This service provides the concept of \u2018squads\u2019, allowing players to communicate with their teammates outside of the gameplay environment. This will also enable chat and voice services inside those game modes.\nOn the web platform side, Turbulent supported the unveiling of the RSI Mantis and created the pages for the Ship Showdown.\n\nUser Interface (UI)\nSeptember saw the new vehicle rental kiosks and Multitool mining attachment polished in preparation for Alpha 3.7. The team also chipped away at the concept and design work for the new helmet visor UI to ensure its ready for future implementation. On the tech side, work continues on the Building Blocks system, specifically on animations and the ability to reskin elements in new styles.\nVFX\nThroughout September, the artists continued work on the Aegis Vanguard variants, Banu Defender, and RSI Mantis, including the effects for the new interdiction mechanic. On the weapons side, the team continued to polish FPS mining effects and weapon attachments, including muzzle suppression and laser sights. The programmers progressed with the LOD system for Planet Effects V4, making numerous improvements to allow the artists to build effects based on consistent rulesets. The tech artists made several Houdini-based prototypes and further improved the building generator mentioned in last month\u2019s report.\nWE\u2019LL SEE YOU NEXT MONTH\u2026"},"links_count":3,"comment_count":31,"created_at":"2019-10-03T00:00:00+00:00","created_at_human":"6 years ago"},"meta":{"processed_at":"2026-04-26 12:41:46","valid_relations":["images","links","translations"],"prev_id":17265,"next_id":17267}}