{"data":{"id":18520,"title":"Roadmap Roundup - February 2nd, 2022","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/SCW\/18520-API","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/18520","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/18520","channel":"Spectrum Dispatch","category":"Lore","series":"Roadmap Roundup","images":[],"images_count":2,"translations":{"en_EN":"Roadmap Roundup\n02\/02\/2022 - 1:00 PM\n\nHappy Wednesday, everyone!\n\nEvery two weeks, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.\n\nWith that said, let\u2019s go ahead and dive into this week\u2019s Roadmap Roundup!\n\n-CIG Community Team\n\nNotable Changes for February 2nd, 2022\nWhen we remade our Public Roadmap in 2020, our goal was to truly lift the veil on development and show the progress of our entire company, right down to all 50+ development teams and each (anonymized) developer on each specific team, so you could see what deliverable they were working on currently and planned for the next three quarters, for a full 12-month view on development. The Progress Tracker was the cornerstone of this initiative. With the introduction of this new view, we shared publicly a whopping 450+ features, across fifty-two teams. Today, we have decided to double-down on that commitment.\n\nShowing nearly everything wasn\u2019t our only major goal. Another big objective for us was to use our new Public Roadmap to better educate our community about how incredibly fluid game development truly is, and to help you understand that features and content shifting around (both forwards and backwards) is a natural state in software development. That kind of fluidity should not be seen as good or bad; it\u2019s simply how development works, as shifting priorities, unforeseen blockers, unknown unknowns, unexpected technical hurdles, and normal R&D impacts timelines and development schedules. When these inevitable shifts happened in the past, we were frequently apprehensive about how the community might take yet another delay. But when we unveiled the new Public Roadmap in December 2020, we decided we would no longer invest emotion and hesitation into our presentation of schedule changes but rather move them dispassionately. And in order to assure the community that development didn\u2019t stop just because a feature got removed from a Patch Card, we pointed you all to the new Progress Tracker, so you could see that the devs were in fact still working on said feature, even if its expected delivery for a stated patch could no longer be committed to. This is why the Progress Tracker is meaningful. It doesn\u2019t focus on estimates, targets, or desires, but instead shines a bright light on the actuality of what is.\n\nBecause our focus was very vocally shifting from delivery to progress, we also intentionally decided to minimize the importance of the Release View. We no longer wanted you or our developers to focus so much on when a feature was coming out, but to instead focus on what we were working on in the moment and what we planned to tackle next. That was the flaw of the old Public Roadmap; we only showed you what was coming, so we unintentionally told you that\u2019s all that mattered. But with the total shift in the new Public Roadmap, it was time to focus on progress. That\u2019s why the Progress Tracker is the first thing you see when you go to the Roadmap app on our site. We consider that our default Public Roadmap view. We had considered removing the Release View entirely when the new Public Roadmap debuted. We felt the Progress Tracker did a much better job of showing what everyone was working on. And it was what we wanted everyone to now focus on, instead of unintended promises. The Progress Tracker was meant to be what you spend your time really diving into now. It is here that you can see when a feature leaves concepting and moves to integration, or when vehicle art is complete, and now VFX gets to dive in; the sequential changing of hands as content or features make their way through our development pipeline.\n\nHowever, at the same time, we felt that while the focus should be on development progress, we also still saw value in showing players what features and content they could look forward to down the line, and when they could get their hands on them. Thus, the Release View remained. Instead of removing the Release View, we opted to add new functionality, where cards could be marked as Tentatively Planned or Committed. And in trying to preserve the legacy and maintain the precedence of the old Roadmap, we decided to still hold to a four-quarters-out Release View. In hindsight, after living with this new Public Roadmap for the past 6 quarters, we\u2019ve come to realize that this was a mistake. It put too much attention on features that had a high probability of shifting around. It has become abundantly clear to us that despite our best efforts to communicate the fluidity of development, and how features marked as Tentative should sincerely not be relied upon, the general focus of many of our most passionate players has continued to lead them to interpret anything on the Release View as a promise. We want to acknowledge that not all of you saw it that way; many took our new focus and our words to heart and understood exactly what we tried to convey. But there still remains a very loud contingent of Roadmap watchers who see projections as promises. And their continued noise every time we shift deliverables has become a distraction both internally at CIG and within our community, as well as to prospective Star Citizen fans watching from the sidelines at our Open Development communications.\n\nRather than continuing to display release projections that carry a high percentage chance of moving (those multiple quarters out), we will no longer show any deliverables in the Release View for any patches beyond the immediate one in the next quarter. Even though we always added a caveat that a card could move, we feel now that it's better to just not put a deliverable on Release View until we can truly commit to it. We\u2019re going to emphasize more strongly than ever that you should focus your attention on our Progress Tracker, which has been our continued goal. Going forward (starting after Alpha 3.18), we\u2019ll only add cards on Release View one quarter out. Our process remains the same for updating a feature\u2019s status: cards on Release View will be listed as Tentative until they pass their final review, in which they are marked as committed upon passing. This is no different than how things are handled today.\n\nWith all of that said, here are the updates for this week:\n\nRelease View\nAs mentioned in a previous Roadmap Roundup, as well as on this episode of Star Citizen Live, the Core Gameplay Pillar has moved to focus exclusively on Squadron 42. Features developed by this team will be integrated into Squadron 42 first, and then migrated over to the Persistent Universe. This has a two-fold benefit: Squadron 42 will benefit greatly from the additional resources and dedicated focus, and the Persistent Universe will see features come online in a more complete and polished state. As the process of migrating these features into the PU is finalized, we're temporarily removing the following cards while their PU implementation is evaluated:\n\nPlayer Interaction Experience\n\nFPS Radar & Scanning\n\nHacking - Tech\n\nEVA T2\n\nZero G Push & Pull\n\nA few key deliverables on Release View hold a dependency with the Persistent Streaming core technology. While great progress is being made on this tech, the required completion of it puts a few features at risk. Therefore, the following cards are being removed temporarily:\n\nPersistent Hangars\n\nHangar Manager App\n\nThe following features have been identified to need additional polish before their release into the Persistent Universe. Therefore, we are removing these cards temporarily until the projections for their respective release timings have been confirmed:\n\nMISC Hull C\n\nNPC Taxi Mission T0\n\nPirate Swarm \/ Vanduul Swarm Improvments\n\nThe following card has been added to the Alpha 3.17 column:\n\nCoffee Shop Vendor\nArea 18 is getting a new, interactable coffee shop. The AI will interact with three new usables \u2013 Hot drink dispenser, soft drink dispenser, and drinks fridge \u2013 to serve the player with a variety of new drinks.\n\nProgress Tracker\nWith this week's update, we're updating the majority of the downstream schedule through Q1 2022, with the remaining teams to follow in an upcoming publish.\n\nThe following deliverables are being added to Progress Tracker:\n\nArgo SRV\nBuilding, implementing, and balancing Argo's tugboat, the SRV, as a game-ready vehicle. This deliverable is being added to the EU Vehicle Content team's schedule.\n\nGreycat Industrial Cydnus Mining Droid\nBuilding, implementing, and balancing Greycat's mining platform, the Cydnus, as a game-ready vehicle. This deliverable is being added to the Squadron 42 Art Team's schedule.\n\nHospital Surgeon\nConcepting, creating, and implementing the outfits worn by surgeons, beginning with the ones working in the Orison General hospital location. This deliverable is being added to the Star Citizen Character Art and Character Tech Art Team's schedules.\n\nMilitary Multi-Tool\nDesigning and building a multi-tool variant used by the UEE Military in the Squadron 42 campaign. This deliverable is being added to the Weapon Content Team's schedule.\n\nAI - Arcade Machine\nAI behavior where the AI will play multiple rounds on an arcade machine, with varied emotional results depending on if they win or lose. This deliverable is being added to the AI Content Team's schedule.\n\nAI - Usable System V2\nImproving the implementation of the existing usable system to optimize the memory usage, and improve the performance when querying usable data at runtime. This deliverable is being added to the AI Tech and Feature Team's schedule.\n\nModular Shaders\nUpdating the existing shader system and its workflows to allow for implementation of support for basic modularity. This deliverable is being added to the Graphics Team's schedule.\n\nServer Streaming\nChanges the implementation of Server Object Container Streaming (S-OCS) to be driven from the network code's Replication Layer, backed by EntityGraph for persistent storage. This deliverable is being added to the Network Team's schedule.\n\nDGS Crash Recovery\nWhen a Dedicated Game Server (DGS) crashes, this system will spin-up a replacement DGS and restore its state from the Replication Layer. This deliverable is being added to the Network Team's schedule.\n\nLong Term Persistence\nChanges to Long Term Persistence that support the new inventory and shard database. LTP functionality will stay the same, but the system will read\/write the data from the new entity graph database. This deliverable is being added to the Persistent Tech Team's schedule.\n\nWheeled Vehicle Physics Improvements\nImproving physics for ground vehicles by taking static environment and collisions into account during network prediction and synchronization. This deliverable is being added to the Physics Team's schedule.\n\nReputation V2\nAn upgrade to the reputation system that allows reputation to drive AI hostility. This deliverable is being added to the US PU Gameplay Feature and Narrative Team's schedules.\n\nLook IK Architecture Refactor\nUpdate to the existing Look IK system to remap eye trajectory to use eye expressions that are defined in rig logic. This deliverable is being added to the Tech Animation Team's schedule.\n\nThe following deliverable, previously removed, is now returning to Progress Tracker:\n\nBounty Hunter V2\nEnabling players to track criminals via a mobiGlas security app linked to distress beacons, comm arrays, air traffic control systems, cameras, and NPC informants. This will rely on various new backend tech, including Virtual AI, the NPC Scheduler, and Security Service. This deliverable is returning to the US PU Gameplay Feature Team's schedule.\n\nPersistent Habs\nDue to the aforementioned dependency on Persistent Streaming and in order to give additional priority to Persistent Hangars, this deliverable is being temporarily removed from Progress Tracker.\n\nThat's all for this week! Join the discussion on Spectrum.","de_DE":"Roadmap-Roundup\n02\/02\/2022 - 1:00 PM\n\nEinen sch\u00f6nen Mittwoch, liebe Leser!\n\nAlle zwei Wochen begleiten wir das Roadmap-Update mit einer kurzen Erl\u00e4uterung, um Ihnen einen Einblick in die Entscheidungsfindung zu geben, die zu den \u00c4nderungen gef\u00fchrt hat. Dies ist Teil unserer Bem\u00fchungen, unsere Kommunikation transparenter, spezifischer und aufschlussreicher f\u00fcr Sie alle zu gestalten, die Sie dabei helfen, Star Citizen und Squadron 42 m\u00f6glich zu machen.\n\nIn diesem Sinne, lassen Sie uns mit dem Roadmap Roundup von dieser Woche beginnen!\n\n-CIG Community Team\n\nBemerkenswerte \u00c4nderungen f\u00fcr den 2. Februar 2022\nAls wir unsere \u00f6ffentliche Roadmap im Jahr 2020 neu gestalteten, wollten wir den Schleier \u00fcber der Entwicklung l\u00fcften und den Fortschritt unseres gesamten Unternehmens zeigen, bis hin zu allen 50+ Entwicklungsteams und jedem (anonymisierten) Entwickler in jedem einzelnen Team, so dass Sie sehen konnten, an welchen Produkten sie gerade arbeiten und was f\u00fcr die n\u00e4chsten drei Quartale geplant ist, um einen vollst\u00e4ndigen 12-Monats-\u00dcberblick \u00fcber die Entwicklung zu erhalten. Der Progress Tracker war der Grundstein f\u00fcr diese Initiative. Mit der Einf\u00fchrung dieser neuen Ansicht haben wir mehr als 450 Funktionen in zweiundf\u00fcnfzig Teams \u00f6ffentlich zug\u00e4nglich gemacht. Heute haben wir beschlossen, dieses Engagement zu verdoppeln.\n\nFast alles zu zeigen, war nicht unser einziges gro\u00dfes Ziel. Ein weiteres gro\u00dfes Ziel f\u00fcr uns war es, unsere neue \u00f6ffentliche Roadmap zu nutzen, um unsere Community besser dar\u00fcber aufzukl\u00e4ren, wie unglaublich flie\u00dfend die Entwicklung von Spielen wirklich ist, und um Ihnen zu helfen, zu verstehen, dass sich Funktionen und Inhalte (sowohl vorw\u00e4rts als auch r\u00fcckw\u00e4rts) verschieben, ein nat\u00fcrlicher Zustand in der Softwareentwicklung ist. Diese Art von Fluidit\u00e4t sollte weder als gut noch als schlecht angesehen werden; sie ist einfach die Art und Weise, wie die Entwicklung funktioniert, da sich Priorit\u00e4ten, unvorhergesehene Hindernisse, Unbekannte, unerwartete technische H\u00fcrden und die normale Forschung und Entwicklung auf den Zeit- und Entwicklungsplan auswirken. Als es in der Vergangenheit zu diesen unvermeidlichen Verschiebungen kam, waren wir oft besorgt dar\u00fcber, wie die Community eine weitere Verz\u00f6gerung aufnehmen w\u00fcrde. Als wir jedoch im Dezember 2020 die neue \u00f6ffentliche Roadmap vorstellten, beschlossen wir, dass wir nicht l\u00e4nger Emotionen und Z\u00f6gern in die Pr\u00e4sentation von Zeitplan\u00e4nderungen investieren, sondern sie sachlich angehen w\u00fcrden. Und um der Community zu versichern, dass die Entwicklung nicht aufh\u00f6rt, nur weil ein Feature von einer Patch Card gestrichen wurde, haben wir Sie alle auf den neuen Progress Tracker verwiesen, damit Sie sehen k\u00f6nnen, dass die Entwickler tats\u00e4chlich noch an diesem Feature arbeiten, auch wenn die erwartete Lieferung f\u00fcr einen bestimmten Patch nicht mehr zugesagt werden konnte. Aus diesem Grund ist der Progress Tracker so wichtig. Er konzentriert sich nicht auf Sch\u00e4tzungen, Ziele oder W\u00fcnsche, sondern wirft ein helles Licht auf das, was tats\u00e4chlich ist.\n\nDa sich unser Schwerpunkt ganz klar von der Lieferung auf den Fortschritt verlagert hat, haben wir auch absichtlich beschlossen, die Bedeutung der Release-Ansicht zu minimieren. Wir wollten nicht mehr, dass Sie oder unsere Entwickler sich so sehr darauf konzentrieren, wann eine Funktion herauskommt, sondern darauf, woran wir gerade arbeiten und was wir als n\u00e4chstes in Angriff nehmen wollen. Das war der Fehler der alten \u00f6ffentlichen Roadmap: Wir haben Ihnen nur gezeigt, was kommen wird, und haben Ihnen damit ungewollt gesagt, dass das alles ist, was z\u00e4hlt. Aber mit der v\u00f6lligen Umstellung auf die neue Public Roadmap war es an der Zeit, sich auf den Fortschritt zu konzentrieren. Deshalb ist der Progress Tracker das erste, was Sie sehen, wenn Sie die Roadmap-App auf unserer Website aufrufen. Wir betrachten dies als unsere Standardansicht der \u00f6ffentlichen Roadmap. Wir hatten \u00fcberlegt, die Release-Ansicht ganz zu entfernen, als die neue Public Roadmap eingef\u00fchrt wurde. Wir waren der Meinung, dass der Progress Tracker viel besser zeigt, woran alle arbeiten. Und wir wollten, dass sich alle darauf konzentrieren und nicht auf ungewollte Versprechungen. Der Progress Tracker sollte das sein, womit Sie Ihre Zeit jetzt wirklich verbringen. Hier k\u00f6nnen Sie sehen, wann ein Feature die Konzeptphase verl\u00e4sst und zur Integration \u00fcbergeht, oder wann die Fahrzeuggrafik fertiggestellt ist und nun die VFX zum Einsatz kommen; der sequenzielle Wechsel der H\u00e4nde, wenn Inhalte oder Features ihren Weg durch unsere Entwicklungspipeline machen.\n\nGleichzeitig waren wir jedoch der Meinung, dass der Fokus zwar auf dem Entwicklungsfortschritt liegen sollte, wir aber auch Wert darauf legten, den Spielern zu zeigen, auf welche Funktionen und Inhalte sie sich freuen k\u00f6nnen und wann sie diese in die H\u00e4nde bekommen. Daher blieb die Release-Ansicht bestehen. Anstatt die Versionsansicht zu entfernen, haben wir uns daf\u00fcr entschieden, eine neue Funktion hinzuzuf\u00fcgen, bei der Karten als \"vorl\u00e4ufig geplant\" oder \"zugesagt\" markiert werden k\u00f6nnen. Und in dem Bestreben, das Erbe und den Vorrang der alten Roadmap zu bewahren, haben wir uns entschieden, an der Release-Ansicht festzuhalten, die vier Quartale umfasst. Im Nachhinein, nachdem wir in den letzten 6 Quartalen mit dieser neuen \u00f6ffentlichen Roadmap gelebt haben, ist uns klar geworden, dass dies ein Fehler war. Sie hat zu viel Aufmerksamkeit auf Funktionen gelenkt, die sich mit hoher Wahrscheinlichkeit verschieben werden. Es ist uns klar geworden, dass trotz unserer Bem\u00fchungen, die Flie\u00dff\u00e4higkeit der Entwicklung zu kommunizieren und darauf hinzuweisen, dass man sich auf Features, die als \"Tentativ\" gekennzeichnet sind, nicht verlassen sollte, viele unserer leidenschaftlichsten Spieler alles, was in der Release-Ansicht steht, als Versprechen interpretieren. Wir m\u00f6chten anerkennen, dass nicht alle von Ihnen das so gesehen haben. Viele haben sich unseren neuen Fokus und unsere Worte zu Herzen genommen und genau verstanden, was wir zu vermitteln versuchten. Aber es gibt immer noch eine sehr laute Gruppe von Roadmap-Beobachtern, die Projektionen als Versprechen ansehen. Und ihr anhaltender L\u00e4rm jedes Mal, wenn wir die Liefertermine verschieben, ist zu einer Ablenkung geworden, sowohl intern bei CIG als auch in unserer Community und f\u00fcr zuk\u00fcnftige Star Citizen-Fans, die unsere Open Development-Kommunikation von der Seitenlinie aus verfolgen.\n\nAnstatt weiterhin Release-Prognosen anzuzeigen, die eine hohe prozentuale Wahrscheinlichkeit f\u00fcr eine Verschiebung aufweisen (die mehrere Quartale in der Zukunft liegen), werden wir in der Release-Ansicht f\u00fcr alle Patches, die \u00fcber den unmittelbaren Patch im n\u00e4chsten Quartal hinausgehen, keine Deliverables mehr anzeigen. Auch wenn wir immer einen Vorbehalt eingef\u00fcgt haben, dass sich eine Karte verschieben k\u00f6nnte, sind wir jetzt der Meinung, dass es besser ist, eine Leistung erst dann in der Versionsansicht anzuzeigen, wenn wir uns wirklich dazu verpflichten k\u00f6nnen. Wir werden noch st\u00e4rker als bisher darauf hinweisen, dass Sie Ihre Aufmerksamkeit auf unseren Progress Tracker richten sollten, was auch weiterhin unser Ziel war. In Zukunft (ab Alpha 3.18) werden wir in der Versionsansicht nur noch Karten mit einem Vierteljahr Vorlauf hinzuf\u00fcgen. Unser Verfahren zur Aktualisierung des Status einer Funktion bleibt gleich: Karten in der Versionsansicht werden als \"Tentativ\" aufgef\u00fchrt, bis sie die letzte \u00dcberpr\u00fcfung durchlaufen haben und dann als \"committed\" markiert werden. Dies unterscheidet sich nicht von der heutigen Vorgehensweise.\n\nNach all dem sind hier die Aktualisierungen f\u00fcr diese Woche:\n\nRelease-Ansicht\nWie bereits in einem fr\u00fcheren Roadmap-Roundup und in dieser Episode von Star Citizen Live erw\u00e4hnt, konzentriert sich die Core Gameplay Pillar nun ausschlie\u00dflich auf Squadron 42. Funktionen, die von diesem Team entwickelt werden, werden zuerst in Squadron 42 integriert und dann in das Persistent Universe migriert. Dies hat einen doppelten Vorteil: Squadron 42 wird von den zus\u00e4tzlichen Ressourcen und der Konzentration auf das Spiel profitieren, und im persistenten Universum werden die Funktionen in einem vollst\u00e4ndigeren und ausgefeilteren Zustand online gehen. W\u00e4hrend der Prozess der Migration dieser Funktionen in das PU abgeschlossen ist, werden wir die folgenden Karten vor\u00fcbergehend entfernen, w\u00e4hrend ihre PU-Implementierung evaluiert wird:\n\nSpieler-Interaktion Erfahrung\n\nFPS Radar & Scannen\n\nHacken - Technik\n\nEVA T2\n\nZero G Push & Pull\n\nEinige wichtige Ergebnisse von Release View sind von der Kerntechnologie Persistent Streaming abh\u00e4ngig. W\u00e4hrend bei dieser Technologie gro\u00dfe Fortschritte gemacht werden, gef\u00e4hrdet die erforderliche Fertigstellung dieser Technologie einige Funktionen. Daher werden die folgenden Karten vor\u00fcbergehend entfernt:\n\nPersistente Hangars\n\nHangar Manager App\n\nEs hat sich herausgestellt, dass die folgenden Funktionen vor ihrer Ver\u00f6ffentlichung im Persistent Universe noch den letzten Schliff ben\u00f6tigen. Daher entfernen wir diese Karten vor\u00fcbergehend, bis die Prognosen f\u00fcr ihre jeweiligen Ver\u00f6ffentlichungszeitpunkte best\u00e4tigt sind:\n\nMISC Rumpf C\n\nNPC Taxi-Mission T0\n\nPiratenschwarm \/ Vanduul-Schwarm-Verbesserungen\n\nDie folgende Karte wurde der Spalte Alpha 3.17 hinzugef\u00fcgt:\n\nKaffeehaus-Verk\u00e4ufer\nGebiet 18 erh\u00e4lt einen neuen, interaktiven Coffeeshop. Die KI interagiert mit drei neuen Ger\u00e4ten - Hei\u00dfgetr\u00e4nkespender, Softgetr\u00e4nkespender und Getr\u00e4nkek\u00fchlschrank - um den Spieler mit einer Vielzahl neuer Getr\u00e4nke zu versorgen.\n\nFortschrittstracker\nMit dem Update dieser Woche aktualisieren wir den Gro\u00dfteil des Zeitplans f\u00fcr den Downstream bis zum 1. Quartal 2022, die restlichen Teams folgen in einer der n\u00e4chsten Ver\u00f6ffentlichungen.\n\nDie folgenden Leistungen werden dem Progress Tracker hinzugef\u00fcgt:\n\nArgo SRV\nBau, Implementierung und Balancierung des Schleppers von Argo, des SRV, als spielf\u00e4higes Fahrzeug. Diese Aufgabe wird dem Zeitplan des EU Vehicle Content Teams hinzugef\u00fcgt.\n\nGreycat Industrial Cydnus Bergbau-Droide\nBau, Implementierung und Balancing von Greycats Bergbauplattform Cydnus als spielfertiges Fahrzeug. Dieser Beitrag wird dem Zeitplan des Squadron 42 Art Teams hinzugef\u00fcgt.\n\nKrankenhaus-Chirurg\nKonzeption, Erstellung und Implementierung der Outfits der Chirurgen, beginnend mit denen, die im Orison General Krankenhaus arbeiten. Diese Aufgabe wird in den Zeitplan des Star Citizen Character Art und Character Tech Art Teams aufgenommen.\n\nMilit\u00e4risches Multi-Tool\nEntwurf und Bau einer Multi-Tool-Variante, die vom UEE-Milit\u00e4r in der Squadron 42-Kampagne verwendet wird. Diese Aufgabe wird dem Zeitplan des Weapon Content Teams hinzugef\u00fcgt.\n\nKI - Arcade-Maschine\nKI-Verhalten, bei dem die KI mehrere Runden an einem Spielautomaten spielt, mit unterschiedlichen emotionalen Ergebnissen, je nachdem, ob sie gewinnt oder verliert. Dieser Beitrag wird dem Zeitplan des AI Content Teams hinzugef\u00fcgt.\n\nKI - Benutzbares System V2\nVerbesserung der Implementierung des bestehenden nutzbaren Systems, um die Speichernutzung zu optimieren und die Leistung bei der Abfrage von nutzbaren Daten zur Laufzeit zu verbessern. Dieses Projekt wird in den Zeitplan des AI Tech and Feature Teams aufgenommen.\n\nModulare Shader\nAktualisierung des bestehenden Shader-Systems und seiner Arbeitsabl\u00e4ufe, um die Implementierung von Unterst\u00fctzung f\u00fcr grundlegende Modularit\u00e4t zu erm\u00f6glichen. Diese Aufgabe wird in den Zeitplan des Grafikteams aufgenommen.\n\nServer Streaming\n\u00c4ndert die Implementierung von Server Object Container Streaming (S-OCS) so, dass es von der Replikationsschicht des Netzwerkcodes gesteuert wird und von EntityGraph f\u00fcr die persistente Speicherung unterst\u00fctzt wird. Dieses Projekt wird in den Zeitplan des Netzwerkteams aufgenommen.\n\nDGS Crash Recovery\nWenn ein Dedicated Game Server (DGS) abst\u00fcrzt, wird dieses System einen Ersatz-DGS hochfahren und seinen Zustand \u00fcber die Replikationsschicht wiederherstellen. Diese Leistung wird in den Zeitplan des Netzwerkteams aufgenommen.\n\nLangfristige Persistenz\n\u00c4nderungen an Long Term Persistence zur Unterst\u00fctzung der neuen Inventar- und Splitterdatenbank. Die LTP-Funktionalit\u00e4t bleibt unver\u00e4ndert, aber das System wird die Daten aus der neuen Entity-Graph-Datenbank lesen und schreiben. Diese Leistung wird in den Zeitplan des Persistent Tech Teams aufgenommen.\n\nVerbesserungen der Physik von Fahrzeugen auf R\u00e4dern\nVerbesserung der Physik f\u00fcr Bodenfahrzeuge durch Ber\u00fccksichtigung der statischen Umgebung und von Kollisionen w\u00e4hrend der Netzwerkvorhersage und Synchronisation. Diese Aufgabe wird in den Zeitplan des Physics Teams aufgenommen.\n\nReputation V2\nEin Upgrade des Reputationssystems, das es erm\u00f6glicht, die Feindseligkeit der KI durch Reputation zu steuern. Diese Leistung wird in den Zeitplan des US PU Gameplay Features und des Narrative Teams aufgenommen.\n\n\u00dcberarbeitung der Look IK Architektur\nAktualisierung des bestehenden Look IK-Systems, um die Augenbewegung so umzuwandeln, dass Augenausdr\u00fccke verwendet werden, die in der Rig-Logik definiert sind. Dieser Beitrag wird dem Zeitplan des Tech Animation Teams hinzugef\u00fcgt.\n\nDas folgende Projekt, das zuvor entfernt wurde, kehrt nun in den Progress Tracker zur\u00fcck:\n\nKopfgeldj\u00e4ger V2\nErm\u00f6glicht es den Spielern, Kriminelle \u00fcber eine mobiGlas-Sicherheits-App aufzusp\u00fcren, die mit Notsignalen, Kommunikationsarrays, Flugsicherungssystemen, Kameras und NPC-Informanten verbunden ist. Dies wird sich auf verschiedene neue Backend-Technologien st\u00fctzen, darunter Virtuelle KI, der NPC Scheduler und der Security Service. Dieses Projekt wird wieder in den Zeitplan des US PU Gameplay Feature Teams aufgenommen.\n\nDauerhafte Habs\nAufgrund der bereits erw\u00e4hnten Abh\u00e4ngigkeit von Persistent Streaming und um Persistent Hangars zus\u00e4tzliche Priorit\u00e4t einzur\u00e4umen, wird dieses Projekt vor\u00fcbergehend aus dem Progress Tracker entfernt.\n\nDas war's f\u00fcr diese Woche! Beteiligen Sie sich an der Diskussion auf Spectrum.","zh_CN":"Roadmap Roundup\n02\/02\/2022 - 1:00 PM\n\nHappy Wednesday, everyone!\n\nEvery two weeks, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.\n\nWith that said, let\u2019s go ahead and dive into this week\u2019s Roadmap Roundup!\n\n-CIG Community Team\n\nNotable Changes for February 2nd, 2022\nWhen we remade our Public Roadmap in 2020, our goal was to truly lift the veil on development and show the progress of our entire company, right down to all 50+ development teams and each (anonymized) developer on each specific team, so you could see what deliverable they were working on currently and planned for the next three quarters, for a full 12-month view on development. The Progress Tracker was the cornerstone of this initiative. With the introduction of this new view, we shared publicly a whopping 450+ features, across fifty-two teams. Today, we have decided to double-down on that commitment.\n\nShowing nearly everything wasn\u2019t our only major goal. Another big objective for us was to use our new Public Roadmap to better educate our community about how incredibly fluid game development truly is, and to help you understand that features and content shifting around (both forwards and backwards) is a natural state in software development. That kind of fluidity should not be seen as good or bad; it\u2019s simply how development works, as shifting priorities, unforeseen blockers, unknown unknowns, unexpected technical hurdles, and normal R&D impacts timelines and development schedules. When these inevitable shifts happened in the past, we were frequently apprehensive about how the community might take yet another delay. But when we unveiled the new Public Roadmap in December 2020, we decided we would no longer invest emotion and hesitation into our presentation of schedule changes but rather move them dispassionately. And in order to assure the community that development didn\u2019t stop just because a feature got removed from a Patch Card, we pointed you all to the new Progress Tracker, so you could see that the devs were in fact still working on said feature, even if its expected delivery for a stated patch could no longer be committed to. This is why the Progress Tracker is meaningful. It doesn\u2019t focus on estimates, targets, or desires, but instead shines a bright light on the actuality of what is.\n\nBecause our focus was very vocally shifting from delivery to progress, we also intentionally decided to minimize the importance of the Release View. We no longer wanted you or our developers to focus so much on when a feature was coming out, but to instead focus on what we were working on in the moment and what we planned to tackle next. That was the flaw of the old Public Roadmap; we only showed you what was coming, so we unintentionally told you that\u2019s all that mattered. But with the total shift in the new Public Roadmap, it was time to focus on progress. That\u2019s why the Progress Tracker is the first thing you see when you go to the Roadmap app on our site. We consider that our default Public Roadmap view. We had considered removing the Release View entirely when the new Public Roadmap debuted. We felt the Progress Tracker did a much better job of showing what everyone was working on. And it was what we wanted everyone to now focus on, instead of unintended promises. The Progress Tracker was meant to be what you spend your time really diving into now. It is here that you can see when a feature leaves concepting and moves to integration, or when vehicle art is complete, and now VFX gets to dive in; the sequential changing of hands as content or features make their way through our development pipeline.\n\nHowever, at the same time, we felt that while the focus should be on development progress, we also still saw value in showing players what features and content they could look forward to down the line, and when they could get their hands on them. Thus, the Release View remained. Instead of removing the Release View, we opted to add new functionality, where cards could be marked as Tentatively Planned or Committed. And in trying to preserve the legacy and maintain the precedence of the old Roadmap, we decided to still hold to a four-quarters-out Release View. In hindsight, after living with this new Public Roadmap for the past 6 quarters, we\u2019ve come to realize that this was a mistake. It put too much attention on features that had a high probability of shifting around. It has become abundantly clear to us that despite our best efforts to communicate the fluidity of development, and how features marked as Tentative should sincerely not be relied upon, the general focus of many of our most passionate players has continued to lead them to interpret anything on the Release View as a promise. We want to acknowledge that not all of you saw it that way; many took our new focus and our words to heart and understood exactly what we tried to convey. But there still remains a very loud contingent of Roadmap watchers who see projections as promises. And their continued noise every time we shift deliverables has become a distraction both internally at CIG and within our community, as well as to prospective Star Citizen fans watching from the sidelines at our Open Development communications.\n\nRather than continuing to display release projections that carry a high percentage chance of moving (those multiple quarters out), we will no longer show any deliverables in the Release View for any patches beyond the immediate one in the next quarter. Even though we always added a caveat that a card could move, we feel now that it's better to just not put a deliverable on Release View until we can truly commit to it. We\u2019re going to emphasize more strongly than ever that you should focus your attention on our Progress Tracker, which has been our continued goal. Going forward (starting after Alpha 3.18), we\u2019ll only add cards on Release View one quarter out. Our process remains the same for updating a feature\u2019s status: cards on Release View will be listed as Tentative until they pass their final review, in which they are marked as committed upon passing. This is no different than how things are handled today.\n\nWith all of that said, here are the updates for this week:\n\nRelease View\nAs mentioned in a previous Roadmap Roundup, as well as on this episode of Star Citizen Live, the Core Gameplay Pillar has moved to focus exclusively on Squadron 42. Features developed by this team will be integrated into Squadron 42 first, and then migrated over to the Persistent Universe. This has a two-fold benefit: Squadron 42 will benefit greatly from the additional resources and dedicated focus, and the Persistent Universe will see features come online in a more complete and polished state. As the process of migrating these features into the PU is finalized, we're temporarily removing the following cards while their PU implementation is evaluated:\n\nPlayer Interaction Experience\n\nFPS Radar & Scanning\n\nHacking - Tech\n\nEVA T2\n\nZero G Push & Pull\n\nA few key deliverables on Release View hold a dependency with the Persistent Streaming core technology. While great progress is being made on this tech, the required completion of it puts a few features at risk. Therefore, the following cards are being removed temporarily:\n\nPersistent Hangars\n\nHangar Manager App\n\nThe following features have been identified to need additional polish before their release into the Persistent Universe. Therefore, we are removing these cards temporarily until the projections for their respective release timings have been confirmed:\n\nMISC Hull C\n\nNPC Taxi Mission T0\n\nPirate Swarm \/ Vanduul Swarm Improvments\n\nThe following card has been added to the Alpha 3.17 column:\n\nCoffee Shop Vendor\nArea 18 is getting a new, interactable coffee shop. The AI will interact with three new usables \u2013 Hot drink dispenser, soft drink dispenser, and drinks fridge \u2013 to serve the player with a variety of new drinks.\n\nProgress Tracker\nWith this week's update, we're updating the majority of the downstream schedule through Q1 2022, with the remaining teams to follow in an upcoming publish.\n\nThe following deliverables are being added to Progress Tracker:\n\nArgo SRV\nBuilding, implementing, and balancing Argo's tugboat, the SRV, as a game-ready vehicle. This deliverable is being added to the EU Vehicle Content team's schedule.\n\nGreycat Industrial Cydnus Mining Droid\nBuilding, implementing, and balancing Greycat's mining platform, the Cydnus, as a game-ready vehicle. This deliverable is being added to the Squadron 42 Art Team's schedule.\n\nHospital Surgeon\nConcepting, creating, and implementing the outfits worn by surgeons, beginning with the ones working in the Orison General hospital location. This deliverable is being added to the Star Citizen Character Art and Character Tech Art Team's schedules.\n\nMilitary Multi-Tool\nDesigning and building a multi-tool variant used by the UEE Military in the Squadron 42 campaign. This deliverable is being added to the Weapon Content Team's schedule.\n\nAI - Arcade Machine\nAI behavior where the AI will play multiple rounds on an arcade machine, with varied emotional results depending on if they win or lose. This deliverable is being added to the AI Content Team's schedule.\n\nAI - Usable System V2\nImproving the implementation of the existing usable system to optimize the memory usage, and improve the performance when querying usable data at runtime. This deliverable is being added to the AI Tech and Feature Team's schedule.\n\nModular Shaders\nUpdating the existing shader system and its workflows to allow for implementation of support for basic modularity. This deliverable is being added to the Graphics Team's schedule.\n\nServer Streaming\nChanges the implementation of Server Object Container Streaming (S-OCS) to be driven from the network code's Replication Layer, backed by EntityGraph for persistent storage. This deliverable is being added to the Network Team's schedule.\n\nDGS Crash Recovery\nWhen a Dedicated Game Server (DGS) crashes, this system will spin-up a replacement DGS and restore its state from the Replication Layer. This deliverable is being added to the Network Team's schedule.\n\nLong Term Persistence\nChanges to Long Term Persistence that support the new inventory and shard database. LTP functionality will stay the same, but the system will read\/write the data from the new entity graph database. This deliverable is being added to the Persistent Tech Team's schedule.\n\nWheeled Vehicle Physics Improvements\nImproving physics for ground vehicles by taking static environment and collisions into account during network prediction and synchronization. This deliverable is being added to the Physics Team's schedule.\n\nReputation V2\nAn upgrade to the reputation system that allows reputation to drive AI hostility. This deliverable is being added to the US PU Gameplay Feature and Narrative Team's schedules.\n\nLook IK Architecture Refactor\nUpdate to the existing Look IK system to remap eye trajectory to use eye expressions that are defined in rig logic. This deliverable is being added to the Tech Animation Team's schedule.\n\nThe following deliverable, previously removed, is now returning to Progress Tracker:\n\nBounty Hunter V2\nEnabling players to track criminals via a mobiGlas security app linked to distress beacons, comm arrays, air traffic control systems, cameras, and NPC informants. This will rely on various new backend tech, including Virtual AI, the NPC Scheduler, and Security Service. This deliverable is returning to the US PU Gameplay Feature Team's schedule.\n\nPersistent Habs\nDue to the aforementioned dependency on Persistent Streaming and in order to give additional priority to Persistent Hangars, this deliverable is being temporarily removed from Progress Tracker.\n\nThat's all for this week! Join the discussion on Spectrum."},"links_count":0,"comment_count":0,"created_at":"2022-02-02T22:00:00+00:00","created_at_human":"4 years ago"},"meta":{"processed_at":"2026-05-13 07:16:13","valid_relations":["images","links"],"prev_id":18519,"next_id":18521}}