{"data":{"id":20101,"title":"Star Citizen Monthly Report: July 2024","rsi_url":"https:\/\/robertsspaceindustries.com\/en\/comm-link\/transmission\/20101-Star-Citizen-Monthly-Report-July-2024","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/20101","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/20101","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"}],"images_count":1,"translations":{"en_EN":"PU Monthly Report\nJuly 2024\nWelcome to July\u2019s PU Monthly Report. With the upcoming Alpha 3.24 patch now live for testing in the PTU, many teams spent the month polishing and bug fixing alongside exciting new tasks for Pyro and beyond. Read on for all the details.\n\nAI (Features)\nLast month, the AI Features team worked on a combination of fixes and new functionality, including an issue requiring a usable to have an interactable component. A problem was also solved with stance not being updated, causing issues with AI exiting cover. This bug was caused by conflicting changes between Squadron 42 and Star Citizen when merging features.\n\nThe team solved problems with tactical-query system conditions silently failing without setting results, which led to uninitialized memory bugs. For example, when running the \u2018reachable,\u2019 condition, it occasionally returned a \u2018true\u2019 result when the point was not reachable because the result variable had not been initialized as false. This was blocking the testing of the cover hit-reactions test level.\n\nAn issue with vison raycasting allowing NPCs to see through buildings was rectified alongside bugs with NPCs using the Multi-Tool, including one giving them infinite ammunition in Repair mode. The team also added dynamic object handling to the vision component to fix vision raycasts and entities from being blocked when doors change states. The handling of situation changes during \u2018aimed at\u2019 events were improved too.\n\nNew functionality was developed to support and restrict movement within assigned schedule combat areas, including being able to set up schedule areas and tags through the editor rather than just through the schedule. This allows the designers to more carefully control fights by giving the AI areas of interest, in a similar way to the existing tech for defend and attack areas, but on a broader scale.\n\nThe AI team also added a significant piece of new functionality - AI groups. This enables perception data to be shared between AI within the same group, giving the designers more control over how NPCs are brought into fights and how they work together. For this, the team added a variety of entity changes, including:\n\nAIGroupEntity - allows the designers to assign NPCs groups\n\nAIGroupEntityComponent - a runtime component to define NPC groups that can share knowledge, such as perception data\n\nAIGroupEntity - exports group members as part of object container data\n\nAIGroupEntity - a Dataforge record\n\nOnFriendlyCallToArmsHeard - an event to bring the rest of a group into combat\n\nElsewhere, the team reviewed and made improvements to how AI use wildlines, including adding new combat-communication wildlines, such as surrendering, grenade reactions and throwing, investigation, hit reactions, reloading, and perception reactions.\n\nA script was created to check duplicate and unused communication names in pursuit of the gold-standard wildline setup.\n\nAI (Tech)\nFor AI Tech, the team continued working on the AI vision and movement systems for Server Meshing. This will allow NPCs to transition from one server to another without losing their previous context.\n\nVarious optimizations were made too, including to the \u2018observable\u2019 and \u2018vision\u2019 components and to collision avoidance when NPCs fly ships and drive ground vehicles. Updates were also made to the tactical-point system queries used by Ship AI behaviors.\n\nArt (Characters)\nJuly saw the Character Art team begin work on utility armor. They also progressed with specialist armors, supported requests for the Character Customizer, and worked through art debt for loot items.\n\nThe Character Concept Art team explored new designs for fauna, while the Hair team progressed with additional hairstyles.\n\nArt (Ships)\nJuly saw Ship Art working toward new milestones for the vehicles currently in production, including the RSI Polaris, Zeus, and three unannounced ships.\n\nProduction of three new vehicles kicked off too alongside two new concepts.\n\nCommunity\nJuly began with the Community team supporting Foundation Festival 2954, which encouraged experienced players to share their knowledge with newcomers. They also invited players to highlight what makes their organization stand out in the Org Showcase contest.\n\nThe team then published several new guides to help players with weapons, Master Modes, and the industrial, cargo, and medical careers.\n\nIn support of the returning Jumptown Global Event, the Community team collected feedback to improve future events.\n\nFor Alien Week 2954, the team compiled entries from the Xeno-Treat Smackdown contest into an Alien-Themed Cookbook.\n\nRegular updates were also published for the community, including Roadmap Roundup, This Week in Star Citizen, and the Arena Commander Schedule.\n\nWith CitizenCon 2954 less than three months away, Community is currently working hard to prepare an unforgettable program of exciting content.\n\n\u201cThe month wrapped up with a Bar Citizen event in Washington, DC, where over 150 attendees gathered, seeing organizations meet in person for the first time and even a new org forming at the event. These gatherings exemplify the spirit of Bar Citizens, with more events anticipated in the future. The team is already looking forward to meeting members of the community at Gamescom in Cologne and can\u2019t wait to kick off the two Bar Citizens on August 23 and August 24.\u201d Community Team\n\nCore Gameplay\nThe Gameplay Features teams progressed with a wide variety of features throughout July, beginning with \u2018charge and drain.\u2019 For this, they added networking support to the wider feature, added networking support for bringing unpowered items back to life, implemented weapon rollback, and supported UI implementation. Progress was then made on the \u2018overheat\u2019 mechanic, improving ways to tune heat values. Moving forward, all energy weapons will have the potential to overheat.\n\nTasks were also completed for light amplification, adding control hints to toggle it on\/off on supported scopes, while bugs were fixed for the fire extinguisher and quantum travel for Server Meshing.\n\nGameplay Features continued improving control surfaces, addressing various tuning issues, while zero-g traversal markers were implemented.\n\nFor the multi-function display (MFD) rework, comms list, hail target, and comm-call functionality were added. Work also began on weapon groups to allow players to switch between group presets.\n\nLast month, significant progress was made on jump points, with Gameplay Features providing Design with the ability to define exit locations, which will also have a physics force to push players away from the exit. Players will now also get pulled into the tunnel one by one when making a jump.\n\nImprovements were also made to tunnel generation. For example, the team now has radial control over eight-way logic, better control-point tension parameters, more accurate section probability, and improved stability. The tunnels are less prone to self-intersection at corners too. Alongside this, updates were made to the jump UI, including icon and color changes, text fade in\/out, contextual nav points, and general heads-up display (HUD) fade in\/out depending on the approach angle.\n\nJuly also saw progress on engineering gameplay, including making fully distorted items consume resources despite not being functional. Support was added for Master Modes too, with quantum drives now going fully offline in SMC mode and shields going offline in NAV mode. The Engineering screens and MFD progressed, with tasks beginning on power presets and the assignment UI. Life support and fuel information were added, while the power display was improved.\n\nThe Radar & Scanning feature progressed, with Gameplay Features adding delta signatures to the HUD and MFD and moving the jammer from the signature system to the radar component for easier integration with other systems.\n\nMore information was added to the charge-scan UI, including maximum held charge, a notification when attempting to scan during cooldown, and fadeout and collapse animations. The overall HUD was polished and decluttered too. For example, nameplates only show for targeted ships, distance only appears for targeted and pinned ships, target information shows for scanned targets, and how long target information is shown was decreased.\n\nAudio signature emissions were added, while the devs began implementing FPS ping counter-play, with players being detected and highlighted if they FPS ping depending on various factors.\n\nThe new vehicle annunciator system was added, which supports power, weapons, thrusters, shields, proximity, radar, quantum, missiles, coolers, and shots.\n\nFollowing last month\u2019s progress on the mission refactor, the team added the option to spawn objectives at random points near planets, both inside and outside the atmosphere. Alongside this, the ability to attach objectives to players was added, contract generation was improved, and the new Contract Broker service was implemented. The latter was created by the Online Services team and enables full contract details and properties to be procedurally generated client-side from contract definition.\n\nSupport was also given to actual missions, with various bugs being fixed and improvements made to the backend of hauling contracts. Further support was given to Blockade Runner, while various issues with the UI were fixed. The contract manager\u2019s abandoned button behavior was extended to hauling missions too.\n\nVarious updates were made for the upcoming cargo release. For example, they added search functionality to the item bank and freight-elevator kiosk, adjustments to auto-loading times based on box size, and debugging functionality to the instanced interior system.\n\nBug fixing was also done for the cargo system, air-traffic control, item bank, freight-elevator kiosk, and cargo missions.\n\nEconomy\nJuly saw the Economy team progressing with their tasks for Pyro, including the outer rings. They also worked on a refactor that will allow them to create and modify shops in a more scalable manner.\n\nFor cargo, balancing was done to the price and time of autoloading to give players the choice between manually loading or paying for convenience and speed. A balance pass was also done on vehicle components, including new life-support systems and jump drives.\n\nFinally, the devs continued to develop their understanding of player profiles to ensure that each career is profitable according to the long-term vision of the economy.\n\nIn-Game Branding\nIn-Game Branding continued wrapping up tasks for jump points and the Pyro system, polishing content and ensuring everything fits the environment.\n\nMission Design\nMission Design continued working on unannounced content alongside a suite that uses individual features to create a complex form of repair missions. For the latter, they identified key structures that would be used to ensure a location stays up and running and made them breakable.\n\nUsing information gathered from cargo gameplay, work began on resource gathering. The current focus is on emergent gameplay that pulls resources from the verse, starting with mining. For example, if a location requests a specific resource, the player can choose how to acquire it, be it mining, buying, or piracy.\n\nAlongside this, progress was made on the mission-system refactor, which will change how missions are offered and futureproof the wider system. It also creates an opportunity to fix legacy issues and folder structures and reassess existing missions. They'll also be able to implement new features into the mission system to allow greater control and create more MMO-style features and content.\n\nNarrative\nThe Narrative team spent July continuing to support development for Alpha 4.0. This included a mixture of mission text, brainstorming ideas for additional mission content, and delving into some of the various locations being placed by the Environment and Design teams.\n\nThe narrative designers spent time overseeing the presence of social AI in various locations, making sure the areas are not only marked up correctly but the general \u201cvibe\u201d and feeling of the area is accurately represented. An initiative was also started within the team to overhaul some of the social spaces to better reflect the intended tone of the location.\n\nOn the Star Citizen 1.0 front, Narrative worked closely with Design to define mission providers and aspects of reputation. Work also started on the initial scripting and development of additional location stories for players to discover.\n\nA variety of lore content was published to the website, including a pair of Whitley\u2019s Guides for the Vulcan and the Carrack, as well as another batch of Galactapedia entries.\n\nOnline Technology\nIn July, the Online Services team collaborated intensively with the Gameplay and UI teams to introduce a significant quality-of-life enhancement to freight kiosks: a search bar. This new feature allows for quick item searches by name, improving the efficiency of locating items within large inventories. They also implemented optimizations to hangar and shard stow mechanics to prevent issues and facilitate recovery processes.\n\nThe team working on potential mission and marker system features for Alpha 4.0 visited the Manchester studio, where they collaborated with the gameplay teams to ensure the seamless integration of these upcoming features.\n\nIn preparation for Alpha 4.0, Online Services began developing a new player-trade service. This will enable players to transfer funds amongst themselves without being subject to the same game server's authority, paving the way for Server Meshing.\n\nLastly, the team focused on bug fixes, stabilizing the Alpha 3.24 release, and finalizing the social-services refactor. This extensive project, which Online Services have been working on for the past few months, is now ready to go live, marking a significant milestone for the team.\n\nThe Live Tools team worked on new core features for the Hex tool. The main goal of this is to provide better management of roles and permissions, streamline workflows between different tools, and enable the ability to perform bulk actions.\n\nThe team is also improving other internal tools, such as the error-reporting pipeline, with the implementation of new technical architecture. They\u2019re currently providing the necessary support and maintenance to its users.\n\nUI\nLast month, the UI designers and artists worked on the in-game visuals and functionality for the resource network UI and completed the final polishing tasks for jump points. For vehicles, the team replaced the old Flash MFDs and set up new HUDs, resulting in a cleaner and less cluttered flight experience.\n\nThe UI team\u2019s tech programmers worked on performance improvements to speed up the frame rate on various parts of the UI.\n\nVFX\nFinally for July\u2019s report, the VFX team continued to support several effects-heavy features, including jump points and dynamic fire.\n\nThey also continued to work on acidic caves and completed their tasks for the RSI Zeus and another unnamed vehicle. Tasks were also kicked off for two new weapons.","de_DE":"PU-Monatsbericht\nJuli 2024\nWillkommen zum PU-Monatsbericht f\u00fcr den Juli. Mit dem kommenden Patch Alpha 3.24, der jetzt in der PTU zum Testen bereitsteht, haben viele Teams den Monat damit verbracht, neben spannenden neuen Aufgaben f\u00fcr Pyro und dar\u00fcber hinaus an der Feinabstimmung und Fehlerbehebung zu arbeiten. Lies weiter, um alle Details zu erfahren.\n\nKI (Features)\nIm letzten Monat hat das Team f\u00fcr KI-Features an einer Kombination aus Fehlerbehebungen und neuen Funktionen gearbeitet, unter anderem an einem Problem, bei dem eine nutzbare Komponente eine interaktive Komponente haben musste. Au\u00dferdem wurde ein Problem behoben, bei dem die Haltung nicht aktualisiert wurde, was zu Problemen mit der KI beim Verlassen der Deckung f\u00fchrte. Dieser Fehler wurde durch widerspr\u00fcchliche \u00c4nderungen zwischen Squadron 42 und Star Citizen beim Zusammenf\u00fchren von Funktionen verursacht.\n\nDas Team l\u00f6ste Probleme mit Systembedingungen f\u00fcr taktische Abfragen, die stillschweigend fehlschlugen, ohne Ergebnisse zu setzen, was zu nicht initialisierten Speicherfehlern f\u00fchrte. Wenn zum Beispiel die Bedingung \"Erreichbar\" ausgef\u00fchrt wurde, lieferte sie gelegentlich ein \"wahres\" Ergebnis, obwohl der Punkt nicht erreichbar war, weil die Ergebnisvariable nicht als \"falsch\" initialisiert worden war. Dies blockierte die Pr\u00fcfung der Deckungstreffer-Reaktionspr\u00fcfung.\n\nEin Problem mit dem Vison Raycasting, das es NSCs erm\u00f6glichte, durch Geb\u00e4ude hindurchzusehen, wurde ebenso behoben wie Fehler bei NSCs, die das Multi-Tool benutzten, darunter einer, der ihnen im Reparaturmodus unendlich Munition gab. Das Team f\u00fcgte au\u00dferdem eine dynamische Objektbehandlung zur Sichtkomponente hinzu, um zu verhindern, dass Sichtstrahlen und Objekte blockiert werden, wenn T\u00fcren ihren Zustand \u00e4ndern. Auch die Handhabung von Situations\u00e4nderungen w\u00e4hrend \"Anvisiert\"-Ereignissen wurde verbessert.\n\nEs wurden neue Funktionen entwickelt, um die Bewegung innerhalb der zugewiesenen Kampfbereiche zu unterst\u00fctzen und einzuschr\u00e4nken, z. B. die M\u00f6glichkeit, Kampfbereiche und Tags \u00fcber den Editor und nicht nur \u00fcber den Plan einzurichten. Dies erm\u00f6glicht es den Designern, K\u00e4mpfe sorgf\u00e4ltiger zu kontrollieren, indem sie der KI Bereiche von Interesse zuweisen, \u00e4hnlich wie bei der bestehenden Technologie f\u00fcr Verteidigungs- und Angriffsbereiche, aber in einem gr\u00f6\u00dferen Rahmen.\n\nDas KI-Team hat auch eine wichtige neue Funktion hinzugef\u00fcgt: KI-Gruppen. Damit k\u00f6nnen Wahrnehmungsdaten zwischen KI innerhalb einer Gruppe ausgetauscht werden, was den Designern mehr Kontrolle dar\u00fcber gibt, wie NSCs in K\u00e4mpfe einbezogen werden und wie sie zusammenarbeiten. Dazu hat das Team eine Reihe von \u00c4nderungen an den Entit\u00e4ten vorgenommen, darunter:\n\nAIGroupEntity - erm\u00f6glicht es den Designern, NSCs Gruppen zuzuweisen\n\nAIGroupEntityComponent - eine Laufzeitkomponente, um NSC-Gruppen zu definieren, die Wissen, wie z. B. Wahrnehmungsdaten, teilen k\u00f6nnen\n\nAIGroupEntity - exportiert Gruppenmitglieder als Teil der Objektcontainerdaten\n\nAIGroupEntity - ein Dataforge-Datensatz\n\nOnFriendlyCallToArmsHeard - ein Ereignis, um den Rest einer Gruppe ins Gefecht zu bringen\n\nAn anderer Stelle hat das Team die Verwendung von Wildlines durch die KI \u00fcberpr\u00fcft und verbessert. Dazu geh\u00f6ren neue Wildlines f\u00fcr die Kampfkommunikation, wie z.B. Kapitulation, Granatenreaktionen und -w\u00fcrfe, Erkundung, Trefferreaktionen, Nachladen und Wahrnehmungsreaktionen.\n\nEs wurde ein Skript erstellt, das doppelte und unbenutzte Kommunikationsnamen \u00fcberpr\u00fcft, um den Gold-Standard f\u00fcr Wildlines zu erreichen.\n\nKI (Tech)\nIm Bereich KI Tech arbeitete das Team weiter an den KI-Sicht- und Bewegungssystemen f\u00fcr das Server Meshing. Dadurch k\u00f6nnen NSCs von einem Server zum anderen wechseln, ohne ihren vorherigen Kontext zu verlieren.\n\nAu\u00dferdem wurden verschiedene Optimierungen vorgenommen, u. a. an den Komponenten \"beobachtbar\" und \"Sicht\" sowie an der Kollisionsvermeidung, wenn NSCs Schiffe fliegen und Bodenfahrzeuge fahren. Au\u00dferdem wurden die Abfragen des taktischen Punktesystems f\u00fcr das Verhalten der SchiffskI aktualisiert.\n\nKunst (Charaktere)\nIm Juli hat das Team f\u00fcr Charaktergrafik mit der Arbeit an den Gebrauchspanzern begonnen. Au\u00dferdem wurden die Arbeiten an den Spezialr\u00fcstungen vorangetrieben, Anfragen f\u00fcr den Character Customizer bearbeitet und Beutegegenst\u00e4nde k\u00fcnstlerisch \u00fcberarbeitet.\n\nDas Character Concept Art Team erforschte neue Designs f\u00fcr die Fauna, w\u00e4hrend das Hair Team an zus\u00e4tzlichen Frisuren arbeitete.\n\nKunst (Schiffe)\nIm Juli arbeitete das Schiffskunstteam an neuen Meilensteinen f\u00fcr die Fahrzeuge, die derzeit in Produktion sind, darunter die RSI Polaris, die Zeus und drei unangek\u00fcndigte Schiffe.\n\nAu\u00dferdem wurde die Produktion von drei neuen Fahrzeugen und zwei neuen Konzepten gestartet.\n\nCommunity\nDer Juli begann mit der Unterst\u00fctzung des Community-Teams beim Foundation Festival 2954, bei dem erfahrene Spieler ihr Wissen mit Neulingen teilen konnten. Au\u00dferdem wurden die Spieler dazu eingeladen, im Org Showcase Wettbewerb zu zeigen, was ihre Organisation auszeichnet.\n\nAnschlie\u00dfend ver\u00f6ffentlichte das Team mehrere neue Leitf\u00e4den, die den Spielern bei den Waffen, den Meistermodi und den Karrieren in den Bereichen Industrie, Fracht und Medizin helfen.\n\nZur Unterst\u00fctzung des wiederkehrenden Jumptown Global Events sammelte das Community-Team Feedback, um zuk\u00fcnftige Events zu verbessern.\n\nF\u00fcr die Alien-Woche 2954 hat das Team die Beitr\u00e4ge aus dem Xeno-Treat Smackdown-Wettbewerb zu einem Alien-Kochbuch zusammengestellt.\n\nAu\u00dferdem wurden regelm\u00e4\u00dfige Updates f\u00fcr die Community ver\u00f6ffentlicht, darunter Roadmap Roundup, This Week in Star Citizen und der Arena Commander Schedule.\n\nDa die CitizenCon 2954 weniger als drei Monate entfernt ist, arbeitet die Community derzeit hart daran, ein unvergessliches Programm mit spannenden Inhalten vorzubereiten.\n\n\"Der Monat endete mit einem Bar Citizen Event in Washington, DC, bei dem \u00fcber 150 Teilnehmer zusammenkamen, wobei sich Organisationen zum ersten Mal pers\u00f6nlich trafen und sogar eine neue Organisation auf dem Event gegr\u00fcndet wurde. Diese Treffen sind ein Beispiel f\u00fcr den Geist von Bar Citizen, und weitere Veranstaltungen sind in Planung. Das Team freut sich schon darauf, Mitglieder der Community auf der Gamescom in K\u00f6ln zu treffen und kann es kaum erwarten, die beiden Bar Citizens am 23. und 24. August zu er\u00f6ffnen.\" Community-Team\n\nKern-Gameplay\nDie Teams f\u00fcr die Gameplay-Features haben im Juli an einer Vielzahl von Features gearbeitet, angefangen mit \"Aufladen und Ablassen\". Dazu wurde die Netzwerkunterst\u00fctzung f\u00fcr das breitere Feature hinzugef\u00fcgt, die Netzwerkunterst\u00fctzung f\u00fcr die Wiederbelebung von Gegenst\u00e4nden ohne Energie hinzugef\u00fcgt, das Zur\u00fccksetzen von Waffen implementiert und die Implementierung der Benutzeroberfl\u00e4che unterst\u00fctzt. Dann wurden Fortschritte bei der \u00dcberhitzungsmechanik gemacht, indem die M\u00f6glichkeiten zur Einstellung der Hitzewerte verbessert wurden. In Zukunft werden alle Energiewaffen die M\u00f6glichkeit haben, zu \u00fcberhitzen.\n\nAu\u00dferdem wurden Aufgaben f\u00fcr die Lichtverst\u00e4rkung abgeschlossen, indem Steuerungshinweise hinzugef\u00fcgt wurden, um sie bei unterst\u00fctzten Zielfernrohren ein- und auszuschalten. Au\u00dferdem wurden Fehler beim Feuerl\u00f6scher und bei der Quantenreise f\u00fcr das Server Meshing behoben.\n\nBei den Gameplay-Features wurden die Steuerfl\u00e4chen weiter verbessert und verschiedene Abstimmungsprobleme behoben, w\u00e4hrend Markierungen f\u00fcr die Schwerelosigkeit implementiert wurden.\n\nIm Rahmen der \u00dcberarbeitung des Multifunktionsdisplays (MFD) wurden die Funktionen \"Komm-Liste\", \"Ziel rufen\" und \"Komm-Ruf\" hinzugef\u00fcgt. Au\u00dferdem wurde mit der Arbeit an den Waffengruppen begonnen, damit die Spieler\/innen zwischen den Gruppenvoreinstellungen wechseln k\u00f6nnen.\n\nIm letzten Monat wurden bedeutende Fortschritte bei den Sprungpunkten gemacht: Mit den Gameplay-Features k\u00f6nnen die Spieler\/innen nun auch die Ausgangspunkte definieren, die durch eine physikalische Kraft vom Ausgang weggedr\u00fcckt werden. Die Spieler\/innen werden nun auch einzeln in den Tunnel gezogen, wenn sie einen Sprung machen.\n\nAuch bei der Tunnelerzeugung wurden Verbesserungen vorgenommen. Zum Beispiel hat das Team jetzt die radiale Kontrolle \u00fcber die Acht-Wege-Logik, bessere Parameter f\u00fcr die Kontrollpunktspannung, eine genauere Abschnittswahrscheinlichkeit und eine verbesserte Stabilit\u00e4t. Au\u00dferdem neigen die Tunnel jetzt weniger dazu, sich an den Ecken selbst zu kreuzen. Au\u00dferdem wurde die Benutzeroberfl\u00e4che der Spr\u00fcnge \u00fcberarbeitet, z. B. durch die \u00c4nderung von Symbolen und Farben, das Ein- und Ausblenden von Text, kontextbezogene Navigationspunkte und das allgemeine Ein- und Ausblenden des Head-up-Displays (HUD) je nach Anflugwinkel.\n\nIm Juli wurden auch Fortschritte bei der Technik gemacht, z. B. dass vollst\u00e4ndig verzerrte Gegenst\u00e4nde Ressourcen verbrauchen, obwohl sie nicht funktionieren. Au\u00dferdem wurde die Unterst\u00fctzung f\u00fcr die Master-Modi hinzugef\u00fcgt: Quantenantentriebwerke gehen jetzt im SMC-Modus und Schilde im NAV-Modus vollst\u00e4ndig offline. Die Technikbildschirme und das MFD wurden weiterentwickelt, wobei die Arbeiten an den Energievoreinstellungen und der Zuweisungs-UI begannen. Lebenserhaltungs- und Treibstoffinformationen wurden hinzugef\u00fcgt, w\u00e4hrend die Energieanzeige verbessert wurde.\n\nDie Radar- und Scanfunktion wurde weiterentwickelt. Mit den Gameplay Features wurden Delta-Signaturen zum HUD und MFD hinzugef\u00fcgt und der St\u00f6rsender vom Signatursystem in die Radarkomponente verschoben, um die Integration mit anderen Systemen zu erleichtern.\n\nDie Benutzeroberfl\u00e4che des Ladungsscans wurde um weitere Informationen erweitert, z. B. die maximal gehaltene Ladung, eine Benachrichtigung beim Versuch, w\u00e4hrend der Abklingzeit zu scannen, sowie Ein- und Ausblendanimationen. Das gesamte HUD wurde aufpoliert und entr\u00fcmpelt. So werden z. B. Namensschilder nur bei anvisierten Schiffen angezeigt, die Entfernung wird nur bei anvisierten und angehefteten Schiffen angezeigt, Zielinformationen werden nur bei gescannten Zielen angezeigt und die Dauer der Anzeige von Zielinformationen wurde verringert.\n\nAudiosignatur-Emissionen wurden hinzugef\u00fcgt und die Entwickler begannen mit der Implementierung eines FPS-Ping-Gegenspiels, bei dem Spieler erkannt und hervorgehoben werden, wenn sie abh\u00e4ngig von verschiedenen Faktoren FPS-Ping machen.\n\nDas neue Fahrzeuganzeigesystem wurde hinzugef\u00fcgt, das Energie, Waffen, Triebwerke, Schilde, Ann\u00e4herung, Radar, Quantum, Raketen, K\u00fchler und Sch\u00fcsse unterst\u00fctzt.\n\nNach den Fortschritten bei der \u00dcberarbeitung der Missionen im letzten Monat f\u00fcgte das Team die Option hinzu, Ziele an zuf\u00e4lligen Punkten in der N\u00e4he von Planeten zu spawnen, sowohl innerhalb als auch au\u00dferhalb der Atmosph\u00e4re. Au\u00dferdem wurde die M\u00f6glichkeit hinzugef\u00fcgt, Ziele an Spieler\/innen zu binden, die Vertragserstellung wurde verbessert und der neue Vertragsvermittlerdienst wurde eingef\u00fchrt. Letzterer wurde vom Team der Online-Dienste entwickelt und erm\u00f6glicht es, alle Vertragsdetails und -eigenschaften prozedural auf dem Client zu generieren, nachdem der Vertrag definiert wurde.\n\nAuch die eigentlichen Missionen wurden unterst\u00fctzt, indem verschiedene Fehler behoben und Verbesserungen am Backend der Schleppervertr\u00e4ge vorgenommen wurden. Blockade Runner wurde weiter unterst\u00fctzt, und verschiedene Probleme mit der Benutzeroberfl\u00e4che wurden behoben. Das Verhalten der Schaltfl\u00e4che \"Verlassen\" des Vertragsmanagers wurde auch auf Schleppmissionen ausgeweitet.\n\nEs wurden verschiedene Updates f\u00fcr die kommende Frachtversion vorgenommen. So wurden z. B. Suchfunktionen f\u00fcr die Gegenstandsbank und den Frachtaufzugskiosk hinzugef\u00fcgt, die automatischen Ladezeiten auf der Grundlage der Kistengr\u00f6\u00dfe angepasst und Debugging-Funktionen f\u00fcr das instanzierte Innenraumsystem hinzugef\u00fcgt.\n\nAu\u00dferdem wurden Fehler im Frachtsystem, in der Flugsicherung, in der Gegenstandsbank, im Frachtaufzugskiosk und in den Frachtmissionen behoben.\n\nWirtschaft\nIm Juli machte das Wirtschaftsteam Fortschritte bei den Aufgaben f\u00fcr Pyro, einschlie\u00dflich der Au\u00dfenringe. Au\u00dferdem wurde an einem Refactor gearbeitet, der es erm\u00f6glicht, L\u00e4den auf eine skalierbarere Weise zu erstellen und zu ver\u00e4ndern.\n\nBei der Fracht wurde der Preis und die Zeit f\u00fcr das automatische Laden angepasst, damit die Spieler die Wahl haben, entweder manuell zu laden oder f\u00fcr Komfort und Geschwindigkeit zu bezahlen. Auch bei den Fahrzeugkomponenten, einschlie\u00dflich der neuen Lebenserhaltungssysteme und Sprungantriebe, wurde ein Balance-Pass durchgef\u00fchrt.\n\nSchlie\u00dflich haben die Entwickler ihr Verst\u00e4ndnis der Spielerprofile weiterentwickelt, um sicherzustellen, dass jede Karriere gem\u00e4\u00df der langfristigen Vision der Wirtschaft profitabel ist.\n\nIn-Game Branding\nIm Bereich In-Game Branding wurden die Arbeiten an den Sprungpunkten und dem Pyro-System fortgesetzt, um den Inhalten den letzten Schliff zu geben und sicherzustellen, dass alles in die Umgebung passt.\n\nMissionsdesign\nDas Missionsdesign arbeitete weiter an unangek\u00fcndigten Inhalten sowie an einer Suite, die einzelne Funktionen nutzt, um eine komplexe Form von Reparaturmissionen zu erstellen. F\u00fcr letztere identifizierten sie wichtige Strukturen, die daf\u00fcr sorgen, dass ein Ort in Betrieb bleibt, und machten sie zerst\u00f6rbar.\n\nAnhand der Informationen, die aus dem Spiel mit der Ladung gewonnen wurden, wurde mit dem Sammeln von Ressourcen begonnen. Der aktuelle Schwerpunkt liegt auf dem emergenten Gameplay, das Ressourcen aus dem Versum zieht, angefangen beim Bergbau. Wenn zum Beispiel ein Ort eine bestimmte Ressource verlangt, kann der Spieler w\u00e4hlen, wie er sie erwerben will, sei es durch Abbau, Kauf oder Piraterie.\n\nAu\u00dferdem wurden Fortschritte beim Refactor des Missionssystems gemacht, der die Art und Weise, wie Missionen angeboten werden, ver\u00e4ndern und das System zukunftssicher machen wird. Es bietet auch die M\u00f6glichkeit, veraltete Probleme und Ordnerstrukturen zu beheben und bestehende Missionen neu zu bewerten. Au\u00dferdem k\u00f6nnen sie neue Funktionen in das Missionssystem implementieren, um mehr Kontrolle zu erm\u00f6glichen und mehr MMO-\u00e4hnliche Funktionen und Inhalte zu schaffen.\n\nNarrative\nDas Narrative-Team verbrachte den Juli damit, die Entwicklung der Alpha 4.0 weiter zu unterst\u00fctzen. Dazu geh\u00f6rte eine Mischung aus Missionstexten, Brainstorming-Ideen f\u00fcr zus\u00e4tzliche Missionsinhalte und das Eintauchen in einige der verschiedenen Orte, die von den Umwelt- und Designteams platziert werden.\n\nDie Erz\u00e4hldesigner haben die Anwesenheit der sozialen KI an verschiedenen Orten \u00fcberwacht und sichergestellt, dass die Gebiete nicht nur richtig gekennzeichnet sind, sondern auch die allgemeine Stimmung und das Gef\u00fchl des Gebiets richtig wiedergegeben werden. Innerhalb des Teams wurde auch eine Initiative gestartet, um einige der sozialen R\u00e4ume zu \u00fcberarbeiten, damit sie den beabsichtigten Ton des Ortes besser widerspiegeln.\n\nAn der Star Citizen 1.0-Front arbeitete Narrative eng mit Design zusammen, um Missionsanbieter und Aspekte des Rufs zu definieren. Au\u00dferdem begannen die Arbeiten an den ersten Skripten und der Entwicklung zus\u00e4tzlicher Ortsgeschichten, die die Spieler entdecken k\u00f6nnen.\n\nAuf der Website wurde eine Vielzahl von Informationen ver\u00f6ffentlicht, darunter zwei Whitley's Guides f\u00fcr die Vulcan und die Carrack sowie eine Reihe von Galactapedia-Eintr\u00e4gen.\n\nOnline-Technologie\nIm Juli hat das Team f\u00fcr Online-Dienste intensiv mit den Teams f\u00fcr Gameplay und UI zusammengearbeitet, um eine wichtige Verbesserung der Lebensqualit\u00e4t an den Frachtkiosken einzuf\u00fchren: eine Suchleiste. Diese neue Funktion erm\u00f6glicht die schnelle Suche nach Gegenst\u00e4nden anhand ihres Namens und verbessert so die Effizienz beim Auffinden von Gegenst\u00e4nden in gro\u00dfen Best\u00e4nden. Au\u00dferdem wurden die Mechanismen f\u00fcr das Verstauen von Hangars und Scherben optimiert, um Probleme zu vermeiden und den Wiederherstellungsprozess zu erleichtern.\n\nDas Team, das an den potenziellen Funktionen des Missions- und Markierungssystems f\u00fcr Alpha 4.0 arbeitet, besuchte das Studio in Manchester, wo es mit den Gameplay-Teams zusammenarbeitete, um die nahtlose Integration dieser neuen Funktionen zu gew\u00e4hrleisten.\n\nIn Vorbereitung auf die Alpha 4.0 begannen die Online-Dienste mit der Entwicklung eines neuen Spieler-Handelsdienstes. Dieser wird es den Spieler\/innen erm\u00f6glichen, untereinander Geld zu transferieren, ohne der Autorit\u00e4t desselben Spiel-Servers zu unterliegen, und ebnet damit den Weg f\u00fcr das Server Meshing.\n\nSchlie\u00dflich konzentrierte sich das Team auf die Behebung von Fehlern, die Stabilisierung der Alpha 3.24 und die Fertigstellung des Refactors der sozialen Dienste. Dieses umfangreiche Projekt, an dem die Online-Dienste in den letzten Monaten gearbeitet haben, ist nun bereit, live zu gehen, was einen wichtigen Meilenstein f\u00fcr das Team darstellt.\n\nDas Live-Tools-Team hat an neuen Kernfunktionen f\u00fcr das Hex-Tool gearbeitet. Das Hauptziel ist eine bessere Verwaltung von Rollen und Berechtigungen, die Optimierung von Arbeitsabl\u00e4ufen zwischen verschiedenen Tools und die M\u00f6glichkeit, Massenaktionen durchzuf\u00fchren.\n\nDas Team verbessert auch andere interne Tools, wie z. B. die Pipeline f\u00fcr die Fehlerberichterstattung, durch die Implementierung einer neuen technischen Architektur. Derzeit wird der notwendige Support und die Wartung f\u00fcr die Nutzer\/innen bereitgestellt.\n\nUI\nIm letzten Monat arbeiteten die UI-Designer und -K\u00fcnstler an der visuellen Gestaltung und Funktionalit\u00e4t des Ressourcennetzwerks im Spiel und schlossen die letzten Feinarbeiten an den Sprungpunkten ab. Bei den Fahrzeugen ersetzte das Team die alten Flash-MFDs und richtete neue HUDs ein, was zu einem aufger\u00e4umteren und \u00fcbersichtlicheren Flugerlebnis f\u00fchrt.\n\nDie Programmierer des UI-Teams arbeiteten an Leistungsverbesserungen, um die Framerate in verschiedenen Bereichen der Benutzeroberfl\u00e4che zu erh\u00f6hen.\n\nVFX\nZum Abschluss des Juli-Berichts hat das VFX-Team weiterhin mehrere effektlastige Funktionen unterst\u00fctzt, darunter Sprungpunkte und dynamisches Feuer.\n\nAu\u00dferdem arbeiteten sie weiter an den S\u00e4ureh\u00f6hlen und beendeten ihre Aufgaben f\u00fcr den RSI Zeus und ein weiteres unbenanntes Fahrzeug. Au\u00dferdem wurde mit der Arbeit an zwei neuen Waffen begonnen.","zh_CN":"PU Monthly Report\nJuly 2024\nWelcome to July\u2019s PU Monthly Report. With the upcoming Alpha 3.24 patch now live for testing in the PTU, many teams spent the month polishing and bug fixing alongside exciting new tasks for Pyro and beyond. Read on for all the details.\n\nAI (Features)\nLast month, the AI Features team worked on a combination of fixes and new functionality, including an issue requiring a usable to have an interactable component. A problem was also solved with stance not being updated, causing issues with AI exiting cover. This bug was caused by conflicting changes between Squadron 42 and Star Citizen when merging features.\n\nThe team solved problems with tactical-query system conditions silently failing without setting results, which led to uninitialized memory bugs. For example, when running the \u2018reachable,\u2019 condition, it occasionally returned a \u2018true\u2019 result when the point was not reachable because the result variable had not been initialized as false. This was blocking the testing of the cover hit-reactions test level.\n\nAn issue with vison raycasting allowing NPCs to see through buildings was rectified alongside bugs with NPCs using the Multi-Tool, including one giving them infinite ammunition in Repair mode. The team also added dynamic object handling to the vision component to fix vision raycasts and entities from being blocked when doors change states. The handling of situation changes during \u2018aimed at\u2019 events were improved too.\n\nNew functionality was developed to support and restrict movement within assigned schedule combat areas, including being able to set up schedule areas and tags through the editor rather than just through the schedule. This allows the designers to more carefully control fights by giving the AI areas of interest, in a similar way to the existing tech for defend and attack areas, but on a broader scale.\n\nThe AI team also added a significant piece of new functionality - AI groups. This enables perception data to be shared between AI within the same group, giving the designers more control over how NPCs are brought into fights and how they work together. For this, the team added a variety of entity changes, including:\n\nAIGroupEntity - allows the designers to assign NPCs groups\n\nAIGroupEntityComponent - a runtime component to define NPC groups that can share knowledge, such as perception data\n\nAIGroupEntity - exports group members as part of object container data\n\nAIGroupEntity - a Dataforge record\n\nOnFriendlyCallToArmsHeard - an event to bring the rest of a group into combat\n\nElsewhere, the team reviewed and made improvements to how AI use wildlines, including adding new combat-communication wildlines, such as surrendering, grenade reactions and throwing, investigation, hit reactions, reloading, and perception reactions.\n\nA script was created to check duplicate and unused communication names in pursuit of the gold-standard wildline setup.\n\nAI (Tech)\nFor AI Tech, the team continued working on the AI vision and movement systems for Server Meshing. This will allow NPCs to transition from one server to another without losing their previous context.\n\nVarious optimizations were made too, including to the \u2018observable\u2019 and \u2018vision\u2019 components and to collision avoidance when NPCs fly ships and drive ground vehicles. Updates were also made to the tactical-point system queries used by Ship AI behaviors.\n\nArt (Characters)\nJuly saw the Character Art team begin work on utility armor. They also progressed with specialist armors, supported requests for the Character Customizer, and worked through art debt for loot items.\n\nThe Character Concept Art team explored new designs for fauna, while the Hair team progressed with additional hairstyles.\n\nArt (Ships)\nJuly saw Ship Art working toward new milestones for the vehicles currently in production, including the RSI Polaris, Zeus, and three unannounced ships.\n\nProduction of three new vehicles kicked off too alongside two new concepts.\n\nCommunity\nJuly began with the Community team supporting Foundation Festival 2954, which encouraged experienced players to share their knowledge with newcomers. They also invited players to highlight what makes their organization stand out in the Org Showcase contest.\n\nThe team then published several new guides to help players with weapons, Master Modes, and the industrial, cargo, and medical careers.\n\nIn support of the returning Jumptown Global Event, the Community team collected feedback to improve future events.\n\nFor Alien Week 2954, the team compiled entries from the Xeno-Treat Smackdown contest into an Alien-Themed Cookbook.\n\nRegular updates were also published for the community, including Roadmap Roundup, This Week in Star Citizen, and the Arena Commander Schedule.\n\nWith CitizenCon 2954 less than three months away, Community is currently working hard to prepare an unforgettable program of exciting content.\n\n\u201cThe month wrapped up with a Bar Citizen event in Washington, DC, where over 150 attendees gathered, seeing organizations meet in person for the first time and even a new org forming at the event. These gatherings exemplify the spirit of Bar Citizens, with more events anticipated in the future. The team is already looking forward to meeting members of the community at Gamescom in Cologne and can\u2019t wait to kick off the two Bar Citizens on August 23 and August 24.\u201d Community Team\n\nCore Gameplay\nThe Gameplay Features teams progressed with a wide variety of features throughout July, beginning with \u2018charge and drain.\u2019 For this, they added networking support to the wider feature, added networking support for bringing unpowered items back to life, implemented weapon rollback, and supported UI implementation. Progress was then made on the \u2018overheat\u2019 mechanic, improving ways to tune heat values. Moving forward, all energy weapons will have the potential to overheat.\n\nTasks were also completed for light amplification, adding control hints to toggle it on\/off on supported scopes, while bugs were fixed for the fire extinguisher and quantum travel for Server Meshing.\n\nGameplay Features continued improving control surfaces, addressing various tuning issues, while zero-g traversal markers were implemented.\n\nFor the multi-function display (MFD) rework, comms list, hail target, and comm-call functionality were added. Work also began on weapon groups to allow players to switch between group presets.\n\nLast month, significant progress was made on jump points, with Gameplay Features providing Design with the ability to define exit locations, which will also have a physics force to push players away from the exit. Players will now also get pulled into the tunnel one by one when making a jump.\n\nImprovements were also made to tunnel generation. For example, the team now has radial control over eight-way logic, better control-point tension parameters, more accurate section probability, and improved stability. The tunnels are less prone to self-intersection at corners too. Alongside this, updates were made to the jump UI, including icon and color changes, text fade in\/out, contextual nav points, and general heads-up display (HUD) fade in\/out depending on the approach angle.\n\nJuly also saw progress on engineering gameplay, including making fully distorted items consume resources despite not being functional. Support was added for Master Modes too, with quantum drives now going fully offline in SMC mode and shields going offline in NAV mode. The Engineering screens and MFD progressed, with tasks beginning on power presets and the assignment UI. Life support and fuel information were added, while the power display was improved.\n\nThe Radar & Scanning feature progressed, with Gameplay Features adding delta signatures to the HUD and MFD and moving the jammer from the signature system to the radar component for easier integration with other systems.\n\nMore information was added to the charge-scan UI, including maximum held charge, a notification when attempting to scan during cooldown, and fadeout and collapse animations. The overall HUD was polished and decluttered too. For example, nameplates only show for targeted ships, distance only appears for targeted and pinned ships, target information shows for scanned targets, and how long target information is shown was decreased.\n\nAudio signature emissions were added, while the devs began implementing FPS ping counter-play, with players being detected and highlighted if they FPS ping depending on various factors.\n\nThe new vehicle annunciator system was added, which supports power, weapons, thrusters, shields, proximity, radar, quantum, missiles, coolers, and shots.\n\nFollowing last month\u2019s progress on the mission refactor, the team added the option to spawn objectives at random points near planets, both inside and outside the atmosphere. Alongside this, the ability to attach objectives to players was added, contract generation was improved, and the new Contract Broker service was implemented. The latter was created by the Online Services team and enables full contract details and properties to be procedurally generated client-side from contract definition.\n\nSupport was also given to actual missions, with various bugs being fixed and improvements made to the backend of hauling contracts. Further support was given to Blockade Runner, while various issues with the UI were fixed. The contract manager\u2019s abandoned button behavior was extended to hauling missions too.\n\nVarious updates were made for the upcoming cargo release. For example, they added search functionality to the item bank and freight-elevator kiosk, adjustments to auto-loading times based on box size, and debugging functionality to the instanced interior system.\n\nBug fixing was also done for the cargo system, air-traffic control, item bank, freight-elevator kiosk, and cargo missions.\n\nEconomy\nJuly saw the Economy team progressing with their tasks for Pyro, including the outer rings. They also worked on a refactor that will allow them to create and modify shops in a more scalable manner.\n\nFor cargo, balancing was done to the price and time of autoloading to give players the choice between manually loading or paying for convenience and speed. A balance pass was also done on vehicle components, including new life-support systems and jump drives.\n\nFinally, the devs continued to develop their understanding of player profiles to ensure that each career is profitable according to the long-term vision of the economy.\n\nIn-Game Branding\nIn-Game Branding continued wrapping up tasks for jump points and the Pyro system, polishing content and ensuring everything fits the environment.\n\nMission Design\nMission Design continued working on unannounced content alongside a suite that uses individual features to create a complex form of repair missions. For the latter, they identified key structures that would be used to ensure a location stays up and running and made them breakable.\n\nUsing information gathered from cargo gameplay, work began on resource gathering. The current focus is on emergent gameplay that pulls resources from the verse, starting with mining. For example, if a location requests a specific resource, the player can choose how to acquire it, be it mining, buying, or piracy.\n\nAlongside this, progress was made on the mission-system refactor, which will change how missions are offered and futureproof the wider system. It also creates an opportunity to fix legacy issues and folder structures and reassess existing missions. They'll also be able to implement new features into the mission system to allow greater control and create more MMO-style features and content.\n\nNarrative\nThe Narrative team spent July continuing to support development for Alpha 4.0. This included a mixture of mission text, brainstorming ideas for additional mission content, and delving into some of the various locations being placed by the Environment and Design teams.\n\nThe narrative designers spent time overseeing the presence of social AI in various locations, making sure the areas are not only marked up correctly but the general \u201cvibe\u201d and feeling of the area is accurately represented. An initiative was also started within the team to overhaul some of the social spaces to better reflect the intended tone of the location.\n\nOn the Star Citizen 1.0 front, Narrative worked closely with Design to define mission providers and aspects of reputation. Work also started on the initial scripting and development of additional location stories for players to discover.\n\nA variety of lore content was published to the website, including a pair of Whitley\u2019s Guides for the Vulcan and the Carrack, as well as another batch of Galactapedia entries.\n\nOnline Technology\nIn July, the Online Services team collaborated intensively with the Gameplay and UI teams to introduce a significant quality-of-life enhancement to freight kiosks: a search bar. This new feature allows for quick item searches by name, improving the efficiency of locating items within large inventories. They also implemented optimizations to hangar and shard stow mechanics to prevent issues and facilitate recovery processes.\n\nThe team working on potential mission and marker system features for Alpha 4.0 visited the Manchester studio, where they collaborated with the gameplay teams to ensure the seamless integration of these upcoming features.\n\nIn preparation for Alpha 4.0, Online Services began developing a new player-trade service. This will enable players to transfer funds amongst themselves without being subject to the same game server's authority, paving the way for Server Meshing.\n\nLastly, the team focused on bug fixes, stabilizing the Alpha 3.24 release, and finalizing the social-services refactor. This extensive project, which Online Services have been working on for the past few months, is now ready to go live, marking a significant milestone for the team.\n\nThe Live Tools team worked on new core features for the Hex tool. The main goal of this is to provide better management of roles and permissions, streamline workflows between different tools, and enable the ability to perform bulk actions.\n\nThe team is also improving other internal tools, such as the error-reporting pipeline, with the implementation of new technical architecture. They\u2019re currently providing the necessary support and maintenance to its users.\n\nUI\nLast month, the UI designers and artists worked on the in-game visuals and functionality for the resource network UI and completed the final polishing tasks for jump points. For vehicles, the team replaced the old Flash MFDs and set up new HUDs, resulting in a cleaner and less cluttered flight experience.\n\nThe UI team\u2019s tech programmers worked on performance improvements to speed up the frame rate on various parts of the UI.\n\nVFX\nFinally for July\u2019s report, the VFX team continued to support several effects-heavy features, including jump points and dynamic fire.\n\nThey also continued to work on acidic caves and completed their tasks for the RSI Zeus and another unnamed vehicle. Tasks were also kicked off for two new weapons."},"links_count":0,"comment_count":0,"created_at":"2026-05-25T11:00:00+00:00","created_at_human":"1 day ago"},"meta":{"processed_at":"2026-05-27 03:00:42","valid_relations":["images","links"],"prev_id":20100,"next_id":20103}}