{"data":{"id":20220,"title":"Star Citizen Monthly Report: September 2024","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/SCW\/20220-API","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/20220","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/20220","channel":"Undefined","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":36794,"name":"gidt-2.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/29969b3dcef52c2a58eebbdaa608bcb885647a9b\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjReseGmb2yjE8RtQVn2BgU2qwjtZthQrfbqjL\/gidt-2.jpg","alt":"g-illustration","size":238478,"mime_type":"image\/jpeg","last_modified":"2024-10-02T20:16:36+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/36794","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/36794\/similar"},{"id":36797,"name":"gidt-1.webp","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/fc35d9aeeb8b84ea16487b9ba87111640e57f8f3\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjReseHD2e5aj7rWQCYKf6vjfuJJLpEJYsLkEr\/gidt-1.webp","alt":"g-illustration","size":116688,"mime_type":"image\/webp","last_modified":"2024-10-02T20:16:37+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/36797","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/36797\/similar"},{"id":36798,"name":"community-1.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/0575bc6908d83f494f208798a8526097c33db4d2\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjReskvjyW82E8xyizWhmsvb5L7PTrndHQk5mx\/community-1.jpg","alt":"g-illustration","size":2132674,"mime_type":"image\/jpeg","last_modified":"2024-10-02T20:16:38+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/36798","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/36798\/similar"},{"id":36800,"name":"community-2.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/30416ac59271bfda74f4d1c7e5904de52ba4b392\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResj6y2cQhSBDPXzjdya9dvZnX7jPrau3GXG\/community-2.jpg","alt":"g-illustration","size":3573134,"mime_type":"image\/jpeg","last_modified":"2024-10-02T20:16:39+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/36800","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/36800\/similar"},{"id":36803,"name":"locations-september.webp","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/6172481649a15cff5ae7237b3e9a39e1c584c75e\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResijz7daC4zpzRZRVqscxdShZo85f79hze2\/locations-september.webp","alt":"g-banner-advanced","size":1346614,"mime_type":"image\/webp","last_modified":"2024-10-02T20:16:42+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/36803","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/36803\/similar"}],"images_count":12,"translations":{"en_EN":"PU Monthly Report\nSeptember 2024\nIt\u2019s October, and that means one thing\u2026 CitizenCon approaches! Despite the impending festivities, development continued in earnest throughout the month, with teams across the globe progressing with content for Alpha 3.24.2 and beyond. Read on for all the details.\n\nAI (Content)\nSeptember saw the AI and narrative designers continuing their work in the Pyro system by setting up the spawn data and markup for the various outposts and space stations. This involved cooperation with the Level Design team to ensure that NPCs were spawning correctly. Then, following discussions with the Mission team, AI Content spent significant time marking up locations in Stanton.\n\nThey also implemented dynamic conversations to make the \u2018verse\u2019s bars feel more organic and alive. This tech and approach will be expanded to other landing-zone locations and included in any future captured content.\n\nAI (Features)\nWith the upcoming release of Alpha 4.0, the AI Features team focused on locking down existing Human-combat features, including first reactions, ammo management, and tactics to ensure they work consistently across a wide variety of situations and environments.\n\nAI (Tech)\nThe AI Tech team began September focusing on Server Meshing, including how AI systems and components synchronize during server transition. Performance improvements were also made alongside progress on features that will be unveiled shortly.\n\nFollowing on from last month\u2019s report, AI Tech finished their tasks for the movement-system-component synchronization and began synchronizing the Subsumption component that updates AI behavior.\n\nOn the performance side, further improvements were made to the vision, observable, and perception components. For example, they adjusted update frequency based on AI character LOD, so that closer entities are more responsive. They also implemented lighter AI zone handling for observables, which will deliver significant improvements when zone queries are made by NPCs.\n\nFinally for AI Tech, the team updated AI ship-reinforcement functionality, adding support for planetary navigation cost volumes and navigation exclusions.\n\nAI (Game Intelligence Development Team)\nThe Game Intelligence Development team spent the month working toward the release of StarScript 1.0, with the main goal of improving how the tool feels to use. For example, how the devs zoom in and out and how text becomes visible or hidden at certain levels. They\u2019re also optimizing the search speed of the main smart browser and drawing of the graph view.\n\nAnimation\nThe Animation team spent most of September on the Argo ATLS alongside additional work on the kopion and other creatures.\n\nArt (Characters)\nIn September, the Character Art team progressed with the utility and specialist armors, new heads for the character customizer, and tasks for the IAE event. Meanwhile, the Character Concept Art team continued exploring fauna.\n\nArt (Ships)\nThe Vehicle Content team moved several vehicles into their final phases, including the RSI Polaris and several unannounced ships. They also prepared to kick off another series of vehicles.\n\nCommunity\nThe Community team began September supporting Alpha 3.24.1 with the Argo ATLS Q&A and by gathering feedback on live releases to help fix bugs and player issues. They then made improvements to the New Player Guide and Welcome Back Pilot page.\n\n\u201cAs we look ahead, the excitement is building for CitizenCon 2954, which is just around the corner! With only a few weeks to go until our largest annual event, we couldn't be more thrilled to meet you all in person at Manchester Central on October 19 and 20. For those unable to attend, we will be livestreaming the show on Twitch and YouTube, so you won\u2019t miss a crumb of what is to come for Star Citizen! Plus, keep an eye out for community-organized Bar Citizen events leading up to the show and an exciting esports showdown with ATMO Esports: ENTER ATMOSPHERE. Get ready with a Digital Goodies Pack filled with exclusive content to get you into the CitizenCon spirit!\u201d Community Team\n\nThe Bar Citizen World Tour 2024 continued in September, with the Community team attending events in Marinha Grande, Portugal, and San Diego, USA, for TwitchCon.\n\nLastly, the team supported Pirate Week, including the Show Us Your Plunder contest.\n\nCore Gameplay\nCore Gameplay began September supporting the Argo ATLS, which included unique tractor beam behavior that the team are looking to improve and expand moving forward. As the game\u2019s first exo-suit, it required a special technical setup, as it\u2019s neither a traditional vehicle nor a character. This posed some minor challenges when dealing with entitlement, vehicle terminals, the law system, and ship elevators.\n\n\u201cWe have enjoyed seeing all the fun and creative videos featuring the ATLS!\u201d Gameplay Features Team\n\nFor charge and drain, Core Gameplay and Design discussed whether the client-side prediction works as expected and meets expectations. From this, they improved how connections between the Multi-Tool and resource containers are handled, ensuring they correctly deal with edge cases and multiple targets. Mission support continued too, including state changes based on resource-container occupancy.\n\nBioaccumulation progressed too, with improved support for wetness visualization and iteration, including a new debug tool for degradation.\n\nThe team then continued converting markers to use the entity-subscription service, which will support markers at server boundaries when required.\n\nSeptember saw further work on jump points, including improvements to tunnel-wall forces and the failure behavior.\n\nThe team also expanded various designer-controlled values to better control how the jump point opening and traversal sequence is triggered. Alongside this, improved visuals were added at the tunnel exit.\n\nGameplay wise, jump drives now use quantum fuel in the tunnel \u2013 fuel requirement is per jump, though each drive has an efficiency multiplier \u2013 and IFCS now takes time to come back online after a jump. Improvements were also made to the camera and screen effects code, while various stability, flow blocker, and performance issues were dealt with. Jump points are currently with QA for testing.\n\nNumerous bugs were fixed for the resource network and engineering, including some relating to deleted entities not being removed correctly from the resource host.\n\nThe devs solved issues where items with minimum power requirements were not correctly assigned power as part of the default presets, and fixed items with incorrect components being added to resource networks, which could result in later crashes.\n\nWork began on item boxout bindings; when clicking on items, a 3D panel view will open with its details.\n\nThe team also improved the \u2018item destruction and repair\u2019 behavior. When implemented, when a player destroys an item, it will be removed from the network and added back in if repaired. Player-set values for on, off, and throttle will persist through death and repair too.\n\nProgress continued on radar and scanning, including delta signatures. This includes a temporary AR marker that will show when detecting a delta signature; if the contact is pinned or locked, the existing AR marker updates temporarily. New UI bindings were added to enable the designers to customize the player-facing UI.\n\nIn related development, the radar jammer will now prevent scan waves, while FPS radar and scanning went through various rounds of playtesting and reviews to improve the overall experience.\n\nContinuous release support was provided for transit with improved debugging tools, a fallback for when teleporting out of transit fails, improvements to how transit data is stored in object containers, and a refactored transport network visualizer.\n\nThe team also implemented \u2018off\u2019 alerts for weapons, coolers, radar, thrusters, and quantum drives alongside \u2018misfire\u2019 alerts for powerplants, weapons, thrusters, and shields.\n\nFor Maelstrom, the devs provided support for the triggering of particle effects alongside adding support for cinematic sequences and marking parts as \u2018critical.\u2019 When a critical part reaches zero integrity, the whole object will be disabled or destroyed. In the future, this will tie into the resource network.\n\nThe mission-system refactor mentioned in previous reports continued throughout September. Now, missions can be played through to completion using the full mission service implementation, while medical and rescue service beacons are functional using the new system too.\n\nFor contract prerequisites, the team added the option to set locality availability, such as a landing zone, moon, settlement, or distribution center. Design can now also generate multiple contracts with different overrides.\n\nThe team spent considerable time in September improving and fixing various issues for cargo gameplay, including hangar performance, server crash recovery bugs, commodity trading, and sell orders.\n\nThe team is currently assessing how the development and delivery of Alpha 3.24\u2019s cargo features went, including quality-of-life improvements they\u2019d like to implement before taking the next steps.\n\nEconomy\nThe Economy team continued their ongoing work on Pyro and began implementing some of the balance changes mentioned in previous Monthly Reports.\n\nLocations\nThe Landing Zone team continued the push toward Alpha 4.0, polishing and optimizing content and supporting the Design team in making Pyro as distinct as possible.\n\nMission Design\nMission Design continued working on location repair missions, moving some of them into a \u2018handyman\u2019 archetype.\n\nThey also reviewed the Blockade Runner Global Event, looking at future tweaks and fixing an issue preventing some ships from being filled with cargo; this was due to a race condition with how cargo is spawned in the game code.\n\nFurther tweaks to cargo hauling missions were made, including the possibility of removing negative reputation hits for abandoning the mission while keeping punishments for failing.\n\nThe mission-system refactor continued, which includes over 1700 mission records for Stanton alone. Part of the refactor is streamlining content setup so that the devs don\u2019t have to manage that number of records going forward. This refactor won\u2019t change how players interact with missions or change gameplay - it\u2019s predominately a backend refactor to ensure everything works with Server Meshing.\n\nWork also began on an improved new-player experience that accommodates more fundamental game mechanics. For example, teaching players about item banks, freight elevators, the respawn flow, component-repair gameplay, Master Modes, and more.\n\nNarrative\nThe Narrative team continued their support for Alpha 4.0\u2019s upcoming missions. They also provided text for \u201ca really exciting upcoming mission.\u201d\n\nNarrative then supported Characters by reviewing the costumes for Pyro\u2019s NPCs to ensure the various groups feel narratively consistent and appropriate for the location. There were extensive meetings with the Branding and Environment teams to talk over some of the environmental set dressing for upcoming areas.\n\nThe team also released a new Loremakers, where they answered community questions from the forum, a Whitley\u2019s Guide that explored the history of the Esperia Prowler, and another batch of Galactapedia entries.\n\nOnline Technology\nThe Online Services team began September working on features for Alpha 4.0, including the updated mission and marker systems. Tasks also included part two of the backend social services refactor, which replaces some older diffusion services with gRPC services and adds quality-of-life updates.\n\nThe second half of the month involved design work for new services.\n\nLive Tools kicked off a new feature to provide better access management to Hex based on various user permissions. Ongoing work involves enabling the ability to display inventories in the network operation center.\n\nThroughout September, the Networking team prepared to bring Server Meshing to the PU.\n\n\u201cThis included a new series of tests on the Tech Preview channel, where we\u2019re pushing our player counts higher than ever to stress the system and rapidly iterating with performance improvements and bug fixes. Networking Team\n\nThey also supported the various gameplay teams, helping to get their features \u201cServer Meshing ready\u201d and improve the robustness of authority transfers between servers.\n\nUI\nThe UI team focused on multiple screens for the Pyro system while continuing close collaboration with the Core Gameplay Pillar on jump points and the resource network.\n\nThey also reworked each manufacturer\u2019s vehicle HUDs and MFDs, giving them unique colors and a new layout to reduce screen clutter and improve usability.\n\nAdditionally, the team streamlined the Multi-Tool UI to be more straightforward without the need for floating elements.\n\nVFX\nVFX continued their tasks for jump points and supported the Vehicle, Weapons, and Location teams with a variety of deliverables, including the Argo ATLS and RSI Zeus Mk II.","de_DE":"PU-Monatsbericht\nSeptember 2024\nEs ist Oktober, und das bedeutet vor allem eins: Die CitizenCon steht vor der T\u00fcr! Trotz der bevorstehenden Feierlichkeiten ging die Entwicklung den ganzen Monat \u00fcber weiter. Teams auf der ganzen Welt arbeiteten an den Inhalten f\u00fcr Alpha 3.24.2 und dar\u00fcber hinaus. Lies weiter, um alle Details zu erfahren.\n\nKI (Inhalt)\nIm September setzten die KI- und Narrative Designer ihre Arbeit am Pyro-System fort, indem sie die Spawn-Daten und das Markup f\u00fcr die verschiedenen Au\u00dfenposten und Raumstationen einrichteten. Dabei arbeiteten sie mit dem Level Design Team zusammen, um sicherzustellen, dass die NSCs richtig spawnen. Nach Gespr\u00e4chen mit dem Missionsteam verbrachte der KI-Content viel Zeit damit, die Orte in Stanton zu markieren.\n\nAu\u00dferdem wurden dynamische Unterhaltungen implementiert, damit sich die Bars im Verse organischer und lebendiger anf\u00fchlen. Diese Technik und dieser Ansatz werden auf andere Orte in der Landezone ausgeweitet und in zuk\u00fcnftige Inhalte aufgenommen.\n\nKI (Funktionen)\nMit der bevorstehenden Ver\u00f6ffentlichung der Alpha 4.0 konzentrierte sich das Team der KI-Features darauf, die bestehenden Funktionen des menschlichen Kampfes, wie z. B. die ersten Reaktionen, das Munitionsmanagement und die Taktik, zu verbessern, um sicherzustellen, dass sie in einer Vielzahl von Situationen und Umgebungen einheitlich funktionieren.\n\nKI (Tech)\nDas AI Tech Team konzentrierte sich Anfang September auf das Server Meshing, d.h. darauf, wie sich die AI Systeme und Komponenten w\u00e4hrend des Serverwechsels synchronisieren. Au\u00dferdem wurden Leistungsverbesserungen vorgenommen und Fortschritte bei Funktionen erzielt, die in K\u00fcrze vorgestellt werden sollen.\n\nIm Anschluss an den Bericht vom letzten Monat beendete das KI-Tech-Team seine Aufgaben f\u00fcr die Synchronisierung der Bewegungssystem-Komponenten und begann mit der Synchronisierung der Subsumption-Komponente, die das KI-Verhalten aktualisiert.\n\nAuf der Leistungsseite wurden weitere Verbesserungen an den Komponenten Vision, Observable und Perception vorgenommen. So wurde zum Beispiel die Aktualisierungsh\u00e4ufigkeit auf der Grundlage des LOD der KI-Charaktere angepasst, damit n\u00e4her gelegene Objekte schneller reagieren. Au\u00dferdem wurde eine leichtere Handhabung von KI-Zonen f\u00fcr Observables implementiert, was zu erheblichen Verbesserungen bei Zonenabfragen durch NSCs f\u00fchren wird.\n\nIm Bereich AI Tech schlie\u00dflich hat das Team die Funktionalit\u00e4t der KI-Schiffsverst\u00e4rkung aktualisiert und Unterst\u00fctzung f\u00fcr planetare Navigationskosten und Navigationsausschl\u00fcsse hinzugef\u00fcgt.\n\nKI (Game Intelligence Development Team)\nDas Game Intelligence Development Team hat den Monat damit verbracht, auf die Ver\u00f6ffentlichung von StarScript 1.0 hinzuarbeiten, mit dem Hauptziel, die Bedienung des Tools zu verbessern. Zum Beispiel, wie die Entwicklerinnen und Entwickler hinein- und herauszoomen und wie Text auf bestimmten Ebenen sichtbar oder versteckt wird. Sie optimieren auch die Suchgeschwindigkeit des Smart Browsers und das Zeichnen der Diagrammansicht.\n\nAnimation\nDas Animationsteam hat den gr\u00f6\u00dften Teil des Septembers mit dem Argo ATLS verbracht und zus\u00e4tzlich an dem Kopion und anderen Kreaturen gearbeitet.\n\nKunst (Charaktere)\nIm September arbeitete das Character Art Team an den Gebrauchs- und Spezialr\u00fcstungen, neuen K\u00f6pfen f\u00fcr den Character Customizer und Aufgaben f\u00fcr das IAE-Event. In der Zwischenzeit erforschte das Character Concept Art Team weiter die Fauna.\n\nKunst (Schiffe)\nDas Team f\u00fcr Fahrzeuginhalte brachte mehrere Fahrzeuge in die Endphase, darunter die RSI Polaris und mehrere unangek\u00fcndigte Schiffe. Au\u00dferdem bereiteten sie den Start einer weiteren Fahrzeugserie vor.\n\nCommunity\nDas Community-Team unterst\u00fctzte im September die Alpha 3.24.1 mit dem Argo ATLS Q&A und sammelte Feedback zu Live-Ver\u00f6ffentlichungen, um Fehler und Spielerprobleme zu beheben. Au\u00dferdem wurden der New Player Guide und die Welcome Back Pilot Seite verbessert.\n\n\"Wir blicken nach vorne und freuen uns auf die CitizenCon 2954, die bald vor der T\u00fcr steht! Es sind nur noch wenige Wochen bis zu unserem gr\u00f6\u00dften j\u00e4hrlichen Event und wir freuen uns riesig, euch alle am 19. und 20. Oktober im Manchester Central pers\u00f6nlich zu treffen. F\u00fcr alle, die nicht dabei sein k\u00f6nnen, werden wir die Show auf Twitch und YouTube live \u00fcbertragen, damit ihr keinen Kr\u00fcmel von dem verpasst, was f\u00fcr Star Citizen geplant ist! Halte au\u00dferdem Ausschau nach von der Community organisierten Bar Citizen-Events im Vorfeld der Show und einem spannenden Esports-Showdown mit ATMO Esports: TRITT IN DIE ATMOSPH\u00c4RE EIN. Mach dich bereit mit einem Digital Goodies Pack voller exklusiver Inhalte, um dich in CitizenCon-Stimmung zu bringen!\" Community-Team\n\nDie Bar Citizen World Tour 2024 wurde im September fortgesetzt. Das Community-Team nahm an Veranstaltungen in Marinha Grande, Portugal, und San Diego, USA, f\u00fcr die TwitchCon teil.\n\nAu\u00dferdem unterst\u00fctzte das Team die Piratenwoche, unter anderem mit dem Wettbewerb \"Zeig uns deine Beute\".\n\nCore Gameplay\nDas Core Gameplay begann im September mit der Unterst\u00fctzung der Argo ATLS, die ein einzigartiges Traktorstrahlverhalten hat, das das Team in Zukunft noch verbessern und erweitern m\u00f6chte. Als erster Exo-Anzug im Spiel erforderte er ein besonderes technisches Setup, da er weder ein herk\u00f6mmliches Fahrzeug noch eine Spielfigur ist. Das brachte einige kleine Herausforderungen im Umgang mit Berechtigungen, Fahrzeugterminals, dem Rechtssystem und Schiffsaufz\u00fcgen mit sich.\n\n\"Es hat uns viel Spa\u00df gemacht, all die lustigen und kreativen Videos mit dem ATLS zu sehen!\" Gameplay Features Team\n\nF\u00fcr Charge und Drain haben Core Gameplay und Design diskutiert, ob die clientseitige Vorhersage wie erwartet funktioniert und den Erwartungen entspricht. Daraufhin wurde die Handhabung der Verbindungen zwischen dem Multi-Tool und den Ressourcencontainern verbessert, um sicherzustellen, dass Randf\u00e4lle und mehrere Ziele korrekt behandelt werden. Auch die Missionsunterst\u00fctzung wurde fortgesetzt, einschlie\u00dflich der Zustands\u00e4nderungen auf der Grundlage der Belegung von Ressourcencontainern.\n\nAuch bei der Bioakkumulation wurden Fortschritte gemacht, mit verbesserter Unterst\u00fctzung f\u00fcr die Visualisierung von N\u00e4sse und Iteration, einschlie\u00dflich eines neuen Debug-Tools f\u00fcr den Abbau.\n\nDas Team setzte die Umstellung der Marker auf den Entity-Subscription-Service fort, der bei Bedarf Marker an Servergrenzen unterst\u00fctzt.\n\nIm September wurde weiter an den Sprungpunkten gearbeitet, einschlie\u00dflich Verbesserungen der Tunnelwandkr\u00e4fte und des Versagensverhaltens.\n\nDas Team erweiterte au\u00dferdem verschiedene vom Designer kontrollierte Werte, um besser steuern zu k\u00f6nnen, wie die Sprungpunkt-\u00d6ffnungs- und \u00dcberquerungssequenz ausgel\u00f6st wird. Au\u00dferdem wurde die Optik am Tunnelausgang verbessert.\n\nIn Bezug auf das Gameplay verbrauchen die Sprungantriebe jetzt Quantenkraftstoff im Tunnel - der Kraftstoffbedarf ist pro Sprung, wobei jeder Antrieb einen Effizienzmultiplikator hat - und das IFCS braucht jetzt Zeit, um nach einem Sprung wieder online zu gehen. Au\u00dferdem wurde der Code f\u00fcr die Kamera und die Bildschirmeffekte verbessert und verschiedene Stabilit\u00e4ts-, Str\u00f6mungsblocker- und Leistungsprobleme wurden behoben. Die Sprungpunkte befinden sich derzeit in der QA zum Testen.\n\nIm Ressourcennetzwerk und in der Technik wurden zahlreiche Fehler behoben, u. a. wurden gel\u00f6schte Einheiten nicht korrekt aus dem Ressourcenhost entfernt.\n\nDie Entwickler haben Probleme behoben, bei denen Gegenst\u00e4nden mit minimalen Energieanforderungen in den Voreinstellungen nicht korrekt Energie zugewiesen wurde, und sie haben Gegenst\u00e4nde mit falschen Komponenten zu Ressourcennetzwerken hinzugef\u00fcgt, was zu sp\u00e4teren Abst\u00fcrzen f\u00fchren konnte.\n\nEs wurde mit der Arbeit an den Boxout-Bindungen f\u00fcr Gegenst\u00e4nde begonnen; wenn du auf einen Gegenstand klickst, \u00f6ffnet sich eine 3D-Panel-Ansicht mit seinen Details.\n\nDas Team hat auch das Verhalten bei der Zerst\u00f6rung und Reparatur von Gegenst\u00e4nden verbessert. Wenn ein Spieler einen Gegenstand zerst\u00f6rt, wird er aus dem Netzwerk entfernt und wieder hinzugef\u00fcgt, wenn er repariert wurde. Die von den Spielern eingestellten Werte f\u00fcr \"Ein\", \"Aus\" und \"Drossel\" bleiben auch bei Tod und Reparatur erhalten.\n\nWeitere Fortschritte bei Radar und Scanning, einschlie\u00dflich Delta-Signaturen. Dazu geh\u00f6rt eine tempor\u00e4re AR-Markierung, die angezeigt wird, wenn eine Delta-Signatur entdeckt wird; wenn der Kontakt angeheftet oder gesperrt ist, wird die bestehende AR-Markierung vor\u00fcbergehend aktualisiert. Neue UI-Bindings wurden hinzugef\u00fcgt, damit die Designer die Benutzeroberfl\u00e4che f\u00fcr die Spieler anpassen k\u00f6nnen.\n\nDer Radar-St\u00f6rsender verhindert jetzt Scan-Wellen, w\u00e4hrend das FPS-Radar und das Scannen verschiedene Test- und \u00dcberpr\u00fcfungsrunden durchliefen, um das Gesamterlebnis zu verbessern.\n\nDer Transit wurde mit verbesserten Debugging-Tools, einem Fallback f\u00fcr den Fall, dass das Teleportieren aus dem Transit fehlschl\u00e4gt, Verbesserungen bei der Speicherung von Transitdaten in Objektcontainern und einem \u00fcberarbeiteten Transportnetzwerk-Visualisierer ausgestattet.\n\nDas Team implementierte au\u00dferdem \"Aus\"-Warnungen f\u00fcr Waffen, K\u00fchler, Radar, Triebwerke und Quantenantentriebwerke sowie \"Fehlz\u00fcndungs\"-Warnungen f\u00fcr Triebwerke, Waffen, Triebwerke und Schilde.\n\nF\u00fcr Maelstrom haben die Entwickler Unterst\u00fctzung f\u00fcr das Ausl\u00f6sen von Partikeleffekten, filmische Sequenzen und die Kennzeichnung von Teilen als \"kritisch\" hinzugef\u00fcgt. Wenn ein kritisches Teil die Integrit\u00e4t von Null erreicht, wird das gesamte Objekt deaktiviert oder zerst\u00f6rt. In Zukunft wird dies mit dem Ressourcennetzwerk verkn\u00fcpft.\n\nDie in fr\u00fcheren Berichten erw\u00e4hnte \u00dcberarbeitung des Missionssystems wurde im September fortgesetzt. Jetzt k\u00f6nnen Missionen mit der vollst\u00e4ndigen Missionsdienst-Implementierung zu Ende gespielt werden, und auch die medizinischen und rettungsdienstlichen Baken funktionieren mit dem neuen System.\n\nBei den Vertragsvoraussetzungen hat das Team die Option hinzugef\u00fcgt, die Verf\u00fcgbarkeit von Orten wie Landezonen, Monden, Siedlungen oder Vertriebszentren festzulegen. Beim Entwurf k\u00f6nnen jetzt auch mehrere Vertr\u00e4ge mit verschiedenen \u00dcberschreibungen erstellt werden.\n\nDas Team hat im September viel Zeit damit verbracht, verschiedene Probleme f\u00fcr das Cargo-Gameplay zu verbessern und zu beheben, z. B. die Hangarleistung, Fehler bei der Wiederherstellung von Serverabst\u00fcrzen, den Rohstoffhandel und Verkaufsauftr\u00e4ge.\n\nDas Team wertet derzeit aus, wie die Entwicklung und Auslieferung der Frachtfunktionen der Alpha 3.24 gelaufen ist und welche Verbesserungen es noch vornehmen m\u00f6chte, bevor es die n\u00e4chsten Schritte unternimmt.\n\nWirtschaft\nDas Wirtschaftsteam hat seine Arbeit an Pyro fortgesetzt und mit der Umsetzung einiger der in fr\u00fcheren Monatsberichten erw\u00e4hnten \u00c4nderungen an der Balance begonnen.\n\nOrte\nDas Landezonen-Team hat die Arbeiten an der Alpha 4.0 fortgesetzt, Inhalte optimiert und das Design-Team dabei unterst\u00fctzt, Pyro so individuell wie m\u00f6glich zu gestalten.\n\nMissionsdesign\nDas Missionsdesign hat weiter an den Reparaturmissionen gearbeitet und einige von ihnen in einen \"Handwerker\"-Archetypus \u00fcberf\u00fchrt.\n\nAu\u00dferdem wurde das Blockade Runner Global Event \u00fcberarbeitet, um zuk\u00fcnftige Optimierungen vorzunehmen und ein Problem zu beheben, das verhinderte, dass einige Schiffe mit Fracht beladen werden konnten; dies war auf eine Wettlaufbedingung bei der Art und Weise zur\u00fcckzuf\u00fchren, wie die Fracht im Spielcode gespawnt wird.\n\nEs wurden weitere Verbesserungen an den Frachttransportmissionen vorgenommen, darunter die M\u00f6glichkeit, negative Rufpunkte f\u00fcr das Verlassen der Mission zu entfernen, w\u00e4hrend die Strafen f\u00fcr das Scheitern beibehalten werden.\n\nDas Refactoring des Missionssystems wurde fortgesetzt, das allein f\u00fcr Stanton \u00fcber 1700 Missionseintr\u00e4ge umfasst. Ein Teil der \u00dcberarbeitung besteht darin, die Einrichtung der Inhalte zu vereinfachen, damit die Entwickler in Zukunft nicht mehr so viele Datens\u00e4tze verwalten m\u00fcssen. Diese \u00dcberarbeitung wird weder die Interaktion der Spieler mit den Missionen noch das Gameplay ver\u00e4ndern - es handelt sich haupts\u00e4chlich um eine \u00dcberarbeitung des Backends, um sicherzustellen, dass alles mit Server Meshing funktioniert.\n\nAu\u00dferdem wurde mit der Arbeit an einem verbesserten Spielerlebnis f\u00fcr neue Spieler begonnen, das mehr grundlegende Spielmechaniken ber\u00fccksichtigt. So werden den Spielern zum Beispiel Gegenst\u00e4nde, Lastenaufz\u00fcge, der Respawn-Flow, das Reparieren von Bauteilen, die Master-Modi und vieles mehr erkl\u00e4rt.\n\nNarrative\nDas Narrative-Team hat die kommenden Missionen der Alpha 4.0 weiter unterst\u00fctzt. Sie lieferten auch Text f\u00fcr \"eine wirklich aufregende kommende Mission\".\n\nDann unterst\u00fctzte das Narrative-Team die Charaktere, indem es die Kost\u00fcme f\u00fcr die NSCs von Pyro \u00fcberpr\u00fcfte, um sicherzustellen, dass die verschiedenen Gruppen narrativ konsistent und f\u00fcr den Ort angemessen sind. Es gab ausf\u00fchrliche Meetings mit den Branding- und Umweltteams, um einige der Umgebungsdesigns f\u00fcr die kommenden Gebiete zu besprechen.\n\nDas Team ver\u00f6ffentlichte au\u00dferdem einen neuen Loremakers, in dem sie Fragen aus dem Forum beantworteten, einen Whitley's Guide, der die Geschichte des Esperia Prowlers erforschte, und einen weiteren Stapel von Galactapedia-Eintr\u00e4gen.\n\nOnline-Technologie\nDas Team der Online-Dienste hat im September mit der Arbeit an den Funktionen f\u00fcr Alpha 4.0 begonnen, darunter die aktualisierten Missions- und Markierungssysteme. Zu den Aufgaben geh\u00f6rte auch der zweite Teil der \u00dcberarbeitung der sozialen Dienste im Backend, bei der einige \u00e4ltere Verbreitungsdienste durch gRPC-Dienste ersetzt und die Lebensqualit\u00e4t verbessert wurde.\n\nIn der zweiten Monatsh\u00e4lfte wurde an der Gestaltung neuer Dienste gearbeitet.\n\nMit Live Tools wurde eine neue Funktion eingef\u00fchrt, die eine bessere Verwaltung des Zugriffs auf Hex auf der Grundlage verschiedener Benutzerrechte erm\u00f6glicht. Die laufenden Arbeiten umfassen die M\u00f6glichkeit, Inventare im Network Operation Center anzuzeigen.\n\nDen ganzen September \u00fcber bereitete das Netzwerkteam die Einf\u00fchrung von Server Meshing in der PU vor.\n\n\"Dazu geh\u00f6rte eine neue Testreihe auf dem Tech Preview-Kanal, bei der wir die Spielerzahlen so hoch wie nie zuvor treiben, um das System zu belasten und die Leistung zu verbessern und Fehler zu beheben. Netzwerk-Team\n\nSie unterst\u00fctzten auch die verschiedenen Gameplay-Teams und halfen dabei, ihre Features \"Server Meshing ready\" zu machen und die Robustheit der Autorit\u00e4ts\u00fcbertragungen zwischen Servern zu verbessern.\n\nUI\nDas UI-Team konzentrierte sich auf mehrere Bildschirme f\u00fcr das Pyro-System und arbeitete weiterhin eng mit dem Core Gameplay Pillar an Sprungpunkten und dem Ressourcennetzwerk zusammen.\n\nAu\u00dferdem wurden die HUDs und MFDs der Fahrzeuge der einzelnen Hersteller \u00fcberarbeitet. Sie erhielten einzigartige Farben und ein neues Layout, um den Bildschirm weniger un\u00fcbersichtlich zu machen und die Benutzerfreundlichkeit zu verbessern.\n\nAu\u00dferdem hat das Team das Multi-Tool-UI gestrafft, um es \u00fcbersichtlicher zu gestalten und auf schwebende Elemente zu verzichten.\n\nVFX\nDas VFX-Team setzte seine Aufgaben f\u00fcr die Sprungpunkte fort und unterst\u00fctzte die Fahrzeug-, Waffen- und Standortteams mit einer Vielzahl von Arbeiten, darunter das Argo ATLS und RSI Zeus Mk II.","zh_CN":"PU Monthly Report\nSeptember 2024\nIt\u2019s October, and that means one thing\u2026 CitizenCon approaches! Despite the impending festivities, development continued in earnest throughout the month, with teams across the globe progressing with content for Alpha 3.24.2 and beyond. Read on for all the details.\n\nAI (Content)\nSeptember saw the AI and narrative designers continuing their work in the Pyro system by setting up the spawn data and markup for the various outposts and space stations. This involved cooperation with the Level Design team to ensure that NPCs were spawning correctly. Then, following discussions with the Mission team, AI Content spent significant time marking up locations in Stanton.\n\nThey also implemented dynamic conversations to make the \u2018verse\u2019s bars feel more organic and alive. This tech and approach will be expanded to other landing-zone locations and included in any future captured content.\n\nAI (Features)\nWith the upcoming release of Alpha 4.0, the AI Features team focused on locking down existing Human-combat features, including first reactions, ammo management, and tactics to ensure they work consistently across a wide variety of situations and environments.\n\nAI (Tech)\nThe AI Tech team began September focusing on Server Meshing, including how AI systems and components synchronize during server transition. Performance improvements were also made alongside progress on features that will be unveiled shortly.\n\nFollowing on from last month\u2019s report, AI Tech finished their tasks for the movement-system-component synchronization and began synchronizing the Subsumption component that updates AI behavior.\n\nOn the performance side, further improvements were made to the vision, observable, and perception components. For example, they adjusted update frequency based on AI character LOD, so that closer entities are more responsive. They also implemented lighter AI zone handling for observables, which will deliver significant improvements when zone queries are made by NPCs.\n\nFinally for AI Tech, the team updated AI ship-reinforcement functionality, adding support for planetary navigation cost volumes and navigation exclusions.\n\nAI (Game Intelligence Development Team)\nThe Game Intelligence Development team spent the month working toward the release of StarScript 1.0, with the main goal of improving how the tool feels to use. For example, how the devs zoom in and out and how text becomes visible or hidden at certain levels. They\u2019re also optimizing the search speed of the main smart browser and drawing of the graph view.\n\nAnimation\nThe Animation team spent most of September on the Argo ATLS alongside additional work on the kopion and other creatures.\n\nArt (Characters)\nIn September, the Character Art team progressed with the utility and specialist armors, new heads for the character customizer, and tasks for the IAE event. Meanwhile, the Character Concept Art team continued exploring fauna.\n\nArt (Ships)\nThe Vehicle Content team moved several vehicles into their final phases, including the RSI Polaris and several unannounced ships. They also prepared to kick off another series of vehicles.\n\nCommunity\nThe Community team began September supporting Alpha 3.24.1 with the Argo ATLS Q&A and by gathering feedback on live releases to help fix bugs and player issues. They then made improvements to the New Player Guide and Welcome Back Pilot page.\n\n\u201cAs we look ahead, the excitement is building for CitizenCon 2954, which is just around the corner! With only a few weeks to go until our largest annual event, we couldn't be more thrilled to meet you all in person at Manchester Central on October 19 and 20. For those unable to attend, we will be livestreaming the show on Twitch and YouTube, so you won\u2019t miss a crumb of what is to come for Star Citizen! Plus, keep an eye out for community-organized Bar Citizen events leading up to the show and an exciting esports showdown with ATMO Esports: ENTER ATMOSPHERE. Get ready with a Digital Goodies Pack filled with exclusive content to get you into the CitizenCon spirit!\u201d Community Team\n\nThe Bar Citizen World Tour 2024 continued in September, with the Community team attending events in Marinha Grande, Portugal, and San Diego, USA, for TwitchCon.\n\nLastly, the team supported Pirate Week, including the Show Us Your Plunder contest.\n\nCore Gameplay\nCore Gameplay began September supporting the Argo ATLS, which included unique tractor beam behavior that the team are looking to improve and expand moving forward. As the game\u2019s first exo-suit, it required a special technical setup, as it\u2019s neither a traditional vehicle nor a character. This posed some minor challenges when dealing with entitlement, vehicle terminals, the law system, and ship elevators.\n\n\u201cWe have enjoyed seeing all the fun and creative videos featuring the ATLS!\u201d Gameplay Features Team\n\nFor charge and drain, Core Gameplay and Design discussed whether the client-side prediction works as expected and meets expectations. From this, they improved how connections between the Multi-Tool and resource containers are handled, ensuring they correctly deal with edge cases and multiple targets. Mission support continued too, including state changes based on resource-container occupancy.\n\nBioaccumulation progressed too, with improved support for wetness visualization and iteration, including a new debug tool for degradation.\n\nThe team then continued converting markers to use the entity-subscription service, which will support markers at server boundaries when required.\n\nSeptember saw further work on jump points, including improvements to tunnel-wall forces and the failure behavior.\n\nThe team also expanded various designer-controlled values to better control how the jump point opening and traversal sequence is triggered. Alongside this, improved visuals were added at the tunnel exit.\n\nGameplay wise, jump drives now use quantum fuel in the tunnel \u2013 fuel requirement is per jump, though each drive has an efficiency multiplier \u2013 and IFCS now takes time to come back online after a jump. Improvements were also made to the camera and screen effects code, while various stability, flow blocker, and performance issues were dealt with. Jump points are currently with QA for testing.\n\nNumerous bugs were fixed for the resource network and engineering, including some relating to deleted entities not being removed correctly from the resource host.\n\nThe devs solved issues where items with minimum power requirements were not correctly assigned power as part of the default presets, and fixed items with incorrect components being added to resource networks, which could result in later crashes.\n\nWork began on item boxout bindings; when clicking on items, a 3D panel view will open with its details.\n\nThe team also improved the \u2018item destruction and repair\u2019 behavior. When implemented, when a player destroys an item, it will be removed from the network and added back in if repaired. Player-set values for on, off, and throttle will persist through death and repair too.\n\nProgress continued on radar and scanning, including delta signatures. This includes a temporary AR marker that will show when detecting a delta signature; if the contact is pinned or locked, the existing AR marker updates temporarily. New UI bindings were added to enable the designers to customize the player-facing UI.\n\nIn related development, the radar jammer will now prevent scan waves, while FPS radar and scanning went through various rounds of playtesting and reviews to improve the overall experience.\n\nContinuous release support was provided for transit with improved debugging tools, a fallback for when teleporting out of transit fails, improvements to how transit data is stored in object containers, and a refactored transport network visualizer.\n\nThe team also implemented \u2018off\u2019 alerts for weapons, coolers, radar, thrusters, and quantum drives alongside \u2018misfire\u2019 alerts for powerplants, weapons, thrusters, and shields.\n\nFor Maelstrom, the devs provided support for the triggering of particle effects alongside adding support for cinematic sequences and marking parts as \u2018critical.\u2019 When a critical part reaches zero integrity, the whole object will be disabled or destroyed. In the future, this will tie into the resource network.\n\nThe mission-system refactor mentioned in previous reports continued throughout September. Now, missions can be played through to completion using the full mission service implementation, while medical and rescue service beacons are functional using the new system too.\n\nFor contract prerequisites, the team added the option to set locality availability, such as a landing zone, moon, settlement, or distribution center. Design can now also generate multiple contracts with different overrides.\n\nThe team spent considerable time in September improving and fixing various issues for cargo gameplay, including hangar performance, server crash recovery bugs, commodity trading, and sell orders.\n\nThe team is currently assessing how the development and delivery of Alpha 3.24\u2019s cargo features went, including quality-of-life improvements they\u2019d like to implement before taking the next steps.\n\nEconomy\nThe Economy team continued their ongoing work on Pyro and began implementing some of the balance changes mentioned in previous Monthly Reports.\n\nLocations\nThe Landing Zone team continued the push toward Alpha 4.0, polishing and optimizing content and supporting the Design team in making Pyro as distinct as possible.\n\nMission Design\nMission Design continued working on location repair missions, moving some of them into a \u2018handyman\u2019 archetype.\n\nThey also reviewed the Blockade Runner Global Event, looking at future tweaks and fixing an issue preventing some ships from being filled with cargo; this was due to a race condition with how cargo is spawned in the game code.\n\nFurther tweaks to cargo hauling missions were made, including the possibility of removing negative reputation hits for abandoning the mission while keeping punishments for failing.\n\nThe mission-system refactor continued, which includes over 1700 mission records for Stanton alone. Part of the refactor is streamlining content setup so that the devs don\u2019t have to manage that number of records going forward. This refactor won\u2019t change how players interact with missions or change gameplay - it\u2019s predominately a backend refactor to ensure everything works with Server Meshing.\n\nWork also began on an improved new-player experience that accommodates more fundamental game mechanics. For example, teaching players about item banks, freight elevators, the respawn flow, component-repair gameplay, Master Modes, and more.\n\nNarrative\nThe Narrative team continued their support for Alpha 4.0\u2019s upcoming missions. They also provided text for \u201ca really exciting upcoming mission.\u201d\n\nNarrative then supported Characters by reviewing the costumes for Pyro\u2019s NPCs to ensure the various groups feel narratively consistent and appropriate for the location. There were extensive meetings with the Branding and Environment teams to talk over some of the environmental set dressing for upcoming areas.\n\nThe team also released a new Loremakers, where they answered community questions from the forum, a Whitley\u2019s Guide that explored the history of the Esperia Prowler, and another batch of Galactapedia entries.\n\nOnline Technology\nThe Online Services team began September working on features for Alpha 4.0, including the updated mission and marker systems. Tasks also included part two of the backend social services refactor, which replaces some older diffusion services with gRPC services and adds quality-of-life updates.\n\nThe second half of the month involved design work for new services.\n\nLive Tools kicked off a new feature to provide better access management to Hex based on various user permissions. Ongoing work involves enabling the ability to display inventories in the network operation center.\n\nThroughout September, the Networking team prepared to bring Server Meshing to the PU.\n\n\u201cThis included a new series of tests on the Tech Preview channel, where we\u2019re pushing our player counts higher than ever to stress the system and rapidly iterating with performance improvements and bug fixes. Networking Team\n\nThey also supported the various gameplay teams, helping to get their features \u201cServer Meshing ready\u201d and improve the robustness of authority transfers between servers.\n\nUI\nThe UI team focused on multiple screens for the Pyro system while continuing close collaboration with the Core Gameplay Pillar on jump points and the resource network.\n\nThey also reworked each manufacturer\u2019s vehicle HUDs and MFDs, giving them unique colors and a new layout to reduce screen clutter and improve usability.\n\nAdditionally, the team streamlined the Multi-Tool UI to be more straightforward without the need for floating elements.\n\nVFX\nVFX continued their tasks for jump points and supported the Vehicle, Weapons, and Location teams with a variety of deliverables, including the Argo ATLS and RSI Zeus Mk II."},"links_count":0,"comment_count":0,"created_at":"2024-10-02T20:00:00+00:00","created_at_human":"1 year ago"},"meta":{"processed_at":"2026-05-07 20:44:54","valid_relations":["images","links"],"prev_id":20219,"next_id":20221}}