{"data":{"id":17630,"title":"Star Citizen Monthly Report: May 2020","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/17630-Star-Citizen-Monthly-Report-May-2020","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/17630","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/17630","channel":"Undefined","category":"Undefined","series":"Monthly 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as the Invictus fleet leaves Stanton with new recruits for a year of adventure, so too our developers move onto new things. Most are already tackling their tasks for Alpha 3.10, which will bring key gameplay improvements, quality-of-life developments, and cool new content. Some are even looking further ahead. Read on for all the details.\nAI (Combat)\nWe kick off as usual with AI Combat, whose main focus was realistic firing for the PU. For AI firing, the ultimate aim is for NPC characters to feel real and for players to understand how they\u2019re managing their ammunition.\nTo this end, they began using the \u201citem provider approach\u201d to create usables around ammo boxes. This will enable NPCs to find elements in the world that can provide them with magazines or other types of required ammunition. They will also be able to run tactics that involve moving closer to sources of ammunition as they need to. The team also want to properly trigger reloads at the correct times in different conditions. For example, while advancing, NPCs will be allowed to shoot and automatically reload. However, the internal components will also notify the necessary behaviors when magazines are expended so that proper subactivities can be executed to handle the situation properly.\nAI (Ships)\nLast month, Ship AI worked on the Javelin and its escorts, ensuring they arrived and departed correctly at designated space stations across Stanton. This involved several steps:\nThe capital ships (a Javelin and two Idrises) spawned in via quantum travel and started following a path leading to their respective docking hubs. The escort fighters flew alongside the Javelin in a fluid formation, periodically changing position. If a hostile ship was present, the escorts engaged them while the capital ships continued undisturbed to their docking paths. Once the escorts entered the green zone surrounding the station, they stop engaging and regrouped with the Javelin. As soon as the convoy was within close proximity of the station, the escort ships contacted the ATC to ask for landing permission and had their pads assigned. Once landed, the escort ships entered a dormant state in wait of the Javelin and Idrises undocking and preparing to jump.\nThis was used as an opportunity to test how single assignments (formation, defend target, land, etc.) could be organized together to implement a desired flow and wider experience.\nAI (Social)\nThe Social AI Team wrapped up the first iteration of the bartender. Alongside cleaning up animations and behaviors, they tweaked different portions of the overall system. For example, they fixed issues when moving between multiple usables using the shortest path between enter and exit locations.\nThey\u2019re currently enabling patrons to order and consume various drinks and use the booths and different seats around the bar. Work on the bartender and wider vendor behaviors has helped the team bring more stability to slotting and routing functionalities, as these scenarios heavily stress the usable system on every functionality it offers.\nFor patrol tech, the team introduced an improved debug draw functionality to allow designers to investigate behaviors in-launcher or in-editor when paths are placed inside object containers. They also fixed several animation issues, including one causing \u2018idles\u2019 or \u2018idle2move\u2019 animations to be pushed between exit animations and locomotion states due to the wrong evaluation of the actor speed.\nThe refactored Tactical Point System (TPS) and new Tactical Target System (TTS) are now in the common development branch and on track for release in Alpha 3.10. During upcoming sprints, the team will start replacing the legacy nodes for target selection with the new TTS system to give them finer control over NPC target choices, whether they\u2019re on-foot or airborne.\nAnimation\nLast month, the Animation Team assisted in the development of body dragging, throwing, and knockdowns. They also animated weapon reloads and malfunctions for spec-ops NPCs, completed Vanduul look-dev and locomotion, and animated actions to enable AI to undertake generic inspections, move crates, and complete hangar actions. Work continued on capital ship operator seats, bar patrons, bartender animations, and holo-globe actions too.\nFoundational improvements were made to the mo-cap process, such as the development of the motion-builder skeleton and the new Take Selection tool.\nFacial-animation-wise, the team provided assets for the Invictus Launch Week trailers, male and female player, outlaw pilots, Lorville ATC, shopkeepers, Big Benny\u2019s, Brunt, general security, and security pilots.\nFinally, they began looking into how to shoot mo-cap during the ongoing pandemic.\nArt (Environment)\nThe Environment Art Team wrapped up their work on Pyro 1 and 2! While the planets are not complete yet, they have all the required ingredients and are currently awaiting shader features and several polish passes. The team are currently scheduling and breaking down their tasks for Pyro 3 and 4, applying the data gathered during the production of the first two planets and shaping assets to hit the visual targets for the various new biomes.\nArt (Ships)\nIn the UK, the team continued building the Crusader Hercules, which now has landing gear, bedrooms, and an elevator. Progress is currently being made on the large cargo bay door and the corridor leading to the bridge.\nTwo as-yet-announced ships transitioned from internal concept to development and are getting close to reaching the whitebox-review phase.\nAn all-new ship series reached the greybox-complete milestone, with the exterior heading into final art where it will receive its definite material set.\nOver in the US, Ships prepared the Drake Cutlass Blue and Anvil F7A Mk I, F7A Mk II, and F8 Lightning for Invictus Launch Week. They also created new skins for several military ships and reworked the dashboard of the F7A Mk II.\nProgress was made on the Crusader Mercury, with greybox work done for the thrusters, ramp, sub-level, server room, and neck.\nArt (Weapons)\nMay saw the Art Team finalize the latest Behring ballistic Gatling gun, while final art for the Behring S12 torpedo was completed and handed to Audio and VFX for their passes.\nFor FPS weapons, work was completed on the Gemini C54 SMG. \u201cThe C54 is looking great after some initial tweaks to the block-out to make it feel more balanced and fit with the character\u2019s range of motion better.\u201d \u2013 The Art Team\nThe final art pass on the Lightning Bolt Co. Atztkav sniper rifle was concluded, while the Behring BR-2 shotgun is nearing completion too.\nA new UI\/graphic artist joined the team and began reworking the Gemini branding style guide, which lead to a new Building Blocks UI for the F55 and R97 ammo counters. This is the start of a pass to revamp several existing reticles and ammo-counters.\nAudio\nThe Audio Team supported various features this month, including music and ambiances for the Factory Line shop and general audio support for Invictus Launch Week. They also worked on the Javelin, Idris, Lightning, Hornet, and Cutlass Blue. Support was also given to the new restricted areas and upcoming Grim HEX update.\nBackend Services\nMay saw Backend Services address issues with lifetime persistence and the player wallet, and provide ongoing support for Theaters of War and Invictus Launch Week. Work on the iCache and GIM micro-services continued, as did development towards a meshed loadout, the new refining mechanic, and LTP services.\nCommunity\nThe Community Team started the month welcoming new players with the Alpha 3.9 referral bonus. When new players signed up using an existing player\u2019s referral code, both received a Greycat Buggy. Many new recruits were welcomed and supported as part of the Invictus Free Fly event too.\nThey also supported Invictus with two community contests. For the Recruitment Poster contest, the community was asked to design a poster to inspire cadets to join the UEE Navy. The video contest asked players to show off their skills in flight demonstrations that were all about precision and risky tricks. Stay tuned to Spectrum, as the winners to both will be announced soon.\n\nEngineering\nEngineering spent time in May on documentation and code guidelines and assisted with Alpha 3.9 bug fixing and support. They also investigated GPU performance issues (caused when running low on video memory), supported the build team with RC use for better-optimized build generations, and worked on a 12-month, high-level schedule.\nRegarding the zone system, the team fixed an issue relating to deep hierarchies, zone changes, and area-defining objects. For the entity component update scheduler, they submitted the first change that will add support for optional view ratios to the component aggregate streaming bounds update policy.\nPhysics-wise, optimizations to the inverse trigonometric function in C++ and HLSL were made, and the physics profiler was modified to use thread IDs instead of \u2018MAX_PHYS_THREADS\u2019 to fight contention from external threads.\nThey fixed performance regression in game-dev and continued to make improvements to body-dragging. For physical damage, they started looking into deformation and how to decouple the renderer and sim-mesh and iterated on the damage TDD. They added a new physics runtime profiler in game-dev, enabled tri-mesh splitting, and optimized \u2018remove isolated vertices\u2019 in RC, and removed timestep adjustment in physics.\nEngineering submitted the first version of Gen12 brush rendering, continued work on the render graph to schedule passes and bound resources, and unified handling and control over texture anisotropy. Shader items were moved to the resource container too. Shader parsing bug fixes were made and the vertex format reflection and setup were simplified.\nThey also fixed a jitter offset computation error with unified raymarching so that it works in harmony with the guided filter denoiser, and added transmittance-weighted depth-computation, which controls the width of the denoise kernel tin guided filtering and raymarching up-sampling results.\nFeatures (Gameplay)\nA majority of the Gameplay Feature Team\u2019s May was spent supporting updates to Arena Commander, Star Marine, Theaters of War, and Invictus Launch Week. They also completed the initial implementation of the new Player Trading app that will be available in-game via mobiGlas soon. The initial release will give players the ability to send different currencies to each other. Later revisions will extend to trading physical inventory items.\nFeatures (Vehicles)\nThe Vehicle Feature Team continued closing out their work on the upcoming Alpha 3.10 patch. This includes new in-atmosphere aerodynamics that enables more depth and varying behaviors between vehicles. This change is closely related to the long-awaited thruster efficiency curves feature. When both launch, ships will behave completely differently in-atmosphere compared to space.\nThere was a significant UI push too, with several new targeting features being developed. They\u2019re also preparing new restricted area splines for Alpha 3.10, which will help guide players to landing zones and specific planetary areas. Looking further ahead, improvements to ship radar began.\nGraphics\nThe Graphics Team focused on bug fixes across a wide range of rendering and related systems, which is typical around a major release.\nAnother key focus towards the end of the month was performance, with several major issues resolved and several more in the process of being completed. Most performance fixes related to excess CPU use on specific frames that resulted in a \u201cspikey\u201d and inconsistent framerate. One important performance change was to adjust the texture resolutions on machines without enough video memory to run the game at full quality, especially at higher resolutions. Previously, more memory than would fit on the GPU would be allocated, which would produce serious performance issues due to memory paging.\nDevelopment of the Gen12 renderer continues, as do improvements to the automated testing framework and organic shader mentioned last month. The render-to-texture system was also integrated into the texture streaming system.\n\u201cThis allows us to treat dynamically-created textures like any other texture in the game, such that we can calculate the required resolution for the current camera position, stream\/create their content on demand, and cache previously created textures when we have spare memory to avoid redundant rendering. This feature is fundamental to the Canvas Manager, which is a feature that will be used by the art and game teams to create dynamic texture content such as signs, name badges, ship names, serial numbers, etc.\u201d- The Graphics Team\nLevel Design\nLevel Design worked on the security addition to the stations visited during Invictus Launch Week and continued with the second iteration of the wider rest stop layouts. Improvements were made to restricted areas and work continued on Orison too.\nLighting\nLighting spent part of the month supporting Invictus Launch Week, including the new security collar on the space stations and the theme for Area18\u2019s Bevic Convention Center. Earlier in the month, they worked on lighting updates to several legacy locations: Lorville\u2019s L19 landing zone was updated with some of the new render features, including runtime probes and day\/night lightgroup setups to ground the ambient lighting. Kareah was also updated using current prefab lighting workflows, which will allow the team to rapidly iterate on any future lighting passes and keep lighting consistent across the location. For new content, the team started lighting the newly expanded sections of Grim HEX, including the exterior and hangars. They\u2019re currently working on the upcoming set of Hi-Tech hangars coming to New Babbage.\n\n\nNarrative\nLast month saw Invictus Launch Week introduced into the lore of Star Citizen. Narrative worked closely with many other teams to bring this event celebrating the UEE Navy to life at the Bevic Convention Center in Area18.\nAfter Alpha 3.9 work concluded, the team shifted to tasks for Alpha 3.10, providing support for the upcoming New Babbage and Grim HEX additions. They also contributed to the recent announcement of the Origin Jumpworks G12, establishing the new rover\u2019s backstory, branding, and place in the universe.\nGalactapedia continued to expand, with a whole host of new articles added, including one detailing Invictus Launch Week. On the Imperator election front, the final five candidates were discussed. Expect to hear more about them in the coming weeks as the UEE prepares for the final in October.\n\u201cWe would like to thank everyone who has been contributing to the Issue Council using the recently added Text & Lore category. A ton of great bugs have already been found and the team is formulating a plan for how best to tackle them and any additional issues you continue to report.\u201d \u2013 The Narrative Team\nProps\nThe Props Team supported PU locations, the bartender AI, and teamed up with Animation to re-factor the carryable grip system. They also supported Invictus Launch Week with holo-projectors, 3D logos, banners (which gave an opportunity to experiment with soft-body cloth physics), and other in-game media seen throughout the event.\nProps for the upcoming Factory Line shop in New Babbage entered production, including the new Mirage Holo-Projector, Muse Simpod, and Hi-Tech Hacking Chip.\nQA\nQA\u2019s May focus was on the release of Invictus Launch Week and playtesting Theaters of War. The main role of each was stress and destructive testing to highlight any issues.\nThe locations-side of the team focused on the additions to low orbiting rest stops, paying close attention to the restricted areas where the Javelin and Idris docked. They also continued with standard testing for each location and supported the LZ-1 Locations Team as they implemented and updated features. Combat-wise, the team were assigned a QATR that included changes to the animations as AI enter into and exit cover. This also included updates to many of the cover surfaces throughout the PU.\nFocus was also given to a TPS query feature-test related to how ship AI choose targets and move through more densely populated areas. This was put into a QATR for further testing on a wider scale to ensure the feature didn\u2019t break other parts of the game. The ongoing support of the Tools Team continued, with checks being performed on DataForge, StarWords, ExcelCore, and the editor.\nTech Animation\nTech Animation revisited existing assets to support recent code changes, retouching thousands of assets to ensure their quality and suitability. They also created bespoke assets to help celebrate company milestones.\nTech (Vehicles)\nAlongside work on an upcoming feature for Alpha 3.10, the team completed and implemented several new ship skins. Work also continued on updates to the vehicle state machine to enable states to trigger, and be triggered by, both automatic and player-instantiated interactions.\nDevelopment of the Life Support system continued, which will result in a functioning item that can depressurize and repressurize vehicle interiors. Final integration of the animated dashboard button is being completed to allow for fully animated, interactable buttons in the Gladius cockpit. They also kicked off server meshing support for VTTs.\nTurbulent (Services)\nTurbulent\u2019s Game Services delivered the Team Service, an important feature that enables players to form squads, teams, and enter matchmaking. They also worked on the scenario feature and its interface in Hex\u2019s Network Operation Center (NOC). This allows Live Ops to activate dynamic missions on PU servers, such as the Invictus Launch Week event.\nLong-term item persistence was improved and plugged in the NOC interface to make it more accessible to non-development team members. They\u2019re now also able to run several instances of services at the same time to provide players with a better experience during events with peaking load.\nTurbulent (Web Platform)\nThe Turbulent Web Team worked on the Invictus Launch Week website, the unveiling of the Origin G12, and the sale of the recently flyable Drake Cutlass Blue.\n\n\nUser Interface (UI)\nLast month, the UI Team added a marker to the Starmap to point players to the Invictus fleet. UI Tech continued to develop the 3D UI system that will replace the old flash and engine-based system. Embedded work included progress on ship targeting, an update to the inventory, and various screens for new environments.\nVFX\nLast month, the team focused on deliverables for Invictus Launch Week, Alpha 3.9.1, and the upcoming Alpha 3.10. This included S12 torpedoes, an S7 laser cannon, S4 and C54 ballistic weapon effects, and the QED effect for the Cutlass Blue. Preliminary work on an undisclosed upcoming vehicle began. Further improvements were made to the signed-distance-field-based procedural atmospheric entry for small ships too.\nProgress was made on the upcoming electron energy weapon effects. \u201cThis type is much more \u201cexotic\u201d than existing weapons and, as well as looking great, will lead to some very cool FPS encounters.\u201d \u2013 The VFX Team\nVisual-prototyping for fire hazards continued and voxel-based code prototyping began. The code-side of VFX implemented several new particle system improvements, including GPU ribbons and alpha erosion.\nVFX Tech Art finalized the review of the fragment tool. Some issues will need to be resolved before submission, but it\u2019s currently in great shape. Work started on the Houdini PFX texture sheet generator. This is a tool that will take a smoke sim and render the diffuse, normal, alpha, and optical flow pass. They finished the diffuse, normal, and alpha pass and implemented motion tracking into the final render. This stabilizes the image within the frame to maximize texture space. Investigation into destruction, including some destruction tech, continued.\nWE\u2019LL SEE YOU NEXT MONTH\u2026","de_DE":"So wie die Invictus-Flotte Stanton mit neuen Rekruten f\u00fcr ein Jahr voller Abenteuer verl\u00e4sst, so bewegen sich auch unsere Entwickler auf neue Dinge zu. Die meisten sind bereits dabei, ihre Aufgaben f\u00fcr Alpha 3.10 in Angriff zu nehmen, das wichtige Verbesserungen des Gameplays, Entwicklungen zur Lebensqualit\u00e4t und coole neue Inhalte bringen wird. Einige blicken sogar noch weiter in die Zukunft. Lesen Sie weiter f\u00fcr alle Einzelheiten.\nKI (Kampf)\nWir beginnen wie gewohnt mit KI Combat, bei dem es vor allem um realistische Sch\u00fcsse f\u00fcr die PU ging. Beim KI-Feuern ist das ultimative Ziel, dass sich die NSC-Charaktere realistisch anf\u00fchlen und die Spieler verstehen, wie sie mit ihrer Munition umgehen.\nZu diesem Zweck begannen sie, den \"Item-Provider-Ansatz\" zu verwenden, um Gebrauchsgegenst\u00e4nde um Munitionskisten herum zu schaffen. Dies erm\u00f6glicht es den NSCs, Elemente in der Welt zu finden, die sie mit Magazinen oder anderen Arten von ben\u00f6tigter Munition versorgen k\u00f6nnen. Sie werden auch in der Lage sein, Taktiken zu verfolgen, bei denen sie bei Bedarf n\u00e4her an die Munitionsquellen herankommen. Das Team will auch Nachladungen zur richtigen Zeit unter verschiedenen Bedingungen korrekt ausl\u00f6sen. W\u00e4hrend des Vorr\u00fcckens werden die NVKs beispielsweise schie\u00dfen und automatisch nachladen k\u00f6nnen. Die internen Komponenten werden jedoch auch die erforderlichen Verhaltensweisen beim Ausgeben von Magazinen melden, so dass die richtigen Unteraktivit\u00e4ten ausgef\u00fchrt werden k\u00f6nnen, um die Situation richtig zu handhaben.\nKI (Schiffe)\nIm vergangenen Monat arbeitete Schiff KI an der Javelin und ihren Begleitern und sorgte daf\u00fcr, dass sie an bestimmten Raumstationen in Stanton korrekt ankamen und abflogen. Dies umfasste mehrere Schritte:\nDie Gro\u00dfkampfschiffe (ein Javelin und zwei Idrises) l\u00f6sten sich \u00fcber Quantenreisen ein und begannen, einem Weg zu folgen, der zu ihren jeweiligen Andockknotenpunkten f\u00fchrte. Die Begleitj\u00e4ger flogen in einer fl\u00fcssigen Formation entlang des Javelin und wechselten dabei periodisch ihre Position. Wenn ein feindliches Schiff anwesend war, griffen die Eskorten sie an, w\u00e4hrend die Gro\u00dfkampfschiffe ungest\u00f6rt ihren Andockpfaden folgten. Sobald die Eskorten die gr\u00fcne Zone um die Station betraten, stoppten sie den Kampf und gruppierten sich mit dem Javelin neu. Sobald sich der Konvoi in der N\u00e4he der Station befand, setzten sich die Begleitschiffe mit der Flugsicherung in Verbindung, um um Landeerlaubnis zu bitten, und lie\u00dfen sich ihre Pl\u00e4tze zuweisen. Nach der Landung gingen die Begleitschiffe in einen Ruhezustand \u00fcber und warteten darauf, dass der Javelin und Idrises abdockten und den Sprung vorbereiteten.\nDies wurde als Gelegenheit genutzt, um zu testen, wie einzelne Eins\u00e4tze (Formation, Ziel verteidigen, Landung usw.) gemeinsam organisiert werden k\u00f6nnten, um einen gew\u00fcnschten Ablauf und eine breitere Erfahrung umzusetzen.\nAI (sozial)\nDas Sozial-KI-Team beendete die erste Iteration des Barkeepers. Neben der Bereinigung von Animationen und Verhaltensweisen nahmen sie an verschiedenen Teilen des Gesamtsystems Korrekturen vor. So wurden zum Beispiel Probleme behoben, die beim Wechsel zwischen mehreren Nutzbarkeiten auf dem k\u00fcrzesten Weg zwischen Eingangs- und Ausgangsort auftraten.\nGegenw\u00e4rtig erm\u00f6glichen sie es den G\u00e4sten, verschiedene Getr\u00e4nke zu bestellen und zu konsumieren sowie die Kabinen und die verschiedenen Sitzpl\u00e4tze rund um die Bar zu nutzen. Die Arbeit am Verhalten des Barkeepers und der Verk\u00e4ufer im weiteren Sinne hat dem Team geholfen, mehr Stabilit\u00e4t in die Slotting und Routing-Funktionalit\u00e4ten zu bringen, da diese Szenarien das benutzbare System bei jeder Funktionalit\u00e4t, die es bietet, stark beanspruchen.\nF\u00fcr die Patrouillentechniker hat das Team eine verbesserte Debug-Draw-Funktionalit\u00e4t eingef\u00fchrt, die es den Designern erm\u00f6glicht, das Verhalten im Launcher oder im Editor zu untersuchen, wenn Pfade innerhalb von Objektcontainern platziert werden. Au\u00dferdem wurden mehrere Animationsprobleme behoben, darunter eines, das dazu f\u00fchrte, dass \"Leerlauf\"- oder \"idle2move\"-Animationen aufgrund der falschen Bewertung der Darstellergeschwindigkeit zwischen Ausgangsanimationen und Fortbewegungszust\u00e4nden geschoben wurden.\nDas \u00fcberarbeitete taktische Punktesystem (TPS) und das neue taktische Zielsystem (TTS) befinden sich jetzt im gemeinsamen Entwicklungszweig und sind auf dem Weg zur Ver\u00f6ffentlichung in Alpha 3.10. W\u00e4hrend der bevorstehenden Sprints wird das Team damit beginnen, die alten Knoten f\u00fcr die Zielauswahl durch das neue TTS-System zu ersetzen, um ihnen eine feinere Kontrolle \u00fcber die Zielauswahl der NPCs zu geben, unabh\u00e4ngig davon, ob sie zu Fu\u00df oder in der Luft unterwegs sind.\nAnimation\nIm vergangenen Monat half das Animationsteam bei der Entwicklung von Bodydrag, Wurf und Knockdown. Au\u00dferdem animierten sie Waffennachladungen und Fehlfunktionen f\u00fcr Spec-Ops-NPCs, vervollst\u00e4ndigten Vanduul-Look-Dev und Fortbewegung und animierten Aktionen, damit die KI allgemeine Inspektionen durchf\u00fchren, Kisten bewegen und Hangar-Aktionen durchf\u00fchren konnte. Die Arbeit an Sitzen f\u00fcr Betreiber von Gro\u00dfkampfschiffen, Barbesuchern, Barkeeper-Animationen und Holo-Globe-Aktionen wurde ebenfalls fortgesetzt.\nGrundlegende Verbesserungen wurden am mo-cap-Prozess vorgenommen, wie z.B. die Entwicklung des Motion-Builder-Skeletts und des neuen Take Selection-Tools.\nWas die Gesichtsanimation anbelangt, stellte das Team Mittel f\u00fcr die Anh\u00e4nger der Invictus-Startwoche zur Verf\u00fcgung, m\u00e4nnliche und weibliche Spieler, gesetzlose Piloten, Lorville ATC, Ladenbesitzer, Big Benny's, Brunt, allgemeine Sicherheit und Sicherheitspiloten.\nSchlie\u00dflich begannen sie zu untersuchen, wie man w\u00e4hrend der andauernden Pandemie mo-cap schie\u00dfen kann.\nKunst (Umwelt)\nDas Environment Art Team beendete seine Arbeit an Pyro 1 und 2! Zwar sind die Planeten noch nicht fertig, aber sie haben alle erforderlichen Zutaten und warten derzeit auf Shader-Features und mehrere Polierdurchg\u00e4nge. Das Team ist gerade dabei, seine Aufgaben f\u00fcr Pyro 3 und 4 zu planen und aufzuschl\u00fcsseln, die w\u00e4hrend der Produktion der ersten beiden Planeten gesammelten Daten anzuwenden und Verm\u00f6genswerte zu formen, um die visuellen Ziele f\u00fcr die verschiedenen neuen Biome zu erreichen.\nKunst (Schiffe)\nIn Gro\u00dfbritannien setzte das Team den Bau des \"Crusader Hercules\" fort, der nun \u00fcber ein Fahrwerk, Schlafr\u00e4ume und einen Aufzug verf\u00fcgt. Fortschritte werden derzeit bei der gro\u00dfen Frachtraumt\u00fcr und dem Korridor, der zur Br\u00fccke f\u00fchrt, gemacht.\nZwei noch nicht angek\u00fcndigte Schiffe sind vom internen Konzept zur Entwicklung \u00fcbergegangen und n\u00e4hern sich der Phase der \u00dcberpr\u00fcfung der Whitebox.\nEine v\u00f6llig neue Schiffsserie hat den Meilenstein der Fertigstellung der Greybox erreicht, wobei das \u00c4u\u00dfere in die endg\u00fcltige Kunst \u00fcbergeht, wo sie ihr endg\u00fcltiges Material erhalten wird.\nDr\u00fcben in den USA bereitete Ships die Drake Cutlass Blue und Anvil F7A mk1, F7A mk2 und F8 Lightning f\u00fcr die Invictus Launch Week vor. Sie erstellten auch neue Skins f\u00fcr mehrere Milit\u00e4rschiffe und \u00fcberarbeiteten das Armaturenbrett der F7A mk2.\nFortschritte wurden beim Crusader Mercury erzielt, wobei Graukastenarbeiten f\u00fcr die Triebwerke, die Rampe, die Unterebene, den Serverraum und den Hals durchgef\u00fchrt wurden.\nKunst (Waffen)\nIm Mai stellte das Art Team das neueste ballistische Behring-Gatling-Gesch\u00fctz fertig, w\u00e4hrend die letzte Kunst f\u00fcr den Behring-S12-Torpedo fertiggestellt und an Audio und VFX f\u00fcr ihre P\u00e4sse \u00fcbergeben wurde.\nBei den FPS-Waffen wurden die Arbeiten an der Gemini C54 SMG abgeschlossen. \"Der C54 sieht gro\u00dfartig aus, nachdem einige anf\u00e4ngliche \u00c4nderungen am Blockout vorgenommen wurden, damit er sich ausgewogener anf\u00fchlt und besser in den Bewegungsspielraum der Figur passt. - Das Kunst-Team\nDer letzte Kunstpass \u00fcber die Lightning Bolt Co. Atztkav Scharfsch\u00fctzengewehr wurde abgeschlossen, w\u00e4hrend die Behring BR-2 Schrotflinte ebenfalls kurz vor der Fertigstellung steht.\nEin neuer UI\/Grafiker trat dem Team bei und begann mit der \u00dcberarbeitung des Gemini-Branding-Styleguides, was zu einer neuen Building Blocks UI f\u00fcr die F55- und R97-Munitionsz\u00e4hler f\u00fchrte. Dies ist der Beginn eines Durchgangs zur Umgestaltung mehrerer bestehender Absehen und Munitionsz\u00e4hler.\nAudio\nDas Audioteam unterst\u00fctzte diesen Monat verschiedene Features, darunter Musik und Ambiente f\u00fcr den Factory Line Shop und allgemeine Audiounterst\u00fctzung f\u00fcr die Invictus Launch Week. Sie arbeiteten auch am Javelin, Idris, Lightning, Hornet und Cutlass Blue. Unterst\u00fctzung erhielten auch die neuen Sperrbereiche und das bevorstehende Grim HEX-Update.\nBackend-Dienste\nIm Mai befassten sich die Backend-Dienste mit Fragen der lebenslangen Persistenz und der Brieftasche des Spielers und boten fortlaufende Unterst\u00fctzung f\u00fcr Theaters of War und die Invictus Launch Week. Die Arbeit an den Mikrodiensten iCache und GIM wurde fortgesetzt, ebenso wie die Entwicklung hin zu einem vermaschten Loadout, der neuen Verfeinerungsmechanik und den LTP-Diensten.\nGemeinschaft\nDas Community-Team begr\u00fc\u00dfte zu Beginn des Monats neue Spieler mit dem Empfehlungsbonus Alpha 3.9. Wenn sich neue Spieler mit dem Empfehlungscode eines bestehenden Spielers anmeldeten, erhielten beide einen Greycat Buggy. Viele neue Rekruten wurden auch im Rahmen der Invictus Free Fly-Veranstaltung begr\u00fc\u00dft und unterst\u00fctzt.\nSie unterst\u00fctzten Invictus auch mit zwei Gemeindewettbewerben. F\u00fcr den Rekrutierungsposter-Wettbewerb wurde die Gemeinde gebeten, ein Poster zu entwerfen, das die Kadetten dazu inspirieren sollte, der UEE Navy beizutreten. Beim Videowettbewerb wurden die Spieler aufgefordert, ihr K\u00f6nnen bei Flugvorf\u00fchrungen zu zeigen, bei denen es um Pr\u00e4zision und riskante Tricks ging. Bleiben Sie dran an Spectrum, denn die Gewinner beider Wettbewerbe werden in K\u00fcrze bekannt gegeben.\n\nTechnik\nDie Ingenieure verbrachten im Mai Zeit mit der Dokumentation und den Code-Richtlinien und halfen bei der Fehlerbehebung und dem Support f\u00fcr Alpha 3.9. Sie untersuchten auch Probleme mit der GPU-Leistung (verursacht durch zu wenig Videospeicher), unterst\u00fctzten das Build-Team beim RC-Einsatz f\u00fcr besser optimierte Build-Generationen und arbeiteten an einem 12-monatigen, hochrangigen Zeitplan.\nIn Bezug auf das Zonensystem behebt das Team ein Problem im Zusammenhang mit tiefen Hierarchien, Zonen\u00e4nderungen und bereichsdefinierenden Objekten. F\u00fcr den Aktualisierungsplaner der Entit\u00e4tskomponenten reichten sie die erste \u00c4nderung ein, die die Unterst\u00fctzung f\u00fcr optionale Ansichtsverh\u00e4ltnisse in die Aktualisierungsrichtlinie f\u00fcr Streaming-Grenzen der Komponentenaggregate einf\u00fchrt.\nIn physikalischer Hinsicht wurden Optimierungen an der inversen trigonometrischen Funktion in C++ und HLSL vorgenommen, und der Physics Profiler wurde dahingehend modifiziert, dass Thread-IDs anstelle von 'MAX_PHYS_THREADS' verwendet werden, um die Konkurrenz durch externe Threads zu bek\u00e4mpfen.\nDie Leistungsregression in der Spieleentwicklung wurde behoben und das Body-Dragging weiter verbessert. Was den physischen Schaden betrifft, so begannen sie, sich mit der Deformation und der Entkopplung von Renderer und Sim-Mesh zu befassen und iterierten mit der Schaden-TDD. Sie f\u00fcgten einen neuen Physik-Laufzeit-Profiler in Game-Dev hinzu, erm\u00f6glichten die Aufteilung des Tri-Mesh, optimierten die \"Entfernung isolierter Eckpunkte\" in RC und entfernten die Zeitschrittanpassung in der Physik.\nDie Ingenieure reichten die erste Version des Gen12-Pinsel-Renderings ein, setzten die Arbeit am Render-Graphen fort, um Durchl\u00e4ufe zu planen und Ressourcen zu binden, und vereinheitlichten die Handhabung und Kontrolle der Texturanisotropie. Auch Shader-Elemente wurden in den Ressourcen-Container verschoben. Fehler im Shader-Parsing wurden behoben, und die Spiegelung und Einrichtung des Vertex-Formats wurde vereinfacht.\nAu\u00dferdem wurde ein Fehler bei der Jitter-Offset-Berechnung mit vereinheitlichtem Raymarching behoben, so dass es mit dem gef\u00fchrten Filter-Enraiser harmoniert, und es wurde eine durchl\u00e4ssigkeitsgewichtete Tiefenberechnung hinzugef\u00fcgt, die die Breite der gef\u00fchrten Filterung des Denoise-Kerns mit Zinn und das Up-Sampling von Raymarching-Ergebnissen steuert.\nMerkmale (Spielablauf)\nEinen Gro\u00dfteil des Mai verbrachte das Gameplay-Feature-Team mit der Unterst\u00fctzung von Updates f\u00fcr Arena Commander, Star Marine, Theaters of War und Invictus Launch Week. Au\u00dferdem schlossen sie die erste Implementierung der neuen Player Trading App ab, die in K\u00fcrze \u00fcber mobiGlas im Spiel verf\u00fcgbar sein wird. Die erste Version wird den Spielern die M\u00f6glichkeit geben, sich gegenseitig verschiedene W\u00e4hrungen zu schicken. Sp\u00e4tere \u00dcberarbeitungen werden sich auf den Handel mit physischen Inventargegenst\u00e4nden erstrecken.\nFunktionen (Fahrzeuge)\nDas Vehicle Feature Team schloss seine Arbeit an dem bevorstehenden Patch Alpha 3.10 weiter ab. Dazu geh\u00f6rt eine neue Aerodynamik in der Atmosph\u00e4re, die mehr Tiefe und ein unterschiedliches Verhalten zwischen den Fahrzeugen erm\u00f6glicht. Diese \u00c4nderung steht in engem Zusammenhang mit der lang erwarteten Funktion der Effizienzkurven der Triebwerke. Wenn beide starten, werden sich die Schiffe in der Atmosph\u00e4re v\u00f6llig anders verhalten als im Weltraum.\nEs gab auch einen betr\u00e4chtlichen UI-Schub, wobei mehrere neue Zielfunktionen entwickelt wurden. Sie bereiten auch neue Splines f\u00fcr Sperrgebiete f\u00fcr Alpha 3.10 vor, die den Spielern helfen werden, zu Landezonen und bestimmten Planetengebieten zu gelangen. Mit Blick auf die weitere Zukunft begannen Verbesserungen am Schiffsradar.\nGrafiken\nDas Grafikteam konzentrierte sich auf Fehlerbehebungen in einem breiten Spektrum von Rendering- und verwandten Systemen, was typisch f\u00fcr eine gr\u00f6\u00dfere Version ist.\nEin weiterer Schwerpunkt gegen Ende des Monats lag auf der Leistung, wobei mehrere wichtige Probleme gel\u00f6st wurden und mehrere weitere im Begriff waren, abgeschlossen zu werden. Die meisten Leistungsfehlerbehebungen betrafen die \u00fcberm\u00e4\u00dfige CPU-Nutzung bei bestimmten Frames, die zu einem \"Spikey\" und inkonsistenter Framerate f\u00fchrte. Eine wichtige Leistungs\u00e4nderung war die Anpassung der Texturaufl\u00f6sungen auf Rechnern ohne gen\u00fcgend Videospeicher, um das Spiel in voller Qualit\u00e4t laufen zu lassen, insbesondere bei h\u00f6heren Aufl\u00f6sungen. Zuvor wurde mehr Speicher zugewiesen, als auf die GPU passte, was zu ernsthaften Leistungsproblemen aufgrund von Speicherauslagerungen f\u00fchrte.\nDie Entwicklung des Gen12-Renderers geht weiter, ebenso wie die im letzten Monat erw\u00e4hnten Verbesserungen des automatisierten Test-Frameworks und des organischen Shaders. Das Render-to-Texture-System wurde ebenfalls in das Textur-Streaming-System integriert.\n\"Dies erm\u00f6glicht es uns, dynamisch erstellte Texturen wie jede andere Textur im Spiel zu behandeln, so dass wir die erforderliche Aufl\u00f6sung f\u00fcr die aktuelle Kameraposition berechnen, ihren Inhalt bei Bedarf streamen\/erstellen und zuvor erstellte Texturen zwischenspeichern k\u00f6nnen, wenn wir freien Speicherplatz haben, um redundantes Rendern zu vermeiden. Diese Funktion ist grundlegend f\u00fcr den Canvas Manager, eine Funktion, die von den Kunst- und Spielteams verwendet wird, um dynamische Texturinhalte wie Schilder, Namensschilder, Schiffsnamen, Seriennummern usw. zu erstellen. - Das Grafikteam\nLevel-Entwurf\nNiveau-Entwurf arbeitete an der Sicherheitserg\u00e4nzung zu den Stationen, die w\u00e4hrend der Invictus-Startwoche besucht wurden, und fuhr mit der zweiten Iteration der weiteren Rastst\u00e4ttenlayouts fort. Es wurden Verbesserungen an den Sperrbereichen vorgenommen, und die Arbeit an Orison wurde ebenfalls fortgesetzt.\nBeleuchtung\nBeleuchtung verbrachte einen Teil des Monats mit der Unterst\u00fctzung der Invictus-Startwoche, einschlie\u00dflich des neuen Sicherheitskragens auf den Raumstationen und des Themas f\u00fcr das Bevic Convention Center von Area18. Zu Beginn des Monats arbeiteten sie an Aktualisierungen der Beleuchtung an mehreren Altstandorten: Die L19-Landezone in Lorville wurde mit einigen der neuen Rendering-Features aktualisiert, darunter Runtime-Sonden und Tag\/Nacht-Lichtgruppen-Setups zur Erdung der Umgebungsbeleuchtung. Kareah wurde ebenfalls mit den aktuellen vorgefertigten Beleuchtungs-Workflows aktualisiert, die es dem Team erm\u00f6glichen, bei k\u00fcnftigen Beleuchtungsdurchg\u00e4ngen schnell zu wiederholen und die Beleuchtung am gesamten Standort einheitlich zu halten. F\u00fcr neue Inhalte begann das Team mit der Beleuchtung der neu erweiterten Bereiche von Grim HEX, einschlie\u00dflich des Au\u00dfenbereichs und der Hangars. Gegenw\u00e4rtig arbeiten sie an der kommenden Reihe von Hi-Tech-Hangars, die nach New Babbage kommen werden.\n\n\nErz\u00e4hlung\nLetzten Monat wurde die Invictus-Startwoche in die \u00dcberlieferung des Sternenb\u00fcrgers eingef\u00fchrt. Narrative arbeitete eng mit vielen anderen Teams zusammen, um dieses Ereignis zur Feier der UEE-Marine im Bevic Convention Center in Area18 zum Leben zu erwecken.\nNachdem die Arbeit an Alpha 3.9 abgeschlossen war, ging das Team zu den Aufgaben f\u00fcr Alpha 3.10 \u00fcber und bot Unterst\u00fctzung f\u00fcr die bevorstehenden Neuerungen New Babbage und Grim HEX. Sie trugen auch zur k\u00fcrzlichen Ank\u00fcndigung des Origin Jumpworks G12 bei, das die Hintergrundgeschichte, das Branding und den Platz des neuen Rovers im Universum festlegte.\nGalactapedia expandierte weiter und f\u00fcgte eine ganze Reihe neuer Artikel hinzu, darunter einen, der die Invictus-Startwoche detailliert beschreibt. An der Imperator-Wahlfront wurden die letzten f\u00fcnf Kandidaten diskutiert. Es ist zu erwarten, in den kommenden Wochen mehr \u00fcber sie zu erfahren, wenn sich die UEE auf das Finale im Oktober vorbereitet.\n\"Wir m\u00f6chten uns bei allen bedanken, die mit Hilfe der k\u00fcrzlich hinzugef\u00fcgten Kategorie Text & Lore zum Issue Council beigetragen haben. Eine Tonne gro\u00dfartiger Fehler wurden bereits gefunden, und das Team arbeitet einen Plan aus, wie sie am besten angegangen werden k\u00f6nnen, sowie alle zus\u00e4tzlichen Probleme, \u00fcber die Sie weiterhin berichten. - Das Erz\u00e4hlteam\nRequisiten\nDas Requisiten-Team unterst\u00fctzte PU-Standorte, die Barkeeper-KI und arbeitete mit Animation zusammen, um das tragbare Griffsystem neu zu gestalten. Sie unterst\u00fctzten auch die Invictus Launch Week mit Holoprojektoren, 3D-Logos, Bannern (die die M\u00f6glichkeit boten, mit der Physik von Soft-Body-Stoffen zu experimentieren) und anderen Ingame-Medien, die w\u00e4hrend der gesamten Veranstaltung zu sehen waren.\nDie Requisiten f\u00fcr das kommende Factory-Line-Gesch\u00e4ft in New Babbage gingen in Produktion, darunter der neue Mirage-Holoprojektor, Muse Simpod und der Hi-Tech-Hacking-Chip.\nQUALIT\u00c4TSSICHERUNG\nDer Schwerpunkt der QA im Mai lag auf der Ver\u00f6ffentlichung der Invictus Launch Week und dem Testen von Theaters of War. Die Hauptaufgabe beider war die Durchf\u00fchrung von Stress- und Zerst\u00f6rungspr\u00fcfungen, um etwaige Probleme hervorzuheben.\nAuf der Seite der Standorte konzentrierte sich das Team auf die Erweiterung der Rastpl\u00e4tze in niedrigen Umlaufbahnen, wobei den Sperrbereichen, in denen der Javelin und Idris andockten, besondere Aufmerksamkeit gewidmet wurde. Sie setzten auch die Standardtests f\u00fcr jeden Standort fort und unterst\u00fctzten das LZ-1-Standortteam bei der Implementierung und Aktualisierung der Funktionen. Kampfm\u00e4\u00dfig wurde dem Team ein QATR zugewiesen, das \u00c4nderungen an den Animationen beinhaltete, wenn die KI in die Deckung eintrat und diese verlie\u00df. Dazu geh\u00f6rten auch Aktualisierungen an vielen der Deckungsoberfl\u00e4chen in der gesamten PU.\nDer Schwerpunkt wurde auch auf einen TPS-Abfrage-Feature-Test gelegt, der sich darauf bezog, wie die Schiffs-KI Ziele ausw\u00e4hlt und sich durch dichter besiedelte Gebiete bewegt. Dies wurde in einen QATR-Test aufgenommen, um weitere Tests in gr\u00f6\u00dferem Ma\u00dfstab durchzuf\u00fchren und sicherzustellen, dass das Feature nicht andere Teile des Spiels beeintr\u00e4chtigt. Die laufende Unterst\u00fctzung des Tools-Teams wurde fortgesetzt, wobei \u00dcberpr\u00fcfungen an DataForge, StarWords, ExcelCore und dem Editor durchgef\u00fchrt wurden.\nTechnische Animation\nTech Animation \u00fcberpr\u00fcfte bestehende Assets, um die j\u00fcngsten Code-\u00c4nderungen zu unterst\u00fctzen, und retuschierte Tausende von Assets, um ihre Qualit\u00e4t und Eignung sicherzustellen. Sie schufen auch ma\u00dfgeschneiderte Anlagen, um die Meilensteine des Unternehmens zu feiern.\nTech (Fahrzeuge)\nNeben der Arbeit an einer bevorstehenden Funktion f\u00fcr Alpha 3.10 hat das Team mehrere neue Schiffs-Skins fertiggestellt und implementiert. Dar\u00fcber hinaus wurde die Arbeit an Aktualisierungen des Fahrzeug-Zustandsautomaten fortgesetzt, damit Zust\u00e4nde sowohl automatische als auch spieler-instantiierte Interaktionen ausl\u00f6sen und durch diese ausgel\u00f6st werden k\u00f6nnen.\nDie Entwicklung des Lebenserhaltungssystems wurde fortgesetzt, das zu einem funktionierenden Element f\u00fchren wird, das den Druck im Fahrzeuginneren verringern und wieder erh\u00f6hen kann. Die endg\u00fcltige Integration des animierten Armaturenbrettknopfes wird derzeit abgeschlossen, um vollst\u00e4ndig animierte, interaktive Kn\u00f6pfe im Gladius-Cockpit zu erm\u00f6glichen. Au\u00dferdem wurde mit der Unterst\u00fctzung der Serververnetzung f\u00fcr VTTs begonnen.\nTurbulent (Dienstleistungen)\nTurbulent's Game Services lieferte den Team Service, eine wichtige Funktion, die es den Spielern erm\u00f6glicht, Kader und Mannschaften zu bilden und in die Spielvermittlung einzusteigen. Sie arbeiteten auch an der Szenario-Funktion und ihrer Schnittstelle im Network Operation Center (NOC) von Hex. Dies erm\u00f6glicht es Live Ops, dynamische Missionen auf PU-Servern zu aktivieren, wie z.B. das Invictus Launch Week-Ereignis.\nDie Persistenz langfristiger Gegenst\u00e4nde wurde verbessert und in die NOC-Schnittstelle eingesteckt, um sie f\u00fcr Nicht-Entwicklungsteammitglieder zug\u00e4nglicher zu machen. Sie sind jetzt auch in der Lage, mehrere Instanzen von Diensten gleichzeitig auszuf\u00fchren, um den Spielern bei Veranstaltungen mit Spitzenbelastung ein besseres Erlebnis zu bieten.\nTurbulent (Web-Plattform)\nDas Turbulent Web Team arbeitete an der Website der Invictus Launch Week, der Enth\u00fcllung des Origin G12 und dem Verkauf des k\u00fcrzlich geflogenen Drake Cutlass Blue.\n\n\nBenutzerschnittstelle (UI)\nLetzten Monat f\u00fcgte das UI-Team einen Marker zur Starmap hinzu, um Spieler auf die Invictus-Flotte zu verweisen. UI Tech setzte die Entwicklung des 3D-UI-Systems fort, das das alte Flash- und Motor-basierte System ersetzen wird. Zu den eingebetteten Arbeiten geh\u00f6rten Fortschritte beim Targeting von Schiffen, eine Aktualisierung des Inventars und verschiedene Bildschirme f\u00fcr neue Umgebungen.\nVFX\nLetzten Monat konzentrierte sich das Team auf die Ergebnisse f\u00fcr die Invictus-Startwoche, Alpha 3.9.1 und das bevorstehende Alpha 3.10. Dazu geh\u00f6rten S12-Torpedos, eine S7-Laserkanone, S4- und C54 ballistische Waffeneffekte und der QED-Effekt f\u00fcr den Cutlass Blue. Die Vorarbeiten f\u00fcr ein nicht bekannt gegebenes zuk\u00fcnftiges Fahrzeug begannen. Weitere Verbesserungen wurden an der auf dem unterschriebenen Abstandsfeld basierenden verfahrenstechnischen atmosph\u00e4rischen Einfahrt auch f\u00fcr kleine Schiffe vorgenommen.\nFortschritte wurden bei den bevorstehenden Elektronenenergie-Waffeneffekten erzielt. \"Dieser Typ ist viel \"exotischer\" als bestehende Waffen und wird nicht nur toll aussehen, sondern auch zu einigen sehr coolen FPS-Begegnungen f\u00fchren. - Das VFX-Team\nDie visuelle Prototyperstellung f\u00fcr Brandgefahren wurde fortgesetzt, und es wurde mit der Entwicklung von Voxel-basierten Code-Prototypen begonnen. Auf der Codeseite von VFX wurden mehrere neue Verbesserungen des Partikelsystems implementiert, darunter GPU-B\u00e4nder und Alpha-Erosion.\nVFX Tech Art schloss die \u00dcberpr\u00fcfung des Fragment-Tools ab. Vor der Einreichung m\u00fcssen noch einige Probleme gel\u00f6st werden, aber es ist derzeit in einem guten Zustand. Die Arbeit am Houdini PFX-Texturblattgenerator hat begonnen. Dabei handelt es sich um ein Werkzeug, das eine Rauchsimulation nimmt und den diffusen, normalen, Alpha- und optischen Flusspass rendert. Sie beendeten den diffusen, normalen und Alpha-Pass und implementierten die Bewegungsverfolgung in das endg\u00fcltige Rendering. Dadurch wird das Bild innerhalb des Rahmens stabilisiert, um den Texturraum zu maximieren. Die Untersuchung der Zerst\u00f6rung, einschlie\u00dflich einiger Zerst\u00f6rungstechniken, wurde fortgesetzt.\nWIR SEHEN SIE N\u00c4CHSTEN MONAT...","zh_CN":"Just as the Invictus fleet leaves Stanton with new recruits for a year of adventure, so too our developers move onto new things. Most are already tackling their tasks for Alpha 3.10, which will bring key gameplay improvements, quality-of-life developments, and cool new content. Some are even looking further ahead. Read on for all the details.\nAI (Combat)\nWe kick off as usual with AI Combat, whose main focus was realistic firing for the PU. For AI firing, the ultimate aim is for NPC characters to feel real and for players to understand how they\u2019re managing their ammunition.\nTo this end, they began using the \u201citem provider approach\u201d to create usables around ammo boxes. This will enable NPCs to find elements in the world that can provide them with magazines or other types of required ammunition. They will also be able to run tactics that involve moving closer to sources of ammunition as they need to. The team also want to properly trigger reloads at the correct times in different conditions. For example, while advancing, NPCs will be allowed to shoot and automatically reload. However, the internal components will also notify the necessary behaviors when magazines are expended so that proper subactivities can be executed to handle the situation properly.\nAI (Ships)\nLast month, Ship AI worked on the Javelin and its escorts, ensuring they arrived and departed correctly at designated space stations across Stanton. This involved several steps:\nThe capital ships (a Javelin and two Idrises) spawned in via quantum travel and started following a path leading to their respective docking hubs. The escort fighters flew alongside the Javelin in a fluid formation, periodically changing position. If a hostile ship was present, the escorts engaged them while the capital ships continued undisturbed to their docking paths. Once the escorts entered the green zone surrounding the station, they stop engaging and regrouped with the Javelin. As soon as the convoy was within close proximity of the station, the escort ships contacted the ATC to ask for landing permission and had their pads assigned. Once landed, the escort ships entered a dormant state in wait of the Javelin and Idrises undocking and preparing to jump.\nThis was used as an opportunity to test how single assignments (formation, defend target, land, etc.) could be organized together to implement a desired flow and wider experience.\nAI (Social)\nThe Social AI Team wrapped up the first iteration of the bartender. Alongside cleaning up animations and behaviors, they tweaked different portions of the overall system. For example, they fixed issues when moving between multiple usables using the shortest path between enter and exit locations.\nThey\u2019re currently enabling patrons to order and consume various drinks and use the booths and different seats around the bar. Work on the bartender and wider vendor behaviors has helped the team bring more stability to slotting and routing functionalities, as these scenarios heavily stress the usable system on every functionality it offers.\nFor patrol tech, the team introduced an improved debug draw functionality to allow designers to investigate behaviors in-launcher or in-editor when paths are placed inside object containers. They also fixed several animation issues, including one causing \u2018idles\u2019 or \u2018idle2move\u2019 animations to be pushed between exit animations and locomotion states due to the wrong evaluation of the actor speed.\nThe refactored Tactical Point System (TPS) and new Tactical Target System (TTS) are now in the common development branch and on track for release in Alpha 3.10. During upcoming sprints, the team will start replacing the legacy nodes for target selection with the new TTS system to give them finer control over NPC target choices, whether they\u2019re on-foot or airborne.\nAnimation\nLast month, the Animation Team assisted in the development of body dragging, throwing, and knockdowns. They also animated weapon reloads and malfunctions for spec-ops NPCs, completed Vanduul look-dev and locomotion, and animated actions to enable AI to undertake generic inspections, move crates, and complete hangar actions. Work continued on capital ship operator seats, bar patrons, bartender animations, and holo-globe actions too.\nFoundational improvements were made to the mo-cap process, such as the development of the motion-builder skeleton and the new Take Selection tool.\nFacial-animation-wise, the team provided assets for the Invictus Launch Week trailers, male and female player, outlaw pilots, Lorville ATC, shopkeepers, Big Benny\u2019s, Brunt, general security, and security pilots.\nFinally, they began looking into how to shoot mo-cap during the ongoing pandemic.\nArt (Environment)\nThe Environment Art Team wrapped up their work on Pyro 1 and 2! While the planets are not complete yet, they have all the required ingredients and are currently awaiting shader features and several polish passes. The team are currently scheduling and breaking down their tasks for Pyro 3 and 4, applying the data gathered during the production of the first two planets and shaping assets to hit the visual targets for the various new biomes.\nArt (Ships)\nIn the UK, the team continued building the Crusader Hercules, which now has landing gear, bedrooms, and an elevator. Progress is currently being made on the large cargo bay door and the corridor leading to the bridge.\nTwo as-yet-announced ships transitioned from internal concept to development and are getting close to reaching the whitebox-review phase.\nAn all-new ship series reached the greybox-complete milestone, with the exterior heading into final art where it will receive its definite material set.\nOver in the US, Ships prepared the Drake Cutlass Blue and Anvil F7A Mk I, F7A Mk II, and F8 Lightning for Invictus Launch Week. They also created new skins for several military ships and reworked the dashboard of the F7A Mk II.\nProgress was made on the Crusader Mercury, with greybox work done for the thrusters, ramp, sub-level, server room, and neck.\nArt (Weapons)\nMay saw the Art Team finalize the latest Behring ballistic Gatling gun, while final art for the Behring S12 torpedo was completed and handed to Audio and VFX for their passes.\nFor FPS weapons, work was completed on the Gemini C54 SMG. \u201cThe C54 is looking great after some initial tweaks to the block-out to make it feel more balanced and fit with the character\u2019s range of motion better.\u201d \u2013 The Art Team\nThe final art pass on the Lightning Bolt Co. Atztkav sniper rifle was concluded, while the Behring BR-2 shotgun is nearing completion too.\nA new UI\/graphic artist joined the team and began reworking the Gemini branding style guide, which lead to a new Building Blocks UI for the F55 and R97 ammo counters. This is the start of a pass to revamp several existing reticles and ammo-counters.\nAudio\nThe Audio Team supported various features this month, including music and ambiances for the Factory Line shop and general audio support for Invictus Launch Week. They also worked on the Javelin, Idris, Lightning, Hornet, and Cutlass Blue. Support was also given to the new restricted areas and upcoming Grim HEX update.\nBackend Services\nMay saw Backend Services address issues with lifetime persistence and the player wallet, and provide ongoing support for Theaters of War and Invictus Launch Week. Work on the iCache and GIM micro-services continued, as did development towards a meshed loadout, the new refining mechanic, and LTP services.\nCommunity\nThe Community Team started the month welcoming new players with the Alpha 3.9 referral bonus. When new players signed up using an existing player\u2019s referral code, both received a Greycat Buggy. Many new recruits were welcomed and supported as part of the Invictus Free Fly event too.\nThey also supported Invictus with two community contests. For the Recruitment Poster contest, the community was asked to design a poster to inspire cadets to join the UEE Navy. The video contest asked players to show off their skills in flight demonstrations that were all about precision and risky tricks. Stay tuned to Spectrum, as the winners to both will be announced soon.\n\nEngineering\nEngineering spent time in May on documentation and code guidelines and assisted with Alpha 3.9 bug fixing and support. They also investigated GPU performance issues (caused when running low on video memory), supported the build team with RC use for better-optimized build generations, and worked on a 12-month, high-level schedule.\nRegarding the zone system, the team fixed an issue relating to deep hierarchies, zone changes, and area-defining objects. For the entity component update scheduler, they submitted the first change that will add support for optional view ratios to the component aggregate streaming bounds update policy.\nPhysics-wise, optimizations to the inverse trigonometric function in C++ and HLSL were made, and the physics profiler was modified to use thread IDs instead of \u2018MAX_PHYS_THREADS\u2019 to fight contention from external threads.\nThey fixed performance regression in game-dev and continued to make improvements to body-dragging. For physical damage, they started looking into deformation and how to decouple the renderer and sim-mesh and iterated on the damage TDD. They added a new physics runtime profiler in game-dev, enabled tri-mesh splitting, and optimized \u2018remove isolated vertices\u2019 in RC, and removed timestep adjustment in physics.\nEngineering submitted the first version of Gen12 brush rendering, continued work on the render graph to schedule passes and bound resources, and unified handling and control over texture anisotropy. Shader items were moved to the resource container too. Shader parsing bug fixes were made and the vertex format reflection and setup were simplified.\nThey also fixed a jitter offset computation error with unified raymarching so that it works in harmony with the guided filter denoiser, and added transmittance-weighted depth-computation, which controls the width of the denoise kernel tin guided filtering and raymarching up-sampling results.\nFeatures (Gameplay)\nA majority of the Gameplay Feature Team\u2019s May was spent supporting updates to Arena Commander, Star Marine, Theaters of War, and Invictus Launch Week. They also completed the initial implementation of the new Player Trading app that will be available in-game via mobiGlas soon. The initial release will give players the ability to send different currencies to each other. Later revisions will extend to trading physical inventory items.\nFeatures (Vehicles)\nThe Vehicle Feature Team continued closing out their work on the upcoming Alpha 3.10 patch. This includes new in-atmosphere aerodynamics that enables more depth and varying behaviors between vehicles. This change is closely related to the long-awaited thruster efficiency curves feature. When both launch, ships will behave completely differently in-atmosphere compared to space.\nThere was a significant UI push too, with several new targeting features being developed. They\u2019re also preparing new restricted area splines for Alpha 3.10, which will help guide players to landing zones and specific planetary areas. Looking further ahead, improvements to ship radar began.\nGraphics\nThe Graphics Team focused on bug fixes across a wide range of rendering and related systems, which is typical around a major release.\nAnother key focus towards the end of the month was performance, with several major issues resolved and several more in the process of being completed. Most performance fixes related to excess CPU use on specific frames that resulted in a \u201cspikey\u201d and inconsistent framerate. One important performance change was to adjust the texture resolutions on machines without enough video memory to run the game at full quality, especially at higher resolutions. Previously, more memory than would fit on the GPU would be allocated, which would produce serious performance issues due to memory paging.\nDevelopment of the Gen12 renderer continues, as do improvements to the automated testing framework and organic shader mentioned last month. The render-to-texture system was also integrated into the texture streaming system.\n\u201cThis allows us to treat dynamically-created textures like any other texture in the game, such that we can calculate the required resolution for the current camera position, stream\/create their content on demand, and cache previously created textures when we have spare memory to avoid redundant rendering. This feature is fundamental to the Canvas Manager, which is a feature that will be used by the art and game teams to create dynamic texture content such as signs, name badges, ship names, serial numbers, etc.\u201d- The Graphics Team\nLevel Design\nLevel Design worked on the security addition to the stations visited during Invictus Launch Week and continued with the second iteration of the wider rest stop layouts. Improvements were made to restricted areas and work continued on Orison too.\nLighting\nLighting spent part of the month supporting Invictus Launch Week, including the new security collar on the space stations and the theme for Area18\u2019s Bevic Convention Center. Earlier in the month, they worked on lighting updates to several legacy locations: Lorville\u2019s L19 landing zone was updated with some of the new render features, including runtime probes and day\/night lightgroup setups to ground the ambient lighting. Kareah was also updated using current prefab lighting workflows, which will allow the team to rapidly iterate on any future lighting passes and keep lighting consistent across the location. For new content, the team started lighting the newly expanded sections of Grim HEX, including the exterior and hangars. They\u2019re currently working on the upcoming set of Hi-Tech hangars coming to New Babbage.\n\n\nNarrative\nLast month saw Invictus Launch Week introduced into the lore of Star Citizen. Narrative worked closely with many other teams to bring this event celebrating the UEE Navy to life at the Bevic Convention Center in Area18.\nAfter Alpha 3.9 work concluded, the team shifted to tasks for Alpha 3.10, providing support for the upcoming New Babbage and Grim HEX additions. They also contributed to the recent announcement of the Origin Jumpworks G12, establishing the new rover\u2019s backstory, branding, and place in the universe.\nGalactapedia continued to expand, with a whole host of new articles added, including one detailing Invictus Launch Week. On the Imperator election front, the final five candidates were discussed. Expect to hear more about them in the coming weeks as the UEE prepares for the final in October.\n\u201cWe would like to thank everyone who has been contributing to the Issue Council using the recently added Text & Lore category. A ton of great bugs have already been found and the team is formulating a plan for how best to tackle them and any additional issues you continue to report.\u201d \u2013 The Narrative Team\nProps\nThe Props Team supported PU locations, the bartender AI, and teamed up with Animation to re-factor the carryable grip system. They also supported Invictus Launch Week with holo-projectors, 3D logos, banners (which gave an opportunity to experiment with soft-body cloth physics), and other in-game media seen throughout the event.\nProps for the upcoming Factory Line shop in New Babbage entered production, including the new Mirage Holo-Projector, Muse Simpod, and Hi-Tech Hacking Chip.\nQA\nQA\u2019s May focus was on the release of Invictus Launch Week and playtesting Theaters of War. The main role of each was stress and destructive testing to highlight any issues.\nThe locations-side of the team focused on the additions to low orbiting rest stops, paying close attention to the restricted areas where the Javelin and Idris docked. They also continued with standard testing for each location and supported the LZ-1 Locations Team as they implemented and updated features. Combat-wise, the team were assigned a QATR that included changes to the animations as AI enter into and exit cover. This also included updates to many of the cover surfaces throughout the PU.\nFocus was also given to a TPS query feature-test related to how ship AI choose targets and move through more densely populated areas. This was put into a QATR for further testing on a wider scale to ensure the feature didn\u2019t break other parts of the game. The ongoing support of the Tools Team continued, with checks being performed on DataForge, StarWords, ExcelCore, and the editor.\nTech Animation\nTech Animation revisited existing assets to support recent code changes, retouching thousands of assets to ensure their quality and suitability. They also created bespoke assets to help celebrate company milestones.\nTech (Vehicles)\nAlongside work on an upcoming feature for Alpha 3.10, the team completed and implemented several new ship skins. Work also continued on updates to the vehicle state machine to enable states to trigger, and be triggered by, both automatic and player-instantiated interactions.\nDevelopment of the Life Support system continued, which will result in a functioning item that can depressurize and repressurize vehicle interiors. Final integration of the animated dashboard button is being completed to allow for fully animated, interactable buttons in the Gladius cockpit. They also kicked off server meshing support for VTTs.\nTurbulent (Services)\nTurbulent\u2019s Game Services delivered the Team Service, an important feature that enables players to form squads, teams, and enter matchmaking. They also worked on the scenario feature and its interface in Hex\u2019s Network Operation Center (NOC). This allows Live Ops to activate dynamic missions on PU servers, such as the Invictus Launch Week event.\nLong-term item persistence was improved and plugged in the NOC interface to make it more accessible to non-development team members. They\u2019re now also able to run several instances of services at the same time to provide players with a better experience during events with peaking load.\nTurbulent (Web Platform)\nThe Turbulent Web Team worked on the Invictus Launch Week website, the unveiling of the Origin G12, and the sale of the recently flyable Drake Cutlass Blue.\n\n\nUser Interface (UI)\nLast month, the UI Team added a marker to the Starmap to point players to the Invictus fleet. UI Tech continued to develop the 3D UI system that will replace the old flash and engine-based system. Embedded work included progress on ship targeting, an update to the inventory, and various screens for new environments.\nVFX\nLast month, the team focused on deliverables for Invictus Launch Week, Alpha 3.9.1, and the upcoming Alpha 3.10. This included S12 torpedoes, an S7 laser cannon, S4 and C54 ballistic weapon effects, and the QED effect for the Cutlass Blue. Preliminary work on an undisclosed upcoming vehicle began. Further improvements were made to the signed-distance-field-based procedural atmospheric entry for small ships too.\nProgress was made on the upcoming electron energy weapon effects. \u201cThis type is much more \u201cexotic\u201d than existing weapons and, as well as looking great, will lead to some very cool FPS encounters.\u201d \u2013 The VFX Team\nVisual-prototyping for fire hazards continued and voxel-based code prototyping began. The code-side of VFX implemented several new particle system improvements, including GPU ribbons and alpha erosion.\nVFX Tech Art finalized the review of the fragment tool. Some issues will need to be resolved before submission, but it\u2019s currently in great shape. Work started on the Houdini PFX texture sheet generator. This is a tool that will take a smoke sim and render the diffuse, normal, alpha, and optical flow pass. They finished the diffuse, normal, and alpha pass and implemented motion tracking into the final render. This stabilizes the image within the frame to maximize texture space. Investigation into destruction, including some destruction tech, continued.\nWE\u2019LL SEE YOU NEXT MONTH\u2026"},"links_count":3,"comment_count":39,"created_at":"2020-06-03T00:00:00+00:00","created_at_human":"5 years ago"},"meta":{"processed_at":"2026-05-07 21:07:18","valid_relations":["images","links"],"prev_id":17629,"next_id":17631}}