{"data":{"id":20450,"title":"Star Citizen Monthly Report: February 2025","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/SCW\/20450-API","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/20450","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/20450","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":39116,"name":"aigdt-mastergraph-a.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/1f48ebff54a15a2c9d6703f24a8c9b322d49bb55\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResjqQo9E9ZvoAJjRYatUhEc3na39KjnwqfC\/aigdt-mastergraph-a.jpg","alt":"g-illustration","size":232720,"mime_type":"image\/jpeg","last_modified":"2025-02-28T13:05:25+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/39116","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/39116\/similar"},{"id":39119,"name":"driftwoodbadgercontestwinner.webp","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/b1635c152b397007518b065c9bdb627e27626e97\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResiqNnnQt9Yx3tcVnDzd4417pkAj37pjRnN\/driftwoodbadgercontestwinner.webp","alt":"g-illustration","size":303700,"mime_type":"image\/webp","last_modified":"2025-04-17T15:31:10+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/39119","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/39119\/similar"},{"id":39120,"name":"hownottogetadatecontest.png","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/093b2835a251ad40ae37261defab87e8f6edd4ad\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResjexuLC2teNhUrzKmGVhD81XAcUmFwG7Gr\/hownottogetadatecontest.png","alt":"g-illustration","size":2477996,"mime_type":"image\/png","last_modified":"2025-02-28T12:54:07+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/39120","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/39120\/similar"},{"id":39122,"name":"vfx2.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/7b2604539dea7b535b3f06a7c9314546b92ba0c4\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResjf7Hkf14EppybXUdvM6x3uoZWJB42BEvJ\/vfx2.jpg","alt":"g-illustration","size":895592,"mime_type":"image\/jpeg","last_modified":"2025-02-28T15:44:31+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/39122","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/39122\/similar"}],"images_count":12,"translations":{"en_EN":"PU Monthly Report\nFebruary 2025\nWelcome to February\u2019s PU Monthly Report! Read on for all the latest updates from the developers working on the Persistent Universe, including the AI, Core Gameplay, Narrative, Missions, Tech Design, and UI teams.\n\nAI (Content)\nAI Content continued updating the broken air traffic controller behavior throughout the main landing zones, with fixes entering the QATR process for validation, stress testing, and to ensure they don\u2019t break other areas of the game. Once successful, the team will begin scheduling it for inclusion in an upcoming patch.\n\nThe devs also worked with the Design, Environment, and Economy teams to iterate on a new character prototype. This included a performance-capture session to record new lines. Updates then continued on Grim HEX to match the behavior reworks done on Stanton\u2019s other landing zones.\n\nIn new initiatives, the team began looking into improvements to the dogfighting experience based on discussions with the Design and Missions teams. AI Tech also tackled a handful of bugs logged by other teams and picked up from general playthroughs.\n\nAI (Features)\nLast month, AI Features improved and polished creature behaviors. New technology from AI Tech was added to close-range and melee attacks (as used by the kopion and Quasi grazer) to make them more reactive to moving targets. Rather than stopping or starting locomotion to begin, the attack is considered part of the locomotion request, allowing the creature to react at any point during locomotion or resume locomotion without delay if the target moves.\n\nFor Human AI, the team made a variety of improvements. For example, time was spent on first-reaction flow escalation, giving players direct feedback on an enemy\u2019s awareness state so they can sneak past. This was supported by new callbacks to the mission functionality to allow the designers to script specific level scenarios when an enemy is spotted, such as when radioing for backup.\n\nOn top of this, various smaller bug fixes and improvements were made, which will reach the \u2018verse soon. For example, accuracy scaling will now start from the beginning of combat rather than when the player is seen to give more grace time.\n\n\u2018Aimed at\u2019 perception was improved, which is used for detecting when an enemy is aiming at civilians, while new functionality was added so that background assignments only influence behaviors rather than completely change them.\n\nIssues were fixed with overzealous vehicle-based friendly fire, which prevented NPCs from firing when friendly vehicles were close by, and pre-combat attack-area behaviors, including the AI not moving to the area and not attacking.\n\nAdditions were made to Subsumption behavior scripting to allow parallel nodes to terminate when ready, rather than being forced to terminate. This is useful in situations where the designers don\u2019t want to force an animation to quit until the correct point. Updates were also made to the AI state machine to give better control over how to transition between states.\n\nAI (Game Intelligence Development Team)\nIn February, the Game Intelligence Development team continued to fix StarScript crashes reported by the designers and QA testers. Due to the increasing number of users, the main priority is to stabilize the tool as quickly as possible.\n\nThe team also began analyzing the ongoing mission system refactor in preparation for a summit held in the Manchester studio. Topics include the declarative model, tag system, and the self-validation tool. The implementation of \u2018views\u2019 into StarScript 1.7 mentioned in last month\u2019s report continued too.\n\nElsewhere, Game Intelligence continued exploring various designs to more clearly display the Mastergraph and its different state nodes. Pictograms were created to simplify the meaning of each state. They also began implementing the MasterGraph design into StarScript.\n\nAI (Tech)\nLast month, the AI Tech team progressed with work that will allow them to voxelize huge areas for 3D navigation. This will be used to create paths for AI ships and EVAing NPCs.\n\nPlanetary navigation mesh was extended to receive further information about tall buildings to give a more efficient evaluation of the terrain altitude while keeping track of manually placed object containers. The system to generate navigation for multiple agent types based on those present in the world, such as different-sized creatures and vehicles, was also extended.\n\nFebruary saw the team finalize the first steps of the spatial priority solver system, which will organize and order the different types of requests that need to be solved. For example, pathfinder and navigation-generation requests.\n\nA lot of time was also dedicated to adding improved views and functionality to the Subsumption tool.\n\nAnimation\nAnimation progressed for creatures such as new movement for the kopion to give it more ability to traverse its environment. They also worked on facial animations for an upcoming release.\n\nArt (Characters)\nIn February, the Character team kicked off a new creature, continued to work through StarWear art debt, and progressed with two new stealth armors.\n\nThe Concept art team explored ideas for in-game rewards and new armors.\n\nCommunity\nIn early February, the Community team resumed their regular updates to the Roadmap, This Week in Star Citizen, and the Arena Commander Schedule, alongside general support for upcoming patches, sentiment\/feedback tracking, and event planning.\n\nAs Red Festival 2955 wrapped up, Community announced the winners of the Envelop the 'Verse in Kindness screenshot contest, published a Q&A for the recently released MISC Fortune, and presented the second installment of the new Star Citizen Comms-Dive series.\n\nIn support of development\u2019s broader commitment to improving quality of life, the team published a discussion thread to gather and compile a list of what players felt were the most impactful bugs and issues currently affecting the game.\n\nThe Community team also helped to spread the love during Coramor 2955 with a lighthearted How Not to Get a Date community contest, a catch-all page, and a Hornet Loadout Guide to accompany the release of the new Anvil Super Hornet Mk II.\n\nThe team then published the 2025 Bar Citizen World Tour.\n\n\u201cCheck it out for upcoming events that will provide players with the chance to meet in person with staff members for drinks and shared camaraderie. We\u2019re looking forward to connecting with many of you along the way!\u201d Community Team\n\nCommunity ended the month supporting the Supply or Die event. This included updates to Global Event messaging and a comprehensive catch-all post rounding out a month of significant developments.\n\nCore Gameplay\nIn February, the Core Gameplay team (one of the primary drivers behind the stability and quality-of-life initiative) continued fixing numerous bugs.\n\nElsewhere, they supported upcoming content with smaller features to assist in the creation of missions, sandbox gameplay, and storytelling.\n\nFebruary concluded many of 2025\u2019s planning tasks that will ensure the team correctly balances the need for bug fixing, quality-of-life updates, content support, and feature development.\n\nLast month, the Core Gameplay team implemented minor misfires for rapid-fire FPS weapons. This includes a setting that allows the designers to control the duration of the delay until the weapon continues shooting.\n\nGeneral cooldowns were also added for minor and major misfires to control how much time must pass after a misfire before another of the same severity can happen. Planning was done toward a misfire system for ship components to unify the systems and avoid tech debt. The primary use case for this is engineering gameplay.\n\nOverheat animations were added or improved for some VOLT weapons, while integrated code changes were added to unblock downstream dependencies.\n\nFor engineering gameplay, the team added panels to the engineering screen to show critical information when items are selected. They also adjusted presets to enable UI popups and reduce duplication and fixed various issues with presets and screen UI.\n\nImprovements were made to the Resource Network debug tools and ItemPort localization setup to prevent errors. Various player-facing issues causing the Resource Network to not behave as players expected were fixed, while the coolant effectiveness calculation for items was updated.\n\nProgress was made on base building, with the devs identifying and fixing various bugs, particularly in the client-server flow. Validation for buildings placed on land claims began and localization strings were implemented.\n\nRegarding crafting, the core feature is now playable using the developer UI, including the use of blueprints, variable material quality, crafting timers, and resource-dependent item stats. A basic queue to craft multiple items at once was added too.\n\nElsewhere, the team Implemented basic AR marker grouping logic to reduce the amount of UI clutter in various situations. This is currently disabled internally but available for Design to validate edge cases.\n\nA strike team was formed to deal with underlying issues affecting the transit system, while another continued with the ongoing refactor toward the new \u2018transport system.\u2019\n\nAs part of this, a new suite of debugging tools was created to identify the root causes of transit-carriage and transit-manager issues. The team then addressed multiple issues causing carriages to get stuck and the manager failing to correctly orchestrate transit schedules. With support from QA, more instances were uncovered, investigated, and fixed. The team is still working through a prioritized list of issues and have added mitigating factors to help self-repair aspects of the system where possible.\n\nThe Core Gameplay team is currently investigating poor performance in Pyro, which is caused by entities ending up at the center of the system, and dealing with issues with NPC loadouts, failing attachments, and object container setup.\n\nThe Core Gameplay team made numerous tech debt, performance, and quality-of-life updates. For example, failure positions now works consistently, the entrance UI no longer suddenly disappears, and control hints were improved.\n\nThe application of distortion damage to jump drives was made more consistent, some per-update \u2018hacks\u2019 were replaced with proper implementation, and tunnel-generation code was optimized (it now loops once over each spline point, which requires less caching). Various crashes were fixed and performance gains of up to 4ms per frame were achieved.\n\nElsewhere, the team continued the initiative to improve the flight model and Intelligent Flight Control System (IFCS).\n\n\u201cThis will include many mechanical, balancing, and visual changes to improve the overall feel of flight. These will not immediately be implemented for the next Star Citizen release, but experimented with and iterated on internally until we feel they\u2019re ready for feedback.\u201d Core Gameplay Team\n\nThis involved adding \u2018jerk\u2019 to IFCS to improve the overall feel of flight and smooth out all forces. A retuning pass to various ship classes to account for the changes to the flight model was done too.\n\nExtra g-force effects based on speed, not just acceleration, were added. While this doesn\u2019t impact gameplay, it adds an extra layer of immersion. For example, via additional camera effects.\n\nDifferent velocity limits per axis were implemented. Now, IFCS uses \u2018goal time to max velocity\u2019 with acceleration in that axis to define the velocity limit. This means that, for now, velocity limit shape is defined by acceleration limit.\n\nVariable velocity limits per power assignment were added. Now, assigning different power changes the acceleration and, in turn, max velocity.\n\nA prototype was designed for improvements to the proximity assist feature that limits speed based on proximity to other objects instead of just vehicle acceleration. Work is ongoing to make the automatic on\/off trigger work smoothly, add a UI notification for when it\u2019s active, and activate faster when using AB and\/or the spacebrake.\n\nFinally for the flight system, a \u2018Core\u2019 IFCS toggle was added to allow pilots to turn off various assists and fly fully decoupled. This is being used to experiment with a heavily stripped-back IFCS system.\n\nNumerous bugs were fixed through February too. Now, quantum travel no longer overshoots short distances as the pre-ramp can be canceled early. Aiming fixes were also made, including aim assist being added to unmanned turrets, and some issues with prediction edge cases during fast movement.\n\nFebruary saw progress on the Radar and Scanning feature. Work included enabling delta-signature markers when detected, progress on a hand-held radar jammer, and exposing more options to change the visuals for highlighting detected contacts.\n\nCore Gameplay also began work to allow vehicle interior components to be detectable and started a minor refactor of how nearby influencing signatures are handled.\n\nThey also began implementing additional hooks into the room system. This will enable the Design team to define background signatures, which can make radar detection stronger or weaker. For example, heavy PVP areas may have lots of background noise, reducing the effectiveness of the radar and equalizing the playing field to some degree.\n\nAnnunciators now start in the off-state and correctly handle missing vehicle components. Maelstrom movement constraints progressed too, which allows the devs to limit how far broken-off pieces can move.\n\nThe inventory UI rework progressed with new concept art. This is an ongoing initiative to address many visual and user-experience issues with the current inventory UI, including how players equip items on their character.\n\nA few features were updated for Arena Commander too, such as the addition of assist scoring for crew members and AI, UI for the DNF timer, and loadout preset selection.\n\nCore Gameplay wrote various technical design documents in February, including for a new mission giver and a new mechanic to communicate mission progress via the comm-calls system.\n\nThe team also worked on the Supply or Die Global Event, including allowing cargo deliveries over the expected SCU amount. They also added support for returning excess cargo when delivering more than expected and made sure delivery missions don\u2019t count destroyed containers. The devs also enabled the designers to hide the \u2018Complete\u2019 button for specific hauling contracts (such as those in Supply or Die) and investigated issues with missing mission markers.\n\nFor the mission system refactor, the team fixed various issues with mission logic not proceeding and mission properties not working correctly. A variety of quality-of-life updates were added too.\n\nFinally for Core Gameplay, the team worked on various issues affecting hangars, freight elevators, the fleet manager, and more that were exposed during Alpha 4.0 Preview and Alpha 4.0.1 Live.\n\nMission Design\nMission Design focused on updating some old missions that weren\u2019t included in the recent refactor. This includes ensuring existing missions fit with the new factions content. For example, combat missions will fall under Foxwell Enforcement, with some of the new locations from Save Stanton used as forward-operating bases. Bounty contracts will also move under the Bounty Hunters Guild alongside the reintroduction of the hijacked Origin 890 Jump mission.\n\nFocus was also given to the Supply or Die missions. Alongside fun content for the community, these missions will act as a test for balancing future resource-gathering events.\n\nThe team also began technical conversations with the ongoing prioritization of mission quality. These discussions are about how to improve the audio pipeline to get voiced missions and begin pushing higher-production-value events.\n\nNarrative\nA major highlight for Narrative in February was the recent performance-capture shoot focused on adding new narratives and characters. Thanks to ongoing refinements to the capture workflow, players should start seeing these narrative moments in the next few patches.\n\nAdditionally, the team began planning and writing scripts for the next shoot with the overall goal of greatly increasing the amount of dialogue in the \u2018verse, both in and out of missions.\n\nAnother recent improvement was the new frontend loading screen for Alpha 4.0.2, which features an in-lore newspaper with headlines pertinent to the new content being released.\n\nFor Alpha 4.0.2, the team dedicated themselves to content and bug fixing, including the new resupply missions. Additionally, further missions are in progress for the rest of the year, including new standard-issue missions, special events, and more involved narrative-focused missions.\n\nOnline Technology\nThe Online Technology team began the year making tweaks and fixes to enable more in-game items to persist long-term.\n\nFor the ongoing mission system refactor, the team worked to allow missions to communicate between distributed locations.\n\nThe team also started finalizing the analytics endpoint rewrite, making improvements to network-error messaging to make them more descriptive.\n\nAdditional optimizations were made to the territory-assignment algorithm to improve robustness, while changes were made to how entities are bound over the network to lay the groundwork for use in a fully dynamic server mesh.\n\nR&D\nIn February, work on the new method for large-scale soft-terrain shadow generation continued. Support was also given to the Engine team, who are currently taking steps to further parallelize rendering on the CPU side.\n\nThe ongoing work on ground-fog rendering mentioned in last month's report was temporarily put on hold to allow the team to focus on improving gas cloud detail rendering for a higher fidelity appearance.\n\nTech Design\nIn February, Tech Design worked closely with Mission Design on upcoming content releases that players will hear more about in the future.\n\nThey also prepared to set up items for scanning and began identifying what items should be scannable and what information they should reveal to the player.\n\nA major focus last month was on gameplay triggers, a system that allows the designers to easily hook into and expose preexisting functionality.\n\n\u201cUsually, this kind of work could only be done by engineers, but our code-savvy tech designers have become proficient at creating new gameplay triggers. This allows us to create new gameplay with better player-facing feedback for the content teams to use. For example, easier ways to dynamically enable VFX and SFX and expose ways for the designers to apply effects to players within an area.\u201d Tech Design Team\n\nUI\nFebruary saw the UI team focus on bug fixing, user experience, and vehicles.\n\nAs part of this, they took an in-depth look into the upcoming social-universe features shown at CitizenCon, focusing on the user experience. This involved taking the original design, working out user-friendly layouts, and ensuring interactions are well thought out and easy to use.\n\nThe devs also began implementing UI for upcoming vehicles alongside concepting the final UI styles for two manufacturers. Various UI bugs and minor issues were fixed too.\n\nThe UI Tech spent time beta testing an improved 2D UI renderer, as the current version is difficult to improve on and bug fix.\n\nElsewhere, they worked on tech to support game localization and progressed with systems to allow players to navigate menus using a joystick or keyboard without a mouse.\n\nVFX\nVFX spent part of February prepping for content releasing later this year. They also supported Supply or Die, cleaned up various work from Alpha 4.0.0, and progressed with an upcoming creature.","de_DE":"PU-Monatsbericht\nFebruar 2025\nWillkommen zum PU-Monatsbericht f\u00fcr Februar! Hier erf\u00e4hrst du die neuesten Updates von den Entwicklern, die am Persistent Universe arbeiten, darunter die Teams f\u00fcr KI, Core Gameplay, Narrative, Missionen, Tech Design und UI.\n\nKI (Inhalt)\nDas KI-Inhaltsteam hat die Aktualisierung des fehlerhaften Fluglotsenverhaltens in den Hauptlandezonen fortgesetzt. Die Korrekturen gehen in den QATR-Prozess zur Validierung und zum Stresstest, um sicherzustellen, dass sie keine anderen Bereiche des Spiels beeintr\u00e4chtigen. Sobald die Korrekturen erfolgreich sind, wird das Team sie f\u00fcr einen kommenden Patch einplanen.\n\nDie Entwickler haben auch mit den Teams f\u00fcr Design, Umwelt und Wirtschaft zusammengearbeitet, um einen neuen Charakterprototyp zu entwickeln. Dazu geh\u00f6rte auch eine Performance-Capture-Session, um neue Zeilen aufzunehmen. Anschlie\u00dfend wurde Grim HEX weiter \u00fcberarbeitet, um das Verhalten in den anderen Landezonen von Stanton zu verbessern.\n\nAuf der Grundlage von Diskussionen mit den Design- und Missions-Teams begann das Team mit der Verbesserung des Dogfight-Erlebnisses. Au\u00dferdem hat die KI-Abteilung eine Reihe von Fehlern behoben, die von anderen Teams gemeldet wurden und bei allgemeinen Spieltests aufgefallen sind.\n\nKI (Features)\nIm letzten Monat hat AI Features das Verhalten der Kreaturen verbessert und aufpoliert. Eine neue Technologie von AI Tech wurde zu Nah- und Nahkampfangriffen hinzugef\u00fcgt (wie sie von Kopion und Quasi Grazer verwendet werden), damit sie besser auf sich bewegende Ziele reagieren k\u00f6nnen. Anstatt die Fortbewegung zu stoppen oder zu starten, wird der Angriff als Teil der Fortbewegungsanforderung betrachtet, so dass die Kreatur zu jedem Zeitpunkt der Fortbewegung reagieren oder die Fortbewegung ohne Verz\u00f6gerung wieder aufnehmen kann, wenn sich das Ziel bewegt.\n\nBei der menschlichen KI hat das Team eine Reihe von Verbesserungen vorgenommen. So wurde zum Beispiel viel Zeit auf die Eskalation des Erstreaktionsflusses verwendet, die den Spielern eine direkte R\u00fcckmeldung \u00fcber den Bewusstseinszustand eines Gegners gibt, damit sie sich vorbeischleichen k\u00f6nnen. Dies wurde durch neue R\u00fcckrufe zur Missionsfunktionalit\u00e4t unterst\u00fctzt, die es den Designern erm\u00f6glichen, bestimmte Levelszenarien zu skripten, wenn ein Feind entdeckt wird, z. B. wenn sie \u00fcber Funk um Verst\u00e4rkung bitten.\n\nDar\u00fcber hinaus wurden verschiedene kleinere Fehlerbehebungen und Verbesserungen vorgenommen, die bald in das Spiel einflie\u00dfen werden. Zum Beispiel beginnt die Skalierung der Genauigkeit jetzt mit dem Beginn des Kampfes und nicht mehr erst, wenn der Spieler gesehen wird, um mehr Zeit f\u00fcr die Gnade zu haben.\n\nDie \"Anvisiert\"-Wahrnehmung wurde verbessert, um zu erkennen, wenn ein Feind auf Zivilisten zielt, und es wurde eine neue Funktion hinzugef\u00fcgt, die daf\u00fcr sorgt, dass Hintergrundzuweisungen das Verhalten nur beeinflussen und nicht komplett ver\u00e4ndern.\n\nEs wurden Probleme mit \u00fcbereifrigem fahrzeugbasiertem Friendly Fire behoben, die verhinderten, dass NSCs feuerten, wenn sich befreundete Fahrzeuge in der N\u00e4he befanden, und mit dem Verhalten vor dem Angriffsbereich, bei dem sich die KI nicht in den Bereich bewegte und nicht angriff.\n\nDie Skripte f\u00fcr das Subsumption-Verhalten wurden erweitert, damit parallele Knoten beendet werden k\u00f6nnen, wenn sie bereit sind, und nicht gezwungen werden, zu beenden. Das ist in Situationen n\u00fctzlich, in denen die Designer nicht wollen, dass eine Animation vor dem richtigen Zeitpunkt beendet wird. Au\u00dferdem wurde der KI-Zustandsautomat aktualisiert, um eine bessere Kontrolle \u00fcber den \u00dcbergang zwischen den Zust\u00e4nden zu erm\u00f6glichen.\n\nKI (Game Intelligence Development Team)\nIm Februar arbeitete das Game Intelligence Development Team weiter an der Behebung von StarScript-Abst\u00fcrzen, die von den Designern und QA-Testern gemeldet wurden. Aufgrund der steigenden Nutzerzahlen hat es oberste Priorit\u00e4t, das Tool so schnell wie m\u00f6glich zu stabilisieren.\n\nDas Team begann au\u00dferdem mit der Analyse des laufenden Refactorings des Missionssystems in Vorbereitung auf ein Gipfeltreffen im Studio in Manchester. Zu den Themen geh\u00f6ren das deklarative Modell, das Tag-System und das Tool zur Selbstvalidierung. Die im letzten Bericht erw\u00e4hnte Implementierung von \"Views\" in StarScript 1.7 wurde ebenfalls fortgesetzt.\n\nAn anderer Stelle erforschte Game Intelligence weiterhin verschiedene Designs, um den Mastergraph und seine verschiedenen Zustandsknoten deutlicher darzustellen. Es wurden Piktogramme erstellt, um die Bedeutung der einzelnen Zust\u00e4nde zu vereinfachen. Au\u00dferdem wurde damit begonnen, das MasterGraph-Design in StarScript zu implementieren.\n\nKI (Technik)\nIm letzten Monat hat das AI Tech-Team die Arbeit an der Voxelisierung gro\u00dfer Fl\u00e4chen f\u00fcr die 3D-Navigation vorangetrieben. Auf diese Weise k\u00f6nnen Wege f\u00fcr KI-Schiffe und EVAing-NSCs erstellt werden.\n\nDas planetarische Navigationsnetz wurde erweitert, um weitere Informationen \u00fcber hohe Geb\u00e4ude zu erhalten, damit die H\u00f6he des Gel\u00e4ndes effizienter bewertet werden kann und gleichzeitig manuell platzierte Objektcontainer im Auge behalten werden k\u00f6nnen. Das System zur Generierung der Navigation f\u00fcr verschiedene Agententypen, die auf den in der Welt vorhandenen Objekten basieren, wie z. B. Kreaturen und Fahrzeuge unterschiedlicher Gr\u00f6\u00dfe, wurde ebenfalls erweitert.\n\nIm Februar schloss das Team die ersten Schritte des r\u00e4umlichen Priorit\u00e4tsl\u00f6sungssystems ab, das die verschiedenen Arten von Anfragen, die gel\u00f6st werden m\u00fcssen, organisieren und ordnen wird. Zum Beispiel Pfadfinder- und Navigationsanfragen.\n\nViel Zeit wurde auch darauf verwendet, das Subsumptionstool um verbesserte Ansichten und Funktionen zu erweitern.\n\nAnimation\nDie Animationen f\u00fcr Kreaturen wurden weiterentwickelt, wie z. B. neue Bewegungen f\u00fcr das Kopion, damit es sich besser in seiner Umgebung bewegen kann. Sie arbeiteten auch an Gesichtsanimationen f\u00fcr eine kommende Version.\n\nKunst (Charaktere)\nIm Februar startete das Charakterteam mit einer neuen Kreatur, arbeitete weiter an der Kunstschuld von StarWear und machte Fortschritte bei zwei neuen Stealth-R\u00fcstungen.\n\nDas Konzeptkunst-Team hat Ideen f\u00fcr Belohnungen im Spiel und neue R\u00fcstungen erforscht.\n\nCommunity\nAnfang Februar nahm das Community-Team seine regelm\u00e4\u00dfigen Updates f\u00fcr die Roadmap, Diese Woche in Star Citizen und den Zeitplan f\u00fcr die Arenaleiter wieder auf, ebenso wie die allgemeine Unterst\u00fctzung f\u00fcr kommende Patches, die Verfolgung von Kommentaren und Feedback und die Planung von Events.\n\nZum Abschluss des Red Festival 2955 gab die Community die Gewinner des Screenshot-Wettbewerbs \"Envelop the 'Verse in Kindness\" bekannt, ver\u00f6ffentlichte ein Q&A zum k\u00fcrzlich ver\u00f6ffentlichten MISC Fortune und pr\u00e4sentierte den zweiten Teil der neuen Star Citizen Comms-Dive-Serie.\n\nUm das Engagement der Entwickler f\u00fcr die Verbesserung der Lebensqualit\u00e4t zu unterst\u00fctzen, hat das Team einen Diskussionsfaden ver\u00f6ffentlicht, um eine Liste der nach Meinung der Spieler\/innen wichtigsten Bugs und Probleme zu erstellen, die das Spiel derzeit beeintr\u00e4chtigen.\n\nDas Community-Team trug auch dazu bei, die Liebe w\u00e4hrend Coramor 2955 zu verbreiten, und zwar mit einem lustigen \"How Not to Get a Date\"-Community-Wettbewerb, einer \"Catch-All\"-Seite und einem Hornet Loadout Guide anl\u00e4sslich der Ver\u00f6ffentlichung der neuen Anvil Super Hornet Mk II.\n\nDann ver\u00f6ffentlichte das Team die Bar Citizen World Tour 2025.\n\n\"Sieh dir die kommenden Events an, bei denen die Spieler\/innen die M\u00f6glichkeit haben, sich pers\u00f6nlich mit den Mitarbeiter\/innen auf einen Drink zu treffen und sich auszutauschen. Wir freuen uns darauf, uns mit vielen von euch auf dem Weg zu treffen!\" Community-Team\n\nDas Community-Team hat den Monat mit der Unterst\u00fctzung des Supply or Die-Events abgeschlossen. Dazu geh\u00f6rten Aktualisierungen der Nachrichten zum Globalen Ereignis und ein umfassender Sammelpost, der einen Monat voller wichtiger Entwicklungen abrundete.\n\nCore Gameplay\nIm Februar hat das Core Gameplay Team (eine der Haupttriebkr\u00e4fte hinter der Stabilit\u00e4ts- und Lebensqualit\u00e4tsinitiative) weiterhin zahlreiche Fehler behoben.\n\nAu\u00dferdem wurden die kommenden Inhalte mit kleineren Features unterst\u00fctzt, die bei der Erstellung von Missionen, Sandbox-Gameplay und Storytelling helfen.\n\nIm Februar wurden viele der Planungsaufgaben f\u00fcr 2025 abgeschlossen, die sicherstellen sollen, dass das Team die richtige Balance zwischen Fehlerbehebung, Qualit\u00e4tsverbesserung, Inhaltsunterst\u00fctzung und Funktionsentwicklung findet.\n\nIm letzten Monat hat das Core Gameplay Team kleinere Fehlsch\u00fcsse f\u00fcr Schnellfeuerwaffen in FPS implementiert. Dazu geh\u00f6rt eine Einstellung, die es den Designern erm\u00f6glicht, die Dauer der Verz\u00f6gerung zu kontrollieren, bis die Waffe weiterschie\u00dft.\n\nAu\u00dferdem wurden allgemeine Abklingzeiten f\u00fcr kleine und gro\u00dfe Fehlz\u00fcndungen hinzugef\u00fcgt, um zu steuern, wie viel Zeit nach einer Fehlz\u00fcndung vergehen muss, bevor eine weitere mit demselben Schweregrad passieren kann. Es wurde ein Fehlz\u00fcndungssystem f\u00fcr Schiffskomponenten geplant, um die Systeme zu vereinheitlichen und Tech-Schulden zu vermeiden. Der Hauptanwendungsfall daf\u00fcr ist das Spiel mit den Ingenieuren.\n\nF\u00fcr einige VOLT-Waffen wurden \u00dcberhitzungsanimationen hinzugef\u00fcgt oder verbessert, w\u00e4hrend integrierte Code\u00e4nderungen hinzugef\u00fcgt wurden, um nachgelagerte Abh\u00e4ngigkeiten freizugeben.\n\nF\u00fcr das Engineering Gameplay f\u00fcgte das Team Panels zum Engineering-Bildschirm hinzu, um wichtige Informationen anzuzeigen, wenn Gegenst\u00e4nde ausgew\u00e4hlt werden. Au\u00dferdem wurden die Voreinstellungen angepasst, um UI-Popups zu aktivieren und Doppelungen zu vermeiden, und verschiedene Probleme mit Voreinstellungen und der Bildschirm-UI behoben.\n\nDie Debug-Tools des Ressourcennetzwerks und die Lokalisierung der ItemPorts wurden verbessert, um Fehler zu vermeiden. Verschiedene spielerseitige Probleme, die dazu f\u00fchrten, dass sich das Ressourcennetzwerk nicht so verhielt, wie die Spieler\/innen es erwarteten, wurden behoben, w\u00e4hrend die Berechnung der K\u00fchlmittelwirkung f\u00fcr Gegenst\u00e4nde aktualisiert wurde.\n\nBeim Basenbau wurden Fortschritte erzielt, indem die Entwickler verschiedene Fehler identifiziert und behoben haben, insbesondere im Client-Server-Flow. Die Validierung von Geb\u00e4uden, die auf Landanspr\u00fcchen platziert werden, begann und Lokalisierungsstrings wurden implementiert.\n\nWas das Crafting angeht, so ist das Kernfeature jetzt \u00fcber die Entwickler-UI spielbar, einschlie\u00dflich der Verwendung von Blaupausen, variabler Materialqualit\u00e4t, Crafting-Timern und ressourcenabh\u00e4ngigen Gegenstandsstatistiken. Au\u00dferdem wurde eine grundlegende Warteschlange hinzugef\u00fcgt, mit der mehrere Gegenst\u00e4nde gleichzeitig hergestellt werden k\u00f6nnen.\n\nAn anderer Stelle hat das Team eine grundlegende Logik f\u00fcr die Gruppierung von AR-Markern implementiert, um das Durcheinander auf der Benutzeroberfl\u00e4che in verschiedenen Situationen zu verringern. Diese Funktion ist derzeit intern deaktiviert, steht aber f\u00fcr das Design zur Verf\u00fcgung, um Grenzf\u00e4lle zu validieren.\n\nEin Strike-Team wurde gebildet, um sich mit den grundlegenden Problemen des Transitsystems zu befassen, w\u00e4hrend ein anderes Team mit dem Refactoring des neuen \"Transportsystems\" fortfuhr.\n\nIn diesem Zusammenhang wurde eine neue Reihe von Debugging-Tools entwickelt, um die Ursachen von Problemen bei den Transitwagen und Transitmanagern zu identifizieren. Das Team k\u00fcmmerte sich dann um mehrere Probleme, die dazu f\u00fchrten, dass Waggons stecken blieben und der Manager die Fahrpl\u00e4ne nicht richtig orchestrieren konnte. Mit Unterst\u00fctzung der Qualit\u00e4tssicherung wurden weitere Probleme aufgedeckt, untersucht und behoben. Das Team arbeitet sich immer noch durch eine Liste von Problemen, die nach Priorit\u00e4ten geordnet sind, und hat Faktoren hinzugef\u00fcgt, die das System bei der Selbstreparatur unterst\u00fctzen, wo dies m\u00f6glich ist.\n\nDas Core Gameplay Team untersucht derzeit die schlechte Leistung in Pyro, die dadurch verursacht wird, dass Objekte im Zentrum des Systems landen, und befasst sich mit Problemen bei der Beladung von NSCs, fehlgeschlagenen Anh\u00e4ngen und der Einrichtung von Objektcontainern.\n\nDas Core Gameplay Team hat zahlreiche Updates zu technischen Problemen, Leistung und Lebensqualit\u00e4t vorgenommen. Zum Beispiel funktionieren die Fehlerpositionen jetzt einheitlich, das Eingangs-UI verschwindet nicht mehr pl\u00f6tzlich und die Steuerungshinweise wurden verbessert.\n\nDie Anwendung des Verzerrungsschadens auf Sprungantriebe wurde konsistenter gemacht, einige \"Hacks\" wurden durch eine korrekte Implementierung ersetzt und der Code f\u00fcr die Tunnelgenerierung wurde optimiert (er wird jetzt einmal \u00fcber jeden Spline-Punkt geschleift, was weniger Caching erfordert). Verschiedene Abst\u00fcrze wurden behoben und eine Leistungssteigerung von bis zu 4 ms pro Frame erreicht.\n\nAn anderer Stelle hat das Team die Initiative zur Verbesserung des Flugmodells und des Intelligent Flight Control System (IFCS) fortgesetzt.\n\n\"Dazu geh\u00f6ren viele mechanische, ausgleichende und visuelle \u00c4nderungen, um das Fluggef\u00fchl insgesamt zu verbessern. Diese \u00c4nderungen werden nicht sofort f\u00fcr die n\u00e4chste Star Citizen Version implementiert, sondern es wird mit ihnen experimentiert und sie werden intern \u00fcberarbeitet, bis wir das Gef\u00fchl haben, dass sie bereit f\u00fcr Feedback sind.\" Core Gameplay Team\n\nDabei wurde das IFCS mit einem \"Ruck\" versehen, um das Fluggef\u00fchl insgesamt zu verbessern und alle Kr\u00e4fte zu gl\u00e4tten. Au\u00dferdem wurden verschiedene Schiffsklassen neu abgestimmt, um die \u00c4nderungen am Flugmodell zu ber\u00fccksichtigen.\n\nEs wurden zus\u00e4tzliche G-Kraft-Effekte hinzugef\u00fcgt, die auf der Geschwindigkeit und nicht nur auf der Beschleunigung basieren. Das hat zwar keinen Einfluss auf das Gameplay, sorgt aber f\u00fcr eine zus\u00e4tzliche Ebene der Immersion. Zum Beispiel durch zus\u00e4tzliche Kameraeffekte.\n\nEs wurden unterschiedliche Geschwindigkeitslimits pro Achse eingef\u00fchrt. Jetzt verwendet IFCS die \"Zielzeit bis zur maximalen Geschwindigkeit\" mit der Beschleunigung in dieser Achse, um die Geschwindigkeitsgrenze zu definieren. Das bedeutet, dass die Form der Geschwindigkeitsgrenze jetzt durch die Beschleunigungsgrenze definiert wird.\n\nEs wurden variable Geschwindigkeitsgrenzen pro Leistungszuweisung hinzugef\u00fcgt. Wenn du jetzt eine andere Leistung zuweist, \u00e4ndert sich die Beschleunigung und damit auch die maximale Geschwindigkeit.\n\nEs wurde ein Prototyp f\u00fcr Verbesserungen des Abstandsassistenten entwickelt, der die Geschwindigkeit anhand der N\u00e4he zu anderen Objekten und nicht nur anhand der Fahrzeugbeschleunigung begrenzt. Es wird daran gearbeitet, dass der automatische Ein- und Ausschalter reibungslos funktioniert, dass eine UI-Benachrichtigung hinzugef\u00fcgt wird, wenn er aktiv ist, und dass er schneller aktiviert wird, wenn AB und\/oder die Raumbremse verwendet werden.\n\nSchlie\u00dflich wurde f\u00fcr das Flugsystem ein \"Core\"-IFCS-Schalter hinzugef\u00fcgt, mit dem die Piloten verschiedene Hilfen abschalten und vollst\u00e4ndig entkoppelt fliegen k\u00f6nnen. Damit wird mit einem stark abgespeckten IFCS-System experimentiert.\n\nIm Februar wurden auch zahlreiche Bugs behoben. Bei der Quantenfahrt werden kurze Strecken nicht mehr \u00fcberflogen, da die Vorrampe fr\u00fchzeitig abgebrochen werden kann. Auch beim Zielen wurden Fehler behoben, darunter die Zielhilfe f\u00fcr unbemannte Gesch\u00fctzt\u00fcrme und einige Probleme mit Vorhersage-Edge Cases bei schnellen Bewegungen.\n\nIm Februar wurden Fortschritte bei der Radar- und Scanfunktion gemacht. Dazu geh\u00f6rten die Aktivierung von Delta-Signatur-Markierungen bei Entdeckung, Fortschritte bei einem handgef\u00fchrten Radarst\u00f6rsender und mehr Optionen zur \u00c4nderung der visuellen Hervorhebung von entdeckten Kontakten.\n\nIm Kernspiel wurde au\u00dferdem damit begonnen, die Erkennbarkeit von Fahrzeuginnenraumkomponenten zu erm\u00f6glichen, und es wurde eine kleine \u00dcberarbeitung der Art und Weise vorgenommen, wie nahe gelegene Beeinflussungssignaturen behandelt werden.\n\nAu\u00dferdem wurde damit begonnen, zus\u00e4tzliche Hooks f\u00fcr das Raumsystem zu implementieren. Damit kann das Designteam Hintergrundsignaturen definieren, die die Radarerfassung st\u00e4rker oder schw\u00e4cher machen k\u00f6nnen. In Gebieten mit viel PVP kann es zum Beispiel viele Hintergrundger\u00e4usche geben, die die Wirksamkeit des Radars verringern und das Spielfeld bis zu einem gewissen Grad ausgleichen.\n\nMelder starten jetzt im Aus-Zustand und behandeln fehlende Fahrzeugkomponenten korrekt. Die Bewegungsbeschr\u00e4nkungen f\u00fcr den Mahlstrom wurden ebenfalls verbessert, so dass die Entwickler\/innen nun festlegen k\u00f6nnen, wie weit sich abgebrochene Teile bewegen k\u00f6nnen.\n\nDie \u00dcberarbeitung der Inventar-UI wurde mit neuen Konzeptzeichnungen vorangetrieben. Dies ist eine fortlaufende Initiative, um viele visuelle und benutzerfreundliche Probleme mit der aktuellen Inventaroberfl\u00e4che zu beheben, einschlie\u00dflich der Art und Weise, wie die Spieler\/innen ihren Charakter mit Gegenst\u00e4nden ausstatten.\n\nAuch f\u00fcr den Arena Commander wurden einige Funktionen aktualisiert, wie z. B. die Hinzuf\u00fcgung von Assist-Punkten f\u00fcr Crewmitglieder und KI, die Benutzeroberfl\u00e4che f\u00fcr den DNF-Timer und die Auswahl der Ausr\u00fcstungsvoreinstellungen.\n\nCore Gameplay hat im Februar verschiedene technische Designdokumente verfasst, u.a. f\u00fcr einen neuen Missionsgeber und eine neue Mechanik, um den Missionsfortschritt \u00fcber das Comm-Calls-System zu kommunizieren.\n\nDas Team hat auch am Supply or Die Global Event gearbeitet und unter anderem Frachtlieferungen \u00fcber die erwartete SCU-Menge hinaus zugelassen. Au\u00dferdem wurde die Unterst\u00fctzung f\u00fcr die R\u00fcckgabe \u00fcbersch\u00fcssiger Fracht hinzugef\u00fcgt, wenn mehr als erwartet geliefert wird, und es wurde sichergestellt, dass bei Liefermissionen keine zerst\u00f6rten Container gez\u00e4hlt werden. Die Entwickler erm\u00f6glichten es den Designern auch, die Schaltfl\u00e4che \"Abschlie\u00dfen\" f\u00fcr bestimmte Transportauftr\u00e4ge (z. B. in Supply or Die) auszublenden und untersuchten Probleme mit fehlenden Missionsmarkern.\n\nBeim Refactor des Missionssystems hat das Team verschiedene Probleme behoben, bei denen die Missionslogik nicht fortgesetzt wurde und die Eigenschaften der Missionen nicht richtig funktionierten. Au\u00dferdem wurde eine Reihe von Qualit\u00e4tsverbesserungen vorgenommen.\n\nIm Bereich Core Gameplay schlie\u00dflich arbeitete das Team an verschiedenen Problemen mit Hangars, Lastenaufz\u00fcgen, dem Flottenmanager und mehr, die w\u00e4hrend der Alpha 4.0 Preview und Alpha 4.0.1 Live aufgetreten waren.\n\nMissionsdesign\nDas Missionsdesign konzentrierte sich auf die Aktualisierung einiger alter Missionen, die nicht in der letzten \u00dcberarbeitung enthalten waren. Dazu geh\u00f6rt auch, dass die bestehenden Missionen zu den neuen Fraktionsinhalten passen. So werden zum Beispiel Kampfmissionen unter Foxwell Enforcement fallen, wobei einige der neuen Orte aus Save Stanton als vorgeschobene Operationsbasen genutzt werden. Kopfgeldauftr\u00e4ge werden ebenfalls in die Gilde der Kopfgeldj\u00e4ger verschoben, ebenso wie die Wiedereinf\u00fchrung der entf\u00fchrten Mission Origin 890 Jump.\n\nAuch die Missionen \"Liefern oder Sterben\" wurden in den Mittelpunkt gestellt. Neben unterhaltsamen Inhalten f\u00fcr die Community dienen diese Missionen als Test f\u00fcr das Balancing zuk\u00fcnftiger Ressourcen-Sammel-Events.\n\nDas Team begann auch mit technischen Gespr\u00e4chen, um die Qualit\u00e4t der Missionen weiter zu verbessern. In diesen Gespr\u00e4chen geht es darum, wie die Audio-Pipeline verbessert werden kann, um vertonte Missionen zu erhalten und Ereignisse mit h\u00f6herem Produktionswert voranzutreiben.\n\nNarrative\nEin gro\u00dfes Highlight f\u00fcr Narrative im Februar war der j\u00fcngste Performance-Capture-Dreh, bei dem es darum ging, neue Erz\u00e4hlungen und Charaktere hinzuzuf\u00fcgen. Dank der laufenden Verfeinerung des Aufnahme-Workflows sollten die Spieler\/innen diese erz\u00e4hlerischen Momente in den n\u00e4chsten Patches zu sehen bekommen.\n\nAu\u00dferdem hat das Team mit der Planung und dem Schreiben von Skripten f\u00fcr den n\u00e4chsten Dreh begonnen, mit dem Ziel, die Anzahl der Dialoge im Spiel sowohl innerhalb als auch au\u00dferhalb der Missionen zu erh\u00f6hen.\n\nEine weitere Neuerung ist der neue Ladebildschirm f\u00fcr Alpha 4.0.2, der eine Zeitung mit Schlagzeilen zu den neuen Inhalten enth\u00e4lt, die gerade ver\u00f6ffentlicht werden.\n\nIn der Alpha 4.0.2 widmete sich das Team den Inhalten und der Fehlerbehebung, einschlie\u00dflich der neuen Nachschubmissionen. Au\u00dferdem sind f\u00fcr den Rest des Jahres weitere Missionen in Arbeit, darunter neue Standardmissionen, besondere Ereignisse und Missionen, die sich mehr auf die Geschichte konzentrieren.\n\nOnline-Technologie\nDas Team f\u00fcr Online-Technologie hat das Jahr damit begonnen, Optimierungen und Korrekturen vorzunehmen, damit mehr Gegenst\u00e4nde im Spiel langfristig bestehen bleiben.\n\nBei der laufenden \u00dcberarbeitung des Missionssystems arbeitete das Team daran, dass die Missionen zwischen verteilten Standorten kommunizieren k\u00f6nnen.\n\nAu\u00dferdem begann das Team mit der Fertigstellung der \u00dcberarbeitung der Analyse-Endpunkte und verbesserte die Netzwerk-Fehlermeldungen, um sie anschaulicher zu machen.\n\nWeitere Optimierungen wurden am Algorithmus f\u00fcr die Gebietszuweisung vorgenommen, um die Robustheit zu verbessern, und es wurden \u00c4nderungen an der Art und Weise vorgenommen, wie Entit\u00e4ten \u00fcber das Netzwerk gebunden werden, um die Grundlage f\u00fcr die Verwendung in einem vollst\u00e4ndig dynamischen Server-Netzwerk zu schaffen.\n\nF&E\nIm Februar wurde die Arbeit an der neuen Methode zur Erzeugung von Schatten in gro\u00dfem Ma\u00dfstab fortgesetzt. Au\u00dferdem wurde das Engine-Team unterst\u00fctzt, das derzeit Schritte unternimmt, um das Rendering auf der CPU-Seite weiter zu parallelisieren.\n\nDie im letzten Bericht erw\u00e4hnte Arbeit am Rendering von Bodennebel wurde vor\u00fcbergehend auf Eis gelegt, damit sich das Team auf die Verbesserung der Detaildarstellung von Gaswolken konzentrieren kann, um ein realistischeres Aussehen zu erreichen.\n\nTechnisches Design\nIm Februar arbeitete das Tech Design eng mit dem Mission Design zusammen, um neue Inhalte zu entwickeln, \u00fcber die die Spieler\/innen in Zukunft mehr erfahren werden.\n\nAu\u00dferdem bereiteten sie die Einrichtung von Gegenst\u00e4nden zum Scannen vor und legten fest, welche Gegenst\u00e4nde gescannt werden k\u00f6nnen und welche Informationen sie dem Spieler offenbaren sollen.\n\nEin Hauptaugenmerk lag im letzten Monat auf den Gameplay-Triggern, einem System, das es den Designern erm\u00f6glicht, bereits vorhandene Funktionen zu nutzen und freizuschalten.\n\n\"Normalerweise k\u00f6nnen diese Art von Arbeit nur von Ingenieuren erledigt werden, aber unsere Code-versierten Tech-Designer sind inzwischen sehr ge\u00fcbt darin, neue Gameplay-Trigger zu erstellen. So k\u00f6nnen wir neue Spielabl\u00e4ufe mit besserem Feedback f\u00fcr die Spieler\/innen entwickeln, das die Content-Teams nutzen k\u00f6nnen. So k\u00f6nnen wir z. B. VFX und SFX dynamisch aktivieren und den Designern Wege aufzeigen, wie sie Effekte auf die Spieler in einem Gebiet anwenden k\u00f6nnen.\" Tech Design Team\n\nUI\nIm Februar konzentrierte sich das UI-Team auf Fehlerbehebung, Benutzererfahrung und Fahrzeuge.\n\nDazu geh\u00f6rte auch ein eingehender Blick auf die kommenden Funktionen des sozialen Universums, die auf der CitizenCon vorgestellt wurden, wobei der Schwerpunkt auf dem Benutzererlebnis lag. Dabei ging es darum, das urspr\u00fcngliche Design zu \u00fcbernehmen, benutzerfreundliche Layouts auszuarbeiten und sicherzustellen, dass die Interaktionen gut durchdacht und einfach zu bedienen sind.\n\nAu\u00dferdem begannen die Entwickler mit der Implementierung der Benutzeroberfl\u00e4che f\u00fcr kommende Fahrzeuge und entwarfen die endg\u00fcltigen UI-Stile f\u00fcr zwei Hersteller. Au\u00dferdem wurden verschiedene UI-Bugs und kleinere Probleme behoben.\n\nDas UI-Team verbrachte einige Zeit damit, einen verbesserten 2D-UI-Renderer zu testen, da die aktuelle Version nur schwer zu verbessern und Fehler zu beheben ist.\n\nAu\u00dferdem arbeiteten sie an Technologien zur Unterst\u00fctzung der Spiellokalisierung und entwickelten Systeme, die es den Spielern erm\u00f6glichen, mit einem Joystick oder einer Tastatur ohne Maus durch die Men\u00fcs zu navigieren.\n\nVFX\nDie VFX-Abteilung verbrachte einen Teil des Februars mit der Vorbereitung von Inhalten, die sp\u00e4ter in diesem Jahr ver\u00f6ffentlicht werden. Au\u00dferdem unterst\u00fctzten sie Supply or Die, bereinigten verschiedene Arbeiten aus Alpha 4.0.0 und arbeiteten an einer neuen Kreatur.","zh_CN":"PU Monthly Report\nFebruary 2025\nWelcome to February\u2019s PU Monthly Report! Read on for all the latest updates from the developers working on the Persistent Universe, including the AI, Core Gameplay, Narrative, Missions, Tech Design, and UI teams.\n\nAI (Content)\nAI Content continued updating the broken air traffic controller behavior throughout the main landing zones, with fixes entering the QATR process for validation, stress testing, and to ensure they don\u2019t break other areas of the game. Once successful, the team will begin scheduling it for inclusion in an upcoming patch.\n\nThe devs also worked with the Design, Environment, and Economy teams to iterate on a new character prototype. This included a performance-capture session to record new lines. Updates then continued on Grim HEX to match the behavior reworks done on Stanton\u2019s other landing zones.\n\nIn new initiatives, the team began looking into improvements to the dogfighting experience based on discussions with the Design and Missions teams. AI Tech also tackled a handful of bugs logged by other teams and picked up from general playthroughs.\n\nAI (Features)\nLast month, AI Features improved and polished creature behaviors. New technology from AI Tech was added to close-range and melee attacks (as used by the kopion and Quasi grazer) to make them more reactive to moving targets. Rather than stopping or starting locomotion to begin, the attack is considered part of the locomotion request, allowing the creature to react at any point during locomotion or resume locomotion without delay if the target moves.\n\nFor Human AI, the team made a variety of improvements. For example, time was spent on first-reaction flow escalation, giving players direct feedback on an enemy\u2019s awareness state so they can sneak past. This was supported by new callbacks to the mission functionality to allow the designers to script specific level scenarios when an enemy is spotted, such as when radioing for backup.\n\nOn top of this, various smaller bug fixes and improvements were made, which will reach the \u2018verse soon. For example, accuracy scaling will now start from the beginning of combat rather than when the player is seen to give more grace time.\n\n\u2018Aimed at\u2019 perception was improved, which is used for detecting when an enemy is aiming at civilians, while new functionality was added so that background assignments only influence behaviors rather than completely change them.\n\nIssues were fixed with overzealous vehicle-based friendly fire, which prevented NPCs from firing when friendly vehicles were close by, and pre-combat attack-area behaviors, including the AI not moving to the area and not attacking.\n\nAdditions were made to Subsumption behavior scripting to allow parallel nodes to terminate when ready, rather than being forced to terminate. This is useful in situations where the designers don\u2019t want to force an animation to quit until the correct point. Updates were also made to the AI state machine to give better control over how to transition between states.\n\nAI (Game Intelligence Development Team)\nIn February, the Game Intelligence Development team continued to fix StarScript crashes reported by the designers and QA testers. Due to the increasing number of users, the main priority is to stabilize the tool as quickly as possible.\n\nThe team also began analyzing the ongoing mission system refactor in preparation for a summit held in the Manchester studio. Topics include the declarative model, tag system, and the self-validation tool. The implementation of \u2018views\u2019 into StarScript 1.7 mentioned in last month\u2019s report continued too.\n\nElsewhere, Game Intelligence continued exploring various designs to more clearly display the Mastergraph and its different state nodes. Pictograms were created to simplify the meaning of each state. They also began implementing the MasterGraph design into StarScript.\n\nAI (Tech)\nLast month, the AI Tech team progressed with work that will allow them to voxelize huge areas for 3D navigation. This will be used to create paths for AI ships and EVAing NPCs.\n\nPlanetary navigation mesh was extended to receive further information about tall buildings to give a more efficient evaluation of the terrain altitude while keeping track of manually placed object containers. The system to generate navigation for multiple agent types based on those present in the world, such as different-sized creatures and vehicles, was also extended.\n\nFebruary saw the team finalize the first steps of the spatial priority solver system, which will organize and order the different types of requests that need to be solved. For example, pathfinder and navigation-generation requests.\n\nA lot of time was also dedicated to adding improved views and functionality to the Subsumption tool.\n\nAnimation\nAnimation progressed for creatures such as new movement for the kopion to give it more ability to traverse its environment. They also worked on facial animations for an upcoming release.\n\nArt (Characters)\nIn February, the Character team kicked off a new creature, continued to work through StarWear art debt, and progressed with two new stealth armors.\n\nThe Concept art team explored ideas for in-game rewards and new armors.\n\nCommunity\nIn early February, the Community team resumed their regular updates to the Roadmap, This Week in Star Citizen, and the Arena Commander Schedule, alongside general support for upcoming patches, sentiment\/feedback tracking, and event planning.\n\nAs Red Festival 2955 wrapped up, Community announced the winners of the Envelop the 'Verse in Kindness screenshot contest, published a Q&A for the recently released MISC Fortune, and presented the second installment of the new Star Citizen Comms-Dive series.\n\nIn support of development\u2019s broader commitment to improving quality of life, the team published a discussion thread to gather and compile a list of what players felt were the most impactful bugs and issues currently affecting the game.\n\nThe Community team also helped to spread the love during Coramor 2955 with a lighthearted How Not to Get a Date community contest, a catch-all page, and a Hornet Loadout Guide to accompany the release of the new Anvil Super Hornet Mk II.\n\nThe team then published the 2025 Bar Citizen World Tour.\n\n\u201cCheck it out for upcoming events that will provide players with the chance to meet in person with staff members for drinks and shared camaraderie. We\u2019re looking forward to connecting with many of you along the way!\u201d Community Team\n\nCommunity ended the month supporting the Supply or Die event. This included updates to Global Event messaging and a comprehensive catch-all post rounding out a month of significant developments.\n\nCore Gameplay\nIn February, the Core Gameplay team (one of the primary drivers behind the stability and quality-of-life initiative) continued fixing numerous bugs.\n\nElsewhere, they supported upcoming content with smaller features to assist in the creation of missions, sandbox gameplay, and storytelling.\n\nFebruary concluded many of 2025\u2019s planning tasks that will ensure the team correctly balances the need for bug fixing, quality-of-life updates, content support, and feature development.\n\nLast month, the Core Gameplay team implemented minor misfires for rapid-fire FPS weapons. This includes a setting that allows the designers to control the duration of the delay until the weapon continues shooting.\n\nGeneral cooldowns were also added for minor and major misfires to control how much time must pass after a misfire before another of the same severity can happen. Planning was done toward a misfire system for ship components to unify the systems and avoid tech debt. The primary use case for this is engineering gameplay.\n\nOverheat animations were added or improved for some VOLT weapons, while integrated code changes were added to unblock downstream dependencies.\n\nFor engineering gameplay, the team added panels to the engineering screen to show critical information when items are selected. They also adjusted presets to enable UI popups and reduce duplication and fixed various issues with presets and screen UI.\n\nImprovements were made to the Resource Network debug tools and ItemPort localization setup to prevent errors. Various player-facing issues causing the Resource Network to not behave as players expected were fixed, while the coolant effectiveness calculation for items was updated.\n\nProgress was made on base building, with the devs identifying and fixing various bugs, particularly in the client-server flow. Validation for buildings placed on land claims began and localization strings were implemented.\n\nRegarding crafting, the core feature is now playable using the developer UI, including the use of blueprints, variable material quality, crafting timers, and resource-dependent item stats. A basic queue to craft multiple items at once was added too.\n\nElsewhere, the team Implemented basic AR marker grouping logic to reduce the amount of UI clutter in various situations. This is currently disabled internally but available for Design to validate edge cases.\n\nA strike team was formed to deal with underlying issues affecting the transit system, while another continued with the ongoing refactor toward the new \u2018transport system.\u2019\n\nAs part of this, a new suite of debugging tools was created to identify the root causes of transit-carriage and transit-manager issues. The team then addressed multiple issues causing carriages to get stuck and the manager failing to correctly orchestrate transit schedules. With support from QA, more instances were uncovered, investigated, and fixed. The team is still working through a prioritized list of issues and have added mitigating factors to help self-repair aspects of the system where possible.\n\nThe Core Gameplay team is currently investigating poor performance in Pyro, which is caused by entities ending up at the center of the system, and dealing with issues with NPC loadouts, failing attachments, and object container setup.\n\nThe Core Gameplay team made numerous tech debt, performance, and quality-of-life updates. For example, failure positions now works consistently, the entrance UI no longer suddenly disappears, and control hints were improved.\n\nThe application of distortion damage to jump drives was made more consistent, some per-update \u2018hacks\u2019 were replaced with proper implementation, and tunnel-generation code was optimized (it now loops once over each spline point, which requires less caching). Various crashes were fixed and performance gains of up to 4ms per frame were achieved.\n\nElsewhere, the team continued the initiative to improve the flight model and Intelligent Flight Control System (IFCS).\n\n\u201cThis will include many mechanical, balancing, and visual changes to improve the overall feel of flight. These will not immediately be implemented for the next Star Citizen release, but experimented with and iterated on internally until we feel they\u2019re ready for feedback.\u201d Core Gameplay Team\n\nThis involved adding \u2018jerk\u2019 to IFCS to improve the overall feel of flight and smooth out all forces. A retuning pass to various ship classes to account for the changes to the flight model was done too.\n\nExtra g-force effects based on speed, not just acceleration, were added. While this doesn\u2019t impact gameplay, it adds an extra layer of immersion. For example, via additional camera effects.\n\nDifferent velocity limits per axis were implemented. Now, IFCS uses \u2018goal time to max velocity\u2019 with acceleration in that axis to define the velocity limit. This means that, for now, velocity limit shape is defined by acceleration limit.\n\nVariable velocity limits per power assignment were added. Now, assigning different power changes the acceleration and, in turn, max velocity.\n\nA prototype was designed for improvements to the proximity assist feature that limits speed based on proximity to other objects instead of just vehicle acceleration. Work is ongoing to make the automatic on\/off trigger work smoothly, add a UI notification for when it\u2019s active, and activate faster when using AB and\/or the spacebrake.\n\nFinally for the flight system, a \u2018Core\u2019 IFCS toggle was added to allow pilots to turn off various assists and fly fully decoupled. This is being used to experiment with a heavily stripped-back IFCS system.\n\nNumerous bugs were fixed through February too. Now, quantum travel no longer overshoots short distances as the pre-ramp can be canceled early. Aiming fixes were also made, including aim assist being added to unmanned turrets, and some issues with prediction edge cases during fast movement.\n\nFebruary saw progress on the Radar and Scanning feature. Work included enabling delta-signature markers when detected, progress on a hand-held radar jammer, and exposing more options to change the visuals for highlighting detected contacts.\n\nCore Gameplay also began work to allow vehicle interior components to be detectable and started a minor refactor of how nearby influencing signatures are handled.\n\nThey also began implementing additional hooks into the room system. This will enable the Design team to define background signatures, which can make radar detection stronger or weaker. For example, heavy PVP areas may have lots of background noise, reducing the effectiveness of the radar and equalizing the playing field to some degree.\n\nAnnunciators now start in the off-state and correctly handle missing vehicle components. Maelstrom movement constraints progressed too, which allows the devs to limit how far broken-off pieces can move.\n\nThe inventory UI rework progressed with new concept art. This is an ongoing initiative to address many visual and user-experience issues with the current inventory UI, including how players equip items on their character.\n\nA few features were updated for Arena Commander too, such as the addition of assist scoring for crew members and AI, UI for the DNF timer, and loadout preset selection.\n\nCore Gameplay wrote various technical design documents in February, including for a new mission giver and a new mechanic to communicate mission progress via the comm-calls system.\n\nThe team also worked on the Supply or Die Global Event, including allowing cargo deliveries over the expected SCU amount. They also added support for returning excess cargo when delivering more than expected and made sure delivery missions don\u2019t count destroyed containers. The devs also enabled the designers to hide the \u2018Complete\u2019 button for specific hauling contracts (such as those in Supply or Die) and investigated issues with missing mission markers.\n\nFor the mission system refactor, the team fixed various issues with mission logic not proceeding and mission properties not working correctly. A variety of quality-of-life updates were added too.\n\nFinally for Core Gameplay, the team worked on various issues affecting hangars, freight elevators, the fleet manager, and more that were exposed during Alpha 4.0 Preview and Alpha 4.0.1 Live.\n\nMission Design\nMission Design focused on updating some old missions that weren\u2019t included in the recent refactor. This includes ensuring existing missions fit with the new factions content. For example, combat missions will fall under Foxwell Enforcement, with some of the new locations from Save Stanton used as forward-operating bases. Bounty contracts will also move under the Bounty Hunters Guild alongside the reintroduction of the hijacked Origin 890 Jump mission.\n\nFocus was also given to the Supply or Die missions. Alongside fun content for the community, these missions will act as a test for balancing future resource-gathering events.\n\nThe team also began technical conversations with the ongoing prioritization of mission quality. These discussions are about how to improve the audio pipeline to get voiced missions and begin pushing higher-production-value events.\n\nNarrative\nA major highlight for Narrative in February was the recent performance-capture shoot focused on adding new narratives and characters. Thanks to ongoing refinements to the capture workflow, players should start seeing these narrative moments in the next few patches.\n\nAdditionally, the team began planning and writing scripts for the next shoot with the overall goal of greatly increasing the amount of dialogue in the \u2018verse, both in and out of missions.\n\nAnother recent improvement was the new frontend loading screen for Alpha 4.0.2, which features an in-lore newspaper with headlines pertinent to the new content being released.\n\nFor Alpha 4.0.2, the team dedicated themselves to content and bug fixing, including the new resupply missions. Additionally, further missions are in progress for the rest of the year, including new standard-issue missions, special events, and more involved narrative-focused missions.\n\nOnline Technology\nThe Online Technology team began the year making tweaks and fixes to enable more in-game items to persist long-term.\n\nFor the ongoing mission system refactor, the team worked to allow missions to communicate between distributed locations.\n\nThe team also started finalizing the analytics endpoint rewrite, making improvements to network-error messaging to make them more descriptive.\n\nAdditional optimizations were made to the territory-assignment algorithm to improve robustness, while changes were made to how entities are bound over the network to lay the groundwork for use in a fully dynamic server mesh.\n\nR&D\nIn February, work on the new method for large-scale soft-terrain shadow generation continued. Support was also given to the Engine team, who are currently taking steps to further parallelize rendering on the CPU side.\n\nThe ongoing work on ground-fog rendering mentioned in last month's report was temporarily put on hold to allow the team to focus on improving gas cloud detail rendering for a higher fidelity appearance.\n\nTech Design\nIn February, Tech Design worked closely with Mission Design on upcoming content releases that players will hear more about in the future.\n\nThey also prepared to set up items for scanning and began identifying what items should be scannable and what information they should reveal to the player.\n\nA major focus last month was on gameplay triggers, a system that allows the designers to easily hook into and expose preexisting functionality.\n\n\u201cUsually, this kind of work could only be done by engineers, but our code-savvy tech designers have become proficient at creating new gameplay triggers. This allows us to create new gameplay with better player-facing feedback for the content teams to use. For example, easier ways to dynamically enable VFX and SFX and expose ways for the designers to apply effects to players within an area.\u201d Tech Design Team\n\nUI\nFebruary saw the UI team focus on bug fixing, user experience, and vehicles.\n\nAs part of this, they took an in-depth look into the upcoming social-universe features shown at CitizenCon, focusing on the user experience. This involved taking the original design, working out user-friendly layouts, and ensuring interactions are well thought out and easy to use.\n\nThe devs also began implementing UI for upcoming vehicles alongside concepting the final UI styles for two manufacturers. Various UI bugs and minor issues were fixed too.\n\nThe UI Tech spent time beta testing an improved 2D UI renderer, as the current version is difficult to improve on and bug fix.\n\nElsewhere, they worked on tech to support game localization and progressed with systems to allow players to navigate menus using a joystick or keyboard without a mouse.\n\nVFX\nVFX spent part of February prepping for content releasing later this year. They also supported Supply or Die, cleaned up various work from Alpha 4.0.0, and progressed with an upcoming creature."},"links_count":0,"comment_count":0,"created_at":"2025-03-06T00:00:00+00:00","created_at_human":"1 year ago"},"meta":{"processed_at":"2026-05-07 20:45:05","valid_relations":["images","links"],"prev_id":20449,"next_id":20451}}