{"data":{"id":19999,"title":"Star Citizen Monthly Report: May 2024","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/transmission\/19999-Star-Citizen-Monthly-Report-May-2024","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/19999","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/19999","channel":"Transmission","category":"Undefined","series":"None","images":[{"id":26651,"name":"STARCITIZEN_WHITE.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/y1f0boj8fak5rr\/source\/STARCITIZEN_WHITE.png","alt":"","size":73278,"mime_type":"image\/png","last_modified":"2021-02-03T06:54:29+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26651","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26651\/similar"},{"id":35461,"name":"n4me1ess1.webp","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/8a0346639d1fcb575bcac929541d4891d04a1c32\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResjBS68mCyu3eDpy7FZdHsDkZ6McLrv94j8\/n4me1ess1.webp","alt":"g-illustration","size":270610,"mime_type":"image\/webp","last_modified":"2024-06-06T00:45:46+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/35461","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/35461\/similar"},{"id":35464,"name":"gundo.png","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/3cf4efa195050c7e4536af0a4de82c53386717f2\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjReskkXxQyfk7HiFaWEjEXVytpQ5uZBGnr6wY\/gundo.png","alt":"g-illustration","size":2717415,"mime_type":"image\/png","last_modified":"2024-06-06T00:45:48+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/35464","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/35464\/similar"},{"id":35471,"name":"interactables2.webp","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/a079f457828e71d0eab019daba9e3249a0741977\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjReskkBugdm81r2i765qxdiadCRvQRdihKeAz\/interactables2.webp","alt":"g-illustration","size":513924,"mime_type":"image\/webp","last_modified":"2024-06-06T00:51:05+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/35471","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/35471\/similar"}],"images_count":4,"translations":{"en_EN":"PU Monthly Report\nMay 2024\nWelcome to May\u2019s PU Monthly Report! With Alpha 3.23 live our team from around the globe spent the month polishing features, squashing bugs, and progressing with the wealth of new content coming in 3.23.2, 4.0, and beyond. Read on for all the details.\n\nAI (Features)\nFollowing the launch of Alpha 3.23, AI Features supported the upcoming point patch and future releases. Specifically, they worked towards consistent behaviors across different combat scenarios, ensuring that AI characters react in believable ways, no matter what situation they\u2019re in. The team began by improving and unifying perception reactions, improving cover use in different scenarios, and making a holistic evaluation of all combat elements to ensure they work as intended.\n\nThis is particularly important with the recent improvements to the hostility system. For example, if an AI comes across two others fighting and they are friendly with both, doing nothing is not a valid response. As the first-pass implementation for Alpha 3.23, the AI will run and cower when this situation arises, though this isn\u2019t ideal and will be improved upon for an upcoming release.\n\nAI (Tech)\nLast month, AI Tech supported Alpha 3.23 with bug fixing and optimizations. This included adding new metrics to better understand the size of Pathfinder requests on live builds, navigation-tile-generation requests, and the number of active NPCs and boids.\n\nImprovements were made to the functionality of NPCs pushing trolleys and using elevators alongside updates to behaviors for elevator use. Smoother animations when NPCs move away from trolleys and improved functionality for NPCs parking trolleys were implemented too.\n\nAI Tech also began work to allow NPCs to understand when cover is being destroyed or when parts of a usable are being destroyed. This will prevent NPCs from attempting to find or use unsuitable cover.\n\nFor Ship AI, the team continued making improvements and fixing bugs related to following splines and back-strafing.\n\nAnimation\nIn May, Gameplay Animation focused work on numerous creatures, including the unreleased Quasi Grazer (\"space cow\").\n\nArt (Characters)\nIn May, the Character Art team completed the high-poly phase for two specialist armors and continued updating the utility armor. A new heavy specialist armor began development too.\n\nCharacter Art also supported requests for the Character Customizer, while the Hair team started work on new hairstyles for future releases. Progress was also made on new creatures.\n\nArt (Ships)\nFor Alpha 3.23, Ship Art delivered the Aegis Retaliator\u2019s cargo and bomber modules, ensuring they met gold-standard requirements. The Argo MPUV Tractor was also completed in early May.\n\nElsewhere, LOD0 was completed for the RSI Zeus Mk II, with the team delivering a significant amount of work to dramatically increase the detail in all areas of the ship. For example, lighting across the entire ship has been designed to bring out the volume and highlight details, while animation passes were done across all moving parts, with many receiving secondary motion to communicate a sense of weight. The next stage is a wear pass and completion of the ship\u2019s damage states. Material passes were also done to help unify the look and feel of new RSI ships in the future.\n\nFinally for Ship Art, three other ships entered the whitebox stage.\n\nCommunity\nThe Community team began May supporting Alpha 3.23: Adventure Beckons, including the Mirai Pulse grav-lev bike. They published the Pulse Q&A Comm-Link answering the community\u2019s top questions and a Patch Watch highlighting a selection of features and quality-of-life improvements. They also held the Choose Your Character contest, giving players the opportunity to showcase their creations in-game.\n\nIn the latest Roadmap Roundup, more details were shared about the upcoming Alpha 4.0 patch. The team then visited BE@Con event in mid-May in Li\u00e8ge, Belgium.\n\n\u201cThe outpouring of enthusiasm was humbling as we connected with hundreds of players over two exhilarating days. Chris and Sandi Roberts were awe-struck by the warmth of our community and the profound sense of unity within the Star Citizen journey. We commend the exceptional efforts of the BE@Con staff, who tirelessly crafted this event for a year and a half, ensuring that it was a joyous celebration for all!\u201d Community Team\n\nThe Community team supported the recent Invictus Launch Week with an FAQ, the Free Fly schedule, the Anvil Hornet Mk I Sunset FAQ, updates to the Aegis Sabre Firebird and Retaliator, and Q&A Comm-Links for the Aegis Sabre Firebird, the Argo MPUV Tractor and the RSI Ursa Medivac.\n\nThey also published an update about the Overdrive Initiative event and ran the I\u2019m Doing My Part video contest, challenging players to create a 15-second video showing how they supported the Empire during Invictus Launch Week.\n\nSupport was provided for various community events, including the System Seven ground racing league from ATMO Esports and the Ignition Expo from Anzia Racing.\n\nThe Community team continued detailing the weekly publishes with This Week in Star Citizen, and updated the Arena Commander Schedule.\n\nPreparations for CitizenCon 2954 are also well underway and the team is dedicated to delivering an unforgettable experience - currently working through presentations, refining layout, and other fun surprises.\n\nCore Gameplay\nThe Core Gameplay Pillar spent May closing out tasks and bug-fixing for Alpha 3.23 and 3.23.1. While part of the team focused on the final touches for the cargo feature, the majority continued working on gameplay features for Alpha 4.0 and beyond.\n\nIn May, the Core Gameplay Pillar completed a significant amount of work on the Multi-Tool refactor planned for Alpha 4.0. This will provide a more streamlined experience by putting the tool\u2019s primary attachment action on the left mouse button and secondary action on the right. Planning for the remaining Multi-Tool refactor work, such as an updated UI and battery consumption, was also completed.\n\nFor biome accumulation, the team completed further SQ42-porting work and scoped out how the feature will integrate into the weather system.\n\nCharge and Drain also continued through pre-production and will now utilize the Resource Network, support multiplayer, and the ability to charge and drain distortion damage from ship components.\n\nQuantum travel is currently being reviewed to assess any aspects that need to be made Server Meshing compatible beyond issues observed during tech-preview tests.\n\nSupport for the Arena Commander\u2019s Engineering mode was provided to allow items to be repaired once they reached zero health.\n\nMay also saw the Core Gameplay Pillar improving various profiling tools that assess the performance of characters, vehicles, and interactable entities. This will provide more and better-quality data.\n\nLocomotion improvements for NPCs performing sharp turns were completed, which will allow characters and creatures to switch direction more smoothly.\n\nWork required to adapt the Inventory System to Server Meshing was scoped out, as it will require a rework of its backend to scale appropriately.\n\nThe initial version of jump-drive-failure events was implemented in May. Now, when a ship\u2019s jump drive is disabled or damaged, the player will be forced out of the tunnel, which correctly aligns with the exit point in the destination star system. Further improvements to the debug tools for jump-point gameplay were implemented too.\n\nFor engineering gameplay, the team implemented power pools, which allow the streamlined power management of grouped items like weapons and thrusters. The Resource Network was enabled by default in the main Star Citizen development branch, which ensures all teams can work with it and integrate their features or content with it.\n\nFor Transit, the team continued general release support for Alpha 3.23 and the upcoming cargo and personal hangar update. Scope, technical, and planning discussions concluded for the transit refactor, which is now in active development.\n\nEstimates and scheduling were completed for the remaining Radar and Scanning tasks, including deliverable targets. Team members supporting the patch release concluded their work and moved to supporting radar and scanning.\n\nWork was done on the Objects of Interest mechanic, which will allow designers to set up objects within the PU or SQ42 with various parameters and a special scan highlight. A special material was also applied when an object is occluded so that it shows one material when within line-of-sight and another when obstructed. The team also added a fading effect for highlighted objects based on distance\n\nAdditionally, work was done on including organization information in FPS scan data, while new SFX was added when attempting to ping while the ability is on cooldown. The team also completed checks between the PU and SQ42 streams, raising differences so the team can continue to port features from the SQ42 feature set.\n\nFinally for Radar and Scanning, the team activated FPS radar and other experimental radar features across Arena Commander. These systems will be reassessed closer to the release of Alpha 4.0 for a potential preview via Arena Commander.\n\nFor Arena Commander, the team concluded work on the first version of custom lobbies, which went live in Alpha 3.23. Alongside general bug fixing, they also added Team Assignments, allowing players to arrange their teams in the lobby before entering the game. Support was also provided for the grav-lev-race leaderboards.\n\nInitial work was completed on the first pass of a new EVA-only map for FPS game modes, with playtests scheduled for the coming weeks.\n\nAdditionally, the team began marking up all Arena Commander locations with the room system so they\u2019re compatible with radar. The Good Doctor was completed, with the rest expected to be finished in the coming weeks.\n\nThe new frontend style was fully approved and began implementation, polish was complete on new animations, and the first example of a brand takeover was approved (using Drake). This will be used to guide the teams in creating more takeover designs for future events.\n\nTwo new strike teams were created to focus on two modes, one of which is FPS Horde.\n\nFor FPS Horde, the game mode and initial setup were completed alongside the deliverable scope discussion and task breakdown. The primary goal of this mode is to provide developers with a fast, easy, and reliable way to iterate on the development of spawn closets, creature and Human AI, and FPS radar. The team will assess the game mode closer to Alpha 4.0 on the feasibility of introducing it as a publicly playable Experimental Mode.\n\nAdditionally, the team worked on several quality-of-life initiatives for developers, including new vehicle-control-manager debugging. They also added dummy players to Arena Commander, which allow the developers to test scenarios with actors that mimic players. For example, this was first used to reproduce issues with team balancing and the scoreboard UI when a high number of players connected. Previously, this would\u2019ve required either multiple developers or multiple clients.\n\nFinally, the team resolved a major issue with team balancing and spawning for Alpha 3.23.2, and assisted in the resolution of a critical issue with analytics, including the creation of a new gameplay analytics dashboard.\n\nFurther progress was made on the mission-system refactor, including the implementation of the contract generator, the querying of active and completed missions from the mission service, and a rework of the mission-sharing flow. The team also updated mission entities to support streaming and refactored the mission system to use both the mission-broker and contract-template systems. The data structures required to refactor missions were provided to the Mission Design and Content teams too.\n\nFurther support was given to Mission Design for the updated delivery-contracts system that interacts with the upcoming freight elevators too.\n\nGameplay Features continued with the closeout of freight elevators, storage-access kiosks, instanced and personal hangars, and commodity-trading updates. The UI flow is currently being updated to provide a more streamlined experience when managing the warehouse inventory and moving items via the freight elevator. Items like weapons, armor, and furniture can now be brought up too.\n\nStacks of items can now be split in the storage-access and freight-elevator-kiosk UI, and filters for item categories were implemented.\n\nEconomy\nLast month, the \u2018effort vs reward\u2019 algorithm was documented, which enabled the Economy team to determine the technicalities of implementing the mission-system refactor. Once live, mission rewards will be based on time and difficulty to complete. Part of this involved establishing sensible time estimates for hauling missions and finalizing the reward balance for the kopion and marok missions.\n\nThey also supported Invictus Launch Week and the existing cargo missions.\n\nA design for the refactor of the shop system is underway that will provide more flexibility for trading commodities and item shopping. Progress was also made on an algorithm to determine the base prices of commodities.\n\nInteractables\nLast month, liquid-carrying cargo containers were worked on, with all sizes moving from whitebox to final.\n\nA destructible generator was also made for search-and-destroy missions. The devs are currently working up to final with separate pieces that will detach upon destruction.\n\nLighting\nLighting spent time finalizing work on instanced hangars. Once complete, they kicked off new content for Alpha 4.0. They also began the look-dev stage on a new cave archetype.\n\nLocations\nMay saw the Landing Zone team fixing bugs for instanced hangars before moving on to mandates for Alpha 4.0, including crafting the remaining stations for Pyro.\n\nThe Organics team continued iterating on new biomes.\n\nMission Design\nThroughout May, Mission Design continued working on cargo missions, specifically polishing the 'abandon' flow. This is used when a player decides they no longer want to play the mission. For example, if they have already picked up a load, the contract will give them an allotted time to deliver it to a closer location and take less of a reputation hit. If the player doesn\u2019t deliver the cargo in the allotted time, it will be marked as stolen.\n\nPlanning was also done for the mission-system refactor, which is required for Server Meshing. This will also bring the processes and pipelines used by the team up to date to ensure everything is aligned with the current standards.\n\nFuture content plans are underway, with some actively being built. Mission Design also aligned with Tech Design on their deliverables to see if more of their upcoming gameplay can be utilized.\n\nPyro-based repair missions are being actively designed. These involve replacing components, containing radiation, and power management via Charge and Drain.\n\nNarrative\nMay kicked off with a flurry of activity for the Narrative team. As part of the scoping of responsibilities for Star Citizen 1.0, they looked into taking a larger role in the oversight and maintenance of the social AI in the universe. This includes reviewing and adjusting existing civilian behaviors so the personalities of the various locations and landing zones come through. The team is also prototyping new behavior types that will appear throughout some upcoming locations as well as previously established ones.\n\nThis led to initiatives to develop vertical slices of social spaces to test out a variety of larger-scale mechanics, such as day\/night schedules, updates to the vendor\/bartender behavior, and some mission providers in a contained space to make sure they\u2019re providing the desired content before expanding.\n\nAs part of 1.0 development, further work was done on the location stories for the major landing zones, with team members working with Design to tailor the story to the gameplay. These missions will provide exciting opportunities for players to embark on adventures that embellish local storylines.\n\nThe team also continued to support upcoming patches by providing narrative content for some of the upcoming mission modules, providing additional in-fiction names and descriptions to items, and working with the Core Gameplay teams on future mechanics.\n\nOn the website, the Narrative team posted a Whitley\u2019s Guide to the Hercules and a new batch of Galactapedia entries.\n\nOnline Technology\nIn May, the Online Services team focused on wrapping up the social-services backend refactor, which will improve the performance and scalability of social features, including Chat, Friends, and Groups. It will also allow the service to handle more concurrent users and requests and help the team to add new features more easily in the future.\n\nThe team also spent a significant amount of time helping to stabilize Alpha 3.23 by triaging issues and bug fixing, including 12 critical and 24 major bugs.\n\nAdditionally, they began working on potential Alpha 4.0 release features, such as the mission-system refactor, the marker-system refactor, and the player-trade feature in support of Server Meshing.\n\nR&D\nThe R&D team\u2019s support for Alpha 3.23 continued throughout May. For volumetric cloud rendering, stochastic Catmull-Rom texture filtering was implemented for the new half-res render mode upsampler. The number of ray marching steps now also scales with scene depth to improve performance in scenes with near-distance occluders (buildings, cockpit, terrain, etc.).\n\nMoreover, progress continued on the temporal render mode. All confidence metrics and transmittance filtering received further tweaks and improvements. A first draft of the code was submitted for internal use.\n\nTech Design\nTech Design supported multiple areas of development for upcoming release patches, including resolving bugs related to creatures, interactables, cargo hangars and item banks, weapons, and performance issues.\n\nAdditionally, the team were involved in a variety of initiatives for gameplay-related systems, internal tools, and workflows. For example, they added the ability for mission designers to change AI-pilot skill levels depending on the mission, affecting their accuracy. They also outlined design requirements for the transit-system refactor and code syncing for the Design team.\n\nTech Design spent time setting up test levels, harvestables, and the spawning system for upcoming creatures, and began work on interaction improvements for kiosk screens. Work continued on a new location distribution tool, with May\u2019s work involving designing the initial ruleset for location placements and improvements to workflow and aligning with other teams on the next steps.\n\nProgress was also made on internal scripting tools, with the team syncing with coders on slow workflows to help the designers improve the user experience.\n\nUI\nThe Montreal-based UI team worked on a variety of mandates in May, including tasks for cargo, ensuring all visual elements were polished and any bugs were thoroughly fixed. They also collaborated closely with the Core Gameplay pillar on the Resource Network and jump points.\n\nMeanwhile, the UK team continued updating the heads-up displays (HUD) across multiple ships to improve their functionality and aesthetics.\n\nVFX\nLike other teams, the VFX team put the finishing touches on their work for the Alpha 3.23 patch, fixing last-minute bugs and polishing effects where safe to do so.\n\nVFX also completed effects passes on several new vehicles, including for thrusters and damage. Work also began on jump point effects. These have existed as prototypes for a while, but the team focused on getting the effects fully functional, working closely with the VFX programmers and the Feature team.\n\nWeb Platform\nThe Web Platform teams concentrated on preparing for the anticipated traffic surges during Invictus Launch Week. To support Alpha 3.23 and ILW, they established a special support process to ensure prompt incident response. The System Services team also planned and tested the platform's automated scaling schedule to handle the expected traffic waves effectively.\n\n\u201cThis Invictus marked the first major traffic event since we transitioned our infrastructure to Kubernetes, and it was a great success. It provided an excellent opportunity to enhance our platform's observability and alerting systems. Despite hitting record traffic levels during the event, we experienced no performance issues.\u201d Web Platform Team\n\nMay saw the Launcher team focusing on version 2.0.1. This is currently in development and will be released in the coming weeks. The team have been working hard to address issues with authentication, error handling, and other bugs that were reported in Launcher 2.0.0. These improvements will result in a more stable and reliable experience for users.\n\nSome of the key elements of the next version are improved error handling and a more intuitive UI with better performance. Issues involving expired sessions and 3001 and 2000 errors were fixed too. Workarounds and troubleshooting guides were also added to the RSI Knowledge Base.\n\nImage by\n\nN4me1essImage by\n\nN4me1ess","de_DE":"PU-Monatsbericht\nMai 2024\nWillkommen zum PU-Monatsbericht f\u00fcr den Monat Mai! Mit der Ver\u00f6ffentlichung der Alpha 3.23 hat unser Team auf der ganzen Welt den Monat damit verbracht, Features zu verbessern, Bugs auszumerzen und an den vielen neuen Inhalten zu arbeiten, die in 3.23.2, 4.0 und dar\u00fcber hinaus kommen werden. Lies weiter, um alle Details zu erfahren.\n\nKI (Funktionen)\nNach dem Start der Alpha 3.23 unterst\u00fctzten die KI-Features den kommenden Punkt-Patch und zuk\u00fcnftige Ver\u00f6ffentlichungen. Insbesondere wurde an einem einheitlichen Verhalten in verschiedenen Kampfszenarien gearbeitet, um sicherzustellen, dass die KI-Charaktere unabh\u00e4ngig von der Situation glaubw\u00fcrdig reagieren. Das Team begann damit, die Wahrnehmungsreaktionen zu verbessern und zu vereinheitlichen, die Nutzung von Deckung in verschiedenen Szenarien zu verbessern und eine ganzheitliche Bewertung aller Kampfelemente vorzunehmen, um sicherzustellen, dass sie wie vorgesehen funktionieren.\n\nDas ist besonders wichtig bei den j\u00fcngsten Verbesserungen des Feindschaftssystems. Wenn eine KI zum Beispiel auf zwei k\u00e4mpfende Gegner trifft und mit beiden befreundet ist, ist Nichtstun keine g\u00fcltige Reaktion. Im ersten Durchgang der Alpha 3.23 wird die KI in dieser Situation weglaufen und sich ducken, obwohl das nicht ideal ist und in einer der n\u00e4chsten Versionen verbessert werden wird.\n\nKI (Tech)\nIm letzten Monat hat AI Tech die Alpha 3.23 mit Fehlerbehebungen und Optimierungen unterst\u00fctzt. Dazu geh\u00f6rte das Hinzuf\u00fcgen neuer Metriken, um die Gr\u00f6\u00dfe der Pathfinder-Anfragen in den Live-Builds, die Anfragen zur Erstellung von Navigationskacheln und die Anzahl der aktiven NSCs und Boids besser zu verstehen.\n\nDie Funktionalit\u00e4t von NSCs, die Karren schieben und Aufz\u00fcge benutzen, wurde verbessert und das Verhalten bei der Benutzung von Aufz\u00fcgen aktualisiert. Au\u00dferdem wurden fl\u00fcssigere Animationen implementiert, wenn sich NSCs von Trolleys wegbewegen, und die Funktionalit\u00e4t f\u00fcr NSCs, die Trolleys parken, wurde verbessert.\n\nDie KI-Techniker haben au\u00dferdem damit begonnen, NSCs zu erm\u00f6glichen, zu erkennen, wenn Deckung zerst\u00f6rt wird oder wenn Teile einer nutzbaren Fl\u00e4che zerst\u00f6rt werden. Dadurch wird verhindert, dass NSCs versuchen, eine ungeeignete Deckung zu finden oder zu nutzen.\n\nBei der SchiffskI hat das Team weitere Verbesserungen vorgenommen und Fehler im Zusammenhang mit dem Folgen von Splines und dem Backstrafing behoben.\n\nAnimation\nIm Mai konzentrierte sich die Gameplay-Animation auf die Arbeit an zahlreichen Kreaturen, darunter der noch nicht ver\u00f6ffentlichte Quasi-Grazer (\"Weltraumkuh\").\n\nKunst (Charaktere)\nIm Mai schloss das Character Art Team die High-Poly-Phase f\u00fcr zwei Spezialisten-R\u00fcstungen ab und aktualisierte die Utility-R\u00fcstung weiter. Au\u00dferdem wurde mit der Entwicklung einer neuen schweren Spezialisten-R\u00fcstung begonnen.\n\nDas Character Art Team unterst\u00fctzte auch Anfragen f\u00fcr den Character Customizer, w\u00e4hrend das Hair Team mit der Arbeit an neuen Frisuren f\u00fcr zuk\u00fcnftige Ver\u00f6ffentlichungen begann. Auch bei den neuen Kreaturen wurden Fortschritte gemacht.\n\nKunst (Schiffe)\nF\u00fcr Alpha 3.23 lieferte Ship Art die Fracht- und Bombermodule des Aegis Retaliator und stellte sicher, dass sie den Anforderungen des Goldstandards entsprechen. Auch der Argo MPUV Tractor wurde Anfang Mai fertiggestellt.\n\nAn anderer Stelle wurde LOD0 f\u00fcr die RSI Zeus Mk II fertiggestellt. Das Team leistete umfangreiche Arbeit, um die Detailgenauigkeit in allen Bereichen des Schiffes deutlich zu erh\u00f6hen. So wurde zum Beispiel die Beleuchtung des gesamten Schiffes so gestaltet, dass das Volumen und die Details hervorgehoben werden, w\u00e4hrend alle beweglichen Teile animiert wurden, wobei viele eine sekund\u00e4re Bewegung erhielten, um ein Gef\u00fchl von Gewicht zu vermitteln. In der n\u00e4chsten Phase werden die Abnutzung und die Schadenszust\u00e4nde des Schiffes fertiggestellt. Es wurden auch Materialdurchl\u00e4ufe durchgef\u00fchrt, um das Aussehen und die Haptik neuer RSI-Schiffe in Zukunft zu vereinheitlichen.\n\nBei Ship Art sind drei weitere Schiffe in die Whitebox-Phase eingetreten.\n\nCommunity\nDas Community-Team hat im Mai mit der Unterst\u00fctzung von Alpha 3.23: Adventure Beckons begonnen, darunter auch das Mirai Pulse Grav-Lev Bike. Sie ver\u00f6ffentlichten den Pulse Q&A Comm-Link, in dem die wichtigsten Fragen der Community beantwortet wurden, sowie einen Patch Watch, in dem eine Reihe von Features und Verbesserungen der Lebensqualit\u00e4t vorgestellt wurden. Au\u00dferdem wurde der \"Choose Your Character\"-Wettbewerb veranstaltet, bei dem die Spieler\/innen ihre Kreationen im Spiel pr\u00e4sentieren konnten.\n\nIm letzten Roadmap Roundup wurden weitere Details \u00fcber den kommenden Alpha 4.0 Patch bekannt gegeben. Mitte Mai besuchte das Team das BE@Con-Event in L\u00fcttich, Belgien.\n\n\"Die Begeisterung war \u00fcberw\u00e4ltigend, als wir zwei Tage lang mit Hunderten von Spielern ins Gespr\u00e4ch kamen. Chris und Sandi Roberts waren beeindruckt von der Herzlichkeit unserer Community und dem tiefen Gef\u00fchl der Zusammengeh\u00f6rigkeit innerhalb der Star Citizen Reise. Wir loben die au\u00dfergew\u00f6hnlichen Bem\u00fchungen des BE@Con-Teams, das dieses Event anderthalb Jahre lang unerm\u00fcdlich vorbereitet hat und daf\u00fcr gesorgt hat, dass es ein freudiges Fest f\u00fcr alle wurde!\" Community-Team\n\nDas Community Team unterst\u00fctzte die Invictus Launch Week mit einer FAQ, dem Free Fly Zeitplan, der Anvil Hornet Mk I Sunset FAQ, Updates f\u00fcr den Aegis Sabre Firebird und den Retaliator, sowie Q&A Comm-Links f\u00fcr den Aegis Sabre Firebird, den Argo MPUV Tractor und den RSI Ursa Medivac.\n\nAu\u00dferdem wurde ein Update zum Overdrive-Initiative-Event ver\u00f6ffentlicht und der I'm Doing My Part-Videowettbewerb durchgef\u00fchrt, bei dem die Spieler ein 15-sek\u00fcndiges Video erstellen sollten, das zeigt, wie sie das Imperium w\u00e4hrend der Invictus Launch Week unterst\u00fctzt haben.\n\nEs gab Unterst\u00fctzung f\u00fcr verschiedene Community-Events, darunter die System Seven Bodenrennliga von ATMO Esports und die Ignition Expo von Anzia Racing.\n\nDas Community-Team hat die w\u00f6chentlichen Ver\u00f6ffentlichungen mit This Week in Star Citizen fortgesetzt und den Zeitplan f\u00fcr den Arena Commander aktualisiert.\n\nDie Vorbereitungen f\u00fcr die CitizenCon 2954 sind ebenfalls in vollem Gange und das Team setzt alles daran, ein unvergessliches Erlebnis zu bieten.\n\nCore Gameplay\nDie S\u00e4ule Core Gameplay verbrachte den Mai damit, die Aufgaben und Fehlerbehebungen f\u00fcr Alpha 3.23 und 3.23.1 abzuschlie\u00dfen. W\u00e4hrend sich ein Teil des Teams auf den letzten Schliff f\u00fcr das Fracht-Feature konzentrierte, arbeitete der Gro\u00dfteil weiter an Gameplay-Features f\u00fcr Alpha 4.0 und dar\u00fcber hinaus.\n\nIm Mai schloss die S\u00e4ule Core Gameplay einen Gro\u00dfteil der Arbeit an der f\u00fcr Alpha 4.0 geplanten \u00dcberarbeitung des Multi-Tools ab. Die prim\u00e4re Aktion des Werkzeugs wird auf die linke Maustaste und die sekund\u00e4re Aktion auf die rechte Maustaste gelegt, um das Spielerlebnis zu verbessern. Die Planung f\u00fcr die verbleibenden Arbeiten an der \u00dcberarbeitung des Multi-Tools, wie z. B. eine aktualisierte Benutzeroberfl\u00e4che und der Batterieverbrauch, wurde ebenfalls abgeschlossen.\n\nF\u00fcr die Biome-Akkumulation schloss das Team weitere SQ42-Portierungsarbeiten ab und \u00fcberpr\u00fcfte, wie die Funktion in das Wettersystem integriert werden kann.\n\nCharge and Drain wurde ebenfalls in die Vorproduktion aufgenommen und wird nun das Ressourcennetzwerk nutzen, Multiplayer unterst\u00fctzen und die M\u00f6glichkeit bieten, Verzerrungsschaden von Schiffskomponenten aufzuladen und abzuleiten.\n\nDie Quantenreise wird derzeit \u00fcberpr\u00fcft, um festzustellen, welche Aspekte \u00fcber die bei den Tech-Preview-Tests beobachteten Probleme hinaus noch mit dem Server Meshing kompatibel gemacht werden m\u00fcssen.\n\nDer Ingenieursmodus des Arenakommandanten wird unterst\u00fctzt, damit Gegenst\u00e4nde repariert werden k\u00f6nnen, wenn sie keine Lebenspunkte mehr haben.\n\nIm Mai wurden in der S\u00e4ule \"Core Gameplay\" au\u00dferdem verschiedene Profiling-Tools verbessert, die die Leistung von Charakteren, Fahrzeugen und interaktiven Einheiten bewerten. Dies wird mehr und qualitativ bessere Daten liefern.\n\nDie Fortbewegung von NSCs, die scharfe Kurven fahren, wurde verbessert, so dass Charaktere und Kreaturen die Richtung nun reibungsloser wechseln k\u00f6nnen.\n\nDie Arbeiten zur Anpassung des Inventarsystems an das Server-Meshing wurden gestrichen, da das Backend \u00fcberarbeitet werden muss, um die Skalierung zu gew\u00e4hrleisten.\n\nDie erste Version der Ereignisse f\u00fcr den Ausfall des Sprungantriebs wurde im Mai implementiert. Wenn der Sprungantrieb eines Schiffes deaktiviert oder besch\u00e4digt wird, wird der Spieler aus dem Tunnel gezwungen, der korrekt mit dem Ausgangspunkt im Zielsternsystem \u00fcbereinstimmt. Au\u00dferdem wurden weitere Verbesserungen an den Debug-Tools f\u00fcr das Spiel mit Sprungpunkten implementiert.\n\nF\u00fcr das Engineering Gameplay hat das Team Energiepools implementiert, die ein rationalisiertes Energiemanagement von gruppierten Gegenst\u00e4nden wie Waffen und Triebwerken erm\u00f6glichen. Das Ressourcennetzwerk wurde im Hauptentwicklungszweig von Star Citizen standardm\u00e4\u00dfig aktiviert, so dass alle Teams damit arbeiten und ihre Funktionen oder Inhalte darin integrieren k\u00f6nnen.\n\nF\u00fcr Transit setzte das Team den allgemeinen Release-Support f\u00fcr Alpha 3.23 und das bevorstehende Cargo- und Personal Hangar-Update fort. Die Diskussionen \u00fcber den Umfang, die Technik und die Planung des Transit-Refactors wurden abgeschlossen, der sich nun in der aktiven Entwicklung befindet.\n\nSch\u00e4tzungen und Planungen f\u00fcr die verbleibenden Radar- und Scanning-Aufgaben wurden abgeschlossen, einschlie\u00dflich der Zielvorgaben. Die Teammitglieder, die das Patch-Release unterst\u00fctzen, beendeten ihre Arbeit und wechselten zur Unterst\u00fctzung von Radar und Scanning.\n\nEs wurde an der Objects of Interest-Mechanik gearbeitet, die es Designern erm\u00f6glicht, Objekte innerhalb der PU oder SQ42 mit verschiedenen Parametern und einem speziellen Scan-Highlight einzurichten. Au\u00dferdem wurde ein spezielles Material angewendet, wenn ein Objekt verdeckt ist, so dass es ein Material zeigt, wenn es in Sichtweite ist, und ein anderes, wenn es verdeckt ist. Das Team hat au\u00dferdem einen Verblassungseffekt f\u00fcr hervorgehobene Objekte hinzugef\u00fcgt, der auf der Entfernung basiert\n\nAu\u00dferdem wurden Informationen zur Organisation in die FPS-Scandaten aufgenommen und neue SFX hinzugef\u00fcgt, wenn versucht wird, die F\u00e4higkeit zu pingen, w\u00e4hrend sie sich in der Abk\u00fchlphase befindet. Das Team schloss auch \u00dcberpr\u00fcfungen zwischen dem PU- und dem SQ42-Stream ab und hob die Unterschiede hervor, damit das Team weiterhin Funktionen aus dem SQ42-Feature-Set portieren kann.\n\nIm Bereich Radar und Scanning schlie\u00dflich aktivierte das Team das FPS-Radar und andere experimentelle Radar-Funktionen in Arena Commander. Diese Systeme werden kurz vor der Ver\u00f6ffentlichung der Alpha 4.0 f\u00fcr eine m\u00f6gliche Vorschau \u00fcber den Arena Commander neu bewertet.\n\nF\u00fcr Arena Commander schloss das Team die Arbeit an der ersten Version der benutzerdefinierten Lobbys ab, die in Alpha 3.23 eingef\u00fchrt wurde. Neben allgemeinen Fehlerbehebungen wurden auch Teamzuweisungen hinzugef\u00fcgt, mit denen die Spieler\/innen ihre Teams in der Lobby zusammenstellen k\u00f6nnen, bevor sie das Spiel betreten. Au\u00dferdem wurde die Unterst\u00fctzung f\u00fcr die Grav-Lev-Race-Ranglisten eingef\u00fchrt.\n\nDer erste Durchlauf einer neuen EVA-Karte f\u00fcr FPS-Spielmodi wurde fertiggestellt und wird in den kommenden Wochen getestet.\n\nAu\u00dferdem begann das Team damit, alle Arena Commander-Standorte mit dem Raumsystem zu markieren, damit sie mit dem Radar kompatibel sind. The Good Doctor wurde fertiggestellt, der Rest wird voraussichtlich in den n\u00e4chsten Wochen fertiggestellt werden.\n\nDer neue Frontend-Stil wurde vollst\u00e4ndig genehmigt und mit der Umsetzung begonnen, die neuen Animationen wurden fertiggestellt und das erste Beispiel f\u00fcr eine Marken\u00fcbernahme wurde genehmigt (mit Drake). Dieses Beispiel wird den Teams als Leitfaden f\u00fcr die Gestaltung weiterer Marken\u00fcbernahmen f\u00fcr zuk\u00fcnftige Veranstaltungen dienen.\n\nEs wurden zwei neue Strike-Teams gebildet, die sich auf zwei Modi konzentrieren, von denen einer FPS Horde ist.\n\nF\u00fcr FPS Horde wurden der Spielmodus und die anf\u00e4ngliche Einrichtung zusammen mit der Diskussion des Aufgabenbereichs und der Aufgabenverteilung abgeschlossen. Das Hauptziel dieses Modus ist es, den Entwicklern eine schnelle, einfache und zuverl\u00e4ssige M\u00f6glichkeit zu bieten, die Entwicklung von Spawn Closures, Kreaturen- und Menschen-KI und FPS-Radar zu wiederholen. Das Team wird den Spielmodus n\u00e4her an Alpha 4.0 bewerten, um zu pr\u00fcfen, ob er als \u00f6ffentlich spielbarer Experimentiermodus eingef\u00fchrt werden kann.\n\nDar\u00fcber hinaus arbeitete das Team an mehreren Initiativen zur Verbesserung der Lebensqualit\u00e4t der Entwickler, wie z. B. der Fehlersuche im Fahrzeugsteuerungs-Manager. Au\u00dferdem f\u00fcgten sie dem Arena Commander Dummy-Spieler hinzu, mit denen die Entwickler Szenarien mit Schauspielern testen k\u00f6nnen, die Spieler imitieren. Dies wurde zum Beispiel genutzt, um Probleme mit dem Team-Balancing und der Anzeigetafel-UI zu reproduzieren, wenn eine gro\u00dfe Anzahl von Spielern verbunden ist. Zuvor waren daf\u00fcr entweder mehrere Entwickler oder mehrere Clients erforderlich.\n\nSchlie\u00dflich hat das Team ein gro\u00dfes Problem mit dem Team-Balancing und dem Spawning f\u00fcr Alpha 3.23.2 behoben und bei der L\u00f6sung eines kritischen Problems mit der Analyse geholfen, einschlie\u00dflich der Erstellung eines neuen Dashboards f\u00fcr die Spielanalyse.\n\nWeitere Fortschritte wurden bei der \u00dcberarbeitung des Missionssystems erzielt, einschlie\u00dflich der Implementierung des Vertragsgenerators, der Abfrage aktiver und abgeschlossener Missionen \u00fcber den Missionsdienst und einer \u00dcberarbeitung des Missionsverteilungsflusses. Das Team aktualisierte auch die Missionsentit\u00e4ten, um Streaming zu unterst\u00fctzen, und \u00fcberarbeitete das Missionssystem, um sowohl den Missionsbroker als auch die Vertragsvorlage zu nutzen. Die f\u00fcr die Umstrukturierung der Missionen erforderlichen Datenstrukturen wurden auch den Teams f\u00fcr Missionsdesign und -inhalte zur Verf\u00fcgung gestellt.\n\nWeitere Unterst\u00fctzung erhielt das Missionsdesign f\u00fcr das aktualisierte Liefervertragssystem, das auch mit den kommenden Lastenaufz\u00fcgen interagiert.\n\nDie Gameplay-Features wurden mit der Fertigstellung von Lastenaufz\u00fcgen, Kiosken mit Lagerzugang, instanzierten und pers\u00f6nlichen Hangars und Updates f\u00fcr den Rohstoffhandel fortgesetzt. Die Benutzeroberfl\u00e4che wird derzeit \u00fcberarbeitet, um die Verwaltung des Lagerinventars und den Transport von Gegenst\u00e4nden mit dem Lastenaufzug zu vereinfachen. Gegenst\u00e4nde wie Waffen, R\u00fcstungen und M\u00f6bel k\u00f6nnen jetzt auch nach oben gebracht werden.\n\nStapel von Gegenst\u00e4nden k\u00f6nnen jetzt im Lagerzugang und im Lastenaufzug-Kiosk aufgeteilt werden, und es wurden Filter f\u00fcr Gegenstandskategorien implementiert.\n\nWirtschaft\nLetzten Monat wurde der Algorithmus \"Aufwand vs. Belohnung\" dokumentiert, was es dem Wirtschaftsteam erm\u00f6glichte, die technischen Einzelheiten der \u00dcberarbeitung des Missionssystems zu bestimmen. Sobald das System in Betrieb ist, werden die Belohnungen f\u00fcr Missionen auf der Grundlage von Zeit und Schwierigkeit berechnet. Dazu geh\u00f6rte auch, dass vern\u00fcnftige Zeitsch\u00e4tzungen f\u00fcr Transportmissionen erstellt und die Belohnungsbalance f\u00fcr die Kopion- und Marok-Missionen endg\u00fcltig festgelegt wurden.\n\nSie unterst\u00fctzten auch die Invictus Launch Week und die bestehenden Frachtmissionen.\n\nEin Entwurf f\u00fcr die \u00dcberarbeitung des Shopsystems ist in Arbeit, der mehr Flexibilit\u00e4t f\u00fcr den Handel mit Rohstoffen und das Einkaufen von Gegenst\u00e4nden bieten wird. Au\u00dferdem wurden Fortschritte bei einem Algorithmus zur Bestimmung der Grundpreise von Waren gemacht.\n\nInteractables\nIm letzten Monat wurde an den fl\u00fcssigkeitstragenden Frachtcontainern gearbeitet, wobei alle Gr\u00f6\u00dfen von der Whitebox in die endg\u00fcltige Form gebracht wurden.\n\nAu\u00dferdem wurde ein zerst\u00f6rbarer Generator f\u00fcr Such- und Zerst\u00f6rungsmissionen entwickelt. Zurzeit arbeiten die Entwickler an der endg\u00fcltigen Version mit separaten Teilen, die sich bei Zerst\u00f6rung abl\u00f6sen.\n\nBeleuchtung\nIm Bereich Beleuchtung wurde die Arbeit an den instanzierten Hangars abgeschlossen. Sobald sie fertig sind, werden sie neue Inhalte f\u00fcr die Alpha 4.0 einf\u00fchren. Au\u00dferdem haben sie mit der Entwicklung eines neuen H\u00f6hlenarchetyps begonnen.\n\nOrte\nIm Mai hat das Team der Landezone Fehler in den instanzierten Hangars behoben, bevor es sich den Auftr\u00e4gen f\u00fcr Alpha 4.0 widmete, darunter auch der Herstellung der restlichen Stationen f\u00fcr Pyro.\n\nDas Organics-Team arbeitete weiter an der Entwicklung neuer Biome.\n\nMissionsdesign\nIm Mai hat das Missionsdesign weiter an Frachtmissionen gearbeitet, insbesondere an der Optimierung des \"Abbruch\"-Flusses. Dieser wird verwendet, wenn ein Spieler entscheidet, dass er die Mission nicht mehr spielen m\u00f6chte. Wenn sie zum Beispiel bereits eine Ladung abgeholt haben, gibt ihnen der Vertrag eine bestimmte Zeit, um die Ladung an einem n\u00e4heren Ort abzuliefern, damit ihr Ruf weniger leidet. Wenn der Spieler die Ladung nicht in der vorgegebenen Zeit abliefert, wird sie als gestohlen markiert.\n\nAu\u00dferdem wurde die \u00dcberarbeitung des Missionssystems geplant, die f\u00fcr das Server Meshing erforderlich ist. Dadurch werden auch die vom Team verwendeten Prozesse und Pipelines auf den neuesten Stand gebracht, um sicherzustellen, dass alles mit den aktuellen Standards \u00fcbereinstimmt.\n\nDie Pl\u00e4ne f\u00fcr zuk\u00fcnftige Inhalte sind in Arbeit, und einige werden bereits aktiv erstellt. Das Missionsdesign hat sich auch mit dem Technischen Design abgestimmt, um zu sehen, ob mehr von ihrem kommenden Gameplay genutzt werden kann.\n\nPyro-basierte Reparaturmissionen werden derzeit aktiv entwickelt. Dabei geht es um den Austausch von Bauteilen, die Eind\u00e4mmung von Strahlung und das Energiemanagement durch Aufladen und Ablassen.\n\nNarrative\nDer Mai begann f\u00fcr das Narrative Team mit einem wahren Feuerwerk an Aktivit\u00e4ten. Als Teil der Aufgabenverteilung f\u00fcr Star Citizen 1.0 hat das Team eine gr\u00f6\u00dfere Rolle bei der \u00dcberwachung und Pflege der sozialen KI im Universum in Betracht gezogen. Dazu geh\u00f6rt die \u00dcberpr\u00fcfung und Anpassung des Verhaltens der Zivilbev\u00f6lkerung, damit die Pers\u00f6nlichkeiten der verschiedenen Orte und Landezonen zum Tragen kommen. Das Team arbeitet au\u00dferdem an Prototypen f\u00fcr neue Verhaltensweisen, die an einigen neuen Orten sowie an bereits etablierten Orten auftreten werden.\n\nDies f\u00fchrte zu Initiativen zur Entwicklung von vertikalen Slices sozialer R\u00e4ume, um eine Reihe gr\u00f6\u00dferer Mechanismen zu testen, wie z. B. Tag-\/Nachtpl\u00e4ne, Aktualisierungen des Verhaltens von H\u00e4ndlern\/Barkeepern und einige Missionsanbieter in einem begrenzten Raum, um sicherzustellen, dass sie die gew\u00fcnschten Inhalte liefern, bevor sie erweitert werden.\n\nIm Rahmen der 1.0-Entwicklung wurde weiter an den Ortsgeschichten f\u00fcr die gro\u00dfen Landezonen gearbeitet, wobei die Teammitglieder mit dem Design zusammenarbeiteten, um die Geschichte an das Gameplay anzupassen. Diese Missionen werden den Spieler\/innen spannende M\u00f6glichkeiten bieten, Abenteuer zu erleben, die die lokalen Geschichten bereichern.\n\nDas Team unterst\u00fctzte auch die kommenden Patches, indem es erz\u00e4hlerische Inhalte f\u00fcr einige der kommenden Missionsmodule bereitstellte, zus\u00e4tzliche fiktive Namen und Beschreibungen f\u00fcr Gegenst\u00e4nde lieferte und mit den Core Gameplay Teams an zuk\u00fcnftigen Mechaniken arbeitete.\n\nAuf der Website hat das Narrative Team einen Whitley's Guide f\u00fcr die Hercules und eine Reihe neuer Galactapedia-Eintr\u00e4ge ver\u00f6ffentlicht.\n\nOnline-Technologie\nIm Mai konzentrierte sich das Team der Online-Dienste auf die \u00dcberarbeitung des Backends der sozialen Dienste, das die Leistung und Skalierbarkeit der sozialen Funktionen wie Chat, Freunde und Gruppen verbessern wird. Au\u00dferdem kann der Dienst nun mehr gleichzeitige Nutzer und Anfragen verarbeiten und das Team kann in Zukunft leichter neue Funktionen hinzuf\u00fcgen.\n\nDas Team hat au\u00dferdem viel Zeit damit verbracht, Alpha 3.23 zu stabilisieren, indem es sich um die Behebung von Problemen und Fehlern k\u00fcmmerte, darunter 12 kritische und 24 gr\u00f6\u00dfere Fehler.\n\nAu\u00dferdem begann das Team mit der Arbeit an potenziellen Alpha 4.0-Features, wie dem Refactor des Missionssystems, dem Refactor des Markersystems und dem Spieler-Handels-Feature zur Unterst\u00fctzung von Server Meshing.\n\nF&E\nDas F&E-Team hat im Mai weiter an der Alpha 3.23 gearbeitet. F\u00fcr das volumetrische Wolkenrendering wurde die stochastische Catmull-Rom-Texturfilterung f\u00fcr den neuen Upsampler im Half-Res-Rendering-Modus implementiert. Die Anzahl der Ray-Marching-Schritte skaliert jetzt auch mit der Szenentiefe, um die Leistung in Szenen mit nahen Verdeckungen (Geb\u00e4ude, Cockpit, Gel\u00e4nde usw.) zu verbessern.\n\nAu\u00dferdem wurden weitere Fortschritte beim temporalen Rendermodus erzielt. Alle Konfidenzmetriken und die Transmissionsfilterung wurden weiter verfeinert und verbessert. Ein erster Entwurf des Codes wurde zur internen Verwendung eingereicht.\n\nTechnisches Design\nDas Tech Design unterst\u00fctzte mehrere Bereiche der Entwicklung f\u00fcr die kommenden Patches, einschlie\u00dflich der Behebung von Fehlern in Bezug auf Kreaturen, interaktive Elemente, Frachthangars und Gegenstandsb\u00e4nke, Waffen und Leistungsprobleme.\n\nAu\u00dferdem war das Team an einer Reihe von Initiativen f\u00fcr spielbezogene Systeme, interne Tools und Arbeitsabl\u00e4ufe beteiligt. Zum Beispiel f\u00fcgten sie die M\u00f6glichkeit f\u00fcr Missionsdesigner hinzu, die F\u00e4higkeiten der KI-Piloten je nach Mission zu \u00e4ndern, was sich auf ihre Genauigkeit auswirkt. Au\u00dferdem entwarfen sie die Designanforderungen f\u00fcr das Refactoring des Transitsystems und die Codesynchronisierung f\u00fcr das Designteam.\n\nDas Tech Design hat sich mit der Einrichtung von Testebenen, Ernteg\u00fctern und dem Spawning-System f\u00fcr neue Kreaturen besch\u00e4ftigt und mit der Verbesserung der Interaktion auf den Kiosk-Bildschirmen begonnen. Die Arbeit an einem neuen Tool zur Verteilung von Orten wurde fortgesetzt. Im Mai ging es darum, die ersten Regeln f\u00fcr die Platzierung von Orten zu entwerfen, den Arbeitsablauf zu verbessern und sich mit anderen Teams \u00fcber die n\u00e4chsten Schritte abzustimmen.\n\nAuch bei den internen Skripting-Tools wurden Fortschritte erzielt. Das Team tauschte sich mit den Programmierern \u00fcber langsame Arbeitsabl\u00e4ufe aus, um den Designern bei der Verbesserung des Benutzererlebnisses zu helfen.\n\nUI\nDas in Montreal ans\u00e4ssige UI-Team arbeitete im Mai an einer Reihe von Auftr\u00e4gen, darunter Aufgaben f\u00fcr Cargo, die sicherstellten, dass alle visuellen Elemente ausgefeilt und alle Bugs gr\u00fcndlich behoben wurden. Au\u00dferdem arbeiteten sie eng mit der S\u00e4ule Core Gameplay an dem Ressourcennetzwerk und den Sprungpunkten zusammen.\n\nIn der Zwischenzeit aktualisierte das britische Team die Head-up-Displays (HUD) auf mehreren Schiffen, um ihre Funktionalit\u00e4t und \u00c4sthetik zu verbessern.\n\nVFX\nWie die anderen Teams hat auch das VFX-Team seine Arbeit f\u00fcr den Alpha 3.23-Patch abgeschlossen, indem es letzte Fehler behoben und Effekte aufpoliert hat, wo dies m\u00f6glich war.\n\nDas VFX-Team hat au\u00dferdem die Effekte f\u00fcr mehrere neue Fahrzeuge fertiggestellt, unter anderem f\u00fcr Triebwerke und Sch\u00e4den. Au\u00dferdem wurde mit der Arbeit an den Sprungpunkteffekten begonnen. Diese gibt es schon seit einiger Zeit als Prototypen, aber das Team hat sich darauf konzentriert, die Effekte voll funktionsf\u00e4hig zu machen und dabei eng mit den VFX-Programmierern und dem Feature-Team zusammengearbeitet.\n\nWeb-Plattform\nDie Teams der Webplattform konzentrierten sich darauf, sich auf den erwarteten Besucheransturm w\u00e4hrend der Invictus Launch Week vorzubereiten. Zur Unterst\u00fctzung von Alpha 3.23 und ILW wurde ein spezieller Support-Prozess eingerichtet, um eine schnelle Reaktion auf St\u00f6rungen zu gew\u00e4hrleisten. Das Team der Systemdienste plante und testete au\u00dferdem den automatischen Skalierungsplan der Plattform, um die erwarteten Datenverkehrswellen effektiv zu bew\u00e4ltigen.\n\n\"Dieser Invictus war das erste gro\u00dfe Ereignis seit der Umstellung unserer Infrastruktur auf Kubernetes, und er war ein gro\u00dfer Erfolg. Es war eine hervorragende Gelegenheit, die Beobachtbarkeit und die Warnsysteme unserer Plattform zu verbessern. Obwohl wir w\u00e4hrend der Veranstaltung ein Rekordverkehrsaufkommen erreichten, hatten wir keine Leistungsprobleme.\" Web-Plattform-Team\n\nIm Mai hat sich das Launcher-Team auf die Version 2.0.1 konzentriert. Diese befindet sich derzeit in der Entwicklung und wird in den kommenden Wochen ver\u00f6ffentlicht. Das Team hat hart daran gearbeitet, Probleme mit der Authentifizierung, der Fehlerbehandlung und andere Fehler zu beheben, die in Launcher 2.0.0 gemeldet wurden. Diese Verbesserungen werden zu einem stabileren und zuverl\u00e4ssigeren Nutzererlebnis f\u00fchren.\n\nEinige der wichtigsten Elemente der n\u00e4chsten Version sind eine verbesserte Fehlerbehandlung und eine intuitivere Benutzeroberfl\u00e4che mit besserer Leistung. Probleme mit abgelaufenen Sitzungen und 3001- und 2000-Fehlern wurden ebenfalls behoben. Au\u00dferdem wurden Workarounds und Anleitungen zur Fehlerbehebung in die RSI Knowledge Base aufgenommen.","zh_CN":"PU Monthly Report\nMay 2024\nWelcome to May\u2019s PU Monthly Report! With Alpha 3.23 live our team from around the globe spent the month polishing features, squashing bugs, and progressing with the wealth of new content coming in 3.23.2, 4.0, and beyond. Read on for all the details.\n\nAI (Features)\nFollowing the launch of Alpha 3.23, AI Features supported the upcoming point patch and future releases. Specifically, they worked towards consistent behaviors across different combat scenarios, ensuring that AI characters react in believable ways, no matter what situation they\u2019re in. The team began by improving and unifying perception reactions, improving cover use in different scenarios, and making a holistic evaluation of all combat elements to ensure they work as intended.\n\nThis is particularly important with the recent improvements to the hostility system. For example, if an AI comes across two others fighting and they are friendly with both, doing nothing is not a valid response. As the first-pass implementation for Alpha 3.23, the AI will run and cower when this situation arises, though this isn\u2019t ideal and will be improved upon for an upcoming release.\n\nAI (Tech)\nLast month, AI Tech supported Alpha 3.23 with bug fixing and optimizations. This included adding new metrics to better understand the size of Pathfinder requests on live builds, navigation-tile-generation requests, and the number of active NPCs and boids.\n\nImprovements were made to the functionality of NPCs pushing trolleys and using elevators alongside updates to behaviors for elevator use. Smoother animations when NPCs move away from trolleys and improved functionality for NPCs parking trolleys were implemented too.\n\nAI Tech also began work to allow NPCs to understand when cover is being destroyed or when parts of a usable are being destroyed. This will prevent NPCs from attempting to find or use unsuitable cover.\n\nFor Ship AI, the team continued making improvements and fixing bugs related to following splines and back-strafing.\n\nAnimation\nIn May, Gameplay Animation focused work on numerous creatures, including the unreleased Quasi Grazer (\"space cow\").\n\nArt (Characters)\nIn May, the Character Art team completed the high-poly phase for two specialist armors and continued updating the utility armor. A new heavy specialist armor began development too.\n\nCharacter Art also supported requests for the Character Customizer, while the Hair team started work on new hairstyles for future releases. Progress was also made on new creatures.\n\nArt (Ships)\nFor Alpha 3.23, Ship Art delivered the Aegis Retaliator\u2019s cargo and bomber modules, ensuring they met gold-standard requirements. The Argo MPUV Tractor was also completed in early May.\n\nElsewhere, LOD0 was completed for the RSI Zeus Mk II, with the team delivering a significant amount of work to dramatically increase the detail in all areas of the ship. For example, lighting across the entire ship has been designed to bring out the volume and highlight details, while animation passes were done across all moving parts, with many receiving secondary motion to communicate a sense of weight. The next stage is a wear pass and completion of the ship\u2019s damage states. Material passes were also done to help unify the look and feel of new RSI ships in the future.\n\nFinally for Ship Art, three other ships entered the whitebox stage.\n\nCommunity\nThe Community team began May supporting Alpha 3.23: Adventure Beckons, including the Mirai Pulse grav-lev bike. They published the Pulse Q&A Comm-Link answering the community\u2019s top questions and a Patch Watch highlighting a selection of features and quality-of-life improvements. They also held the Choose Your Character contest, giving players the opportunity to showcase their creations in-game.\n\nIn the latest Roadmap Roundup, more details were shared about the upcoming Alpha 4.0 patch. The team then visited BE@Con event in mid-May in Li\u00e8ge, Belgium.\n\n\u201cThe outpouring of enthusiasm was humbling as we connected with hundreds of players over two exhilarating days. Chris and Sandi Roberts were awe-struck by the warmth of our community and the profound sense of unity within the Star Citizen journey. We commend the exceptional efforts of the BE@Con staff, who tirelessly crafted this event for a year and a half, ensuring that it was a joyous celebration for all!\u201d Community Team\n\nThe Community team supported the recent Invictus Launch Week with an FAQ, the Free Fly schedule, the Anvil Hornet Mk I Sunset FAQ, updates to the Aegis Sabre Firebird and Retaliator, and Q&A Comm-Links for the Aegis Sabre Firebird, the Argo MPUV Tractor and the RSI Ursa Medivac.\n\nThey also published an update about the Overdrive Initiative event and ran the I\u2019m Doing My Part video contest, challenging players to create a 15-second video showing how they supported the Empire during Invictus Launch Week.\n\nSupport was provided for various community events, including the System Seven ground racing league from ATMO Esports and the Ignition Expo from Anzia Racing.\n\nThe Community team continued detailing the weekly publishes with This Week in Star Citizen, and updated the Arena Commander Schedule.\n\nPreparations for CitizenCon 2954 are also well underway and the team is dedicated to delivering an unforgettable experience - currently working through presentations, refining layout, and other fun surprises.\n\nCore Gameplay\nThe Core Gameplay Pillar spent May closing out tasks and bug-fixing for Alpha 3.23 and 3.23.1. While part of the team focused on the final touches for the cargo feature, the majority continued working on gameplay features for Alpha 4.0 and beyond.\n\nIn May, the Core Gameplay Pillar completed a significant amount of work on the Multi-Tool refactor planned for Alpha 4.0. This will provide a more streamlined experience by putting the tool\u2019s primary attachment action on the left mouse button and secondary action on the right. Planning for the remaining Multi-Tool refactor work, such as an updated UI and battery consumption, was also completed.\n\nFor biome accumulation, the team completed further SQ42-porting work and scoped out how the feature will integrate into the weather system.\n\nCharge and Drain also continued through pre-production and will now utilize the Resource Network, support multiplayer, and the ability to charge and drain distortion damage from ship components.\n\nQuantum travel is currently being reviewed to assess any aspects that need to be made Server Meshing compatible beyond issues observed during tech-preview tests.\n\nSupport for the Arena Commander\u2019s Engineering mode was provided to allow items to be repaired once they reached zero health.\n\nMay also saw the Core Gameplay Pillar improving various profiling tools that assess the performance of characters, vehicles, and interactable entities. This will provide more and better-quality data.\n\nLocomotion improvements for NPCs performing sharp turns were completed, which will allow characters and creatures to switch direction more smoothly.\n\nWork required to adapt the Inventory System to Server Meshing was scoped out, as it will require a rework of its backend to scale appropriately.\n\nThe initial version of jump-drive-failure events was implemented in May. Now, when a ship\u2019s jump drive is disabled or damaged, the player will be forced out of the tunnel, which correctly aligns with the exit point in the destination star system. Further improvements to the debug tools for jump-point gameplay were implemented too.\n\nFor engineering gameplay, the team implemented power pools, which allow the streamlined power management of grouped items like weapons and thrusters. The Resource Network was enabled by default in the main Star Citizen development branch, which ensures all teams can work with it and integrate their features or content with it.\n\nFor Transit, the team continued general release support for Alpha 3.23 and the upcoming cargo and personal hangar update. Scope, technical, and planning discussions concluded for the transit refactor, which is now in active development.\n\nEstimates and scheduling were completed for the remaining Radar and Scanning tasks, including deliverable targets. Team members supporting the patch release concluded their work and moved to supporting radar and scanning.\n\nWork was done on the Objects of Interest mechanic, which will allow designers to set up objects within the PU or SQ42 with various parameters and a special scan highlight. A special material was also applied when an object is occluded so that it shows one material when within line-of-sight and another when obstructed. The team also added a fading effect for highlighted objects based on distance\n\nAdditionally, work was done on including organization information in FPS scan data, while new SFX was added when attempting to ping while the ability is on cooldown. The team also completed checks between the PU and SQ42 streams, raising differences so the team can continue to port features from the SQ42 feature set.\n\nFinally for Radar and Scanning, the team activated FPS radar and other experimental radar features across Arena Commander. These systems will be reassessed closer to the release of Alpha 4.0 for a potential preview via Arena Commander.\n\nFor Arena Commander, the team concluded work on the first version of custom lobbies, which went live in Alpha 3.23. Alongside general bug fixing, they also added Team Assignments, allowing players to arrange their teams in the lobby before entering the game. Support was also provided for the grav-lev-race leaderboards.\n\nInitial work was completed on the first pass of a new EVA-only map for FPS game modes, with playtests scheduled for the coming weeks.\n\nAdditionally, the team began marking up all Arena Commander locations with the room system so they\u2019re compatible with radar. The Good Doctor was completed, with the rest expected to be finished in the coming weeks.\n\nThe new frontend style was fully approved and began implementation, polish was complete on new animations, and the first example of a brand takeover was approved (using Drake). This will be used to guide the teams in creating more takeover designs for future events.\n\nTwo new strike teams were created to focus on two modes, one of which is FPS Horde.\n\nFor FPS Horde, the game mode and initial setup were completed alongside the deliverable scope discussion and task breakdown. The primary goal of this mode is to provide developers with a fast, easy, and reliable way to iterate on the development of spawn closets, creature and Human AI, and FPS radar. The team will assess the game mode closer to Alpha 4.0 on the feasibility of introducing it as a publicly playable Experimental Mode.\n\nAdditionally, the team worked on several quality-of-life initiatives for developers, including new vehicle-control-manager debugging. They also added dummy players to Arena Commander, which allow the developers to test scenarios with actors that mimic players. For example, this was first used to reproduce issues with team balancing and the scoreboard UI when a high number of players connected. Previously, this would\u2019ve required either multiple developers or multiple clients.\n\nFinally, the team resolved a major issue with team balancing and spawning for Alpha 3.23.2, and assisted in the resolution of a critical issue with analytics, including the creation of a new gameplay analytics dashboard.\n\nFurther progress was made on the mission-system refactor, including the implementation of the contract generator, the querying of active and completed missions from the mission service, and a rework of the mission-sharing flow. The team also updated mission entities to support streaming and refactored the mission system to use both the mission-broker and contract-template systems. The data structures required to refactor missions were provided to the Mission Design and Content teams too.\n\nFurther support was given to Mission Design for the updated delivery-contracts system that interacts with the upcoming freight elevators too.\n\nGameplay Features continued with the closeout of freight elevators, storage-access kiosks, instanced and personal hangars, and commodity-trading updates. The UI flow is currently being updated to provide a more streamlined experience when managing the warehouse inventory and moving items via the freight elevator. Items like weapons, armor, and furniture can now be brought up too.\n\nStacks of items can now be split in the storage-access and freight-elevator-kiosk UI, and filters for item categories were implemented.\n\nEconomy\nLast month, the \u2018effort vs reward\u2019 algorithm was documented, which enabled the Economy team to determine the technicalities of implementing the mission-system refactor. Once live, mission rewards will be based on time and difficulty to complete. Part of this involved establishing sensible time estimates for hauling missions and finalizing the reward balance for the kopion and marok missions.\n\nThey also supported Invictus Launch Week and the existing cargo missions.\n\nA design for the refactor of the shop system is underway that will provide more flexibility for trading commodities and item shopping. Progress was also made on an algorithm to determine the base prices of commodities.\n\nInteractables\nLast month, liquid-carrying cargo containers were worked on, with all sizes moving from whitebox to final.\n\nA destructible generator was also made for search-and-destroy missions. The devs are currently working up to final with separate pieces that will detach upon destruction.\n\nLighting\nLighting spent time finalizing work on instanced hangars. Once complete, they kicked off new content for Alpha 4.0. They also began the look-dev stage on a new cave archetype.\n\nLocations\nMay saw the Landing Zone team fixing bugs for instanced hangars before moving on to mandates for Alpha 4.0, including crafting the remaining stations for Pyro.\n\nThe Organics team continued iterating on new biomes.\n\nMission Design\nThroughout May, Mission Design continued working on cargo missions, specifically polishing the 'abandon' flow. This is used when a player decides they no longer want to play the mission. For example, if they have already picked up a load, the contract will give them an allotted time to deliver it to a closer location and take less of a reputation hit. If the player doesn\u2019t deliver the cargo in the allotted time, it will be marked as stolen.\n\nPlanning was also done for the mission-system refactor, which is required for Server Meshing. This will also bring the processes and pipelines used by the team up to date to ensure everything is aligned with the current standards.\n\nFuture content plans are underway, with some actively being built. Mission Design also aligned with Tech Design on their deliverables to see if more of their upcoming gameplay can be utilized.\n\nPyro-based repair missions are being actively designed. These involve replacing components, containing radiation, and power management via Charge and Drain.\n\nNarrative\nMay kicked off with a flurry of activity for the Narrative team. As part of the scoping of responsibilities for Star Citizen 1.0, they looked into taking a larger role in the oversight and maintenance of the social AI in the universe. This includes reviewing and adjusting existing civilian behaviors so the personalities of the various locations and landing zones come through. The team is also prototyping new behavior types that will appear throughout some upcoming locations as well as previously established ones.\n\nThis led to initiatives to develop vertical slices of social spaces to test out a variety of larger-scale mechanics, such as day\/night schedules, updates to the vendor\/bartender behavior, and some mission providers in a contained space to make sure they\u2019re providing the desired content before expanding.\n\nAs part of 1.0 development, further work was done on the location stories for the major landing zones, with team members working with Design to tailor the story to the gameplay. These missions will provide exciting opportunities for players to embark on adventures that embellish local storylines.\n\nThe team also continued to support upcoming patches by providing narrative content for some of the upcoming mission modules, providing additional in-fiction names and descriptions to items, and working with the Core Gameplay teams on future mechanics.\n\nOn the website, the Narrative team posted a Whitley\u2019s Guide to the Hercules and a new batch of Galactapedia entries.\n\nOnline Technology\nIn May, the Online Services team focused on wrapping up the social-services backend refactor, which will improve the performance and scalability of social features, including Chat, Friends, and Groups. It will also allow the service to handle more concurrent users and requests and help the team to add new features more easily in the future.\n\nThe team also spent a significant amount of time helping to stabilize Alpha 3.23 by triaging issues and bug fixing, including 12 critical and 24 major bugs.\n\nAdditionally, they began working on potential Alpha 4.0 release features, such as the mission-system refactor, the marker-system refactor, and the player-trade feature in support of Server Meshing.\n\nR&D\nThe R&D team\u2019s support for Alpha 3.23 continued throughout May. For volumetric cloud rendering, stochastic Catmull-Rom texture filtering was implemented for the new half-res render mode upsampler. The number of ray marching steps now also scales with scene depth to improve performance in scenes with near-distance occluders (buildings, cockpit, terrain, etc.).\n\nMoreover, progress continued on the temporal render mode. All confidence metrics and transmittance filtering received further tweaks and improvements. A first draft of the code was submitted for internal use.\n\nTech Design\nTech Design supported multiple areas of development for upcoming release patches, including resolving bugs related to creatures, interactables, cargo hangars and item banks, weapons, and performance issues.\n\nAdditionally, the team were involved in a variety of initiatives for gameplay-related systems, internal tools, and workflows. For example, they added the ability for mission designers to change AI-pilot skill levels depending on the mission, affecting their accuracy. They also outlined design requirements for the transit-system refactor and code syncing for the Design team.\n\nTech Design spent time setting up test levels, harvestables, and the spawning system for upcoming creatures, and began work on interaction improvements for kiosk screens. Work continued on a new location distribution tool, with May\u2019s work involving designing the initial ruleset for location placements and improvements to workflow and aligning with other teams on the next steps.\n\nProgress was also made on internal scripting tools, with the team syncing with coders on slow workflows to help the designers improve the user experience.\n\nUI\nThe Montreal-based UI team worked on a variety of mandates in May, including tasks for cargo, ensuring all visual elements were polished and any bugs were thoroughly fixed. They also collaborated closely with the Core Gameplay pillar on the Resource Network and jump points.\n\nMeanwhile, the UK team continued updating the heads-up displays (HUD) across multiple ships to improve their functionality and aesthetics.\n\nVFX\nLike other teams, the VFX team put the finishing touches on their work for the Alpha 3.23 patch, fixing last-minute bugs and polishing effects where safe to do so.\n\nVFX also completed effects passes on several new vehicles, including for thrusters and damage. Work also began on jump point effects. These have existed as prototypes for a while, but the team focused on getting the effects fully functional, working closely with the VFX programmers and the Feature team.\n\nWeb Platform\nThe Web Platform teams concentrated on preparing for the anticipated traffic surges during Invictus Launch Week. To support Alpha 3.23 and ILW, they established a special support process to ensure prompt incident response. The System Services team also planned and tested the platform's automated scaling schedule to handle the expected traffic waves effectively.\n\n\u201cThis Invictus marked the first major traffic event since we transitioned our infrastructure to Kubernetes, and it was a great success. It provided an excellent opportunity to enhance our platform's observability and alerting systems. Despite hitting record traffic levels during the event, we experienced no performance issues.\u201d Web Platform Team\n\nMay saw the Launcher team focusing on version 2.0.1. This is currently in development and will be released in the coming weeks. The team have been working hard to address issues with authentication, error handling, and other bugs that were reported in Launcher 2.0.0. These improvements will result in a more stable and reliable experience for users.\n\nSome of the key elements of the next version are improved error handling and a more intuitive UI with better performance. Issues involving expired sessions and 3001 and 2000 errors were fixed too. Workarounds and troubleshooting guides were also added to the RSI Knowledge Base.\n\nImage by\n\nN4me1essImage by\n\nN4me1ess"},"links_count":0,"comment_count":0,"created_at":"2026-05-25T12:00:00+00:00","created_at_human":"1 day ago"},"meta":{"processed_at":"2026-05-26 22:27:11","valid_relations":["images","links"],"prev_id":19998,"next_id":20001}}