Alpha 3.10 Postmortem

Undefined Undefined None

Content

English
Alpha 3.10 Postmortem
On August 5, we launched Alpha 3.10 Flight & Fight, which introduced a number of new features and changes, such as location updates to Grim HEX and New Babbage, body dragging, new FPS weapons, player trading, and more. Most notably, Alpha 3.10 introduced major changes to both the ship HUD and flight model. The following is a postmortem offering our high-level thoughts on what went well, what didn’t, and what we learned for next time. We believe that giving insight into our thought process is highly valuable and, as mentioned last time, will continue to provide quarterly patch postmortems. Vehicle Team
The Vehicle Pillar consists of five teams, all of which had a field day with Alpha 3.10, releasing no less than seven features, making it one of our most impactful deliveries yet.
In summary, the key features the pillar worked on were: Thruster Efficiency Curves & Aerodynamics

Turret & Gunnery Improvements

New Targeting Methodology

Ship HUD Rework

Restricted Area Rework

High-Speed Combat

Greycat Industrial ROC & Gathering Beam I’ll go into detail for each of these features (some of which contain multiple smaller elements not shown on the roadmap) and break down what we did, what went well, what didn’t, and how we can improve in the future.
Thruster Efficiency Curves & Aerodynamics
Players who have been with us for a while will remember ‘Hover Mode’, a concept we trialled back in Alpha 3.6 to try and make ships look and feel more believable in atmospheric flight by pushing them towards ‘helicopter-style’ handling. Ultimately, we didn’t pursue the idea beyond the initial release due to it causing handling quirks and confusing players when their ships automatically switched control modes.
Thruster Efficiency Curves were designed as an alternative to this by reducing the maximum amount of thruster available based on atmospheric density, in turn reducing the agility of ships the closer to the ground they are. Alongside this, we also introduced aerodynamic surfaces to ships so that they behave more akin to traditional aeroplanes with lifting surfaces.
Compared to some of the other features in Alpha 3.10, the release of these features was relatively smooth, with time scheduled in to react to any feedback from Evocati and PTU testing. The team pushed out multiple updates and tweaks to ship handling during those periods as bugs were found with specific ship setups.
The rollout of this feature required a significant time investment from both the Vehicle Feature Team (VFT) and Vehicle Experience Team (VET) due to the nature of simply having to redo the balance and tuning of the 120+ vehicles currently flyable in the PU alongside those in Squadron 42. So, it was only natural a few slipped into the early Evocati stages with a few issues (looking at you Hornet with your wings on backwards…).
As a feature, we’re happy with how the initial release went out and there are minimal plans for the future from the VFT side, with the exception of ongoing flight balance and tweaks to ship handling as needed. The sole remaining item left is to add input-driven control surfaces, such as elevators and ailerons, to add both visual and physical handling changes. The VFX Team is also looking at ways to improve the visuals of thrusters to make it clear they are in use when viewed from a distance. This will prevent ships from appearing in odd-looking positions, even with all the recent changes.

Turret & Gunnery Improvements
One of the persistent questions we had during development was, “Why should I have a player in my turret when it would be more effective for them to bring along a second ship?” With Alpha 3.10, we aimed to answer that once and for all. With a slew of improvements and a heavily rewritten codebase, turrets are now an extremely lethal option when manned and provide a force multiplier for the ship.
With a combination of work from the VET and VFT providing a new HUD for turrets, the overall experience has been improved from every measurable angle. The second side to this was leveraging some of the improvements applied to turrets and applying them to fixed weapons, which had fallen significantly behind in usage versus gimbals and auto-gimbals.
Early testing showed the promise of the vJoy-based movement method combined with fixed assist. However, this resulted in turrets becoming truly overpowered and we had to dial back some of the settings for the initial release. We hit a few challenges with the variety of turret setups in the game, in particular inverted turrets, which required additional work to make them behave as expected.

Remote turrets, such as the Super Hornet’s second seat, also benefitted from the changes but we found a few other issues regarding the synchronisation of projectiles that we’ll further improve in future patches.
Fixed weapons have once again returned to the top of the pecking order with these changes, showing a significant increase in lethality since Alpha 3.9.
New Targeting Methodology
The goal for New Targeting Methodology was to simplify the process of selecting targets along with cleaning up the onscreen ‘clutter’ that had increased over multiple releases. Of all the features that the Vehicle Pillar worked on for Alpha 3.10, this was the one that caused the most problems for a variety of reasons.
Ultimately, we feel the system released in Alpha 3.10.0 (and had minor updates in 3.10.1) provides a better solution to targeting objects. However, the path to that was particularly difficult and intense, with lots of feedback coming in from the Evocati phase that caused us to significantly deviate from the initial plan.
The core goal was to move the system back towards how it was in early Wing Commander games, where players could simply target and lock threats with two inputs. This would also allow us to remove the sea of triangles that were becoming a common sight in Star Citizen. Initial prototypes highlighted issues with a lack of situational awareness but, with the benefit of internal foresight alongside repeated exposure to the system, we could see this would be improved by the upcoming changes to 3D vehicle radar displays.
Other options we trialed during development included essentially splitting the targeting into four separate states: Select – Target is highlighted but has no gunnery information. Selection is lost when offscreen

Marked – Target is stored in a list for later selection, regardless of position

Locked – Target has gunnery information and is not lost when offscreen

Pinned – Target is stored in a list with information and shared with the crew


Ultimately, we found the Marked state to be an unnecessary step in the initial implementation; while it could be useful down the line with multi-crew roles, it hampered usability in the short-term. The initial push to Evocati went with the other three states but the overwhelming feedback was the prerequisite Selected state was an unnecessary step. So, in further patches, we streamlined the process to essentially automatic selection with the ability to lock and pin.
Another contentious issue that came to light during Evocati testing was the removal of the cycle keybinds. As stated, we wanted to try and simplify the selection process via view direction input but, in conjunction with the removal of onscreen markers, players had been using cycle targets as a quick way to get situational awareness. Long-term, we’ll be improving this with better information on the 3D radar display alongside having selected targets show on the Target Status MFD. Those players who want to solely use automatic selection can still do so and those who want manual cycling for everything can find a wealth of bindable options in the control section, so there should be something for everyone.
The final piece of the feature was all the visual changes that were implemented to solve the aforementioned sea of triangles and help bring clarity and focus to locked targets. Early blockouts of the feature had a 2D element for distant targets that transitioned to a 3D bracket at mid-distance before finally transitioning to a silhouette shader. During development, we trialled combinations and variations of this including a purely silhouette-based outline that was in early Evocati patches. The feedback was clear that this wasn’t visible, so we returned to 3D geometry and re-implemented the forward direction cone alongside contextual displays, including distance and closing rate. A very late addition was the ‘known contact’ chevron markers that we were originally trying to avoid in order to reduce visual clutter. Ultimately, we decided they were useful in a fight for situational awareness. Zane Bien came up with a more elegant 3D implementation than the previous 2D triangles that also helped draw the eye to new contacts coming into range, so we were happy with the result.
In the future, we’ll improve the visibility of these 3D elements on the HUD by enabling them to use the same dynamic brightness feature we have on the 2D HUD elements to help them be more appropriate to the scenario.
Ship HUD Rework
The primary goal of this feature was to replace the flash-based central HUD element in vehicles with our Building Blocks UI, improving on some of the features in the process. Converting the ships was a relatively quick task, although a few slipped through the net despite repeated testing and were cleaned up in subsequent PTU patches. Between this and New Targeting Methodology, there were a lot of tweaks and changes that could be considered as being in one or either of these two features, such as: Improved Autogimbal display – Now displays the progression of the gimballed weapons to target to give feedback on how ‘locked’ players are.

New 3D reticules and pips – Provides more integrated visuals to other visor elements. Animations provide feedback on the state of weapons, such as ‘over target’ or ‘out of range’

Velocity indicator adjustments and thrust meter – Velocity tape bar is now displayed logarithmically rather than linearly. Thrust meter added to reflect the thrust capacity of the player ship.


During the Evocati and PTU phases, we trialled a variety of HUD elements and took onboard feedback specifically around the scale and amount of visual noise, adjusting it until we were happy with the clarity and visual identity. Like the elements for New Targeting, one area we want to improve on in the future is the readability in bright environments. Enabling dynamic brightness on visor/lens elements will achieve this.
Restricted Area Rework
In retrospect, this was probably the most contentious feature of the patch and one that very nearly made it into Alpha 3.9. However, it was held back due to technical issues with the setup that required more testing. The goal was to provide a more realistic entry method to landing locations (like a real-world ATC system), remove the imposing visual element highlighting the area, and provide simpler mark-up for Art and Design to control it over the previous setup.
Compared to the previous version, the mark-up is a lot simpler and more flexible. Now, alongside single meshes that often resulted in huge and complex brushes, it can utilise primitive shapes and apply priorities to them to dictate which areas are restricted (or kill zones) and tie them to splines if desired.
The addition of navigation splines had problems like other HUD elements with readability in various lighting states. Unlike other aspects, it uses a different shader to control it, which is currently unable to react based on the overall brightness of the screen. We aim to fix this in a future patch as well as ‘theme’ the geometry to ship manufacturers because, in lore, the projection is from within the ship rather than the landing location. During the initial Evocati release, it was clear that players were using the system in a much more aggressive way than internal testers, often flying right up to the zone first before calling ATC. This resulted in the tunnels being drawn behind them and the icon for landing luring them into kill zones. With the change to brightness, improved hints and screen tips, and the addition of the marker being shown at the entrance to the tunnel, we feel this system is in a much better state though we are not happy with where it currently is in gameplay terms.
We’re looking at doing another pass to the system to try and remove some of the heavy-handed restrictions and let players go where they want, instead punishing misbehaviour with the Law System (impounding, fines, crimestats, etc.) rather than with autopiloting and destruction of property.
High Speed Combat
It’s a misnomer calling this feature High-Speed Combat, as it’s really all about discouraging combat at high speeds. We completed a lot of preliminary work on this during the Alpha 3.9.0 patch cycle but, due to various factors, held it to go alongside other changes in Alpha 3.10.
The goal was to reduce the ability for players to engage in easy dogfights at top speeds via a combination of restrictions that slowly become stronger above Space Combat Manoeuvring (SCM) speeds: Increased missile lock time

Decreased auto gimbal slew rate

Restrictions on firing missiles above certain speeds

Decreased weapon accuracy

Decrease shield strength


Through testing both internally and in the early Evocati phase, we decided that only the first two in the list were suitable for release. The remaining options were not followed through due to a combination of the UI not being able to clearly communicate what was going on and it feeling like arbitrary gameplay limitation. In the future, we plan to impart more restrictions like this by using capacitors on weapons, thrusters, and shields to make players consider which of these three ‘resources’ they want to use for maximum effect. The power triangle will manage this.
Greycat Industries ROC & Gathering Beam
The premier vehicle of Alpha 3.10 was the Greycat Industrial ROC, our first ground-based mining vehicle. We also planned two features to go alongside it, one of which made the release.
The first feature was the Gathering Beam, which on the surface looked like all our existing mining vehicles’ extraction mode. However, it was different in that it physically moved the split chunks of rock rather than playing a particle effect to simulate it. This feature is something we want to ultimately expand into the other mining vehicles as it lays the groundwork for other vehicle tech, such as tractor beams and salvage.
Having the Gathering Beam in the first place was the result of something identified in early planning by the Vehicle Tech Team (VTT) – the actual mineable deposits were physical and couldn’t simply vanish on collection. So, the ROC needed new rocks between the existing hand-mineables and those the larger ships extract. The Art Team diligently made new assets that split into the harvestable assets usually extracted from the smaller hand-mineables rather than simply larger chunks of rock that the Prospector and MOLE utilise.
The biggest issue the feature faced was one bug that appeared late in the push for Alpha 3.10.0 live. The rate at which items could be processed (the rocks were transferred to the ship’s physical inventory like food into a spacesuit) was limited due to a fix for another issue, resulting in the ROC only being able to collect around 20% of assets from a rock. This was subsequently fixed for 3.10.1 due to the additional time needed to QA the change.
The second feature the ROC was due to launch with was an External Inventory, as it was always planned that the crate on the back would accept rocks from a player’s own inventory, allowing the ROC to behave as an extended backpack. This feature wasn’t quite ready for Alpha 3.10 and will come online in 3.11 instead.
I hope the above has given you an insight into the development of the features the Vehicle Pillar delivered for Alpha 3.10. We’re excited for lots of our upcoming work to be experienced in future patches.
John Crewe
Vehicle Director

PU Live Gameplay
Cover Usage V1
When we started to develop cover and the way we set-dress environments, it became very clear that we needed more flexibility in the system. Before, cover for AI was limited to 1.25 meters and higher, so how the environment was built had a big impact on how the AI acted and navigated. In most cases, this caused a non-realistic scenario to play out. We didn’t want to always have 1.25-meter objects spread throughout the room, so the AI Team made key adjustments that allowed the markup of cover to be easier to set up, and adjusted the NPCs to use a range of cover from 0.5 to 1.25 and above. However, there are still some minor issues that pop up in specific situations that we are ironing out.
Shotgun AI
This was our third weapon-type addition to Combat AI, after assault rifles and pistols. With this addition, we wanted to create some behavioral changes in the way the AI acted towards the player based on what weapon they have. We also overhauled AI interruption mechanics and made it more reactive compared to the previous version. AI also have a better understanding of the combat environment and situation through behavior adjustments. One of the more noticeable additions we made for the shotgun was that the AI will be more aggressive in closing the distance to the player, which we call “pushing.”
There were also adjustments made to the AI where sometimes they will be a bit more cautious depending on the weapon and distance to their target. We did a good amount of polishing and updated the animations and behaviors to make them more deadly. And with the coming addition of Forced Reaction on the player, if you are near the Shotgun AI, you will be knocked down and could be put in a compromised situation. As always with the addition of new features, there will need to be another polishing pass on the AI that will allow us to tune the time to kill and behaviors even more.
Todd Papy
Star Citizen Live Director

Environment Art
GrimHEX V2
We were able to go back to one of the oldest locations in the game and introduce some of the key elements required to make it a fully-fledged landing zone, the biggest being the introduction of hangars, giving the player the ability to request ships of all sizes. Also, as part of this process, we refactored a section of the interior to incorporate future racing and betting events, which includes a generous viewing gallery to the exterior, a makeshift bar and seating area, and most notably the future space for mission-giver Luca Brunt. The team worked through these updates quite quickly and we were happy to bring more usability and flavor to this location. In the future we’d like to see content drops releasing in parallel with specific mission gameplay for a complete experience, but for now, we are laying the foundations for future mission content.
Aeroview Hangars
When we released New Babbage, we were not able to complete the hangars in the new Hi-Tech art style in time. So, rather than sacrificing quality, we decided to release with the existing Utilitarian art style hangars with microTech branding. For this release, we were excited to be able to showcase the new art style hangars, which fit the location much better. Plus, with the Aeroview brand, this is the first time we are seeing this look outside the hangar module and in the PU. Expect more hangar brands coming in the future.
New Babbage Shop Additions
After the major releases of New Babbage were completed, there were still some elements that we wanted to include before we moved onto the next location, the biggest being microTech’s flagship store - The Factory Line. The vision for the store was something very sleek and exclusive; something that reflected the campus-vibe seen in other areas of New Babbage. Several elements were stress-tested and resolved, such as large animated Building Block screens, how AI and the player interacted with curved stairs, and how the mobiGlas could be changed as an inventory item.
Right now, not everything in the shop is interactable to the player. However, we wanted to build the space with all items in mind to give an idea of what will be coming in the future, so expect to see the shopping experience updated as and when products come online. Plus, keep your eyes out for microTech Field Rep mission-givers in this location in the future.
Also, we introduced the new novelty items store in the New Babbage spaceport interior. The idea is to have shops that sell items unique to specific locations that players can collect and personalize their own spaces with. For New Babbage, we introduced Pico the Penguin. This is something we want to expand on so expect more elements like this in the future.
New Planetary Heightmaps
As part of the planet tech improvements we were able to increase the resolution of the heightmaps used on the planets and moons. Previously, this was simply increasing the resolution of the original maps. By re-authoring the heightmaps in the new resolution, we were able to utilize each pixel more effectively, creating more detail and data for us to take advantage of. As part of the process we needed to re-drop all ground locations currently in-game; this was everything from landing zones to derelicts. This is the first step in a multi-stage initiative to implement planet tech features as they come online. Expect more exciting improvements soon.
New Minables
With the release of the ROC mining vehicle, we created a new size of minable for it to use. Essentially, we took the functionality of the FPS-scale minable item and increased the size to the requirement of the vehicle. Also, with the Quantainium ship minable item, we wanted to create a new shader that improved the readability to look more dangerous and volatile, reflecting the properties of this material.
Ian Leyland
Star Citizen Art Director

Actor Feature Team
Body Dragging
Body Dragging is an important systemic addition to the game as it’s one of those features that underpins so many future core gameplay loops, including dragging a captured bounty to your ship, moving a dead body out of an AI patrol path, and even the heroic moment of you dragging a fallen teammate out of the line of fire.
At its foundation, the feature allows you to move dead or unconscious bodies around the play space. While this may sound simple, the implementation is fairly complex. We didn’t want Body Dragging to feel constricted and we endeavoured to make sure that when you’re dragging a body, the controls and actions of the character remain the same, so you can still look around and walk in the direction that you are looking and the body will follow you.
This meant we had to use a hybrid-driven ragdoll solution to allow the body to react to other objects in the world while still being constrained to the left hand. This also meant that we could leave the right hand free so you can use one-handed objects, like pistols, or interact with the game world. Some of you may be wondering why we added Body Dragging before the above gameplay loops. The answer is we wanted to get it live and into your hands so we could get feedback from a live environment. This means we can address any issues, like the body disconnecting too often (which we have analytics on), before the really fun stuff goes live.
The team is happy with the first implementation of Body Dragging, but that doesn’t mean we are finished working on it. We still want to improve several aspects, including the stickiness of the body attaching to your hand and the overall visuals, as the entire animation set was hand-keyed instead of using motion capture due to the pandemic lockdown.
Electron Damage
Electron Damage is the first of many exotic damage types we want to add to the ‘verse, and we went live with the Lightning Bolt Co. Aztkav sniper rifle and Yubarev pistol. This damage type is a mixture of electrical, distortion, and stun damage. Electrical damage by itself is self-explanatory – it causes damage. Distortion and stun though are more about disabling their targets using non-lethal damage, with distortion affecting machines and stun affecting organics. The split of damage is not 1:1:1 across the three types and can be tweaked to provide different end results.
The two weapons we shipped electron damage with are specifically lethal weapons and have unique cooperative gameplay. The Aztkav is a high-powered, bolt-action sniper rifle that releases a huge electrical discharge that can jump to nearby enemies, giving snipers their first area-of-effect weapon in the game. Both the Aztkav and Yubarev also leave their targets electrically charged for a small period, which allows players to follow up with a second shot to cause a small area-of-effect detonation.
We were excited to see the new weapons go live, but this is just the beginning for the electron damage type, with future additions already being worked on for non-lethal gameplay.
Richard Tyrer
Core Gameplay Director


See you in the ‘Verse!
As we mentioned in the last postmortem, you can continue to expect similar postmortems on Alpha 3.11 and additional future patches as we invite you to hear from our directors on the successes, challenges, and learnings in the aftermath of each update. This is one of our initiatives to provide a more transparent look into our open development process.
German
Alpha 3.10 Postmortem
Am 5. August starteten wir Alpha 3.10 Flight & Fight, mit dem wir eine Reihe von neuen Features und Änderungen einführten, wie z.B. Standort-Updates für Grim HEX und New Babbage, Body-Dragging, neue FPS-Waffen, Spielerhandel und mehr. Am bemerkenswertesten ist, dass Alpha 3.10 große Änderungen sowohl am Schiffs HUD als auch am Flugmodell eingeführt hat. Im Folgenden findet ihr eine Obduktion, die unsere hochstufigen Gedanken darüber enthält, was gut gelaufen ist, was nicht gut gelaufen ist und was wir für das nächste Mal gelernt haben. Wir glauben, dass es sehr wertvoll ist, Einblick in unseren Denkprozess zu geben und werden, wie beim letzten Mal erwähnt, weiterhin vierteljährliche Patch-Postmortems zur Verfügung stellen.


Fahrzeug-Team
Die Fahrzeug-Säule besteht aus fünf Teams, die alle einen Feldtag mit Alpha 3.10 hatten und nicht weniger als sieben Features veröffentlicht haben, was es zu einer unserer bisher wirkungsvollsten Lieferungen macht.
Zusammengefasst waren die wichtigsten Features, an denen die Säule gearbeitet hat:
Effizienzkurven der Schubdüsen & Aerodynamik Turm & Verbesserungen an der Schusswaffe Neue Zielmethodik Schiffs-HUD-Überarbeitung Überarbeitung des Sperrgebiets Hochgeschwindigkeitskampf
Greycat Industrielles ROC & Sammelleuchte


Ich werde für jedes dieser Features (von denen einige mehrere kleinere Elemente enthalten, die nicht auf der Roadmap zu sehen sind) ins Detail gehen und aufschlüsseln, was wir gemacht haben, was gut gelaufen ist, was nicht, und wie wir uns in Zukunft verbessern können.
Triebwerkseffizienz-Kurven & Aerodynamik
Spieler, die schon eine Weile bei uns sind, werden sich an den 'Hover Mode' erinnern, ein Konzept, das wir bereits in Alpha 3.6 ausprobiert haben, um zu versuchen, Schiffe im atmosphärischen Flug glaubwürdiger aussehen zu lassen, indem wir sie zu einem 'Helikopter-ähnlichen' Handling drängen. Letztendlich verfolgten wir die Idee nicht über die anfängliche Veröffentlichung hinaus, da sie zu Handhabungsfehlern führte und die Spieler verwirrte, wenn ihre Schiffe automatisch den Steuermodus wechselten.
Thruster-Effizienz-Kurven wurden als Alternative dazu entworfen, indem die maximale Menge an verfügbaren Triebwerken basierend auf der atmosphärischen Dichte reduziert wurde, was wiederum die Agilität der Schiffe reduziert, je näher sie dem Boden sind. Daneben haben wir auch aerodynamische Oberflächen in die Schiffe eingeführt, so dass sie sich eher wie traditionelle Flugzeuge mit Auftriebsflächen verhalten.
Verglichen mit einigen der anderen Features in Alpha 3.10 verlief die Veröffentlichung dieser Features relativ reibungslos, wobei Zeit eingeplant wurde, um auf jegliches Feedback von Evocati und PTU-Tests zu reagieren. Das Team hat während dieser Zeit mehrere Updates und Optimierungen an der Schiffsführung vorgenommen, da Fehler bei bestimmten Schiffskonfigurationen gefunden wurden.
Die Einführung dieses Features erforderte sowohl vom Vehicle Feature Team (VFT) als auch vom Vehicle Experience Team (VET) einen erheblichen Zeitaufwand, da die über 120 Fahrzeuge, die derzeit in der PU fliegen können, zusammen mit denen der Staffel 42 einfach neu ausbalanciert und abgestimmt werden mussten. So war es nur natürlich, dass ein paar in die frühen Evocati-Stadien mit ein paar Problemen gerutscht sind (wenn man dich Hornet mit den Flügeln nach hinten schaut...).
Als Feature sind wir zufrieden damit, wie die anfängliche Veröffentlichung verlaufen ist und es gibt minimale Pläne für die Zukunft von Seiten der VFT, mit Ausnahme der fortlaufenden Flugbalance und Anpassungen der Schiffsabfertigung nach Bedarf. Das Einzige, was noch übrig bleibt, ist das Hinzufügen von input-getriebenen Steuerflächen, wie Höhen- und Querruder, um sowohl visuelle als auch physische Handhabungsänderungen hinzuzufügen. Das VFX-Team sucht auch nach Möglichkeiten, die Optik der Triebwerke zu verbessern, um aus der Entfernung deutlich zu machen, dass sie benutzt werden, wenn man sie aus der Entfernung betrachtet. Dies wird verhindern, dass Schiffe in seltsam aussehenden Positionen erscheinen, selbst mit all den letzten Änderungen.
Verbesserungen an Geschützturm und Geschütz
Eine der hartnäckigen Fragen, die wir während der Entwicklung hatten, war: "Warum sollte ich einen Spieler in meinem Geschützturm haben, wenn es für sie effektiver wäre, ein zweites Schiff mitzunehmen? Mit Alpha 3.10 wollten wir diese Frage ein für allemal beantworten. Mit einer Reihe von Verbesserungen und einer stark umgeschriebenen Codebasis sind Geschütztürme jetzt eine extrem tödliche Option, wenn sie bemannt sind, und bieten einen Kraft-Multiplikator für das Schiff.
Mit einer Kombination aus der Arbeit des VET und der VFT, die ein neues HUD für Türme bereitstellen, wurde das Gesamterlebnis aus jedem messbaren Blickwinkel verbessert. Die zweite Seite davon war, einige der Verbesserungen, die bei den Geschütztürmen angewandt wurden, zu nutzen und sie auf feststehende Waffen anzuwenden, die im Vergleich zu Kardan und Autokardan deutlich in der Nutzung zurückgefallen waren.
Erste Tests zeigten das Versprechen der vJoy-basierten Bewegungsmethode in Kombination mit fixen Assists. Dies führte jedoch dazu, dass die Geschütztürme wirklich überwältigt wurden und wir mussten einige der Einstellungen für die erste Version zurücknehmen. Bei der Vielfalt der Geschützturmeinstellungen im Spiel, insbesondere bei umgekehrten Geschütztürmen, hatten wir einige Herausforderungen zu meistern, die zusätzliche Arbeit erforderten, damit sie sich wie erwartet verhalten.

Ferngeschütztürme, wie der zweite Sitz der Superhornisse, profitierten ebenfalls von den Änderungen, aber wir fanden noch ein paar andere Probleme bezüglich der Synchronisierung der Geschosse, die wir in zukünftigen Patches weiter verbessern werden.
Reparierte Waffen sind mit diesen Änderungen wieder an die Spitze der Hackordnung zurückgekehrt und zeigen einen deutlichen Anstieg der Letalität seit Alpha 3.9.
Neue Zielmethodik
Das Ziel der neuen Zielauswahlmethodik war es, den Prozess der Zielauswahl zu vereinfachen und gleichzeitig das 'Durcheinander' auf dem Bildschirm zu bereinigen, das sich über mehrere Veröffentlichungen hinweg vergrößert hatte. Von allen Features, an denen die Fahrzeugsäule für Alpha 3.10 gearbeitet hat, war dies dasjenige, das aus verschiedenen Gründen die meisten Probleme verursachte.

Letztendlich sind wir der Meinung, dass das System, das in Alpha 3.10.0 veröffentlicht wurde (und kleinere Updates in 3.10.1 hatte), eine bessere Lösung für das Zielen auf Objekte bietet. Allerdings war der Weg dorthin besonders schwierig und intensiv, mit vielen Rückmeldungen aus der Evocati-Phase, die dazu führten, dass wir erheblich vom ursprünglichen Plan abgewichen sind.

Das Kernziel war es, das System wieder so zu gestalten, wie es in den frühen Wing Commander Spielen war, wo die Spieler Bedrohungen einfach mit zwei Eingaben anvisieren und blockieren konnten. Dies würde es uns auch ermöglichen, das Meer von Dreiecken zu entfernen, das in Star Citizen zu einem alltäglichen Anblick wurde. Die ersten Prototypen wiesen auf Probleme mit mangelndem Situationsbewusstsein hin, aber mit dem Vorteil der internen Voraussicht neben dem wiederholten Kontakt mit dem System konnten wir sehen, dass dies durch die bevorstehenden Änderungen an 3D-Fahrzeugradaranzeigen verbessert werden würde.

Andere Optionen, die wir während der Entwicklung ausprobierten, beinhalteten im Wesentlichen die Aufteilung des Targeting in vier verschiedene Zustände:
Auswählen - Ziel ist markiert, hat aber keine Informationen über Schießereien. Auswahl geht verloren, wenn außerhalb des Bildschirms Markiert - Ziel wird in einer Liste für eine spätere Auswahl gespeichert, unabhängig von der Position Gesperrt - Ziel hat Schusswaffeninformationen und geht nicht verloren, wenn außerhalb des Bildschirms Angeheftet - Ziel wird in einer Liste mit Informationen gespeichert und mit der Crew geteilt
Letztendlich fanden wir, dass der Markierte Zustand ein unnötiger Schritt in der anfänglichen Implementierung war; während er auf der ganzen Linie bei Multi-Crew-Rollen nützlich sein könnte, behinderte er kurzfristig die Nutzbarkeit. Der anfängliche Anstoß zu Evocati ging mit den anderen drei Zuständen, aber das überwältigende Feedback war die Voraussetzung dafür, dass der Markierte Zustand ein unnötiger Schritt war. Also haben wir in weiteren Patches den Prozess auf eine im Wesentlichen automatische Auswahl mit der Möglichkeit, zu sperren und zu fixieren, rationalisiert.
Ein weiteres strittiges Thema, das während der Evocati-Tests ans Licht kam, war die Entfernung der Cycle-Schlüsselbunde. Wie bereits erwähnt, wollten wir versuchen, den Auswahlprozess durch die Eingabe der Blickrichtung zu vereinfachen, aber in Verbindung mit der Entfernung der Markierungen auf dem Bildschirm hatten die Spieler Cycle-Ziele als schnellen Weg benutzt, um ein Situationsbewusstsein zu erlangen. Langfristig werden wir dies mit besseren Informationen auf dem 3D-Radar-Display verbessern und gleichzeitig ausgewählte Ziele auf dem Zielstatus-MFD anzeigen lassen. Diejenigen Spieler, die ausschließlich die automatische Auswahl verwenden wollen, können dies immer noch tun, und diejenigen, die für alles manuelles Radfahren wollen, finden eine Fülle von verbindbaren Optionen im Kontrollabschnitt, so dass für jeden etwas dabei sein sollte.

Der letzte Teil des Features bestand aus all den visuellen Änderungen, die implementiert wurden, um das oben erwähnte Meer aus Dreiecken zu lösen und Klarheit und Fokus auf gesperrte Ziele zu bringen. Frühe Blockierungen des Features hatten ein 2D-Element für weit entfernte Ziele, das in eine 3D-Klammer in der Mitte der Distanz überging, bevor es schließlich in einen Silhouetten-Shader überging. Während der Entwicklung testeten wir Kombinationen und Variationen davon, einschließlich eines rein silhouettenbasierten Umrisses, der in den frühen Evocati-Patches enthalten war. Das Feedback war klar, dass dies nicht sichtbar war, also kehrten wir zur 3D-Geometrie zurück und implementierten den Kegel für die Vorwärtsrichtung neben kontextuellen Anzeigen, einschließlich Entfernung und Schließgeschwindigkeit, neu. Eine sehr späte Ergänzung waren die 'known contact'-Chevron-Markierungen, die wir ursprünglich vermeiden wollten, um visuelles Durcheinander zu reduzieren. Letztendlich entschieden wir, dass sie in einem Kampf um Situationsbewusstsein nützlich sind. Zane Bien hat sich eine elegantere 3D-Implementierung als die vorherigen 2D-Dreiecke ausgedacht, die auch dazu beigetragen hat, den Blick auf neue Kontakte zu lenken, die in Reichweite kommen, also waren wir mit dem Ergebnis zufrieden.
In Zukunft werden wir die Sichtbarkeit dieser 3D-Elemente auf dem HUD verbessern, indem wir es ihnen ermöglichen, die gleiche dynamische Helligkeitsfunktion wie bei den 2D-HUD-Elementen zu nutzen, um sie besser auf das Szenario abzustimmen.
Schiff-HUDD-Überarbeitung
Das primäre Ziel dieses Features war es, das flashbasierte zentrale HUD-Element in Fahrzeugen durch unser Building Blocks UI zu ersetzen und dabei einige der Features zu verbessern. Die Konvertierung der Schiffe war eine relativ schnelle Aufgabe, obwohl einige wenige trotz wiederholter Tests durch das Netz schlüpften und in nachfolgenden PTU-Patches aufgeräumt wurden. Zwischen dieser und der New Targeting Methodology gab es eine Menge Optimierungen und Änderungen, die man als in einem oder einem dieser beiden Features betrachtet, wie zum Beispiel
Verbesserte Autogimbal-Anzeige - Zeigt jetzt den Verlauf der kardanisch aufgehängten Waffen zum Ziel an, um Rückmeldung darüber zu geben, wie 'gesperrt' die Spieler sind. Neue 3D-Netze und -Pips - Bietet mehr integrierte Grafiken für andere Visierelemente. Animationen geben Rückmeldung über den Zustand der Waffen, wie z.B. 'über Ziel' oder 'außer Reichweite' Geschwindigkeitsanzeiger-Einstellungen und Schubmesser - Geschwindigkeitsbandleiste wird jetzt logarithmisch statt linear angezeigt. Schubanzeige hinzugefügt, um die Schubkapazität des Spielerschiffes wiederzugeben.
Während der Evocati- und PTU-Phasen haben wir verschiedene HUD-Elemente ausprobiert und das Feedback an Bord speziell um den Umfang und die Menge des visuellen Rauschens herum aufgenommen und angepasst, bis wir mit der Klarheit und der visuellen Identität zufrieden waren. Wie die Elemente für New Targeting wollen wir in Zukunft auch die Lesbarkeit in hellen Umgebungen verbessern. Die Aktivierung der dynamischen Helligkeit auf Visier-/Linsenelementen wird dies erreichen.
Überarbeitung des eingeschränkten Bereichs
Rückblickend gesehen war dies wahrscheinlich das umstrittenste Feature des Patches und eines, das es beinahe in Alpha 3.9 geschafft hätte. Allerdings wurde es wegen technischer Probleme mit dem Setup zurückgehalten, die weitere Tests erforderten. Das Ziel war es, eine realistischere Einstiegsmethode zu den Landeplätzen zu bieten (wie ein ATC-System in der realen Welt), das imposante visuelle Element, das die Gegend hervorhebt, zu entfernen und einen einfacheren Mark-Up für Art und Design zu bieten, um es über das vorherige Setup zu steuern.
Im Vergleich zur Vorgängerversion ist die Markierung viel einfacher und flexibler. Neben einzelnen Maschen, die oft zu riesigen und komplexen Pinseln führten, kann es jetzt primitive Formen verwenden und Prioritäten auf sie anwenden, um festzulegen, welche Bereiche eingeschränkt sind (oder Zonen töten), und sie auf Wunsch an Splines binden.
Das Hinzufügen von Navigationssplines hatte wie andere HUD-Elemente Probleme mit der Lesbarkeit in verschiedenen Beleuchtungszuständen. Im Gegensatz zu anderen Aspekten wird es mit einem anderen Shader gesteuert, der derzeit nicht in der Lage ist, auf die Gesamthelligkeit des Bildschirms zu reagieren. Wir beabsichtigen, dies in einem zukünftigen Patch zu beheben und die Geometrie den Schiffsherstellern zu 'thematisieren', da in der Überlieferung die Projektion vom Schiffsinneren und nicht vom Landeplatz aus erfolgt. Während der ersten Evocati-Veröffentlichung war es klar, dass die Spieler das System viel aggressiver als die internen Tester nutzten und oft zuerst bis in die Zone flogen, bevor sie ATC anriefen. Dies führte dazu, dass die Tunnel hinter ihnen eingezeichnet wurden und das Symbol für die Landung sie in Kill-Zonen lockte. Mit der Änderung der Helligkeit, verbesserten Hinweisen und Bildschirmtipps und dem Hinzufügen der Markierung, die am Tunneleingang angezeigt wird, sind wir der Meinung, dass dieses System in einem viel besseren Zustand ist, auch wenn wir mit dem derzeitigen Zustand in Bezug auf das Gameplay nicht zufrieden sind.
Wir überlegen, einen weiteren Pass an das System zu machen, um zu versuchen, einige der schwerfälligen Beschränkungen aufzuheben und die Spieler dorthin gehen zu lassen, wo sie wollen, und stattdessen Fehlverhalten mit dem Rechtssystem zu bestrafen (Beschlagnahmung, Geldstrafen, Straftaten, etc.) anstatt mit Autopiloten und Zerstörung von Eigentum.
Hochgeschwindigkeits-Kampf
Es ist eine falsche Bezeichnung für dieses Feature High-Speed Combat, da es wirklich nur darum geht, den Kampf bei hohen Geschwindigkeiten zu entmutigen. Wir haben während des Alpha 3.9.0-Patch-Zyklus eine Menge Vorarbeit dafür geleistet, aber aufgrund verschiedener Faktoren haben wir es neben anderen Änderungen in Alpha 3.10 beibehalten.
Das Ziel war es, die Fähigkeit der Spieler, leichte Hundekämpfe bei Höchstgeschwindigkeit zu führen, durch eine Kombination von Einschränkungen zu reduzieren, die langsam stärker werden als die Geschwindigkeit bei Raumkampfmanövern (SCM):
Erhöhte Raketenarretierungszeit Verringerte automatische Kardanantriebsdrehzahl Beschränkungen für das Abfeuern von Raketen ab bestimmten Geschwindigkeiten Verringerte Waffengenauigkeit Verringerte Schildstärke
Durch interne Tests und in der frühen Evocati-Phase haben wir entschieden, dass nur die ersten beiden in der Liste für die Veröffentlichung geeignet sind. Die restlichen Optionen wurden nicht weiterverfolgt, da die UI nicht in der Lage war, klar zu kommunizieren, was vor sich ging und es sich wie eine willkürliche Einschränkung des Gameplays anfühlte. Für die Zukunft planen wir, weitere Einschränkungen wie diese durch den Einsatz von Kondensatoren an Waffen, Triebwerken und Schilden zu erreichen, um die Spieler dazu zu bringen, sich zu überlegen, welche dieser drei 'Ressourcen' sie für einen maximalen Effekt nutzen wollen. Das Machtdreieck wird dies bewerkstelligen.
Greycat Industries ROC & Sammelleuchte
Das erste Fahrzeug von Alpha 3.10 war das Greycat Industrial ROC, unser erstes bodengebundenes Minenfahrzeug. Wir planten auch zwei Features, die es begleiten sollten, von denen eines die Veröffentlichung ermöglichte.
Das erste Feature war der Gathering Beam, der an der Oberfläche wie der Extraktionsmodus all unserer existierenden Minenfahrzeuge aussah. Der Unterschied bestand jedoch darin, dass er die gespaltenen Gesteinsbrocken physisch bewegte, anstatt einen Partikeleffekt zu spielen, um ihn zu simulieren. Dieses Feature ist etwas, das wir letztendlich auf die anderen Bergbaufahrzeuge ausweiten wollen, da es die Grundlage für andere Fahrzeugtechnologien wie Traktorstrahlen und Bergung bildet.
Den Sammelstrahl überhaupt erst zu haben, war das Ergebnis einer frühen Planung des Vehicle Tech Teams (VTT) - die tatsächlich abbaubaren Vorkommen waren physisch und konnten beim Einsammeln nicht einfach verschwinden. Also brauchte das ROC neue Felsen zwischen den vorhandenen Handminen und denen, die die größeren Schiffe fördern. Das Kunst-Team stellte fleißig neue Vorkommen her, die sich in die erntbaren Vorkommen aufteilten, die normalerweise aus den kleineren Handminen gewonnen werden, und nicht einfach größere Gesteinsbrocken, die der Schürfer und die MOLE verwenden.
Das größte Problem, mit dem sich das Feature konfrontiert sah, war ein Fehler, der erst spät im Vorstoß für Alpha 3.10.0 live auftauchte. Die Geschwindigkeit, mit der Gegenstände verarbeitet werden konnten (die Felsen wurden in das physische Inventar des Schiffes übertragen, so wie Nahrung in einen Raumanzug), war aufgrund eines Fixes für einen anderen Fehler begrenzt, was dazu führte, dass die ROC nur etwa 20% der Vermögenswerte von einem Felsen einsammeln konnte. Dies wurde später für 3.10.1 behoben, da die QA für die Änderung mehr Zeit benötigte.
Das zweite Feature, mit dem das ROC auf den Markt kommen sollte, war ein Externes Inventar, da es immer geplant war, dass die Kiste auf dem Rücken Steine aus dem eigenen Inventar des Spielers aufnehmen sollte, so dass sich das ROC wie ein erweiterter Rucksack verhalten konnte. Dieses Feature war noch nicht ganz fertig für Alpha 3.10 und wird stattdessen in 3.11 online kommen.
Ich hoffe, das Obige hat euch einen Einblick in die Entwicklung der Features gegeben, die die Fahrzeugsäule für Alpha 3.10 geliefert hat. Wir sind gespannt darauf, dass viele unserer kommenden Arbeiten in zukünftigen Patches zu erleben sein werden.
John Crewe
Fahrzeug-Direktor

PU Live-Gameplay
Cover-Verwendung V1
Als wir anfingen, Cover und die Art und Weise, wie wir Umgebungen einrichten, zu entwickeln, wurde sehr deutlich, dass wir mehr Flexibilität im System brauchten. Früher war die Deckung für KI auf 1,25 Meter und höher begrenzt, also hatte die Art und Weise, wie die Umgebung gebaut wurde, einen großen Einfluss darauf, wie die KI agierte und navigierte. In den meisten Fällen führte dies dazu, dass ein nicht realistisches Szenario durchgespielt wurde. Wir wollten nicht immer 1,25-Meter-Objekte im Raum verteilt haben, also nahm das KI-Team wichtige Anpassungen vor, die es ermöglichten, die Deckungsmarkierung einfacher einzurichten, und stellte die NSCs so ein, dass sie einen Deckungsbereich von 0,5 bis 1,25 und höher nutzten. Es gibt jedoch immer noch einige kleinere Probleme, die in bestimmten Situationen auftauchen, die wir gerade ausbügeln.
Schrotflinten-KI
Dies war nach Sturmgewehren und Pistolen unsere dritte waffenartige Ergänzung zur Kampf-KI. Mit diesem Zusatz wollten wir einige Verhaltensänderungen in der Art und Weise, wie sich die KI dem Spieler gegenüber verhält, je nachdem, welche Waffe er hat, bewirken. Außerdem haben wir die KI-Unterbrechungsmechanik überarbeitet und sie im Vergleich zur vorherigen Version reaktiver gemacht. Außerdem haben die KI durch Verhaltensanpassungen ein besseres Verständnis der Kampfumgebung und -situation. Eine der auffälligeren Ergänzungen, die wir für die Schrotflinte gemacht haben, war, dass die KI beim Schließen der Distanz zum Spieler aggressiver sein wird, was wir "pushen" nennen.
Es wurden auch Anpassungen an der KI vorgenommen, wo sie manchmal etwas vorsichtiger sein wird, je nach Waffe und Entfernung zum Ziel. Wir haben ein gutes Stück poliert und die Animationen und Verhaltensweisen aktualisiert, um sie tödlicher zu machen. Und mit dem kommenden Zusatz von Erzwungene Reaktion auf den Spieler, wenn ihr in der Nähe der Schrotflinten-KI seid, werdet ihr niedergeschlagen und könntet in eine kompromittierte Situation gebracht werden. Wie immer mit dem Hinzufügen von neuen Features, wird es einen weiteren Polierdurchgang an der KI geben müssen, der es uns erlaubt, die Zeit zum Töten und das Verhalten noch mehr abzustimmen.
Todd Papy
Star Citizen Live Regisseur

Umwelt Kunst
GrimHEX V2
Wir konnten zu einem der ältesten Orte im Spiel zurückkehren und einige der Schlüsselelemente einführen, die nötig sind, um ihn zu einer vollwertigen Landezone zu machen. Das größte ist die Einführung von Hangars, die dem Spieler die Möglichkeit geben, Schiffe aller Größen anzufordern. Als Teil dieses Prozesses haben wir auch einen Teil des Innenraums umgestaltet, um zukünftige Renn- und Wettveranstaltungen aufzunehmen. Dazu gehören eine großzügige Aussichtsgalerie nach außen, eine behelfsmäßige Bar und ein Sitzbereich und vor allem der zukünftige Raum für den Missionsgeber Luca Brunt. Das Team arbeitete diese Updates recht schnell durch und wir waren froh, mehr Benutzerfreundlichkeit und Geschmack in diesen Ort zu bringen. In Zukunft würden wir gerne sehen, dass die Inhaltsverluste parallel zum spezifischen Missions-Gameplay veröffentlicht werden, um ein komplettes Erlebnis zu ermöglichen, aber für den Moment legen wir die Grundlagen für zukünftige Missionsinhalte.
Aeroview-Hangars
Als wir New Babbage veröffentlichten, waren wir nicht in der Lage, die Hangars im neuen Hi-Tech-Kunststil rechtzeitig fertigzustellen. Anstatt also Qualitätseinbußen in Kauf zu nehmen, haben wir uns entschieden, die bestehenden Hangars im Utilitaristischen Kunststil mit MicroTech-Branding zu veröffentlichen. Für diese Veröffentlichung freuten wir uns, die neuen Hangars im Kunststil präsentieren zu können, die viel besser zur Location passen. Außerdem sehen wir mit der Marke Aeroview zum ersten Mal diesen Look außerhalb des Hangarmoduls und in der PU. Erwartet in Zukunft noch mehr Hangarmarken.
Neue Babbage Shop Ergänzungen
Nachdem die Hauptveröffentlichungen von New Babbage fertiggestellt waren, gab es immer noch einige Elemente, die wir noch einbauen wollten, bevor wir an den nächsten Schauplatz zogen. Das größte war der Flagship Store von MicroTech - The Factory Line. Die Vision für den Store war etwas sehr Schlichtes und Exklusives; etwas, das die Campus-Vibe widerspiegelt, die man in anderen Gegenden von New Babbage sieht. Mehrere Elemente wurden unter Stress getestet und aufgelöst, wie z.B. große animierte Building Block Bildschirme, wie KI und der Spieler mit geschwungenen Treppen interagieren und wie das mobiGlas als Inventargegenstand verändert werden konnte.
Im Moment ist nicht alles im Laden für den Spieler interagierbar. Wir wollten den Raum jedoch mit allen Gegenständen im Hinterkopf bauen, um eine Vorstellung davon zu vermitteln, was in Zukunft kommen wird. Erwartet also, dass das Einkaufserlebnis aktualisiert wird, sobald die Produkte online gehen. Außerdem solltet ihr in Zukunft nach MicroTech Field Rep-Missionsgebern an diesem Ort Ausschau halten.
Außerdem haben wir den neuen Laden für Neuheiten im Inneren des New Babbage-Raumflughafens eröffnet. Die Idee dahinter ist, Läden zu haben, die an bestimmten Orten einzigartige Gegenstände verkaufen, die Spieler sammeln und mit denen sie ihre eigenen Räume personalisieren können. Für New Babbage haben wir Pico den Pinguin eingeführt. Das ist etwas, das wir weiter ausbauen wollen, also erwartet in Zukunft mehr Elemente wie dieses.
Neue planetarische Höhenkarten
Als Teil der Verbesserungen der Planetentechnologie waren wir in der Lage, die Auflösung der auf den Planeten und Monden verwendeten Höhenkarten zu erhöhen. Zuvor war dies lediglich eine Erhöhung der Auflösung der Originalkarten. Indem wir die Höhenkarten in der neuen Auflösung neu erstellt haben, waren wir in der Lage, jeden einzelnen Pixel effektiver zu nutzen und mehr Details und Daten zu erzeugen, die wir ausnutzen konnten. Als Teil des Prozesses mussten wir alle Orte am Boden, die sich derzeit im Spiel befinden, neu festlegen; das betraf alles, von Landezonen bis hin zu Wracks. Dies ist der erste Schritt in einer mehrstufigen Initiative, um die technischen Features der Planeten zu implementieren, sobald sie online sind. Erwartet bald weitere aufregende Verbesserungen.
Neue Minables
Mit dem Erscheinen des ROC-Minenfahrzeugs haben wir eine neue Größe von Minenfahrzeugen geschaffen, die es benutzen kann. Im Wesentlichen haben wir die Funktionalität des FPS-großen Minengegenstandes übernommen und die Größe an die Anforderungen des Fahrzeugs angepasst. Außerdem wollten wir mit dem abbaubaren Gegenstand des Quantainium-Schiffs einen neuen Shader erstellen, der die Lesbarkeit verbessert, um gefährlicher und flüchtiger auszusehen und die Eigenschaften dieses Materials widerzuspiegeln.
Ian Leyland
Star-Bürger Art Director

Schauspieler-Feature-Team
Körper-Dragging
Body Dragging ist eine wichtige systemische Ergänzung des Spiels, da es eines der Features ist, die so viele zukünftige Kernspielschleifen untermauern, darunter das Ziehen eines erbeuteten Kopfgeldes auf dein Schiff, das Bewegen einer Leiche aus dem Weg einer KI-Patrouille und sogar der heroische Moment, in dem du einen gefallenen Teamkollegen aus der Schusslinie ziehst.
In der Grundausstattung erlaubt dir das Feature, tote oder bewusstlose Körper durch den Spielraum zu bewegen. Das mag einfach klingen, aber die Implementierung ist ziemlich komplex. Wir wollten nicht, dass sich das Body-Dragging eingeengt fühlt, und wir haben uns bemüht, sicherzustellen, dass die Steuerung und die Aktionen des Charakters gleich bleiben, wenn ihr einen Körper schleppt, so dass ihr euch immer noch umschauen und in die Richtung laufen könnt, in die ihr schaut, und der Körper wird euch folgen.
Das bedeutete, dass wir eine hybridgesteuerte Ragdoll-Lösung verwenden mussten, damit der Körper auf andere Objekte in der Welt reagieren kann, während er immer noch an die linke Hand gebunden ist. Das bedeutete auch, dass wir die rechte Hand frei lassen konnten, so dass man einhändig Gegenstände wie Pistolen benutzen oder mit der Spielwelt interagieren konnte. Einige von euch werden sich vielleicht fragen, warum wir Body Dragging vor den obigen Gameplay-Loops hinzugefügt haben. Die Antwort ist, dass wir es live und in eure Hände bekommen wollten, damit wir Feedback aus einer Live-Umgebung bekommen können. Das bedeutet, dass wir alle Probleme, wie z.B. dass der Körper zu oft die Verbindung abbricht (worüber wir Analysen haben), angehen können, bevor das wirklich lustige Zeug live geht.
Das Team ist mit der ersten Implementierung von Body Dragging zufrieden, aber das bedeutet nicht, dass wir mit der Arbeit daran fertig sind. Wir wollen noch einige Aspekte verbessern, unter anderem die Klebrigkeit des Körpers, der an der Hand klebt, und das gesamte visuelle Erscheinungsbild, da das gesamte Animationsset aufgrund des Pandemie-Lockdowns von Hand eingegeben wurde, anstatt Motion Capture zu verwenden.
Elektronen-Schaden
Elektronenschaden ist der erste von vielen exotischen Schadenstypen, die wir dem 'Vers' hinzufügen wollen, und wir sind mit der Lightning Bolt Co. live gegangen. Aztkav-Scharfschützengewehr und Yubarev-Pistole. Dieser Schadenstyp ist eine Mischung aus elektrischem, Verzerrungs- und Betäubungsschaden. Elektrischer Schaden an sich ist selbsterklärend - er verursacht Schaden. Bei Verzerrung und Betäubung geht es jedoch eher darum, ihre Ziele mit nicht-tödlichem Schaden zu deaktivieren, wobei Verzerrung auf Maschinen und Betäubung auf organische Stoffe wirkt. Die Aufteilung des Schadens ist nicht 1:1:1 auf die drei Arten und kann so angepasst werden, dass unterschiedliche Endergebnisse erzielt werden.
Die beiden Waffen, mit denen wir den Elektronenschaden ausgeliefert haben, sind speziell tödliche Waffen und haben ein einzigartiges kooperatives Gameplay. Das Aztkav ist ein hochleistungsfähiges Scharfschützengewehr, das eine riesige elektrische Entladung freisetzt, die auf nahegelegene Feinde überspringen kann, wodurch Scharfschützen ihre erste Wirkungsbereich-Waffe im Spiel erhalten. Sowohl die Aztkav als auch die Yubarev hinterlassen ihre Ziele für eine kurze Zeit elektrisch geladen, was es Spielern ermöglicht, einen zweiten Schuss abzugeben, um eine kleine Wirkungsbereich-Detonation zu verursachen.
Wir waren gespannt darauf, die neuen Waffen live zu sehen, aber das ist erst der Anfang für die Art des Elektronenschadens, an zukünftigen Erweiterungen für nicht-tödliches Gameplay wird bereits gearbeitet.
Richard Tyrer
Haupt-Gameplay-Regisseur


Wir sehen uns im 'Vers'!
Wie wir bereits im letzten Postmortem erwähnt haben, könnt ihr weiterhin ähnliche Postmortems auf Alpha 3.11 und zusätzliche zukünftige Patches erwarten, da wir euch einladen, von unseren Direktoren über die Erfolge, Herausforderungen und Erkenntnisse nach jedem Update zu hören. Dies ist eine unserer Initiativen, um einen transparenteren Einblick in unseren offenen Entwicklungsprozess zu geben.
Chinese
Alpha 3.10 Postmortem
On August 5, we launched Alpha 3.10 Flight & Fight, which introduced a number of new features and changes, such as location updates to Grim HEX and New Babbage, body dragging, new FPS weapons, player trading, and more. Most notably, Alpha 3.10 introduced major changes to both the ship HUD and flight model. The following is a postmortem offering our high-level thoughts on what went well, what didn’t, and what we learned for next time. We believe that giving insight into our thought process is highly valuable and, as mentioned last time, will continue to provide quarterly patch postmortems. Vehicle Team
The Vehicle Pillar consists of five teams, all of which had a field day with Alpha 3.10, releasing no less than seven features, making it one of our most impactful deliveries yet.
In summary, the key features the pillar worked on were: Thruster Efficiency Curves & Aerodynamics

Turret & Gunnery Improvements

New Targeting Methodology

Ship HUD Rework

Restricted Area Rework

High-Speed Combat

Greycat Industrial ROC & Gathering Beam I’ll go into detail for each of these features (some of which contain multiple smaller elements not shown on the roadmap) and break down what we did, what went well, what didn’t, and how we can improve in the future.
Thruster Efficiency Curves & Aerodynamics
Players who have been with us for a while will remember ‘Hover Mode’, a concept we trialled back in Alpha 3.6 to try and make ships look and feel more believable in atmospheric flight by pushing them towards ‘helicopter-style’ handling. Ultimately, we didn’t pursue the idea beyond the initial release due to it causing handling quirks and confusing players when their ships automatically switched control modes.
Thruster Efficiency Curves were designed as an alternative to this by reducing the maximum amount of thruster available based on atmospheric density, in turn reducing the agility of ships the closer to the ground they are. Alongside this, we also introduced aerodynamic surfaces to ships so that they behave more akin to traditional aeroplanes with lifting surfaces.
Compared to some of the other features in Alpha 3.10, the release of these features was relatively smooth, with time scheduled in to react to any feedback from Evocati and PTU testing. The team pushed out multiple updates and tweaks to ship handling during those periods as bugs were found with specific ship setups.
The rollout of this feature required a significant time investment from both the Vehicle Feature Team (VFT) and Vehicle Experience Team (VET) due to the nature of simply having to redo the balance and tuning of the 120+ vehicles currently flyable in the PU alongside those in Squadron 42. So, it was only natural a few slipped into the early Evocati stages with a few issues (looking at you Hornet with your wings on backwards…).
As a feature, we’re happy with how the initial release went out and there are minimal plans for the future from the VFT side, with the exception of ongoing flight balance and tweaks to ship handling as needed. The sole remaining item left is to add input-driven control surfaces, such as elevators and ailerons, to add both visual and physical handling changes. The VFX Team is also looking at ways to improve the visuals of thrusters to make it clear they are in use when viewed from a distance. This will prevent ships from appearing in odd-looking positions, even with all the recent changes.

Turret & Gunnery Improvements
One of the persistent questions we had during development was, “Why should I have a player in my turret when it would be more effective for them to bring along a second ship?” With Alpha 3.10, we aimed to answer that once and for all. With a slew of improvements and a heavily rewritten codebase, turrets are now an extremely lethal option when manned and provide a force multiplier for the ship.
With a combination of work from the VET and VFT providing a new HUD for turrets, the overall experience has been improved from every measurable angle. The second side to this was leveraging some of the improvements applied to turrets and applying them to fixed weapons, which had fallen significantly behind in usage versus gimbals and auto-gimbals.
Early testing showed the promise of the vJoy-based movement method combined with fixed assist. However, this resulted in turrets becoming truly overpowered and we had to dial back some of the settings for the initial release. We hit a few challenges with the variety of turret setups in the game, in particular inverted turrets, which required additional work to make them behave as expected.

Remote turrets, such as the Super Hornet’s second seat, also benefitted from the changes but we found a few other issues regarding the synchronisation of projectiles that we’ll further improve in future patches.
Fixed weapons have once again returned to the top of the pecking order with these changes, showing a significant increase in lethality since Alpha 3.9.
New Targeting Methodology
The goal for New Targeting Methodology was to simplify the process of selecting targets along with cleaning up the onscreen ‘clutter’ that had increased over multiple releases. Of all the features that the Vehicle Pillar worked on for Alpha 3.10, this was the one that caused the most problems for a variety of reasons.
Ultimately, we feel the system released in Alpha 3.10.0 (and had minor updates in 3.10.1) provides a better solution to targeting objects. However, the path to that was particularly difficult and intense, with lots of feedback coming in from the Evocati phase that caused us to significantly deviate from the initial plan.
The core goal was to move the system back towards how it was in early Wing Commander games, where players could simply target and lock threats with two inputs. This would also allow us to remove the sea of triangles that were becoming a common sight in Star Citizen. Initial prototypes highlighted issues with a lack of situational awareness but, with the benefit of internal foresight alongside repeated exposure to the system, we could see this would be improved by the upcoming changes to 3D vehicle radar displays.
Other options we trialed during development included essentially splitting the targeting into four separate states: Select – Target is highlighted but has no gunnery information. Selection is lost when offscreen

Marked – Target is stored in a list for later selection, regardless of position

Locked – Target has gunnery information and is not lost when offscreen

Pinned – Target is stored in a list with information and shared with the crew


Ultimately, we found the Marked state to be an unnecessary step in the initial implementation; while it could be useful down the line with multi-crew roles, it hampered usability in the short-term. The initial push to Evocati went with the other three states but the overwhelming feedback was the prerequisite Selected state was an unnecessary step. So, in further patches, we streamlined the process to essentially automatic selection with the ability to lock and pin.
Another contentious issue that came to light during Evocati testing was the removal of the cycle keybinds. As stated, we wanted to try and simplify the selection process via view direction input but, in conjunction with the removal of onscreen markers, players had been using cycle targets as a quick way to get situational awareness. Long-term, we’ll be improving this with better information on the 3D radar display alongside having selected targets show on the Target Status MFD. Those players who want to solely use automatic selection can still do so and those who want manual cycling for everything can find a wealth of bindable options in the control section, so there should be something for everyone.
The final piece of the feature was all the visual changes that were implemented to solve the aforementioned sea of triangles and help bring clarity and focus to locked targets. Early blockouts of the feature had a 2D element for distant targets that transitioned to a 3D bracket at mid-distance before finally transitioning to a silhouette shader. During development, we trialled combinations and variations of this including a purely silhouette-based outline that was in early Evocati patches. The feedback was clear that this wasn’t visible, so we returned to 3D geometry and re-implemented the forward direction cone alongside contextual displays, including distance and closing rate. A very late addition was the ‘known contact’ chevron markers that we were originally trying to avoid in order to reduce visual clutter. Ultimately, we decided they were useful in a fight for situational awareness. Zane Bien came up with a more elegant 3D implementation than the previous 2D triangles that also helped draw the eye to new contacts coming into range, so we were happy with the result.
In the future, we’ll improve the visibility of these 3D elements on the HUD by enabling them to use the same dynamic brightness feature we have on the 2D HUD elements to help them be more appropriate to the scenario.
Ship HUD Rework
The primary goal of this feature was to replace the flash-based central HUD element in vehicles with our Building Blocks UI, improving on some of the features in the process. Converting the ships was a relatively quick task, although a few slipped through the net despite repeated testing and were cleaned up in subsequent PTU patches. Between this and New Targeting Methodology, there were a lot of tweaks and changes that could be considered as being in one or either of these two features, such as: Improved Autogimbal display – Now displays the progression of the gimballed weapons to target to give feedback on how ‘locked’ players are.

New 3D reticules and pips – Provides more integrated visuals to other visor elements. Animations provide feedback on the state of weapons, such as ‘over target’ or ‘out of range’

Velocity indicator adjustments and thrust meter – Velocity tape bar is now displayed logarithmically rather than linearly. Thrust meter added to reflect the thrust capacity of the player ship.


During the Evocati and PTU phases, we trialled a variety of HUD elements and took onboard feedback specifically around the scale and amount of visual noise, adjusting it until we were happy with the clarity and visual identity. Like the elements for New Targeting, one area we want to improve on in the future is the readability in bright environments. Enabling dynamic brightness on visor/lens elements will achieve this.
Restricted Area Rework
In retrospect, this was probably the most contentious feature of the patch and one that very nearly made it into Alpha 3.9. However, it was held back due to technical issues with the setup that required more testing. The goal was to provide a more realistic entry method to landing locations (like a real-world ATC system), remove the imposing visual element highlighting the area, and provide simpler mark-up for Art and Design to control it over the previous setup.
Compared to the previous version, the mark-up is a lot simpler and more flexible. Now, alongside single meshes that often resulted in huge and complex brushes, it can utilise primitive shapes and apply priorities to them to dictate which areas are restricted (or kill zones) and tie them to splines if desired.
The addition of navigation splines had problems like other HUD elements with readability in various lighting states. Unlike other aspects, it uses a different shader to control it, which is currently unable to react based on the overall brightness of the screen. We aim to fix this in a future patch as well as ‘theme’ the geometry to ship manufacturers because, in lore, the projection is from within the ship rather than the landing location. During the initial Evocati release, it was clear that players were using the system in a much more aggressive way than internal testers, often flying right up to the zone first before calling ATC. This resulted in the tunnels being drawn behind them and the icon for landing luring them into kill zones. With the change to brightness, improved hints and screen tips, and the addition of the marker being shown at the entrance to the tunnel, we feel this system is in a much better state though we are not happy with where it currently is in gameplay terms.
We’re looking at doing another pass to the system to try and remove some of the heavy-handed restrictions and let players go where they want, instead punishing misbehaviour with the Law System (impounding, fines, crimestats, etc.) rather than with autopiloting and destruction of property.
High Speed Combat
It’s a misnomer calling this feature High-Speed Combat, as it’s really all about discouraging combat at high speeds. We completed a lot of preliminary work on this during the Alpha 3.9.0 patch cycle but, due to various factors, held it to go alongside other changes in Alpha 3.10.
The goal was to reduce the ability for players to engage in easy dogfights at top speeds via a combination of restrictions that slowly become stronger above Space Combat Manoeuvring (SCM) speeds: Increased missile lock time

Decreased auto gimbal slew rate

Restrictions on firing missiles above certain speeds

Decreased weapon accuracy

Decrease shield strength


Through testing both internally and in the early Evocati phase, we decided that only the first two in the list were suitable for release. The remaining options were not followed through due to a combination of the UI not being able to clearly communicate what was going on and it feeling like arbitrary gameplay limitation. In the future, we plan to impart more restrictions like this by using capacitors on weapons, thrusters, and shields to make players consider which of these three ‘resources’ they want to use for maximum effect. The power triangle will manage this.
Greycat Industries ROC & Gathering Beam
The premier vehicle of Alpha 3.10 was the Greycat Industrial ROC, our first ground-based mining vehicle. We also planned two features to go alongside it, one of which made the release.
The first feature was the Gathering Beam, which on the surface looked like all our existing mining vehicles’ extraction mode. However, it was different in that it physically moved the split chunks of rock rather than playing a particle effect to simulate it. This feature is something we want to ultimately expand into the other mining vehicles as it lays the groundwork for other vehicle tech, such as tractor beams and salvage.
Having the Gathering Beam in the first place was the result of something identified in early planning by the Vehicle Tech Team (VTT) – the actual mineable deposits were physical and couldn’t simply vanish on collection. So, the ROC needed new rocks between the existing hand-mineables and those the larger ships extract. The Art Team diligently made new assets that split into the harvestable assets usually extracted from the smaller hand-mineables rather than simply larger chunks of rock that the Prospector and MOLE utilise.
The biggest issue the feature faced was one bug that appeared late in the push for Alpha 3.10.0 live. The rate at which items could be processed (the rocks were transferred to the ship’s physical inventory like food into a spacesuit) was limited due to a fix for another issue, resulting in the ROC only being able to collect around 20% of assets from a rock. This was subsequently fixed for 3.10.1 due to the additional time needed to QA the change.
The second feature the ROC was due to launch with was an External Inventory, as it was always planned that the crate on the back would accept rocks from a player’s own inventory, allowing the ROC to behave as an extended backpack. This feature wasn’t quite ready for Alpha 3.10 and will come online in 3.11 instead.
I hope the above has given you an insight into the development of the features the Vehicle Pillar delivered for Alpha 3.10. We’re excited for lots of our upcoming work to be experienced in future patches.
John Crewe
Vehicle Director

PU Live Gameplay
Cover Usage V1
When we started to develop cover and the way we set-dress environments, it became very clear that we needed more flexibility in the system. Before, cover for AI was limited to 1.25 meters and higher, so how the environment was built had a big impact on how the AI acted and navigated. In most cases, this caused a non-realistic scenario to play out. We didn’t want to always have 1.25-meter objects spread throughout the room, so the AI Team made key adjustments that allowed the markup of cover to be easier to set up, and adjusted the NPCs to use a range of cover from 0.5 to 1.25 and above. However, there are still some minor issues that pop up in specific situations that we are ironing out.
Shotgun AI
This was our third weapon-type addition to Combat AI, after assault rifles and pistols. With this addition, we wanted to create some behavioral changes in the way the AI acted towards the player based on what weapon they have. We also overhauled AI interruption mechanics and made it more reactive compared to the previous version. AI also have a better understanding of the combat environment and situation through behavior adjustments. One of the more noticeable additions we made for the shotgun was that the AI will be more aggressive in closing the distance to the player, which we call “pushing.”
There were also adjustments made to the AI where sometimes they will be a bit more cautious depending on the weapon and distance to their target. We did a good amount of polishing and updated the animations and behaviors to make them more deadly. And with the coming addition of Forced Reaction on the player, if you are near the Shotgun AI, you will be knocked down and could be put in a compromised situation. As always with the addition of new features, there will need to be another polishing pass on the AI that will allow us to tune the time to kill and behaviors even more.
Todd Papy
Star Citizen Live Director

Environment Art
GrimHEX V2
We were able to go back to one of the oldest locations in the game and introduce some of the key elements required to make it a fully-fledged landing zone, the biggest being the introduction of hangars, giving the player the ability to request ships of all sizes. Also, as part of this process, we refactored a section of the interior to incorporate future racing and betting events, which includes a generous viewing gallery to the exterior, a makeshift bar and seating area, and most notably the future space for mission-giver Luca Brunt. The team worked through these updates quite quickly and we were happy to bring more usability and flavor to this location. In the future we’d like to see content drops releasing in parallel with specific mission gameplay for a complete experience, but for now, we are laying the foundations for future mission content.
Aeroview Hangars
When we released New Babbage, we were not able to complete the hangars in the new Hi-Tech art style in time. So, rather than sacrificing quality, we decided to release with the existing Utilitarian art style hangars with microTech branding. For this release, we were excited to be able to showcase the new art style hangars, which fit the location much better. Plus, with the Aeroview brand, this is the first time we are seeing this look outside the hangar module and in the PU. Expect more hangar brands coming in the future.
New Babbage Shop Additions
After the major releases of New Babbage were completed, there were still some elements that we wanted to include before we moved onto the next location, the biggest being microTech’s flagship store - The Factory Line. The vision for the store was something very sleek and exclusive; something that reflected the campus-vibe seen in other areas of New Babbage. Several elements were stress-tested and resolved, such as large animated Building Block screens, how AI and the player interacted with curved stairs, and how the mobiGlas could be changed as an inventory item.
Right now, not everything in the shop is interactable to the player. However, we wanted to build the space with all items in mind to give an idea of what will be coming in the future, so expect to see the shopping experience updated as and when products come online. Plus, keep your eyes out for microTech Field Rep mission-givers in this location in the future.
Also, we introduced the new novelty items store in the New Babbage spaceport interior. The idea is to have shops that sell items unique to specific locations that players can collect and personalize their own spaces with. For New Babbage, we introduced Pico the Penguin. This is something we want to expand on so expect more elements like this in the future.
New Planetary Heightmaps
As part of the planet tech improvements we were able to increase the resolution of the heightmaps used on the planets and moons. Previously, this was simply increasing the resolution of the original maps. By re-authoring the heightmaps in the new resolution, we were able to utilize each pixel more effectively, creating more detail and data for us to take advantage of. As part of the process we needed to re-drop all ground locations currently in-game; this was everything from landing zones to derelicts. This is the first step in a multi-stage initiative to implement planet tech features as they come online. Expect more exciting improvements soon.
New Minables
With the release of the ROC mining vehicle, we created a new size of minable for it to use. Essentially, we took the functionality of the FPS-scale minable item and increased the size to the requirement of the vehicle. Also, with the Quantainium ship minable item, we wanted to create a new shader that improved the readability to look more dangerous and volatile, reflecting the properties of this material.
Ian Leyland
Star Citizen Art Director

Actor Feature Team
Body Dragging
Body Dragging is an important systemic addition to the game as it’s one of those features that underpins so many future core gameplay loops, including dragging a captured bounty to your ship, moving a dead body out of an AI patrol path, and even the heroic moment of you dragging a fallen teammate out of the line of fire.
At its foundation, the feature allows you to move dead or unconscious bodies around the play space. While this may sound simple, the implementation is fairly complex. We didn’t want Body Dragging to feel constricted and we endeavoured to make sure that when you’re dragging a body, the controls and actions of the character remain the same, so you can still look around and walk in the direction that you are looking and the body will follow you.
This meant we had to use a hybrid-driven ragdoll solution to allow the body to react to other objects in the world while still being constrained to the left hand. This also meant that we could leave the right hand free so you can use one-handed objects, like pistols, or interact with the game world. Some of you may be wondering why we added Body Dragging before the above gameplay loops. The answer is we wanted to get it live and into your hands so we could get feedback from a live environment. This means we can address any issues, like the body disconnecting too often (which we have analytics on), before the really fun stuff goes live.
The team is happy with the first implementation of Body Dragging, but that doesn’t mean we are finished working on it. We still want to improve several aspects, including the stickiness of the body attaching to your hand and the overall visuals, as the entire animation set was hand-keyed instead of using motion capture due to the pandemic lockdown.
Electron Damage
Electron Damage is the first of many exotic damage types we want to add to the ‘verse, and we went live with the Lightning Bolt Co. Aztkav sniper rifle and Yubarev pistol. This damage type is a mixture of electrical, distortion, and stun damage. Electrical damage by itself is self-explanatory – it causes damage. Distortion and stun though are more about disabling their targets using non-lethal damage, with distortion affecting machines and stun affecting organics. The split of damage is not 1:1:1 across the three types and can be tweaked to provide different end results.
The two weapons we shipped electron damage with are specifically lethal weapons and have unique cooperative gameplay. The Aztkav is a high-powered, bolt-action sniper rifle that releases a huge electrical discharge that can jump to nearby enemies, giving snipers their first area-of-effect weapon in the game. Both the Aztkav and Yubarev also leave their targets electrically charged for a small period, which allows players to follow up with a second shot to cause a small area-of-effect detonation.
We were excited to see the new weapons go live, but this is just the beginning for the electron damage type, with future additions already being worked on for non-lethal gameplay.
Richard Tyrer
Core Gameplay Director


See you in the ‘Verse!
As we mentioned in the last postmortem, you can continue to expect similar postmortems on Alpha 3.11 and additional future patches as we invite you to hear from our directors on the successes, challenges, and learnings in the aftermath of each update. This is one of our initiatives to provide a more transparent look into our open development process.

Links

No links available.

Images

15
image/png
Misc.png
Details
Last Modified
9 years ago
Size
3.70 KB
image/png
Banner2.png
Details
Last Modified
5 years ago
Size
2.15 MB
image/jpeg
Turret.jpg
Details
Last Modified
5 years ago
Size
305.30 KB
image/png
Graph3.png
Details
Last Modified
5 years ago
Size
7.23 KB
image/png
HUD22.png
Details
Last Modified
5 years ago
Size
1.07 MB
image/jpeg
HUD33.jpg
Details
Last Modified
5 years ago
Size
189.95 KB
image/jpeg
Sabre.jpg
Details
Last Modified
5 years ago
Size
269.26 KB
image/jpeg
ROC77.jpg
Details
Last Modified
5 years ago
Size
276.53 KB
image/jpeg
Final_weapons_shot.jpg
Details
Last Modified
7 years ago
Size
399.50 KB
image/jpeg
GrimHEX44.jpg
Details
Last Modified
5 years ago
Size
354.97 KB
image/jpeg
HangarA.jpg
Details
Last Modified
5 years ago
Size
269.09 KB
image/jpeg
Penguin66.jpg
Details
Last Modified
5 years ago
Size
237.54 KB
image/jpeg
Terrain33.jpg
Details
Last Modified
5 years ago
Size
2.19 MB
image/jpeg
Dragging88.jpg
Details
Last Modified
5 years ago
Size
123.60 KB
image/jpeg
Electron22.jpg
Details
Last Modified
5 years ago
Size
194.95 KB

Metadata

CIG ID
17787
Channel
Undefined
Category
Undefined
Series
None
Comments
75
Published
5 years ago (2020-09-22T00:00:00+00:00)