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- Development Update

Development Update
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 English

 Greetings Citizens!
This last week has flown by! We’re pleased to present the second weekly update of what went down with both Star Citizen 2.0 and Star Marine.

The coolest news? SHIPS CAN NOW SPLIT IN TWO (or more!) Yes, the Tech Design and Code team have been working hard and getting this very exciting feature working in the engine and they’ve finally cracked it… so you will now be able to break ships up in to large chunks once you’ve dealt out some catastrophic damage! You can really go to town on your worst enemies and deliver irreparable damage to their ships, for instance, breaking up the Constellation in to four whole chunks. The system still needs more love to get it ready for release but in terms of the technical functionality we’ve definitely broken the back of it (excuse the pun!)

Everyone has been polishing and bug fixing like crazy and we still have some content dropping in from various the departments including more fantastic sounding audio. Our dialogue specialist has been down at Pinewood Studios (of James Bond—and Privateer 2: The Darkening—fame) and SIDE UK to record more of the datalog audio pieces which are turning out to be a very fun piece of exploration gameplay in this release.

We’re still having a good tussle with the EVA system to get that feeling good and ready but at least we are getting more joy from the ship systems in the AI behaviours. These AI will account for those new encounters and scenarios that the player will now be faced with in Crusader. For example, the map construction is balanced so that if player strays too far from the security of the UEE zones they that might find that they run in to trouble, or they might just get lucky – who knows!? The beauty of it is that it’s all systemic-based gameplay where each encounter has its own unique potential.

What about the Star Marine-related portion of the release? With boots on the ground we’re seeing some noticeable improvements in the FPS reload animations, ADS and Stop-Start so we’re very pleased to that is all really taking shape, and not only are the characters feeling better, but the environments are too. The Environment team have been slogging away at various space stations in their final art stages, and the Covalex Shipping Hub has just had a full lighting pass so we’re sure it will really blow people away!

Crusader as whole is feeling much more alive now with further iterations to the repair bots and the implementation of the background traffic simulation systems – this helps give a real buzz to the map with traders and UEE patrols zipping about all over the place! This is another of those first Star Citizen steps with this release, as the Universe starts to come alive piece-by-piece by building the systems that will organically produce the economies and communities for you to play in.

Lastly, there’s some vast improvements coming in with the in-ship UI screen revamp in order to factor in all of the new Multicrew gameplay. The UI the team are really excited with how it’s all coming together, and any of you techie-types will love getting your hands on the first implementation of the new engineering screen that allows greater control over your ships power and shield systems. In addition, the new screen focus functionality will allow you to quickly and easily turn your attention to individual screens situated around your station. These UI screens needed much careful consideration because they will be what underpins this core system feature for years to come, and will allow us to build up more and more functionality as the bigger and BIGGER ships come online!

Here’s a high level breakdown of action from the different departments…

Gameplay and Engineering
Ships will more accurately arrive to the end of AI splines

Better handling of dynamic avoidance for ships that are following AI splines

Improve escape behaviours when a ship’s hull gets heavily damaged

Improvements for the missile usage of the ships

Ships will be more accurate on avoiding obstacles

Changed the relationship between character arms and the camera which improves ADS and shooting from hip

Fixed up problems with the player jumping

Cleaning up the pistol motion sets to be brought in line with the rifle

Improved the handling of rag-dolling

Quantum fuel now supported over a network game

Added a collision test before the start of quantum travel – informs you of objects between you and the intended destination

Support for discoverable quantum travel nav beacons

Improvements/polish to the repair drone functionality

Network optimisations

UI
Tweaks to Quantum Travel HUD

Circles around points of interest

Added Quantum Fuel consumption amount

Added “Out of range” message if you are trying to make a jump that you don’t have enough fuel for

Added Quantum Travel HUDs to most of the ships now

First Iteration of the Mission Manager has been submitted

5 Screens for the Crusader map

Basic implementation of the Engineering screens with Power, Shields, Overview, Minimised tabs submitted. (Requires testing)

Engineering Screen polish

Ship spawning implementation

Mission manager improvements

Listing completed missions

Art
Further iterations on the Cutlass, Retaliator and Constellation final steps of the pipeline.

Final improvements to the environment art and FX.

Animation
More iterations on environmental interactions, EVA, FPS movement and gunplay, Death and Hit Reactions, and “Fall and Play”.

Audio
Dialogue recording session for some additional lines and some re-records

Began work on improvements to the ship audio

Implementation of more music to improve the feel of the areas and ‘sell the scene’

Working on duress parameters to be applied to your ship under certain conditions

Audio design to go alongside this as well

Tweaking audio on FPS weapons and gadgets

Expanding the variety of footsteps heard on surfaces

Ongoing work to improve the atmospheric qualities of space stations

Blockers
Characters are missing interior sections of their helmets.

Ballistic weapons can cause a crash and we have various other stability issues to fix up.

The “Push and Pull” system seems to be conflicting with another control system because it’s currently catapulting the player in to deep spaaaaaaaaace!

Particles seem to stop rendering in some gravitational areas, but not all! Needs further investigation!

Looking Forward
Whew, what a week! As you can see, we’re making a great deal of progress on what promises to be Star Citizen’s most exciting release to date. With today’s live release of Star Citizen Alpha 1.3, the PTU release of Alpha 2.0 is now our next goal! We can’t wait to let you explore (and if we’re honest, break!) the Mini PTU. The entire team is working as hard as possible to get it ready for backer testing.

Please note that while our major focus this week was 2.0, next week’s update will include more details on Star Marine.

 Grüße Bürger!
Diese letzte Woche ist vorbei geflogen! Wir freuen uns, Ihnen das zweite wöchentliche Update dessen präsentieren zu können, was mit Star Citizen 2.0 und Star Marine passiert ist.

Die coolsten Nachrichten? SCHIFFE KÖNNEN JETZT IN ZWEI (oder mehr!) aufgeteilt werden Ja, das Tech Design- und Code-Team hat hart gearbeitet und dieses sehr aufregende Feature in den Motor eingebaut und sie haben es endlich geknackt.... so dass Sie jetzt in der Lage sein werden, Schiffe in großen Stücken zu zerlegen, sobald Sie einige katastrophale Schäden verursacht haben! Du kannst wirklich auf deinen schlimmsten Feinden in die Stadt fahren und ihren Schiffen irreparablen Schaden zufügen, zum Beispiel indem du die Konstellation in vier ganze Blöcke zerlegst. Das System braucht noch mehr Liebe, um es für die Veröffentlichung bereit zu machen, aber in Bezug auf die technische Funktionalität haben wir definitiv die Rückseite gebrochen (Entschuldigung für das Wortspiel!).

Jeder hat poliert und Fehler behoben wie verrückt und wir haben immer noch einige Inhalte, die aus verschiedenen Abteilungen kommen, einschließlich fantastisch klingendem Audio. Unser Dialogspezialist war in den Pinewood Studios (von James Bond-and Privateer 2: The Darkening-fame) und SIDE UK, um weitere der Datalog-Audio-Stücke aufzunehmen, die sich in dieser Version als sehr lustiges Stück des Erkundungs-Gameplays herausstellen.

Wir haben immer noch ein gutes Gerangel mit dem EVA-System, um dieses Gefühl gut und bereit zu machen, aber zumindest bekommen wir mehr Freude von den Schiffssystemen an den KI-Verhalten. Diese KI wird die neuen Begegnungen und Szenarien berücksichtigen, mit denen der Spieler nun in Crusader konfrontiert wird. Zum Beispiel ist die Kartenkonstruktion so ausgewogen, dass, wenn der Spieler zu weit von der Sicherheit der UEE-Zonen abweicht, er feststellen könnte, dass er in Schwierigkeiten gerät, oder er einfach Glück hat - wer weiß!? Das Schöne daran ist, dass es sich um ein systemisch basiertes Gameplay handelt, bei dem jede Begegnung ihr eigenes einzigartiges Potenzial hat.

Was ist mit dem Star Marine-bezogenen Teil der Veröffentlichung? Mit den Stiefeln auf dem Boden sehen wir einige spürbare Verbesserungen in den FPS Reload-Animationen, ADS und Stop-Start, so dass wir sehr froh sind, dass alle wirklich Form annehmen, und nicht nur die Charaktere fühlen sich besser, sondern auch die Umgebungen. Das Umweltteam hat sich in der letzten Kunstphase an verschiedenen Raumstationen angestrengt, und der Covalex Shipping Hub hatte gerade einen vollen Lichtpass, so dass wir sicher sind, dass er die Menschen wirklich umhauen wird!

Crusader als Ganzes fühlt sich jetzt viel lebendiger mit weiteren Iterationen zu den Reparatur-Bots und der Implementierung der Hintergrundverkehrssimulationssysteme - das hilft, der Karte einen echten Schwung zu verleihen, während Händler und UEE-Patrouillen überall auf dem Platz herumschwirren! Dies ist einer der ersten Schritte des Sternenbürgers mit dieser Version, da das Universum Stück für Stück lebendig wird, indem es die Systeme aufbaut, die die Ökonomien und Gemeinschaften, in denen Sie spielen können, organisch produzieren.

Schließlich gibt es einige gewaltige Verbesserungen, die mit der Überarbeitung der Benutzeroberfläche im Schiff einhergehen, um das gesamte neue Multicrew-Gameplay zu berücksichtigen. Die Benutzeroberfläche des Teams ist wirklich begeistert davon, wie alles zusammenkommt, und jeder von euch Technikern wird es lieben, die erste Implementierung des neuen technischen Bildschirms in die Hände zu bekommen, der eine größere Kontrolle über die Strom- und Schildsysteme eurer Schiffe ermöglicht. Darüber hinaus ermöglicht Ihnen die neue Funktion des Bildschirmfokus, Ihre Aufmerksamkeit schnell und einfach auf einzelne Bildschirme rund um Ihre Station zu lenken. Diese Benutzeroberflächen-Bildschirme bedurften einer sorgfältigen Prüfung, da sie für die kommenden Jahre die Grundlage für dieses Kernfeature des Systems bilden und es uns ermöglichen werden, immer mehr Funktionalität aufzubauen, wenn die größeren und größeren Schiffe online gehen!

Hier ist eine Übersicht über die Maßnahmen der verschiedenen Abteilungen auf hoher Ebene.....

Gameplay und Technik
Schiffe werden genauer bis zum Ende der KI-Splines ankommen Bessere Handhabung der dynamischen Vermeidung für Schiffe, die den KI-Splines folgen Verbesserung des Fluchtverhaltens, wenn der Schiffsrumpf eines Schiffes schwer beschädigt wird Verbesserungen für den Einsatz von Raketen auf den Schiffen werden genauer auf die Vermeidung von Hindernissen geändert Das Verhältnis zwischen den Charakterarmen und der Kamera, die die ADS verbessert und aus der Hüfte schießt, wurde geändert Fixed up Probleme mit dem Spieler Springen Reinigung der Pistole Bewegungssätze, die in Einklang mit dem Gewehr gebracht werden Verbesserte Handhabung von LumpenPuppen Quantenkraftstoff jetzt über ein Netzwerkspiel unterstützt Einen Kollisionstest vor Beginn der Quantenfahrt hinzugefügt - informiert Sie über Objekte zwischen Ihnen und dem vorgesehenen Ziel Unterstützung für erkennbare Quantenfahrt-Baken Verbesserungen/Politur der Reparaturdrohnenfunktion Netzwerkoptimierungen UI
Kneift an den Quantum Travel HUD-Kreisen um interessante Punkte hinzugefügt Quanten-Kraftstoffverbrauch Betrag hinzugefügt "Außerhalb der Reichweite" Nachricht hinzugefügt, wenn Sie versuchen, einen Sprung zu machen, dass Sie nicht genügend Kraftstoff für zusätzliche Quantum Travel HUDs für die meisten Schiffe haben, jetzt wurde die erste Iteration des Mission Managers eingereicht 5 Screens für die Kreuzfahrtkarte Grundlegende Implementierung der technischen Screens mit Power, Shields, Overview, Minimized Tabs eingereicht. (Erfordert Prüfung) Engineering Screen Polish Ship Spawning Implementierung Mission Manager Verbesserungen Listing abgeschlossen Missionen Kunst
Weitere Iterationen der letzten Schritte der Pipeline auf den Stufen Entermesser, Vergelter und Konstellation. Letzte Verbesserungen an der Umweltkunst und dem Devisenhandel. Animation
Weitere Iterationen zu Umweltinteraktionen, EVA, FPS-Bewegung und Schusswechsel, Death and Hit Reactions und "Fall and Play". Audio
Dialogaufzeichnung für einige zusätzliche Linien und einige Neuaufnahmen Beginn der Arbeit an der Verbesserung des Schiffsaudios Implementierung von mehr Musik, um das Gefühl der Bereiche zu verbessern und die Szene zu verkaufen" Arbeiten an Zwangsparametern, die unter bestimmten Bedingungen auf Ihr Schiff angewendet werden sollen Audio-Design, um dies zu begleiten sowie Optimieren des Audios auf FPS-Waffen und Gadgets Erweitern der Vielfalt der Schritte, die auf Oberflächen gehört werden Laufende Arbeiten zur Verbesserung der atmosphärischen Eigenschaften von Raumstationen Blockers
Den Charakteren fehlen Innenteile ihrer Helme. Ballistische Waffen können einen Unfall verursachen, und wir haben verschiedene andere Stabilitätsprobleme zu lösen. Das "Push and Pull"-System scheint mit einem anderen Steuerungssystem zu kollidieren, da es den Spieler derzeit in die Tiefe von spaaaaaaaaaaaaaaace katapultiert! Partikel scheinen in einigen Gravitationsbereichen mit dem Rendern aufzuhören, aber nicht alle! Muss weiter untersucht werden! Vorausschauend
Puh, was für eine Woche! Wie ihr seht, machen wir große Fortschritte bei dem, was verspricht, Star Citizen's aufregendste Veröffentlichung bis jetzt zu werden. Mit dem heutigen Live-Release von Star Citizen Alpha 1.3 ist das PTU-Release von Alpha 2.0 nun unser nächstes Ziel! Wir können es kaum erwarten, Sie die Mini-PTU erkunden zu lassen (und wenn wir ehrlich sind, brechen Sie!). Das gesamte Team arbeitet so hart wie möglich daran, es für das Backer-Testing vorzubereiten.

Bitte beachten Sie, dass unser Hauptaugenmerk in dieser Woche zwar auf 2.0 lag, das Update nächste Woche aber weitere Details zu Star Marine enthalten wird.

 Greetings Citizens!
This last week has flown by! We’re pleased to present the second weekly update of what went down with both Star Citizen 2.0 and Star Marine.

The coolest news? SHIPS CAN NOW SPLIT IN TWO (or more!) Yes, the Tech Design and Code team have been working hard and getting this very exciting feature working in the engine and they’ve finally cracked it… so you will now be able to break ships up in to large chunks once you’ve dealt out some catastrophic damage! You can really go to town on your worst enemies and deliver irreparable damage to their ships, for instance, breaking up the Constellation in to four whole chunks. The system still needs more love to get it ready for release but in terms of the technical functionality we’ve definitely broken the back of it (excuse the pun!)

Everyone has been polishing and bug fixing like crazy and we still have some content dropping in from various the departments including more fantastic sounding audio. Our dialogue specialist has been down at Pinewood Studios (of James Bond—and Privateer 2: The Darkening—fame) and SIDE UK to record more of the datalog audio pieces which are turning out to be a very fun piece of exploration gameplay in this release.

We’re still having a good tussle with the EVA system to get that feeling good and ready but at least we are getting more joy from the ship systems in the AI behaviours. These AI will account for those new encounters and scenarios that the player will now be faced with in Crusader. For example, the map construction is balanced so that if player strays too far from the security of the UEE zones they that might find that they run in to trouble, or they might just get lucky – who knows!? The beauty of it is that it’s all systemic-based gameplay where each encounter has its own unique potential.

What about the Star Marine-related portion of the release? With boots on the ground we’re seeing some noticeable improvements in the FPS reload animations, ADS and Stop-Start so we’re very pleased to that is all really taking shape, and not only are the characters feeling better, but the environments are too. The Environment team have been slogging away at various space stations in their final art stages, and the Covalex Shipping Hub has just had a full lighting pass so we’re sure it will really blow people away!

Crusader as whole is feeling much more alive now with further iterations to the repair bots and the implementation of the background traffic simulation systems – this helps give a real buzz to the map with traders and UEE patrols zipping about all over the place! This is another of those first Star Citizen steps with this release, as the Universe starts to come alive piece-by-piece by building the systems that will organically produce the economies and communities for you to play in.

Lastly, there’s some vast improvements coming in with the in-ship UI screen revamp in order to factor in all of the new Multicrew gameplay. The UI the team are really excited with how it’s all coming together, and any of you techie-types will love getting your hands on the first implementation of the new engineering screen that allows greater control over your ships power and shield systems. In addition, the new screen focus functionality will allow you to quickly and easily turn your attention to individual screens situated around your station. These UI screens needed much careful consideration because they will be what underpins this core system feature for years to come, and will allow us to build up more and more functionality as the bigger and BIGGER ships come online!

Here’s a high level breakdown of action from the different departments…

Gameplay and Engineering
Ships will more accurately arrive to the end of AI splines

Better handling of dynamic avoidance for ships that are following AI splines

Improve escape behaviours when a ship’s hull gets heavily damaged

Improvements for the missile usage of the ships

Ships will be more accurate on avoiding obstacles

Changed the relationship between character arms and the camera which improves ADS and shooting from hip

Fixed up problems with the player jumping

Cleaning up the pistol motion sets to be brought in line with the rifle

Improved the handling of rag-dolling

Quantum fuel now supported over a network game

Added a collision test before the start of quantum travel – informs you of objects between you and the intended destination

Support for discoverable quantum travel nav beacons

Improvements/polish to the repair drone functionality

Network optimisations

UI
Tweaks to Quantum Travel HUD

Circles around points of interest

Added Quantum Fuel consumption amount

Added “Out of range” message if you are trying to make a jump that you don’t have enough fuel for

Added Quantum Travel HUDs to most of the ships now

First Iteration of the Mission Manager has been submitted

5 Screens for the Crusader map

Basic implementation of the Engineering screens with Power, Shields, Overview, Minimised tabs submitted. (Requires testing)

Engineering Screen polish

Ship spawning implementation

Mission manager improvements

Listing completed missions

Art
Further iterations on the Cutlass, Retaliator and Constellation final steps of the pipeline.

Final improvements to the environment art and FX.

Animation
More iterations on environmental interactions, EVA, FPS movement and gunplay, Death and Hit Reactions, and “Fall and Play”.

Audio
Dialogue recording session for some additional lines and some re-records

Began work on improvements to the ship audio

Implementation of more music to improve the feel of the areas and ‘sell the scene’

Working on duress parameters to be applied to your ship under certain conditions

Audio design to go alongside this as well

Tweaking audio on FPS weapons and gadgets

Expanding the variety of footsteps heard on surfaces

Ongoing work to improve the atmospheric qualities of space stations

Blockers
Characters are missing interior sections of their helmets.

Ballistic weapons can cause a crash and we have various other stability issues to fix up.

The “Push and Pull” system seems to be conflicting with another control system because it’s currently catapulting the player in to deep spaaaaaaaaace!

Particles seem to stop rendering in some gravitational areas, but not all! Needs further investigation!

Looking Forward
Whew, what a week! As you can see, we’re making a great deal of progress on what promises to be Star Citizen’s most exciting release to date. With today’s live release of Star Citizen Alpha 1.3, the PTU release of Alpha 2.0 is now our next goal! We can’t wait to let you explore (and if we’re honest, break!) the Mini PTU. The entire team is working as hard as possible to get it ready for backer testing.

Please note that while our major focus this week was 2.0, next week’s update will include more details on Star Marine.

Links
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No links available.

Images
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 11

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Crusader_WIP_04.jpg

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SpaceStation_Interior_04.jpg

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Crusader_WIP_08.jpg

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Crusader_WIP_09.jpg

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Metadata
--------

  CIG ID  15024

 Channel  Undefined

 Category  Undefined

 Series  None

 Comments  379

 Published  10 years ago (2015-10-23T00:00:00+00:00)

  [RSI Article](https://robertsspaceindustries.com/comm-link/transmission/15024-Development-Update) [API](https://api.star-citizen.wiki/api/comm-links/15024)
