{"data":{"id":17853,"title":"Star Citizen Monthly Report: October 2020","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/17853-Star-Citizen-Monthly-Report-October-2020","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/17853","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/17853","channel":"Undefined","category":"Undefined","series":"Monthly 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was a busy month for Star Citizen\u2019s PU teams, with Halloween content and prep for the upcoming IAE in-game event on most to-do lists. As usual, long-term development tasks continued in earnest, with new features, weapons, armor, and locations all making great progress. Read on for the details, including updates on exciting additions arriving in Alpha 3.12 and beyond.\n\n\nAI (Character Combat)\nWe start with the Character Combat Team, who completed the first pass of the \u2018surrender\u2019 behavior mentioned last month. During their regular combat behavior, NPCs will try to find lootable ammo boxes (and in the future request help from friendlies and loot available weapons). If no options are available, they\u2019ll try to stay out of dangerous environments and survive the best they can.\nThe team began implementing support for character traits. First, this functionality exposes the ability of selected traits in the Character Skills and Traits editor. Designers can then assign traits to templates that are assigned to characters. These traits can be used to either modify or enable specific behaviors available to certain characters. For example, a \u2018coward\u2019 NPC won\u2019t try to put pressure on the player.\nSeveral bugs were also fixed for visual perception, cover usage, and dodge reactions.\nAI (General)\nLast month, the AI Team found and fixed more issues related to characters standing on top of usables. This time, the problem was specific to characters streaming in before their usables. Code was added to handle this particular edge case. Some of the recent AI component updates were also amended with stricter dependency rules to avoid conflicting reading and writing inside the zone system. This prevents contention when reading entity positions.\nAI (Ships)\nShip AI began October extending the quantum travel Subsumption task to be \u201cnon-blocking.\u201d This will be used in specific scenarios where a behavior needs to queue quantum travel for a ship and then continue with regular duties, which is particularly useful in multi-crew ships.\nThe team continued to iterate on missile targeting, first of all ensuring turrets respond immediately to incoming hostile torpedoes when not in combat mode. They then adjusted targeting priorities to give a better balance when capital ships are fighting multiple targets. This will also improve how seat operators handle burst fire when controlling ship weapons.\nTime was also spent improving how collision avoidance handles missiles, with the team filtering-out missiles in the code due to them not being part of collision avoidance. For the accuracy calculation, the team implemented different convergence speeds towards targets when an AI is hitting or missing the target. This simulates NPCs trying to hit a target faster when they\u2019re missing but relaxing slightly when they\u2019re on target.\nThe capital ship combat behavior was also improved to allow longer-range combat. NPCs will now react to an enemy starting to charge a weapon too.\nPlus, several bugs were fixed and improvements made to the break-away movement request, the patrol-around-position assignment, and the hostility of specific targets.\nAI (Social)\nLast month, the Social AI Team moved the first version of the mess hall scenario into a state that allows other teams to better iterate on animations, props, and the technical setup. At the moment, the scenario supports usables that provide cutlery, food, and drinks. NPCs can iterate on food lines, retrieve anything their sustenance behavior wants, and then take the food to tables where it can be consumed. This involves both systemic animations and mo-cap created for specific scenarios. All of these usables are item providers, which means NPCs can search to obtain specific objects. These objects are physically used by the AI, so consuming food and drink impacts the NPC\u2019s status system. This also expands the use of grip tags in the \u2018take,\u2019 \u2018prepare,\u2019 and \u2018place\u2019 use-channel.\nThe team are currently working on several behaviors that will benefit both the PU and Squadron 42, including arcade-machine use and dancing. Playing arcade machines will be one of the available leisure activities, while dancing will likely be a special activity for the patrons of discos and other appropriate areas.\nAnimation\nSpecifically for the PU, the team made progress with mission-giver posing and completed the facial animations for emotes, bounty hunters, general outlaws, and more. They also supported other team\u2019s with mo-cap and continued to work through the backlog of animation tasks.\nArt (Environment)\nOctober saw the Modular Team wrap up work on the refinery decks, including finalizing the art and putting the finishing touches to the dressing and world-building. The decks have now been handed over to the Audio, Lighting, and VFX teams for final polish work.\n\nElsewhere, the Modular Team continued adding gas clouds to Lagrange points.\n\u201cThese are really benefiting from the first lighting pass with some absolutely gorgeous final frames being produced. The team have been working hard with Graphics to ensure the clouds remain performant enough for use in the multiplayer environment of the PU.\u201d -The Environment Art Team\nThe team also began final art on the ship-to-station docking lobby and exterior. Pre-production work also kicked off for the brand-new \u2018Colonialism\u2019 ground-base archetypes.\nThe Landing Zone Team continued with Orison, with the greybox of the industrial platform making great progress. The commercial platform art greybox is almost complete, with some areas being brought up to final art to act as a benchmark for the rest of the location. The transit barge is nearing art complete and has been fully implemented into the level, with several currently moving between the platforms. The spaceport also moved into final art. Alongside Orison, the art prototype for the hacking feature had its first pass and is awaiting implementation and iteration. Work on the convention space for this year\u2019s IAE was also completed. New informational screens were placed in landing zones to tie into upcoming events and existing screens were updated to be more dynamic.\nIn Frankfurt, the Organics Team finalized art for Pyro\u2019s celestial bodies, though another round of polish will be undertaken before release. More work on Crusader was done alongside tech changes for gas giants, which will also benefit regular planets. Time was also spent prototyping touch bending for foliage and object buoyancy for floating assets on planetary water bodies.\nArt (Ships)\nIn the UK, the Art Team continued with the Crusader Hercules. October\u2019s work included further development of the engineering section and bridge, both of which are approaching the end of their final art phases. Exterior-wise, materials were polished and the landing gear is now final-art complete.\nThe iridescent shader created for the Esperia Talon is ready for implementation, as is Shrike\u2019s internal missile system. The landing gear and damage setup were also finalized.\nThe US-based team progressed with the Crusader Mercury Star Runner, including finishing LODs, UI panels, the cargo area, and cockpit. In celebration of in-lore holiday Day of the Vara, the Ship Team also created the Ghoulish Green skin for the Drake Cutlass Black.\n\n\nThe Vehicle Tech Art Team focused on supported the Mercury with hardpoints, pivots, landing gear, viz areas, and damage states. Work was also done on the Origin 100 Series\u2019 landing gear and small updates were made to the Cutlass models.\nArt (Weapons)\nIn October, Weapons Art completed the first pass on the medical gun, \u2018LOD 0\u2019 art for an upcoming Behring LMG, and a new Gemini sniper rifle. The latest Behring S10 turret was finalized too. The team are nearing the end of their pass on weapon reticles, which will add zeroing and rangefinding along with various art tweaks. Art for the Multi-Tool\u2019s tractor beam attachment was completed, as was a new set of Klaus and Werner holographic sights.\nAudio\nLast month saw Audio focus on the Crusader Mercury.\n\u201cSuch a large ship with so many moving parts requires all of our sound designers working on it at once!\u201d -The Audio Team\nCode-wise, they continued to improve the music system, and progress was made on the team\u2019s proprietary internal tools.\nBackend Services\nBackend Services spent part of October identifying and addressing issues in the recent patch release, including correcting primary hub crashes. Some low-level backend networking code was also cleaned up, which improved stability and will contribute to having more concurrent players online. Bugs in the various loadouts, inventory, and mobiGlas were fixed too.\nCharacters\nThe Character Team began the month working with the AI Team on creatures. This involved creating quick blockouts to check scale, assess model issues, test rigs, and iterate on ideas.\nThe team\u2019s modelers and tech artists worked on two new armor sets targeted for 2021 and Subscriber Flair items planned for release in Alpha 3.11.1 and 3.12. They also addressed issues with the recently released vintage navy uniforms \u2013 these fixes will be live in the upcoming Alpha 3.11.1 patch.\nConcepts for three full sets of armor were further developed that will support mining and bounty hunting gameplay. They\u2019re currently concepting paired backpacks for these sets in support of the external inventory.\n\nCommunity\nLast month, the Community Team focused on preparations for the Star Citizen Birthday celebrations. This year\u2019s celebration was entirely digital, with the free 2950 Birthday Goodies Pack gifted to all backers. They also supported the Birthday AMA, where Chris Roberts, Todd Papy, and Tony Zurovec answered player questions on Spectrum. The 2020 AMA Recap was also published for players that missed the live event.\nThe Community Team supported Narrative with the UEE Imperator Election, creating the Imperator Election Comm-Link and setting up the election ballot. They also announced the S-38 \u2018One Empire\u2019 pistol that commemorates the $300m milestone reached earlier in the year.\nThey then supported the UEE\u2019s Halloween equivalent, Day of the Vara, with short story and pumpkin carving contests. Finally, they celebrated the arrival of the first two in-game-only earnable items in the PU.\n\nEngineering\nThe Physics Team spent part of October working on a volumetric soft-body prototype and volumetric deformation rendering. Various physics optimizations were made too. For example, they improved the threading of various subsystems, added faster spatial grid queries, removed contention when accessing local command queues, and removed contention for actor\/living entity step functions. Vital improvements were also made to collision detection, solving a longstanding issue that could introduce additional ghost-contacts far away from where the actual contacts were processed. Lastly, the team began researching improvements to the setup of vegetation touch-bending.\nOctober also saw the ongoing Gen12 renderer transition and refactoring work continue. This time, a parameterizable feature set was added to the deferred pipeline and per-object resource set updates were made for scene rendering (including a render to texture update for brushes). For the shader system, all reloading code was cleaned up to improve shader editing and response when changing system spec settings. For example, graphics settings that use different shader combinations.\nProgress on atmospheres, clouds, and the unified ray-marcher was merged into the main development stream. This means the improvements mentioned in last month\u2019s report should be available in the PU in a coming release.\nCore engine work involved implementing a dynamic zone culling path in the zone system. A handful of view-distance-related culling bugs with pixel-sized objects were also fixed for Alpha 3.11. The entity system received several improvements and optimizations to prevent unnecessary updates and searches. Similarly, the entity aggregate manager received low-level optimizations to improve work balancing and reduce memory usage and contention when working with entity bubbles. A few smaller changes were also made to the entity component update scheduler. Radix tree culling logic was tweaked too, with the threading logic adjusted to reduce contention.\nCrash handling has been refined. A hex stack of the render thread is now captured and embedded in minidumps that players can (optionally) send to the team if the game crashes. This enables the team to recover the full render thread call-stack during postmortem debugging without the need for third-party binaries. This saves time as they don\u2019t have to download all the various drivers that players use.\nFeatures (Gameplay)\nThe US Gameplay Feature Team began the month fixing critical bugs and polishing features for Alpha 3.11. After it went live, they turned their attention back to working on upcoming features and future initiatives, including the new reputation system. The system will receive continuous polish as it gets closer to release; this way it can be rolled out in a limited capacity as current gameplay is converted to take advantage of the new functionality.\nThe team also continued the designs for two new core mobiGlas apps. Firstly, the Asset Manager carries on from the trading app and will be critical to the localized inventory planned for release next year. Secondly, the Mission Manager will tie into the new dynamic mission system currently being worked on.\nThe team also began working on a new feature that will change the way players restock their ships at rest stops. All missiles, flares, and chaffs will be replaced via a proper shopping flow, which will allow the team to separate the pricing for each item. This will result in higher prices for restocking, though insurance prices and timers will be adjusted accordingly.\nFeatures (Vehicles)\nVehicle Features dedicated some of the month to developing tech that will help share IFCS code with other movement-heavy systems. One example of this is zero-gravity EVA movement, which will eventually use similar code to IFCS as the two are heavily related. This also allows the team to utilize the wealth of AI logic and navigation code first written for ships. This code sharing will also be used for missiles, further unifying and simplifying the various types of code that deal with movement in space.\nOctober also featured a lot of work on the transit system, as upcoming landing locations require special behaviors for transit carriages.\nWork also went towards displaying ship names and serial numbers on the sides of ships.\n\u201cMost of the underlying tech has been completed; we\u2019re now connecting things up and making the whole thing work. We also found a way to assign serial numbers to ships that weren\u2019t given them at purchase.\u201d -The Vehicle Features Team\nContinuing with last month\u2019s Merlin\/Constellation work, UI to aid docking was completed. Various issues relating to persistence were also resolved, enabling the Merlin and Constellation to spawn as a pair. The team are now working through the more minor tasks in a push to call the feature \u201cfinished.\u201d\nGraphics\nThe Graphics Team delivered the iridescent shader mentioned in last month\u2019s report. This effect simulates color shifts based on the camera angle relative to the surface, allowing anisotropic effects similar to those seen in exotic car paints. Shader optimizations and look-up textures were used to reduce the cost of this feature to the point it can be widely used without performance concerns.\nThe light-beam shader was also worked on, which underwent significant quality improvements and bug fixes. This feature helps the team simulate distant beams of light when they are beyond the range that can be simulated by the volumetric fog system.\nWork also continued on the Gen12 renderer and the automated testing system.\nLighting\nOctober saw the Lighting Team focus a bit on the new IAE location.\n\u201cA set of completely redesigned halls in the existing Hi-Tech art style means a whole new way of lighting the annual expo. We\u2019re very excited for the community to explore and experience the IAE this year!\u201d -The Lighting Team\nThey also continued with R&D work for the upcoming implementation of gas clouds around Lagrange point rest stops. Lighting plays a major part in the mood portrayed by these gas clouds and the current goal is to achieve a visual style that conveys whether the clouds are dangerous or safe while still fitting in with the overall style of the Stanton system.\nLooking ahead, the Lighting Team started tasks for the upcoming refinery decks, which need to look highly utilitarian and functional.\nNarrative\nOnce a decade, the UEE holds a special election to determine the next Imperator of the UEE. This time, players were given the opportunity to cast their votes and help shape the future of the Empire. To help everyone get to know the candidates, the Narrative Team joined Jared on Star Citizen Live to discuss the details and candidates.\nThe team continued to work on content for upcoming releases, including refinery decks, Orison, and more. Several scripts for new mission content were written and iterated on with Design, and new in-game items were named and given descriptions (including the new Day of the Vara helmets).\nOctober also saw the culmination of a significant behind-the-scenes project to organize information on the various fictional items created over the years. A similar project was done for the \u2018verse\u2019s brands, but now all the details on things like plants, alien drinks, and precious minerals can be looked up and referenced easily.\nAs always, several new Galactapedia entries were added, including a look at Tamsa\u2019s namesake artist, and the team wrote articles for October\u2019s Jump Point, including a Portfolio on armor manufacturer Caldera.\nPlayer Relations\nLast month, Player Relations added new team members in Austin and Wilmslow.\n\u201cAs the backer community grows, so do the needs of the service. We\u2019re excited to get these greenhorns in here so that they\u2019re ready to support you going into the holiday season!\u201d -The Player Relations Team\nThey also spent time triaging service issues during the Alpha 3.11 launch and supported the Star Citizen Birthday celebrations. They also helped backers working to earn the Vanduul helmet and began preparing for the IAE.\nProps\nOctober saw the Props Team continue support for the trolley push\/pull feature and the bartender alongside Social AI. They also completed a few props for Orison and the modular refinery locations. Work was also completed on the new freestanding elevator panel assets.\nQA\nQA\u2019s general work throughout October involved supporting the feature teams and testing various locations.\nFor the Combat and Ship AI team, QA continued their normal level of support, working through various checklists and assisting with issues encountered. They also helped the Engine Team investigate some hard-to-reproduce crashes and set workstations up to specifically test for memory leaks. Alongside this, they used the editor to test the intricacies of level setups and elevators. The testing of DataForge, StarWords, ExcelCore, and the sandbox editor continued for the Tools Team too.\nTech (Animation)\nThroughout October, Tech Animation focused heavily on upgrading the head assets in the character pipeline. A huge amount of technical detail goes into every head asset that will be accounted for and restructured throughout the overhaul.\nThe team also began overhauling combat animations to remove technical glitches in AI weapon holding, ships were rigged for the Animation Team, and support was given to Social AI.\nTurbulent\nTurbulent\u2019s Services Team spent the month making several additions to the internal Hex tool. The tool now provides more information about org event history, reputation, and inventory to facilitate better troubleshooting and investigation for game support teams. The org and inventory services are already live, while the reputation system is still being finalized. They also supported work on the Odin tool, which is currently being tested in the various development environments. Inventory service migrations were also tested for the upcoming Alpha 3.11.1 patch, and minor bugfixes were made.\nThe Turbulent Web Platform Team supported the front and backend release of the Origin 100 Series and helped shape the Star Citizen Birthday Hub.\n\n\nUser Interface (UI)\nSome of the UI Team\u2019s programming time was dedicated to bug fixing and supporting various game teams with upcoming releases. The Tech Team worked on lighting for Building Blocks, which will enable better-looking ship models. The artists developed concepts for the new docking UI and created visual target concept images for a new helmet visor and lens interface. Supporting artwork and screens for the upcoming refinery decks were also completed.\nVFX\nThe VFX Team working on several ships last month, including the Crusader Mercury. They also continued to iterate on ship weapon effects, with particular attention paid to readability at distance. They did the same for missiles, allowing the trails to appear for longer. They also continued with SDF shield impact effects.\nWE\u2019LL SEE YOU NEXT MONTH\u2026","de_DE":"Der Oktober war ein arbeitsreicher Monat f\u00fcr die PU-Teams von Star Citizen, mit Halloween-Inhalten und Vorbereitungen f\u00fcr das kommende IAE-In-Game-Event auf den meisten To-Do-Listen. Wie immer gingen die langfristigen Entwicklungsaufgaben ernsthaft weiter, mit neuen Features, Waffen, R\u00fcstungen und Schaupl\u00e4tzen, die alle gro\u00dfe Fortschritte machten. Lest weiter, um die Details zu erfahren, einschlie\u00dflich Updates \u00fcber aufregende Neuerungen, die in Alpha 3.12 und dar\u00fcber hinaus eintreffen.\n\n\nKI (Charakterkampf)\nWir beginnen mit dem Charakterkampfteam, das den ersten Durchgang des im letzten Monat erw\u00e4hnten 'Aufgeben'-Verhaltens abgeschlossen hat. W\u00e4hrend ihres regul\u00e4ren Kampfverhaltens werden die NSCs versuchen, pl\u00fcnderbare Munitionskisten zu finden (und in Zukunft von befreundeten Spielern Hilfe anfordern und verf\u00fcgbare Waffen pl\u00fcndern). Wenn keine Optionen verf\u00fcgbar sind, werden sie versuchen, sich von gef\u00e4hrlichen Umgebungen fernzuhalten und so gut wie m\u00f6glich zu \u00fcberleben.\nDas Team hat damit begonnen, Unterst\u00fctzung f\u00fcr Charaktereigenschaften zu implementieren. Zuerst zeigt diese Funktionalit\u00e4t die F\u00e4higkeiten ausgew\u00e4hlter Eigenschaften im Editor f\u00fcr Charakterfertigkeiten und -eigenschaften an. Die Designer k\u00f6nnen dann den Vorlagen, die den Charakteren zugewiesen werden, Eigenschaften zuweisen. Diese Eigenschaften k\u00f6nnen dazu verwendet werden, bestimmte Verhaltensweisen, die bestimmten Charakteren zur Verf\u00fcgung stehen, entweder zu modifizieren oder zu aktivieren. Zum Beispiel wird ein 'feiger' NSC nicht versuchen, Druck auf den Spieler auszu\u00fcben.\nAu\u00dferdem wurden einige Fehler bei der visuellen Wahrnehmung, der Benutzung der Deckung und den Ausweichreaktionen behoben.\nKI (Allgemein)\nLetzten Monat hat das KI-Team weitere Probleme gefunden und behoben, die mit Charakteren zu tun haben, die oben auf den Nutzbaren stehen. Dieses Mal war das Problem spezifisch f\u00fcr Charaktere, die vor ihren Usables hereinstr\u00f6mten. Es wurde Code hinzugef\u00fcgt, um diesen speziellen Edge-Fall zu behandeln. Einige der letzten KI-Komponenten-Updates wurden auch mit strengeren Abh\u00e4ngigkeitsregeln versehen, um Konflikte beim Lesen und Schreiben innerhalb des Zonensystems zu vermeiden. Dies verhindert Streitigkeiten beim Lesen der Entity-Positionen.\nKI (Schiffe)\nDie SchiffskI begann im Oktober damit, die Aufgabe der Quantenreise Subsumption auf \"Nicht-Blockieren\" auszuweiten. Dies wird in bestimmten Szenarien verwendet werden, in denen ein Verhalten Quantenreisen f\u00fcr ein Schiff in die Warteschlange stellen und dann mit regul\u00e4ren Aufgaben fortfahren muss, was besonders in Schiffen mit mehreren Besatzungen n\u00fctzlich ist.\nDas Team setzte die Wiederholung der Raketenziele fort und stellte zun\u00e4chst sicher, dass die Gesch\u00fctzt\u00fcrme sofort auf ankommende feindliche Torpedos reagieren, wenn sie sich nicht im Kampfmodus befinden. Dann passten sie die Zielpriorit\u00e4ten an, um eine bessere Balance zu erreichen, wenn Gro\u00dfkampfschiffe gegen mehrere Ziele k\u00e4mpfen. Dies wird auch die Art und Weise verbessern, wie Sitzbediener bei der Kontrolle von Schiffswaffen mit Feuerst\u00f6\u00dfen umgehen.\nEs wurde auch Zeit darauf verwendet, den Umgang mit Raketen zur Kollisionsvermeidung zu verbessern, wobei das Team Raketen im Code herausfiltert, weil sie nicht Teil der Kollisionsvermeidung sind. F\u00fcr die Genauigkeitsberechnung implementierte das Team unterschiedliche Konvergenzgeschwindigkeiten in Richtung der Ziele, wenn eine KI das Ziel trifft oder verfehlt. Dies simuliert NSCs, die versuchen, ein Ziel schneller zu treffen, wenn sie es verfehlen, sich aber leicht entspannen, wenn sie auf dem Ziel sind.\nDas Kampfverhalten des Gro\u00dfkampfschiffs wurde ebenfalls verbessert, um K\u00e4mpfe \u00fcber gr\u00f6\u00dfere Entfernungen zu erm\u00f6glichen. NSCs reagieren nun auch darauf, wenn ein Feind beginnt, eine Waffe aufzuladen.\nAu\u00dferdem wurden mehrere Fehler behoben und Verbesserungen bei der Anforderung der Abtrennungsbewegung, der Zuweisung der Patrouillenposition und der Feindseligkeit bestimmter Ziele vorgenommen.\nKI (Sozial)\nLetzten Monat hat das soziale KI-Team die erste Version des Messehallen-Szenarios in einen Zustand versetzt, der es anderen Teams erm\u00f6glicht, besser an Animationen, Requisiten und dem technischen Setup zu arbeiten. Im Moment unterst\u00fctzt das Szenario Usables, die Besteck, Essen und Getr\u00e4nke bereitstellen. NSCs k\u00f6nnen an Essenslinien iterieren, alles abrufen, was ihr Ern\u00e4hrungsverhalten verlangt, und das Essen dann an Tische bringen, wo es verzehrt werden kann. Dies beinhaltet sowohl systemische Animationen als auch Mo-Cap, die f\u00fcr bestimmte Szenarien erstellt wurden. All diese Gebrauchsgegenst\u00e4nde sind Item-Provider, was bedeutet, dass NSCs suchen k\u00f6nnen, um bestimmte Objekte zu erhalten. Diese Objekte werden von der KI physisch benutzt, so dass der Konsum von Essen und Trinken das Statussystem des NSCs beeinflusst. Dies erweitert auch die Verwendung von Griffmarken im 'Nehmen', 'Vorbereiten' und 'Platzieren' des Nutzungskanals.\nDas Team arbeitet derzeit an verschiedenen Verhaltensweisen, von denen sowohl die PU als auch Squadron 42 profitieren werden, einschlie\u00dflich der Verwendung von Arcade-Maschinen und Tanzen. Das Spielen von Spielautomaten wird eine der verf\u00fcgbaren Freizeitaktivit\u00e4ten sein, w\u00e4hrend das Tanzen wahrscheinlich eine besondere Aktivit\u00e4t f\u00fcr die Besucher von Diskotheken und anderen geeigneten Bereichen sein wird.\nAnimation\nSpeziell f\u00fcr die PU hat das Team Fortschritte beim Posing der Missionsgeber gemacht und die Gesichtsanimationen f\u00fcr Emotes, Kopfgeldj\u00e4ger, allgemeine Gesetzlose und mehr fertiggestellt. Au\u00dferdem unterst\u00fctzten sie andere Teams mit mo-cap und arbeiteten den R\u00fcckstand an Animationsaufgaben weiter ab.\nKunst (Umgebung)\nIm Oktober beendete das Modulare Team die Arbeit auf den Raffineriedecks, einschlie\u00dflich der Fertigstellung der Kunstwerke und der letzten Feinheiten bei der Ausstattung und dem Bau der Welt. Die Decks wurden nun an die Audio-, Licht- und VFX-Teams f\u00fcr den letzten Schliff \u00fcbergeben.\n\nAn anderer Stelle f\u00fcgte das Modulare Team weiterhin Gaswolken zu Lagrange-Punkten hinzu.\n\"Diese profitieren wirklich vom ersten Lichtdurchgang, bei dem einige absolut gro\u00dfartige Endbilder produziert werden. Das Team hat hart an der Grafik gearbeitet, um sicherzustellen, dass die Wolken performant genug f\u00fcr den Einsatz in der Multiplayer-Umgebung der PU bleiben. -Das Umwelt-Kunst-Team\nDas Team begann auch mit der endg\u00fcltigen Gestaltung der Schiff-zu-Station-Andocklobby und des Au\u00dfenbereichs. Au\u00dferdem begannen die Vorproduktionsarbeiten f\u00fcr die brandneuen 'Kolonialismus'-Archetypen der Bodenstation.\nDas Landing Zone Team machte mit Orison weiter, wobei die Greybox der Industrieplattform gro\u00dfe Fortschritte machte. Die Kunst-Greybox der kommerziellen Plattform ist fast fertig, wobei einige Bereiche bis zur endg\u00fcltigen Kunst gebracht wurden, um als Ma\u00dfstab f\u00fcr den Rest des Ortes zu dienen. Die Transit-Barge n\u00e4hert sich der Kunstfertigkeit und wurde vollst\u00e4ndig in das Level implementiert, wobei sich derzeit mehrere zwischen den Plattformen bewegen. Der Weltraumbahnhof ist ebenfalls in die endg\u00fcltige Gestaltung eingezogen. Neben Orison hatte auch der Kunst-Prototyp f\u00fcr das Hacking-Feature seinen ersten Durchgang und wartet nun auf die Implementierung und Iteration. Die Arbeiten am Convention Space f\u00fcr die diesj\u00e4hrige IAE wurden ebenfalls abgeschlossen. Neue Informationsbildschirme wurden in den Landezonen platziert, um sie in die kommenden Veranstaltungen einzubinden, und bestehende Bildschirme wurden aktualisiert, um dynamischer zu sein.\nIn Frankfurt hat das Organics Team die Kunst f\u00fcr die Himmelsk\u00f6rper von Pyro fertiggestellt, allerdings wird vor der Ver\u00f6ffentlichung noch eine weitere Runde Politur vorgenommen. Weitere Arbeiten an Crusader wurden neben den technischen \u00c4nderungen f\u00fcr Gasgiganten durchgef\u00fchrt, die auch den regul\u00e4ren Planeten zugute kommen werden. Es wurde auch Zeit damit verbracht, Prototypen f\u00fcr Touch-Bending f\u00fcr Laub und Objektauftrieb f\u00fcr schwimmende Verm\u00f6genswerte auf planetaren Wasserk\u00f6rpern zu entwickeln.\nKunst (Schiffe)\nIn Gro\u00dfbritannien machte das Art Team mit dem Crusader Hercules weiter. Die Arbeit im Oktober umfasste die Weiterentwicklung der Ingenieurabteilung und der Br\u00fccke, die sich beide dem Ende ihrer letzten Kunstphasen n\u00e4hern. Was das \u00c4u\u00dfere betrifft, so wurden die Materialien poliert und das Fahrwerk ist nun fertig gestellt.\nDer irisierende Shader, der f\u00fcr den Esperia Talon erstellt wurde, ist bereit f\u00fcr die Implementierung, ebenso wie das interne Raketensystem von Shrike. Das Fahrwerk und die Schadensaufstellung wurden ebenfalls fertiggestellt.\nDas in den USA ans\u00e4ssige Team machte Fortschritte mit dem Crusader Mercury Star Runner, einschlie\u00dflich der Fertigstellung der LODs, der UI-Panels, des Frachtbereichs und des Cockpits. Zur Feier des Feiertags der Vara hat das Schiffsteam auch die Ghoulish Green Skin f\u00fcr den Drake Cutlass Black entworfen.\n\n\nDas Vehicle Tech Art Team konzentrierte sich darauf, den Merkur mit Hardpunkten, Drehpunkten, Fahrwerk, Sichtbereichen und Schadenszust\u00e4nden zu unterst\u00fctzen. Es wurde auch am Fahrwerk der Origin 100 Serie gearbeitet und es wurden kleine Updates an den Cutlass Modellen vorgenommen.\nKunst (Waffen)\nIm Oktober hat Weapons Art den ersten Durchgang der medizinischen Waffe, die 'LOD 0'-Kunst f\u00fcr ein kommendes Behring LMG, und ein neues Gemini-Scharfsch\u00fctzengewehr fertiggestellt. Der neueste Behring S10-Turm wurde ebenfalls fertiggestellt. Das Team n\u00e4hert sich dem Ende des Durchlaufs der Waffenabsehen, die neben verschiedenen \u00c4nderungen an der Grafik auch die Nullung und Entfernungsmessung erm\u00f6glichen werden. Die Kunst f\u00fcr die Traktorstrahlbefestigung des Multi-Tools wurde fertiggestellt, ebenso wie ein neuer Satz holografischer Visiere von Klaus und Werner.\nAudio\nLetzten Monat hat sich Audio auf den Merkur der Kreuzfahrer konzentriert.\n\"Ein so gro\u00dfes Schiff mit so vielen beweglichen Teilen erfordert, dass alle unsere Sounddesigner gleichzeitig daran arbeiten! -Das Audio-Team\nWas den Code betrifft, so haben sie das Musiksystem weiter verbessert und es wurden Fortschritte bei den propriet\u00e4ren internen Tools des Teams gemacht.\nBackend-Dienste\nDie Backend Services haben einen Teil des Oktobers damit verbracht, Probleme in der letzten Patch-Ver\u00f6ffentlichung zu identifizieren und zu beheben, einschlie\u00dflich der Korrektur von Abst\u00fcrzen der Prim\u00e4r-Hubs. Au\u00dferdem wurden einige low-level Backend-Netzwerkcodes bereinigt, was die Stabilit\u00e4t verbessert und dazu beitragen wird, dass mehr Spieler gleichzeitig online sind. Fehler in den verschiedenen Ladevorg\u00e4ngen, dem Inventar und mobiGlas wurden ebenfalls behoben.\nCharaktere\nDas Charakter-Team begann den Monat damit, mit dem KI-Team an Kreaturen zu arbeiten. Dazu geh\u00f6rte das Erstellen von schnellen Blockouts, um den Ma\u00dfstab zu \u00fcberpr\u00fcfen, Modellprobleme zu beurteilen, Testst\u00e4nde zu testen und Ideen zu iterieren.\nDie Modellierer und Techniker des Teams arbeiteten an zwei neuen R\u00fcstungssets, die f\u00fcr 2021 und Abonnenten-Flair-Gegenst\u00e4nde, die in Alpha 3.11.1 und 3.12 ver\u00f6ffentlicht werden sollen. Sie haben auch Probleme mit den k\u00fcrzlich ver\u00f6ffentlichten Vintage-Marine-Uniformen gel\u00f6st - diese Korrekturen werden im kommenden Alpha 3.11.1 Patch live sein.\nEs wurden Konzepte f\u00fcr drei komplette R\u00fcstungssets weiterentwickelt, die das Gameplay f\u00fcr den Bergbau und die Kopfgeldjagd unterst\u00fctzen werden. Zurzeit werden f\u00fcr diese Sets gepaarte Rucks\u00e4cke zur Unterst\u00fctzung des externen Inventars konzipiert.\n\nGemeinschaft\nLetzten Monat konzentrierte sich das Community Team auf die Vorbereitungen f\u00fcr die Feierlichkeiten zum Geburtstag des Sternenb\u00fcrgers. Die diesj\u00e4hrige Feier war komplett digital, mit dem kostenlosen 2950 Birthday Goodies Pack, das an alle Unterst\u00fctzer verschenkt wurde. Sie unterst\u00fctzten auch die Geburtstags-AMA, bei der Chris Roberts, Todd Papy und Tony Zurovec Fragen der Spieler auf Spectrum beantworteten. F\u00fcr Spieler, die das Live-Event verpasst haben, wurde auch der AMA-R\u00fcckblick 2020 ver\u00f6ffentlicht.\nDas Community Team unterst\u00fctzte Narrative bei der UEE Imperator Election, erstellte den Imperator Election Comm-Link und richtete den Wahlzettel ein. Au\u00dferdem k\u00fcndigten sie die S-38 'One Empire'-Pistole an, die an den Anfang des Jahres erreichten Meilenstein von 300 Millionen Dollar erinnert.\nDanach unterst\u00fctzten sie das Halloween-\u00c4quivalent der UEE, Day of the Vara, mit Kurzgeschichten- und K\u00fcrbisschnitz-Wettbewerben. Schlie\u00dflich feierten sie die Ankunft der ersten beiden nur im Spiel verdienten Gegenst\u00e4nde in der PU.\n\nTechnik\nDas Physik-Team hat einen Teil des Oktobers damit verbracht, an einem volumetrischen Softbody-Prototypen und einem volumetrischen Deformations-Rendering zu arbeiten. Es wurden auch verschiedene physikalische Optimierungen vorgenommen. So wurde zum Beispiel das Threading verschiedener Subsysteme verbessert, schnellere Raumgitterabfragen hinzugef\u00fcgt, Streitigkeiten beim Zugriff auf lokale Befehlswarteschlangen und Streitigkeiten bei den Schrittfunktionen f\u00fcr Schauspieler\/lebende Wesen entfernt. Wichtige Verbesserungen wurden auch bei der Kollisionserkennung vorgenommen, wodurch ein seit langem bestehendes Problem gel\u00f6st wurde, das zus\u00e4tzliche Geisterkontakte weit weg von dem Ort, an dem die eigentlichen Kontakte verarbeitet wurden, einf\u00fchren konnte. Schlie\u00dflich begann das Team mit der Erforschung von Verbesserungen bei der Einrichtung von Vegetationsber\u00fchrungen.\nIm Oktober wurde auch der laufende Gen12-Renderer-\u00dcbergang und die Refactoring-Arbeiten fortgesetzt. Diesmal wurde ein parametrisierbares Feature-Set zur verz\u00f6gerten Pipeline hinzugef\u00fcgt und pro Objekt wurden Aktualisierungen der Ressourcensets f\u00fcr das Szenen-Rendering vorgenommen (einschlie\u00dflich eines Render-zu-Textur-Updates f\u00fcr Pinsel). F\u00fcr das Shader-System wurde der gesamte Neulade-Code bereinigt, um das Shader-Editing und die Reaktion bei \u00c4nderungen der Systemspezifikationen zu verbessern. Zum Beispiel Grafikeinstellungen, die verschiedene Shader-Kombinationen verwenden.\nDer Fortschritt bei Atmosph\u00e4ren, Wolken und dem vereinheitlichten Ray-Marcher wurde in den Hauptentwicklungsstrom integriert. Das bedeutet, dass die Verbesserungen, die im Bericht des letzten Monats erw\u00e4hnt wurden, in der PU in einer kommenden Version verf\u00fcgbar sein sollten.\nDie Arbeit an der Kern-Engine beinhaltete die Implementierung eines dynamischen Zone Culling-Pfades im Zonensystem. Eine Handvoll von View-Distance-bezogenen Culling-Fehlern mit Objekten in Pixelgr\u00f6\u00dfe wurden ebenfalls f\u00fcr Alpha 3.11 behoben. Das Entity-System erhielt mehrere Verbesserungen und Optimierungen, um unn\u00f6tige Updates und Suchvorg\u00e4nge zu verhindern. Ebenso erhielt der Entity-Aggregatmanager niedrigstufige Optimierungen, um die Arbeit besser auszubalancieren und den Speicherverbrauch und Streitigkeiten bei der Arbeit mit Entity-Blasen zu reduzieren. Ein paar kleinere \u00c4nderungen wurden auch am Aktualisierungsplaner der Entit\u00e4tskomponenten vorgenommen. Die Logik f\u00fcr das Culling des Radix-Baums wurde ebenfalls optimiert, wobei die Threading-Logik angepasst wurde, um Konflikte zu reduzieren.\nDie Absturzbehandlung wurde verfeinert. Ein Hex-Stapel des Render-Threads wird nun erfasst und in Minidumps eingebettet, die Spieler (optional) an das Team senden k\u00f6nnen, wenn das Spiel abst\u00fcrzt. Dies erm\u00f6glicht es dem Team, den kompletten Render-Thread-Call-Stack w\u00e4hrend des postmortalen Debuggens wiederherzustellen, ohne dass Bin\u00e4rdateien von Drittanbietern ben\u00f6tigt werden. Dies spart Zeit, da sie nicht all die verschiedenen Treiber herunterladen m\u00fcssen, die die Spieler benutzen.\nEigenschaften (Gameplay)\nDas US Gameplay Feature Team begann den Monat damit, kritische Bugs zu beheben und Features f\u00fcr Alpha 3.11 zu polieren. Nachdem es live ging, richtete es seine Aufmerksamkeit wieder auf die Arbeit an kommenden Features und zuk\u00fcnftigen Initiativen, einschlie\u00dflich des neuen Rufsystems. Das System wird kontinuierlich aufpoliert, je n\u00e4her die Ver\u00f6ffentlichung r\u00fcckt; auf diese Weise kann es in begrenztem Umfang eingef\u00fchrt werden, wenn das aktuelle Gameplay umgestellt wird, um die Vorteile der neuen Funktionen zu nutzen.\nDas Team hat auch die Designs f\u00fcr zwei neue Kernanwendungen von mobiGlas weitergef\u00fchrt. Zum einen f\u00fchrt der Asset Manager die Handels-App fort und wird f\u00fcr das lokalisierte Inventar, das im n\u00e4chsten Jahr ver\u00f6ffentlicht werden soll, von entscheidender Bedeutung sein. Zweitens wird der Mission Manager in das neue dynamische Missionssystem eingebunden, an dem derzeit gearbeitet wird.\nDas Team hat au\u00dferdem mit der Arbeit an einem neuen Feature begonnen, das die Art und Weise ver\u00e4ndern wird, wie Spieler ihre Schiffe an Rastpl\u00e4tzen auff\u00fcllen. Alle Raketen, Fackeln und Spreu werden durch einen ordentlichen Einkaufsfluss ersetzt werden, was es dem Team erlauben wird, die Preise f\u00fcr jeden Gegenstand zu trennen. Dies wird zu h\u00f6heren Preisen f\u00fcr das Wiederaufstocken f\u00fchren, obwohl die Versicherungspreise und die Timer entsprechend angepasst werden.\nFeatures (Fahrzeuge)\nVehicle Features widmete einige Zeit des Monats der Entwicklung von Tech, die dabei helfen wird, den IFCS-Code mit anderen bewegungslastigen Systemen zu teilen. Ein Beispiel daf\u00fcr ist die EVA-Bewegung mit Schwerelosigkeit, die letztendlich \u00e4hnlichen Code wie das IFCS verwenden wird, da die beiden stark miteinander verwandt sind. Dies erlaubt es dem Team auch, die F\u00fclle an KI-Logik und Navigationscode zu nutzen, die zuerst f\u00fcr Schiffe geschrieben wurden. Dieses Code-Sharing wird auch f\u00fcr Raketen verwendet werden, wodurch die verschiedenen Arten von Code, die sich mit der Bewegung im Raum besch\u00e4ftigen, weiter vereinheitlicht und vereinfacht werden.\nIm Oktober wurde auch viel am Transitsystem gearbeitet, da kommende Landepl\u00e4tze besondere Verhaltensweisen f\u00fcr Transitwagen erfordern.\nEs wurde auch daran gearbeitet, Schiffsnamen und Seriennummern an den Seiten der Schiffe anzuzeigen.\n\"Der gr\u00f6\u00dfte Teil der zugrundeliegenden Tech ist fertig gestellt; wir verbinden nun die Dinge miteinander und bringen das Ganze zum Laufen. Wir haben auch einen Weg gefunden, Schiffen, die beim Kauf keine Seriennummern erhalten haben, Seriennummern zuzuweisen. -Das Fahrzeug-Features-Team\nIn Fortf\u00fchrung der Merlin\/Konstellation-Arbeiten des letzten Monats wurde die UI zur Unterst\u00fctzung des Andockens fertiggestellt. Verschiedene Probleme in Bezug auf die Persistenz wurden ebenfalls gel\u00f6st, so dass der Merlin und die Konstellation als Paar spawnen k\u00f6nnen. Das Team arbeitet sich nun durch die kleineren Aufgaben, um das Feature \"fertig\" zu nennen.\nGrafiken\nDas Grafikteam hat den irisierenden Shader geliefert, der im Bericht des letzten Monats erw\u00e4hnt wurde. Dieser Effekt simuliert Farbverschiebungen basierend auf dem Kamerawinkel relativ zur Oberfl\u00e4che und erm\u00f6glicht anisotrope Effekte, die denen in exotischen Autolacken \u00e4hneln. Shader-Optimierungen und Look-Up-Texturen wurden verwendet, um die Kosten f\u00fcr dieses Feature so weit zu reduzieren, dass es ohne Leistungseinbu\u00dfen auf breiter Basis eingesetzt werden kann.\nAuch am Lichtstrahl-Shader wurde gearbeitet, der erhebliche Qualit\u00e4tsverbesserungen und Fehlerbehebungen erfuhr. Dieses Feature hilft dem Team, entfernte Lichtstrahlen zu simulieren, wenn sie au\u00dferhalb der Reichweite liegen, die durch das volumetrische Nebelsystem simuliert werden kann.\nAu\u00dferdem wurde an dem Gen12-Renderer und dem automatisierten Testsystem gearbeitet.\nBeleuchtung\nIm Oktober konzentrierte sich das Lighting Team ein wenig auf den neuen IAE-Standort.\n\"Eine Reihe komplett neu gestalteter Hallen im bestehenden Hi-Tech-Kunststil bedeutet eine ganz neue Art der Beleuchtung der j\u00e4hrlichen Expo. Wir freuen uns sehr darauf, dass die Community dieses Jahr die IAE erkunden und erleben kann! -Das Beleuchtungsteam\nSie setzten auch die F&E-Arbeiten f\u00fcr die bevorstehende Einf\u00fchrung von Gaswolken um die Rastst\u00e4tten am Lagrange-Punkt fort. Die Beleuchtung spielt eine gro\u00dfe Rolle bei der von diesen Gaswolken dargestellten Stimmung, und das aktuelle Ziel ist es, einen visuellen Stil zu erreichen, der vermittelt, ob die Wolken gef\u00e4hrlich oder sicher sind, und sich dennoch in den allgemeinen Stil des Stanton-Systems einf\u00fcgt.\nMit Blick auf die Zukunft hat das Beleuchtungsteam mit den Aufgaben f\u00fcr die kommenden Raffineriedecks begonnen, die sehr zweckm\u00e4\u00dfig und funktional aussehen m\u00fcssen.\nErz\u00e4hlung\nEinmal pro Jahrzehnt h\u00e4lt die UEE eine spezielle Wahl ab, um den n\u00e4chsten Imperator der UEE zu bestimmen. Dieses Mal hatten die Spieler die M\u00f6glichkeit, ihre Stimme abzugeben und die Zukunft des Imperiums mitzugestalten. Um allen zu helfen, die Kandidaten kennenzulernen, schloss sich das Narrative Team Jared auf Star Citizen Live an, um die Details und Kandidaten zu besprechen.\nDas Team arbeitete weiter an den Inhalten f\u00fcr die kommenden Ver\u00f6ffentlichungen, darunter Raffineriedecks, Orison und mehr. Es wurden mehrere Skripte f\u00fcr neue Missionsinhalte geschrieben und mit dem Design iteriert, und neue Gegenst\u00e4nde im Spiel wurden benannt und mit Beschreibungen versehen (einschlie\u00dflich der neuen Helme zum Tag der Vara).\nIm Oktober gipfelte auch ein bedeutendes Projekt hinter den Kulissen, um Informationen \u00fcber die verschiedenen fiktiven Gegenst\u00e4nde zu organisieren, die im Laufe der Jahre geschaffen wurden. Ein \u00e4hnliches Projekt wurde f\u00fcr die Marken der 'Verse' durchgef\u00fchrt, aber jetzt k\u00f6nnen alle Details zu Dingen wie Pflanzen, au\u00dferirdischen Getr\u00e4nken und wertvollen Mineralien leicht nachgeschlagen und referenziert werden.\nWie immer wurden mehrere neue Galactapedia-Eintr\u00e4ge hinzugef\u00fcgt, darunter ein Blick auf Tamsas Namensvetter, und das Team schrieb Artikel f\u00fcr den Sprungpunkt im Oktober, darunter ein Portfolio \u00fcber den R\u00fcstungshersteller Caldera.\nSpieler-Beziehungen\nLetzten Monat hat Player Relations neue Teammitglieder in Austin und Wilmslow hinzugef\u00fcgt.\n\"So wie die Unterst\u00fctzergemeinschaft w\u00e4chst, so wachsen auch die Bed\u00fcrfnisse des Service. Wir freuen uns darauf, diese Gr\u00fcnschn\u00e4bel hierher zu holen, damit sie bereit sind, euch zu unterst\u00fctzen, wenn ihr in die Ferienzeit geht! -Das Spieler-Beziehungs-Team\nSie haben auch Zeit damit verbracht, Serviceprobleme w\u00e4hrend des Starts von Alpha 3.11 zu pr\u00fcfen und die Geburtstagsfeiern der Sternenb\u00fcrger zu unterst\u00fctzen. Sie halfen auch Geldgebern, die sich den Vanduul-Helm verdienen wollten, und begannen mit den Vorbereitungen f\u00fcr die IAE.\nRequisiten\nIm Oktober unterst\u00fctzte das Props Team weiterhin das Trolley Push\/Pull Feature und den Barkeeper neben Social KI. Sie haben auch ein paar Requisiten f\u00fcr Orison und die modularen Raffineriestandorte fertig gestellt. Au\u00dferdem wurden die Arbeiten an den neuen freistehenden Fahrstuhlpaneelen abgeschlossen.\nQUALIT\u00c4TSSICHERUNG\nDie allgemeine Arbeit der QA im Oktober bestand darin, die Feature-Teams zu unterst\u00fctzen und verschiedene Locations zu testen.\nF\u00fcr das Kampf- und Schiffs-KI-Team setzte die QA ihr normales Ma\u00df an Unterst\u00fctzung fort, indem sie verschiedene Checklisten durcharbeitete und bei auftretenden Problemen unterst\u00fctzte. Au\u00dferdem halfen sie dem Engine Team bei der Untersuchung einiger schwer zu reproduzierender Abst\u00fcrze und richteten die Workstations so ein, dass sie speziell auf Speicherlecks getestet werden konnten. Parallel dazu benutzten sie den Editor, um die Feinheiten der Level-Setups und Fahrst\u00fchle zu testen. Die Tests von DataForge, StarWords, ExcelCore und dem Sandbox-Editor gingen auch f\u00fcr das Tools Team weiter.\nTechnik (Animation)\nW\u00e4hrend des gesamten Oktobers konzentrierte sich Tech Animation stark auf die Verbesserung der Head Assets in der Charakter-Pipeline. Eine riesige Menge an technischen Details steckt in jedem Head-Asset, das w\u00e4hrend der \u00dcberholung ber\u00fccksichtigt und umstrukturiert wird.\nDas Team begann auch mit der \u00dcberholung der Kampfanimationen, um technische Pannen in der KI-Waffenhaltung zu beseitigen, Schiffe wurden f\u00fcr das Animationsteam ausger\u00fcstet und die soziale KI wurde unterst\u00fctzt.\nTurbulentes\nDas Serviceteam von Turbulent's verbrachte den Monat damit, das interne Verhexungswerkzeug zu erweitern. Das Tool bietet jetzt mehr Informationen \u00fcber die Org-Ereignisgeschichte, den Ruf und das Inventar, um eine bessere Fehlersuche und -behebung f\u00fcr Spiel-Support-Teams zu erm\u00f6glichen. Die Org- und Inventardienste sind bereits live, w\u00e4hrend das Rufsystem noch in der Endphase ist. Sie haben auch die Arbeit am Odin-Tool unterst\u00fctzt, das derzeit in den verschiedenen Entwicklungsumgebungen getestet wird. Inventarservice-Migrationen wurden auch f\u00fcr den kommenden Alpha 3.11.1 Patch getestet, und kleinere Bugfixes wurden durchgef\u00fchrt.\nDas Turbulent Web Platform Team unterst\u00fctzte die Front- und Backend-Ver\u00f6ffentlichung der Origin 100 Serie und half bei der Gestaltung des Star Citizen Birthday Hub.\n\n\nBenutzeroberfl\u00e4che (UI)\nEin Teil der Programmierzeit des UI-Teams wurde der Fehlerbehebung und der Unterst\u00fctzung verschiedener Spielteams bei anstehenden Ver\u00f6ffentlichungen gewidmet. Das Tech Team arbeitete an der Beleuchtung f\u00fcr Building Blocks, die besser aussehende Schiffsmodelle erm\u00f6glichen wird. Die K\u00fcnstler entwickelten Konzepte f\u00fcr die neue Andock-UI und erstellten visuelle Zielkonzeptbilder f\u00fcr ein neues Helmvisier und Linseninterface. Unterst\u00fctzende Artworks und Screens f\u00fcr die kommenden Raffineriedecks wurden ebenfalls fertiggestellt.\nVFX\nDas VFX-Team hat letzten Monat an mehreren Schiffen gearbeitet, darunter die Crusader Mercury. Sie haben auch weiter an den Waffeneffekten der Schiffe gearbeitet, wobei sie besonders auf die Lesbarkeit auf Distanz geachtet haben. Dasselbe taten sie auch bei den Raketen, wodurch die Spuren l\u00e4nger erscheinen konnten. Sie machten auch mit den SDF-Schildeinschlagseffekten weiter.\nWIR SEHEN EUCH N\u00c4CHSTEN MONAT...","zh_CN":"October was a busy month for Star Citizen\u2019s PU teams, with Halloween content and prep for the upcoming IAE in-game event on most to-do lists. As usual, long-term development tasks continued in earnest, with new features, weapons, armor, and locations all making great progress. Read on for the details, including updates on exciting additions arriving in Alpha 3.12 and beyond.\n\n\nAI (Character Combat)\nWe start with the Character Combat Team, who completed the first pass of the \u2018surrender\u2019 behavior mentioned last month. During their regular combat behavior, NPCs will try to find lootable ammo boxes (and in the future request help from friendlies and loot available weapons). If no options are available, they\u2019ll try to stay out of dangerous environments and survive the best they can.\nThe team began implementing support for character traits. First, this functionality exposes the ability of selected traits in the Character Skills and Traits editor. Designers can then assign traits to templates that are assigned to characters. These traits can be used to either modify or enable specific behaviors available to certain characters. For example, a \u2018coward\u2019 NPC won\u2019t try to put pressure on the player.\nSeveral bugs were also fixed for visual perception, cover usage, and dodge reactions.\nAI (General)\nLast month, the AI Team found and fixed more issues related to characters standing on top of usables. This time, the problem was specific to characters streaming in before their usables. Code was added to handle this particular edge case. Some of the recent AI component updates were also amended with stricter dependency rules to avoid conflicting reading and writing inside the zone system. This prevents contention when reading entity positions.\nAI (Ships)\nShip AI began October extending the quantum travel Subsumption task to be \u201cnon-blocking.\u201d This will be used in specific scenarios where a behavior needs to queue quantum travel for a ship and then continue with regular duties, which is particularly useful in multi-crew ships.\nThe team continued to iterate on missile targeting, first of all ensuring turrets respond immediately to incoming hostile torpedoes when not in combat mode. They then adjusted targeting priorities to give a better balance when capital ships are fighting multiple targets. This will also improve how seat operators handle burst fire when controlling ship weapons.\nTime was also spent improving how collision avoidance handles missiles, with the team filtering-out missiles in the code due to them not being part of collision avoidance. For the accuracy calculation, the team implemented different convergence speeds towards targets when an AI is hitting or missing the target. This simulates NPCs trying to hit a target faster when they\u2019re missing but relaxing slightly when they\u2019re on target.\nThe capital ship combat behavior was also improved to allow longer-range combat. NPCs will now react to an enemy starting to charge a weapon too.\nPlus, several bugs were fixed and improvements made to the break-away movement request, the patrol-around-position assignment, and the hostility of specific targets.\nAI (Social)\nLast month, the Social AI Team moved the first version of the mess hall scenario into a state that allows other teams to better iterate on animations, props, and the technical setup. At the moment, the scenario supports usables that provide cutlery, food, and drinks. NPCs can iterate on food lines, retrieve anything their sustenance behavior wants, and then take the food to tables where it can be consumed. This involves both systemic animations and mo-cap created for specific scenarios. All of these usables are item providers, which means NPCs can search to obtain specific objects. These objects are physically used by the AI, so consuming food and drink impacts the NPC\u2019s status system. This also expands the use of grip tags in the \u2018take,\u2019 \u2018prepare,\u2019 and \u2018place\u2019 use-channel.\nThe team are currently working on several behaviors that will benefit both the PU and Squadron 42, including arcade-machine use and dancing. Playing arcade machines will be one of the available leisure activities, while dancing will likely be a special activity for the patrons of discos and other appropriate areas.\nAnimation\nSpecifically for the PU, the team made progress with mission-giver posing and completed the facial animations for emotes, bounty hunters, general outlaws, and more. They also supported other team\u2019s with mo-cap and continued to work through the backlog of animation tasks.\nArt (Environment)\nOctober saw the Modular Team wrap up work on the refinery decks, including finalizing the art and putting the finishing touches to the dressing and world-building. The decks have now been handed over to the Audio, Lighting, and VFX teams for final polish work.\n\nElsewhere, the Modular Team continued adding gas clouds to Lagrange points.\n\u201cThese are really benefiting from the first lighting pass with some absolutely gorgeous final frames being produced. The team have been working hard with Graphics to ensure the clouds remain performant enough for use in the multiplayer environment of the PU.\u201d -The Environment Art Team\nThe team also began final art on the ship-to-station docking lobby and exterior. Pre-production work also kicked off for the brand-new \u2018Colonialism\u2019 ground-base archetypes.\nThe Landing Zone Team continued with Orison, with the greybox of the industrial platform making great progress. The commercial platform art greybox is almost complete, with some areas being brought up to final art to act as a benchmark for the rest of the location. The transit barge is nearing art complete and has been fully implemented into the level, with several currently moving between the platforms. The spaceport also moved into final art. Alongside Orison, the art prototype for the hacking feature had its first pass and is awaiting implementation and iteration. Work on the convention space for this year\u2019s IAE was also completed. New informational screens were placed in landing zones to tie into upcoming events and existing screens were updated to be more dynamic.\nIn Frankfurt, the Organics Team finalized art for Pyro\u2019s celestial bodies, though another round of polish will be undertaken before release. More work on Crusader was done alongside tech changes for gas giants, which will also benefit regular planets. Time was also spent prototyping touch bending for foliage and object buoyancy for floating assets on planetary water bodies.\nArt (Ships)\nIn the UK, the Art Team continued with the Crusader Hercules. October\u2019s work included further development of the engineering section and bridge, both of which are approaching the end of their final art phases. Exterior-wise, materials were polished and the landing gear is now final-art complete.\nThe iridescent shader created for the Esperia Talon is ready for implementation, as is Shrike\u2019s internal missile system. The landing gear and damage setup were also finalized.\nThe US-based team progressed with the Crusader Mercury Star Runner, including finishing LODs, UI panels, the cargo area, and cockpit. In celebration of in-lore holiday Day of the Vara, the Ship Team also created the Ghoulish Green skin for the Drake Cutlass Black.\n\n\nThe Vehicle Tech Art Team focused on supported the Mercury with hardpoints, pivots, landing gear, viz areas, and damage states. Work was also done on the Origin 100 Series\u2019 landing gear and small updates were made to the Cutlass models.\nArt (Weapons)\nIn October, Weapons Art completed the first pass on the medical gun, \u2018LOD 0\u2019 art for an upcoming Behring LMG, and a new Gemini sniper rifle. The latest Behring S10 turret was finalized too. The team are nearing the end of their pass on weapon reticles, which will add zeroing and rangefinding along with various art tweaks. Art for the Multi-Tool\u2019s tractor beam attachment was completed, as was a new set of Klaus and Werner holographic sights.\nAudio\nLast month saw Audio focus on the Crusader Mercury.\n\u201cSuch a large ship with so many moving parts requires all of our sound designers working on it at once!\u201d -The Audio Team\nCode-wise, they continued to improve the music system, and progress was made on the team\u2019s proprietary internal tools.\nBackend Services\nBackend Services spent part of October identifying and addressing issues in the recent patch release, including correcting primary hub crashes. Some low-level backend networking code was also cleaned up, which improved stability and will contribute to having more concurrent players online. Bugs in the various loadouts, inventory, and mobiGlas were fixed too.\nCharacters\nThe Character Team began the month working with the AI Team on creatures. This involved creating quick blockouts to check scale, assess model issues, test rigs, and iterate on ideas.\nThe team\u2019s modelers and tech artists worked on two new armor sets targeted for 2021 and Subscriber Flair items planned for release in Alpha 3.11.1 and 3.12. They also addressed issues with the recently released vintage navy uniforms \u2013 these fixes will be live in the upcoming Alpha 3.11.1 patch.\nConcepts for three full sets of armor were further developed that will support mining and bounty hunting gameplay. They\u2019re currently concepting paired backpacks for these sets in support of the external inventory.\n\nCommunity\nLast month, the Community Team focused on preparations for the Star Citizen Birthday celebrations. This year\u2019s celebration was entirely digital, with the free 2950 Birthday Goodies Pack gifted to all backers. They also supported the Birthday AMA, where Chris Roberts, Todd Papy, and Tony Zurovec answered player questions on Spectrum. The 2020 AMA Recap was also published for players that missed the live event.\nThe Community Team supported Narrative with the UEE Imperator Election, creating the Imperator Election Comm-Link and setting up the election ballot. They also announced the S-38 \u2018One Empire\u2019 pistol that commemorates the $300m milestone reached earlier in the year.\nThey then supported the UEE\u2019s Halloween equivalent, Day of the Vara, with short story and pumpkin carving contests. Finally, they celebrated the arrival of the first two in-game-only earnable items in the PU.\n\nEngineering\nThe Physics Team spent part of October working on a volumetric soft-body prototype and volumetric deformation rendering. Various physics optimizations were made too. For example, they improved the threading of various subsystems, added faster spatial grid queries, removed contention when accessing local command queues, and removed contention for actor\/living entity step functions. Vital improvements were also made to collision detection, solving a longstanding issue that could introduce additional ghost-contacts far away from where the actual contacts were processed. Lastly, the team began researching improvements to the setup of vegetation touch-bending.\nOctober also saw the ongoing Gen12 renderer transition and refactoring work continue. This time, a parameterizable feature set was added to the deferred pipeline and per-object resource set updates were made for scene rendering (including a render to texture update for brushes). For the shader system, all reloading code was cleaned up to improve shader editing and response when changing system spec settings. For example, graphics settings that use different shader combinations.\nProgress on atmospheres, clouds, and the unified ray-marcher was merged into the main development stream. This means the improvements mentioned in last month\u2019s report should be available in the PU in a coming release.\nCore engine work involved implementing a dynamic zone culling path in the zone system. A handful of view-distance-related culling bugs with pixel-sized objects were also fixed for Alpha 3.11. The entity system received several improvements and optimizations to prevent unnecessary updates and searches. Similarly, the entity aggregate manager received low-level optimizations to improve work balancing and reduce memory usage and contention when working with entity bubbles. A few smaller changes were also made to the entity component update scheduler. Radix tree culling logic was tweaked too, with the threading logic adjusted to reduce contention.\nCrash handling has been refined. A hex stack of the render thread is now captured and embedded in minidumps that players can (optionally) send to the team if the game crashes. This enables the team to recover the full render thread call-stack during postmortem debugging without the need for third-party binaries. This saves time as they don\u2019t have to download all the various drivers that players use.\nFeatures (Gameplay)\nThe US Gameplay Feature Team began the month fixing critical bugs and polishing features for Alpha 3.11. After it went live, they turned their attention back to working on upcoming features and future initiatives, including the new reputation system. The system will receive continuous polish as it gets closer to release; this way it can be rolled out in a limited capacity as current gameplay is converted to take advantage of the new functionality.\nThe team also continued the designs for two new core mobiGlas apps. Firstly, the Asset Manager carries on from the trading app and will be critical to the localized inventory planned for release next year. Secondly, the Mission Manager will tie into the new dynamic mission system currently being worked on.\nThe team also began working on a new feature that will change the way players restock their ships at rest stops. All missiles, flares, and chaffs will be replaced via a proper shopping flow, which will allow the team to separate the pricing for each item. This will result in higher prices for restocking, though insurance prices and timers will be adjusted accordingly.\nFeatures (Vehicles)\nVehicle Features dedicated some of the month to developing tech that will help share IFCS code with other movement-heavy systems. One example of this is zero-gravity EVA movement, which will eventually use similar code to IFCS as the two are heavily related. This also allows the team to utilize the wealth of AI logic and navigation code first written for ships. This code sharing will also be used for missiles, further unifying and simplifying the various types of code that deal with movement in space.\nOctober also featured a lot of work on the transit system, as upcoming landing locations require special behaviors for transit carriages.\nWork also went towards displaying ship names and serial numbers on the sides of ships.\n\u201cMost of the underlying tech has been completed; we\u2019re now connecting things up and making the whole thing work. We also found a way to assign serial numbers to ships that weren\u2019t given them at purchase.\u201d -The Vehicle Features Team\nContinuing with last month\u2019s Merlin\/Constellation work, UI to aid docking was completed. Various issues relating to persistence were also resolved, enabling the Merlin and Constellation to spawn as a pair. The team are now working through the more minor tasks in a push to call the feature \u201cfinished.\u201d\nGraphics\nThe Graphics Team delivered the iridescent shader mentioned in last month\u2019s report. This effect simulates color shifts based on the camera angle relative to the surface, allowing anisotropic effects similar to those seen in exotic car paints. Shader optimizations and look-up textures were used to reduce the cost of this feature to the point it can be widely used without performance concerns.\nThe light-beam shader was also worked on, which underwent significant quality improvements and bug fixes. This feature helps the team simulate distant beams of light when they are beyond the range that can be simulated by the volumetric fog system.\nWork also continued on the Gen12 renderer and the automated testing system.\nLighting\nOctober saw the Lighting Team focus a bit on the new IAE location.\n\u201cA set of completely redesigned halls in the existing Hi-Tech art style means a whole new way of lighting the annual expo. We\u2019re very excited for the community to explore and experience the IAE this year!\u201d -The Lighting Team\nThey also continued with R&D work for the upcoming implementation of gas clouds around Lagrange point rest stops. Lighting plays a major part in the mood portrayed by these gas clouds and the current goal is to achieve a visual style that conveys whether the clouds are dangerous or safe while still fitting in with the overall style of the Stanton system.\nLooking ahead, the Lighting Team started tasks for the upcoming refinery decks, which need to look highly utilitarian and functional.\nNarrative\nOnce a decade, the UEE holds a special election to determine the next Imperator of the UEE. This time, players were given the opportunity to cast their votes and help shape the future of the Empire. To help everyone get to know the candidates, the Narrative Team joined Jared on Star Citizen Live to discuss the details and candidates.\nThe team continued to work on content for upcoming releases, including refinery decks, Orison, and more. Several scripts for new mission content were written and iterated on with Design, and new in-game items were named and given descriptions (including the new Day of the Vara helmets).\nOctober also saw the culmination of a significant behind-the-scenes project to organize information on the various fictional items created over the years. A similar project was done for the \u2018verse\u2019s brands, but now all the details on things like plants, alien drinks, and precious minerals can be looked up and referenced easily.\nAs always, several new Galactapedia entries were added, including a look at Tamsa\u2019s namesake artist, and the team wrote articles for October\u2019s Jump Point, including a Portfolio on armor manufacturer Caldera.\nPlayer Relations\nLast month, Player Relations added new team members in Austin and Wilmslow.\n\u201cAs the backer community grows, so do the needs of the service. We\u2019re excited to get these greenhorns in here so that they\u2019re ready to support you going into the holiday season!\u201d -The Player Relations Team\nThey also spent time triaging service issues during the Alpha 3.11 launch and supported the Star Citizen Birthday celebrations. They also helped backers working to earn the Vanduul helmet and began preparing for the IAE.\nProps\nOctober saw the Props Team continue support for the trolley push\/pull feature and the bartender alongside Social AI. They also completed a few props for Orison and the modular refinery locations. Work was also completed on the new freestanding elevator panel assets.\nQA\nQA\u2019s general work throughout October involved supporting the feature teams and testing various locations.\nFor the Combat and Ship AI team, QA continued their normal level of support, working through various checklists and assisting with issues encountered. They also helped the Engine Team investigate some hard-to-reproduce crashes and set workstations up to specifically test for memory leaks. Alongside this, they used the editor to test the intricacies of level setups and elevators. The testing of DataForge, StarWords, ExcelCore, and the sandbox editor continued for the Tools Team too.\nTech (Animation)\nThroughout October, Tech Animation focused heavily on upgrading the head assets in the character pipeline. A huge amount of technical detail goes into every head asset that will be accounted for and restructured throughout the overhaul.\nThe team also began overhauling combat animations to remove technical glitches in AI weapon holding, ships were rigged for the Animation Team, and support was given to Social AI.\nTurbulent\nTurbulent\u2019s Services Team spent the month making several additions to the internal Hex tool. The tool now provides more information about org event history, reputation, and inventory to facilitate better troubleshooting and investigation for game support teams. The org and inventory services are already live, while the reputation system is still being finalized. They also supported work on the Odin tool, which is currently being tested in the various development environments. Inventory service migrations were also tested for the upcoming Alpha 3.11.1 patch, and minor bugfixes were made.\nThe Turbulent Web Platform Team supported the front and backend release of the Origin 100 Series and helped shape the Star Citizen Birthday Hub.\n\n\nUser Interface (UI)\nSome of the UI Team\u2019s programming time was dedicated to bug fixing and supporting various game teams with upcoming releases. The Tech Team worked on lighting for Building Blocks, which will enable better-looking ship models. The artists developed concepts for the new docking UI and created visual target concept images for a new helmet visor and lens interface. Supporting artwork and screens for the upcoming refinery decks were also completed.\nVFX\nThe VFX Team working on several ships last month, including the Crusader Mercury. They also continued to iterate on ship weapon effects, with particular attention paid to readability at distance. They did the same for missiles, allowing the trails to appear for longer. They also continued with SDF shield impact effects.\nWE\u2019LL SEE YOU NEXT MONTH\u2026"},"links_count":10,"comment_count":53,"created_at":"2020-11-05T08:00:00+00:00","created_at_human":"5 years ago"},"meta":{"processed_at":"2026-05-07 20:44:20","valid_relations":["images","links"],"prev_id":17852,"next_id":17854}}