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  1. Around the Verse

    Chris Roberts and Sandi Gardiner host this episode, which features a look at the Tumbril Cyclone and an exploration of the tech needed to get one ship to persist in another ship’s hangar. Plus, Austin and Turbulent provide updates. And for info on becoming a subscriber, go to: https://robertsspaceindustries.com/pledge/subscriptions View the full article
  2. Lead Writer Dave Haddock explores the Garron System and tells its tragic tale. Hear about how the Messer’s greed destroyed Garron II’s native population and directly led to their political downfall. Also, check out the early Time Capsule post about the system: https://robertsspaceindustries.com/comm-link/spectrum-dispatch/12715-2792-The-Tide-Rises Remember that you can always explore the Star Citizen Universe yourself in our web-based Ark Star Map. View the full article
  3. Q&A: Tumbril Cyclone

    Q&A: Tumbril Cyclone Greetings Citizens! Since the introduction of the Hull Series back in April 2015, every new concept ship reveal has had an accompanying Q&A post, where we spend a couple days collecting questions from you, pass those on to the relevant ship designer, and provide you the best answers we have available at that time. With the addition of Spectrum earlier this year, we can now allow you to add your vote to the questions you most want to see answered. The questions included below are a combination of those that received the most votes, similar questions that were merged into a single instance, and those we felt we could comfortably answer at this stage in the Tumbril Cyclone’s life. As the Cyclone is only in concept stage, there are still some unanswered questions we’re currently pursuing in development. As the game continues to be fleshed out, those missing answers will be determined and implemented. While it will still be some time before we see the Tumbril Cyclone in game, we hope you’re as excited as we are as the game expands with the addition of another ground-based vehicle to the Star Citizen universe. As always, a special thanks to Stephen Hosmer, Ben Lesnick and Steven Kam for their help in answering your questions. Let’s get to it. -DL [/segment] What ships will the Tumbril Cyclone fit into? The concept model is currently sitting at 5.71m x 3.25m x 2.26m, but as with everything in Star Citizen, its size is subject to change as it is built out and implemented in game. At present, this makes the Cyclone smaller than an Ursa Rover but larger than a Dragonfly or Nox. Our current intention is that anything that fits an Ursa will fit the Cyclone, including the Constellation. For ships like the Cutlass and Freelancer, it may technically fit in their cargo bays, but because the ramps are tapered, a Cyclone would likely not be able to load up into it. Are the Cyclone variants “modular?” Can we just swap the boxes out on the base model to make the variants? While this system is not currently available in game, it is something we’re interested in exploring once that time comes. When the Cyclone is added to the game, we expect them to function as variants for the time being. How much cargo can it carry? Currently, the base version of the Cyclone is set to carry 1 SCU of cargo. What can be picked up by the Cyclone RN’s scanner? People? Buildings? Derelicts? Loot? Ships? As with all scanner systems in the game, it will pick up anything with a detectable signature, such as IR or EM. The difficulty of picking up that signal will depend on the item’s output and your equipment. It wouldn’t tell you if there’s a derelict or loot around the corner, but it should be able to tell you that there’s a large structure in the distance and it’s up to you to decide if you want to go check it out. That said, the RN’s upgraded radar system will have a longer range and better detection capabilities than the standard Cyclone, along with data banks to store a larger amount of scanned data to help with the mapping of a planet’s surface. How fast can the Cyclone and its variants go and how do they compare to the Ursa and Lynx rovers in terms of speed and acceleration? We don’t have specific numbers yet, as the Cyclone is still in concept, and this will come with game balance and tuning, but it should be faster in speed and acceleration than the Ursa. We’re aiming for it to be about twice as fast as an Ursa and the RC version will be even faster than that when boosting. Will it launch with 3.0? The Cyclone will not launch with 3.0. Backers with a Cyclone on their account will receive an Ursa loaner vehicle until the buggies are completed in a future 3.x patch. Can a Cyclone end up on its side or roof? If so, how do we right the vehicle post-accident? The Cyclone features jump-jet thrusters meant to stabilize the vehicle when it becomes airborne. These will attempt to correct any deviation in the vehicle and provide a softer landing. Despite this, it is possible that your Cyclone could find itself flipped, turned upside down. Should this happen, we recommend you take a minute to sit right there, tell everyone how you became the prince of a town called Bel-Air… and then get out and lift. Is more protection for the exposed driver being considered for the combat versions, or will a cockpit shot be a one-hit kill? The Cyclone is equipped with vehicle shields to protect the occupants from enemy fire. More info on these shields will come when the Cyclone is implemented in game. What are the pros and cons of the Cyclone compared to other land vehicles when it comes to terrain, handling, speed, utility, and combat? The Cyclone is meant to be in the middle of the road between the Ursa and the Nox. The Ursa is slow and sturdy, and the Nox is fast but less rugged. The Cyclone aims to strike a favorable balance with a tough vehicle that also can’t be discounted in the speed department. Additionally, it should handle most any terrain using its articulated treads to increase its grip. The Cyclone has four-wheel steering which gives it better stability while maneuvering at high speeds and a decreased turning radius at low speeds. Of course, its utility and combat effectiveness will depend on the skill of the driver, and the version you bring with you. Will the co-pilot of the cyclone be able to shoot their personal weapons while seated? This is functionality we intend to add to the game. We have no ETA for this feature at this time. Is the Cyclone protected by a shield? Yes. Details on the shield are included in a previous answer. Can the Cyclone pull a trailer? Currently there are no plans to implement trailers in the game. If this changes in the future, the Cyclone would be an appropriate candidate for hauling one around. Can we re-arm missiles in Anti-Aircraft variants in field conditions? The missile racks are the same racks already in use on ships and thus would need to be re-armed in the same way. We’ll have more details on how that functionality will work when the time comes. Can the hubs inside the wheels move from the bottom we’ve seen in pictures to the top to give more ground clearance? Unfortunately, no. At present, we have no plans to add any functionality like this, but the articulated treads can be deployed to increase traction at the cost of speed. The Cyclone being a wheeled vehicle and all, will it have less of a detectable sig vs. a hover bike like a Dragonfly or Nox? The Cyclone uses similar Vehicle-class parts as the Dragonfly and Nox, making its EM signature very similar, while it’s IR signature should be significantly reduced as it is not equipped with as many thrusters and Grav-Levs that can run hot if not managed properly. Then again, if you’re racing around and pushing the Cyclone to its limits, you may get noticed. cyc cyc-tr cyc-rc cyc-rn cyc-aa CYC The baseline model of the Cyclone features an open flatbed in the back where cargo pieces can be safely secured and transported, making it a perfect transport for homesteads or as a short-range vehicle for planetary deliveries. CYC-TR Designed for militia and security use, the Cyclone TR module features upgraded armor and a single Human-operated turret capable of mounting a Size 1 weapon and a responsive 360° field of fire. CYC-RC For those who like to push the limits of speed, the Cyclone RC features a modified intake system to allow for controlled bursts of speed as well as tools to customize handling. CYC-RN Stay mobile and aware with the Cyclone RN. This light reconnaissance vehicle is the perfect solution for scouting runs, providing fast and detailed scans of terrain as well as beacon placement. CYC-AA A battlefield equalizer, the Cyclone AA comes equipped with a surface-to-air missile and countermeasure package to provide cover for ground troops against airborne targets. Click To Read [/segment] [/article]View the full article
  4. Plain Truth: Shadow State

    < Transmission Begins > In the land of misinformation, we must rely on the truth to be our guide. No matter how dark and hazy it gets, we must continue our crusade toward the light. This journey begins with us and it starts right here. My name is Parker Terrell, and it’s time for the Plain Truth. The other day, a news alert popped up on my mobi, a simple headline that said Storm Securities financed the failed assassination of Imperator Costigan. That was it. One simple, declarative statement and the alert went away. As it turns out, after evidence surfaced that this vaunted company had made payments to Maurice Vano, the assailant killed fleeing the failed assassination of Imperator Costigan, law enforcement raided their New Junction headquarters to look for more information. Publications were suddenly claiming that Storm Securities wasn’t just a company that had once hired Vano for some work. No, these so-called ‘news organizations’ decided to drop all pretense of due process and label Storm Securities as the financier behind the entire operation, without providing a shred of evidence outside of a single, unnamed source. Now, this took me a bit by surprise because I know the folks who run Storm Securities. Their founder, Hamsa Paul, is a friend of the show, actually. We had him on several years back after a few of their contractors were involved in an unfortunate incident with the Advocacy. But, we’ll circle back to that point later, because the second I read the news about Storm Securities, I reached out to Hamsa Paul for a comment. The truth of the matter is that Storm Securities hired Vano to do some legal security work and paid him out. That’s it. The company completes hundreds, if not thousands, of similar contracts every year. Yet, the Advocacy still kicked down their front door and used this small connection to Vano as an excuse to help themselves to the company’s records. I don’t believe the “unnamed Advocacy source” for a second. No, instead I see this new development as a sign that we’ve entered a dangerous new part of the investigation — score settling. The failed assassination of Imperator Costigan has triggered the UEE’s shadow state into action, affording them the political cover to attack their adversaries and further their own sinister agenda. Some of you have heard me rant and rave about this shadow state before — a cabal of people so powerful that most of the public isn’t aware that they’re the ones pulling the UEE’s strings. I know some of you are shaking your head, asking if this shadow state is so powerful and secretive, then why’s little ol’ Parker Terrell know about it? Because I’m paying attention. For instance, have you noticed how little information is truly out there about the attack on Imperator Costigan? Yeah, sure, every day a pundit hops on the spectrum to spin some wild new theory about how it was a Xi’an crime syndicate or some Tevarin separatist group behind it all. But the actual facts of the case are few and far between. Almost like someone doesn’t want us to know what really happened … Don’t believe me? Well, let’s take a moment and examine exactly what we know about the assassination. Let’s toss every bit of unconfirmed information out the hatch and focus on things we know. That we can prove. On May 30th, reports of an incident at the Banking Federation Summit in New York City flooded the spectrum. Two verified points rose above all the noise. First, that an assassination attempt aimed at Imperator Costigan had failed, but left one member of the 1st Marine Combat Battalion dead. Second, an individual believed to be involved in the attack was shot dead while fleeing the scene. Exactly one week after this dramatic incident, Imperator Costigan makes his first public appearance. He arrives on the Senate floor to advocate for the Human-Xi’an Trade Initiative moments before a vote is scheduled on it. This highly unorthodox move would’ve created a political firestorm under normal conditions. HuXa opponents fume at the theatrics, but understand that criticizing the Imperator at such a time would only backfire. A vote is held and HuXa passes by a razor thin margin. The morning after HuXa was passed, Advocacy Director Thomas Carmody holds his first press conference since the day of the failed assassination. He reveals the name of the individual killed fleeing the scene to be Maurice Vano. He also claims that Vano’s system had a “significant amount” of the new designer drug called Flow in it, but provides no relevant information past that. Journalists investigate Vano and reveal that he’s ex-Navy. He worked as a merc for decades and has some tenuous ties to a hardlined Terran independence group. The Advocacy raids his flat and hangars. Boxes upon boxes of personal belongings are removed, but there’s no further official comment. His neighbors are hauled in for interviews and then, according to one of them, advised to avoid making comments in the press. Some end up speaking to journalists anyway, but they all say the same thing: Vano kept to himself, but occasionally had outbursts of anger. A description that could be applied to many others. Despite his checkered past, very little information about his actions over the previous year has surfaced. That is, until last week’s raid on Storm Securities. Suddenly, someone in the Advocacy is leaking like a sieve, claiming that the company might’ve financed the entire operation. Doesn’t that seem strange? In the two months since the failed assassination, all we’ve gotten from the Advocacy are bare bones facts about the attack and the name of the assailant. There hasn’t been one other leak out of the Advocacy until this “source” came forward to claim that Storm Securities financed the operation. That got me wondering. Why now? Well, some of you out there, much like me, might not be too surprised by this turn of events. You might even remember exactly why Storm Securities founder Hamsa Paul was on the show a few years ago. If you don’t recall, back in 2945, a team of Storm Securities contractors were protecting a cargo hauler when it was jumped by members of the Otoni Syndicate. These security professionals turned the tables on their attackers and eliminated the threat, only to find out that one of the Otoni attackers was actually an undercover Advocacy agent. The Advocacy came after Storm Securities, claiming that the agent had attempted to notify the operators of his true identity in an effort to maintain his cover, and that the company was liable for what happened. They made Hamsa Paul’s life a living hell for a year, but for all the Advocacy’s bluster, Storm Securities was ultimately cleared of all charges. They put the tragic event behind them, but the Advocacy doesn’t seem to have moved on. It seems to me that scores are being settled, and this will be but the first controlled leak that happens. Despite all the lies designed to confuse or distract us, we must stay vigilant and on top of the truth more than ever before. The future of the UEE depends on it. We need to take a quick break. When the Plain Truth returns, I’ll be speaking with Ezra Talen about the shadow state and his new book Whispers & Handshakes, which examines how the real empire-building is happening behind the scenes. That, and more, when we return. View the full article
  5. This Week in Star Citizen

    Greetings Citizens Greetings Citizens, We ended the last week with the unveiling of a new manufacturer, Tumbril Land Systems and its inaugural vehicle; the Cyclone. It includes 4 additional variants to handle cargo, turrets, reconnaissance and ground support roles. The concept sale for the Tumbril Cyclone lasts until August 2nd, so visit the sales page here and pick up yours today! With that, lets take a look at this week. Today, the newest episode of Citizens of the Stars now available! This week, PrincessFray joins the Citizen Spotlight to discuss the fun content created by The Damn Shames org. Plus, Cameron Wilkie has the answers in this round of Quantum Questions. On Tuesday, the Lore Team gives us another rich and interesting look at the history in Star Citizen. Every week is something new from the story of Star Citizen. I can’t wait to learn more about this rich and in-depth universe. Follow that on Wednesday, Mark Abent is back with another episode of “Bugsmashers!” What issue will he battle this week? You’ll have to wait and see here. On Thursday, Around the Verse returns with an update from Jake Ross in our Austin, Texas studio and Benoit Beausejour from Turbulent! On Friday, you asked for it and we delivered. Join Jared Huckaby and special guest Live Designer Gareth Bourn for Happy Hour Gamedev: Building a Solar System. Gareth walks us through SolEd to build a solar system using feedback from the viewers! You won’t want to miss it. That’s all for this week, we’ll see you in the ‘Verse! Tyler “AdmiralSloth” Nolin Community Manager The Weekly Community Content Schedule MONDAY, JULY 24TH, 2017 Citizens of the Stars (https://www.youtube.com/user/RobertsSpaceInd/) TUESDAY, JULY 25TH, 2017 Weekly Lore Post (https://robertsspaceindustries.com/comm-link/spectrum-dispatch) WEDNESDAY, JULY 26TH, 2017 Bugsmashers! (https://www.youtube.com/user/RobertsSpaceInd/) THURSDAY, JULY 27TH, 2017 Around the Verse - ATX & Turbulent Update (https://www.youtube.com/user/RobertsSpaceInd/) Vault Update FRIDAY, JULY 28ST, 2017 Happy Hour Gamedev: Building A Solar System (https://www.twitch.tv/starcitizen) RSI Newsletter Community Spotlight: July 24TH, 2017 We are constantly amazed by the contributions made by the Star Citizen community. Whether it’s fan art, a cinematic, a YouTube guide, or even a 3D print of your favorite ship, we love it all! Don’t forget to submit your content to our Community Hub for a chance at seeing it here! Argo and Starfarer Artwork Vinchoc create a retro-pop style artwork of the Argo and Starfarer. It’s a different art style than we are using to seeing, but it has fantastic color and shading. A new favorite! Community Hub post here 890 Jump Poster Olaf Jaeger has created another stunning piece to his collection of ship posters in Star Citizen. This time it is the 890 Jump, and it’s my favorite yet. I hope one day you can create the Merchantman. Community Hub post here Star Citizen Pins RaxsisOhnaka took the time to create pins representing each role that players can have while in Star Citizen. Make sure to click the post to view the entire set! Community Hub post here View the full article
  6. Citizens of the Stars

    Welcome to Citizens of the Stars, our new weekly program exclusively about you, the Star Citizen Community. Whether through bug reports on the issue council, feedback on the forums, or the creation of content inspired by the game, Star Citizen is only possible because of the community. Citizens of the Stars not only highlights these contributions, but also puts a dev in the hotseat for a round of Quantum Questions, which addresses some fun facts about the dev and game. This week, PrincessFray joins the Citizen Spotlight to discuss the fun content created by The Damn Shames org. Plus, Cameron Wilkie has the answers in this round of Quantum Questions. Remember, many of the questions used are taken from our Star Citizen Subscribers in this thread here. Don’t forget to add yours for inclusion in future episodes, vote for the ones you want to see answered, and remember to keep them short and concise if you want your best chance of having them answered in under two minutes. The links for this week’s content are below: CITIZEN SPOTLIGHT Princess Fray and The Damn Shames TOP 5: Vanduul Glaive Laser Craft Model by Ricemaiden ALEX_S189 and the SaR | Machinima Short MISC Offloader by EremiticWolf PathogenUK and their Squadron 42 Sabre Desktop Wallpaper MVP: Vintyr’en and Evil Ways View the full article
  7. Jump Point Now Available!

    Jump Point Now Available! Attention development subscribers: the July 2017 issue of Jump Point is now available in your subscription area. This month’s Jump Point features the development of the Nox space bike! That, plus a look at Trade and Development, a visit to the Pallas System, behind the scenes with the community engagement team and an all-new chapter a Star Citizen serial! Grab your copy today. Interested in becoming a development subscriber? You can learn more here. View the full article
  8. Rough and Tumbril

    Versatility, Maneuverability and Power aren't mutually exclusive anymore. Meet the future of ground-based vehicles. Dual operator terminals provide total control. The Cyclone provides multiple interactive displays to give both the driver and co-pilot ultimate control of their vehicle and its systems. The Co-pilot's seat not only gives the ability to survey the area, but also provides controls to additional systems provided by the various modules. WITH THIS MUCH ADVENTURE IN THE UNIVERSE, WHO NEEDS ROADS? WITH THE SIZE ONE TURRET MOUNT, THE CYCLONE-TR IS ROUGH AND READY TO TUMBLE. The Cyclone's exclusive X-TEC tires handle all kinds of terrain. Built using Tumbril's proprietary new Smart-Technology, the new X-TEC tires are the perfect solution for off-road vehicles. These articulated treads can change their configuration to handle soft and loose terrain or harder surfaces to provide equal traction, no matter the environment. build your cyclone today at your local tumbril dealer Cyclone Sale select your category cyc cyc-tr cyc-rc cyc-rn cyc-aa CYC The baseline model of the Cyclone features an open flatbed in the back where cargo pieces can be safely secured and transported, making it a perfect transport for homesteads or as a short-range vehicle for planetary deliveries. CYC-TR Designed for militia and security use, the Cyclone TR module features upgraded armor and a single Human-operated turret capable of mounting a Size 1 weapon and a responsive 360° field of fire. CYC-RC For those who like to push the limits of speed, the Cyclone RC features a modified intake system to allow for controlled bursts of speed as well as tools to customize handling. CYC-RN Stay mobile and aware with the Cyclone RN. This light reconnaissance vehicle is the perfect solution for scouting runs, providing fast and detailed scans of terrain as well as beacon placement. CYC-AA A battlefield equalizer, the Cyclone AA comes equipped with a surface-to-air missile and countermeasure package to provide cover for ground troops against airborne targets. Meet The Cyclone Take an exclusive look under the hood of the new Cyclone in this exciting brochure and see what's in store for this brand new incarnation of Tumbril Land Systems. Open the Magazine or Download Click To Read The UEE Department of Transportation & Navigation With the unveiling of the new Cyclone, Tumbril wanted to remind you that some businesses require a Class-G license to operate vehicles like the Cyclone. To that end, Tumbril has teamed up with the Department of Transportation and Navigation to provide a direct link to the appropriate written exam to get you rolling. Get your Class- G commercial Drivers License here! Image Gallery About The Concept Sale The Cyclone is being offered for the first time as a limited concept sale. This means that the vehicle design meets our specifications, but it is not yet ready to display in your Hangar or to fight in Star Citizen. The sale includes Lifetime Insurance on the vehicle hull and a pair of decorative items for your Hangar. A future patch will add a Cyclone poster and then once the in-game model is finished you will also be given an in-game Cyclone mini vehicle model! In the future, the vehicle price will increase and the offer will not include Life Time Insurance or these extras. If you’d like to add one to your fleet, they’re available in the pledge store until August 2nd, 2017. You can also view a detail of the Cyclone in the Holo Viewer in the Tech Overview of the vehicle page, and be sure to enjoy the Cyclone brochure. As with every Concept Sale, we will also be doing a Q&A post. There will be a forum thread on Spectrum to take your questions. Make sure to vote for the questions you most want to see answered and we will be posting the dev’s responses next week. Look for the Comm-Link Schedule next week to find out when that post will go up! What is a War Bond vehicle? War Bond vehicles and packages are a way to directly support Star Citizen’s continued development. Vehicles labeled War Bond are available at a discount, which is possible because they can not be purchased with store credit from melted items. Standard versions of these vehicles without the War Bond discount are typically offered for purchase using store credits at the same time a concept sale page goes live. Disclaimer Remember: we are offering this pledge ship to help fund Star Citizen’s development. The funding generated by sales such as this is what allows us to include deeper, non-combat oriented features in the Star Citizen world. All ships will be available for in-game credits in the final universe, and they are not required to start the game. The goal is to make additional ships available that give players a different experience rather than a particular advantage when the final persistent universe launches. View the full article
  9. Around the Verse

    Sandi Gardiner and Will Weissbaum host this week’s episode, which focuses on kiosk and commodities coming in 3.0 and beyond. Plus, Brian Chambers provides an update from F42 Frankfurt. And for info on becoming a subscriber, go to: https://robertsspaceindustries.com/pledge/subscriptions View the full article
  10. Archivist Cherie Heiberg tours the Centauri System. She provides scientific insight and historical context to this fascinating system. Remember that you can always explore the Star Citizen Universe yourself in our web-based Ark Star Map. View the full article
  11. KAIZEN: Commodities Chaos

    Commodities Chaos START TRANSMISSION: Welcome to another episode of Kaizen. My name’s Aaron Schere, and my goal is to guide you to financial solvency. On today’s show, we’ll be joined by Sasha Bart from the New United to discuss the current economic landscape, which has been volatile since the passing of the Human-Xi’an Trade Initiative last month. Hang tight for her thoughts on what’s going on. But, before that, let’s do a quick Market Breakdown. Past performance is not indicative of future results. Neither Schere, Kaizen nor Farnes Media Partners guarantees any specific outcome or profit. Before acting on information in this program, you should strongly consider seeking advice from your own financial or investment adviser. Let’s start with the DevCo Group. CEO Terrence Naban continues to turn heads with his aggressive acquisition of distressed securities. This week, the investment group made waves by acquiring a majority stake in Titus Tools, the failing construction equipment manufacturer. Naban assuaged concerns that mass layoffs were imminent at their Selene-based production facilities by promising the company would operate normally until DevCo completed a thorough review of the enterprise. Still, he stopped short of making any promises about what would happen once their review was done. Titus Tools joins a growing list of distressed companies that DevCo Group has acquired over the past few years. In particular, Naban seems to covet companies with prominent Empire-wide name recognition, seeing them as cheaper to relaunch with a streamlined marketing strategy. This was made apparent when DevCo Group partnered with numerous independent investors to purchase the Tumbril brand, which had been dormant since 2862. Now, with Titus Tools, it looks like Naban seems willing to continue testing this theory. Next, Storm Securities is in hot water once again. The Advocacy raided their corporate headquarters in New Junction, with a warrant relating to Maurice Vano, the failed assassin who made an attempt on Imperator Costigan’s life in May. Shortly after the raid, a report by the Terra Gazette alleged that Storm Securities over the previous few months had made several payments to a shell company owned by Vano. A statement released by Storm Securities said the payments were solely for “contract security services provided.” The company also claimed that it would be improper to elaborate on the matter due to the ongoing investigation and out of respect for the privacy of their clients. The statement did go on to strongly condemn the actions taken by Vano and vehemently deny any foreknowledge of them. Now, it’s time to switch gears. Here to discuss the current state of the UEE economy is our old friend, Sasha Bart. She’s been an economic correspondent for the New United for years and is a frequent guest on this show. As always, it’s a pleasure to have you here. Sasha Bart: Thanks for having me back. A lot has happened since you were last on the show. Besides the absolutely shocking attempt on Imperator Costigan’s life, the other big story has been the Senate narrowly passing the Human-Xi’an Trade Initiative. How has HuXa, as it’s commonly called, affected the current economic landscape? Sasha Bart: It’s shaken things up, that’s for sure. This is the largest trade deal passed in my lifetime, and it’s been fascinating to see it turn from a topic of debate among economists and scholars into a reality. What’s that reality looking like? Sasha Bart: Across the board, there’s been a noticeable spike in traffic passing through UEE systems connected to the Xi’an Empire. Most systems were prepared for the influx, but long lines still plague the Baker System. Some shipping concerns are recommending that their haulers avoid Baker, if at all possible, until the situation improves. How likely is it that things will improve anytime soon in Baker? Certain aspects of HuXa aren’t even in place yet, with many provisions being phased in over the next few months. I feel like traffic through the system will only increase as those come online. Sasha Bart: There’s been rumblings in the Senate about providing extra funding for Baker’s Customs Bureau, but it appears unlikely to happen anytime soon. Many Senators that opposed HuXa are refusing to even bring the matter up for debate, claiming that it’s illogical to discuss providing additional funds to an initiative that still isn’t fully implemented. Complicating matters, the budget is already stretched thin with the war against the Vanduul, Synthworld construction and the Empire’s many other financial responsibilities. I get the sense that right now it’ll be hard for anything HuXa related to receive further funding until it proves it can generate revenue to offset the cost. So, the Baker System and haulers caught in long customs lines are struggling to deal with HuXa. Who’s benefiting from it? Sasha Bart: Here’s an interesting one — the Bevic Group. The food and drink conglomerate? Sasha Bart: That’s right. This is one of those things I never would’ve expected, but makes complete sense. With the influx of Human haulers into Xi’an space, there’s also an increased demand for food that’s … well, not completely foreign to the Human palate. I spoke with a representative for Bevic Group the other day, who seemed just as surprised as me by this turn of events. Their business relationship with the Xi’an-owned Jysho Corporation has certainly paid off, as they are now providing food and drink vending machines to CTR stations all across the Xi’an Empire. The Jysho Corporation apparently wants a diverse range of Human food at all their CTR Stations to attract business from Human haulers on the other side of the border. It makes a lot of sense for CTR to provide similar services and amenities no matter which Empire they’re in. Sasha Bart: Absolutely. Now, let’s pivot to your latest column for the New United, which was titled “Commodities Chaos.” Anyone who’s been watching the commodities markets knows that their prices have been on a bit of a roller coaster ride. You did some digging around on this. What’s happening? Sasha Bart: Two words — rampant speculation. HuXa required the establishment of a special TDD commodities commission that would be staffed by both Human and Xi’an economists. Its purpose is to ensure, among many other things, that commodities dumping doesn’t occur. The last thing the UEE wants is for, say, cheap Xi’an metals to completely undercut and cripple the industry here, or vice-versa. According to your article, the uncertainty of when this will all happen and how it’ll subsequently affect commodity prices are what’s fueling all this recent speculation. Sasha Bart: Precisely. No one knows exactly what’s going to happen, but everyone is hoping to exploit these arbitrage opportunities. For example, I highlighted this in my article by profiling two investors with large stakes in praseodymium. One of the investors is absolutely convinced, after conducting extensive research, that the price of praseodymium will plummet once HuXa is fully implemented. Meanwhile, Yussef, the other investor, firmly believes the price will skyrocket. Both are convinced that they’re right, and have strong arguments to back their claims. It’s convictions like these that are driving the speculation across various commodities. We need to take a quick commercial break, but don’t go anywhere. Sasha Bart for the New United will be back with us to discuss how the mining industry is preparing itself for increased competition from Xi’an markets. That and more when Kaizen returns. View the full article
  12. This Week in Star Citizen

    Greetings Citizens Greetings Citizens, I spent the last week in our Austin, TX studio meeting with Lead Community Manager Tyler Witkin and the Player Relations team to flesh out the remainder of the year and continue to plan for Gamescom and CitizenCon. I’m looking forward to sharing what we’ve been working on really soon! With that, let’s take a look at this week. Today, the newest episode of Citizens of the Stars is out now! This week, Myre takes to the Citizen Spotlight to talk about his stream, and Austin devops engineer Keegan Standifer gets the call to answer Quantum Questions. On Tuesday, the Lore Team gives us another rich and interesting look at the history in Star Citizen. Every week is something new from the story of Star Citizen. I can’t wait to learn more about this rich and in-depth universe. Then on Wednesday, the Lore Team is back with another deep dive into the history of one of the many systems in the Star Citizen universe in “Loremaker’s Guide to the Galaxy.” What system will we jump to this week? You’ll have to wait and see here. On Thursday, Around the Verse returns with an update from Brian Chambers and the Foundry 42 Frankfurt office. I’m eager to learn what his team has been working on since the last update. On Friday, our newest concept sale for the Cyclone begins! We haven’t been sharing much information with you guys about this one, and it’s been really hard not to leak any images or details but we think you guys will really fall in love. That’s all for this week, we’ll see you in the ‘Verse! Tyler “AdmiralSloth” Nolin Community Manager The Weekly Community Content Schedule MONDAY, JULY 17TH, 2017 Citizens of the Stars (https://www.youtube.com/user/RobertsSpaceInd/) TUESDAY, JULY 18TH, 2017 Weekly Lore Post (https://robertsspaceindustries.com/comm-link/spectrum-dispatch) WEDNESDAY, JULY 19TH, 2017 Loremaker’s Guide to the Galaxy (https://www.youtube.com/user/RobertsSpaceInd/) THURSDAY, JULY 20TH, 2017 Around the Verse - Foundry 42 Frankfurt Update (https://www.youtube.com/user/RobertsSpaceInd/) FRIDAY, JULY 21ST, 2017 RSI Newsletter Vault Update Cyclone Concept Sale Community Spotlight: July 17TH, 2017 We are constantly amazed by the contributions made by the Star Citizen community. Whether it’s fan art, a cinematic, a YouTube guide, or even a 3D print of your favorite ship, we love it all! Don’t forget to submit your content to our Community Hub for a chance at seeing it here! Constellation Adventures Echo6207 took some screenshots from Southern Cross Alliance’s Constellation Event Day, and they are kinda crazy. Sad I missed out on the fun, but any Connie fans will want to check out the pictures! Community Hub post here Death of a Spaceship Gradashy was inspired by one of our recent Around the Verse episodes and made his own featurette using previous video features from our YouTube channel. Nicely done! Community Hub post here In Memory of Kareah w4rb0t and his org made a great tribute about all the fun they’ve had in the past few months while hanging around Security Post Kareah. Community Hub post here View the full article
  13. Citizens of the Stars

    Welcome to Citizens of the Stars, our new weekly program exclusively about you, the Star Citizen Community. Whether through bug reports on the issue council, feedback on the forums, or the creation of content inspired by the game, Star Citizen is only possible because of the community. Citizens of the Stars not only highlights these contributions, but also puts a dev in the hotseat for a round of Quantum Questions, which addresses some fun facts about the dev and game. This week on Citizen Spotlight, Myre talks streaming Star Citizen on Twitch. Plus, DevOps Engineer Keegan Standifer pops in for another round of Quantum Questions. Remember, many of the questions used are taken from our Star Citizen Subscribers in this thread here. Don’t forget to add yours for inclusion in future episodes, vote for the ones you want to see answered, and remember to keep them short and concise if you want your best chance of having them answered in under two minutes. The links for this week’s content are below: CITIZEN SPOTLIGHT Myre_TEST TOP 5: Crusader Sunrise Screenshots Virginia / DC Bar Citizen Constellation Adventures Nox Renders MVP: Star Marine: Tips and Tricks! View the full article
  14. Behold the Cyclone

    Cyclone Presale Greeting Citizens! Vehicle enthusiasts know the name Tumbril. Formed in 2536, the company designed some of the earliest ground-based vehicles for the UPE Army. For centuries, it was a trusted name in dependable, off-road vehicles and HOVs. Although the company was forced to close down in 2862, the reputation of these vehicles lived on. Now, Tumbril is back. After carefully considering all the varied and exciting systems in the UEE, Tumbril has chosen Stanton system to extend a special invitation to active pilots around Crusader to pre-purchase this exciting new all-terrain vehicle. For a limited time in this inaugural sale, Tumbril will be releasing a special edition of the Cyclone called the Dust Devil. Featuring a non-reflective matte black paint, the Dust Devil is perfect for land-based operations that require speed and discretion. We know that your business is your life, so having dependable and reliable vehicles at your disposal can be the difference between a payday and a blown contract. That’s why we’d like you to consider the Cyclone or one of its dynamic module variants as an addition to your business. The UEE Department of Transportation & Navigation With the unveiling of the new Cyclone, Tumbril wanted to remind you that some businesses require a Class-G license to operate vehicles like the Cyclone. To that end, Tumbril has teamed up with the Department of Transportation and Navigation to provide a direct link to the appropriate written exam to get you rolling. Get your Class- G commercial Drivers License here! About the Pre-Sale The Tumbril Cyclone pre-sale will run through July 20. Pre-sale Cyclones include a limited edition Tumbril Stock forum badge and limited skin which will not be available with the standard model. Credit models (including the four role-specific variants) and additional multi-ship packs will be available in the full sale, as will a brochure, holoviewer model, and additional concept material. CCUs from the base Cyclone to the variants will also be available tomorrow. Pre-Sale is now over! Follow the actual Tumbril Cyclone sale here! View the full article
  15. Happy Hour Interview

    Jared Huckaby sits down with designers Will Maiden and Gareth Bourn from Foundry 42 UK to discuss Cargo and other game systems coming in Alpha 3.0. And for info on becoming a subscriber, go to: https://robertsspaceindustries.com/pledge/subscriptions View the full article
  16. Around the Verse

    Derelict ships are the star of this week’s episode. Learn all about how we’re designing a diverse set of shipwrecks. Sandi Gardiner and Chris Smith host the show, while Eric Kieron Davis provides an update from our LA studio. And for info on becoming a subscriber, go to: https://robertsspaceindustries.com/pledge/subscriptions View the full article
  17. Bugsmashers!

    In this super-sized episode, Mark Abent battles a bug that makes placing cargo impossible when entering a vehicle from a different coordinate system. Will this be the bug that gets the best of him? View the full article
  18. The Best Mistake Today’s Discovered pulls an excerpt from the Imperial Cartography Center archives to share a story from the fledgling days of the organization (when it was still known as the Government Cartography Agency.) We’ll hear firsthand from expedition leader Seline Novikov on the mysteries uncovered during the initial charting of Hades II. BEGIN RECORDS: 2534.07.11_02:27 SET After eighty-five hours of silence, I finally got word from the home office. Turns out there’s a reason the comm drones have been so spotty. Seems the initial jump charts aren’t proving as stable as first thought. Real comforting to hear that after you’ve already gone through, right? Donovan’s attempting to rechart a more secure path, but it’s going to take time. We should be fine with limited communications and we definitely have enough supplies to last till they can get a shipment through — even if there might be a few complaints about having to eat nothing but heat-em-ups for the last week or so. No, our biggest problem is that we won’t get the extra equipment we need to start doing the detailed surface scans of the third and second planet. Not quite the start I was hoping for my first time as lead. Out of curiosity, I had Jans rig up two of our normal scan-packages with some extra environmental protections to see if we could get any worthwhile information while we waited. However, the package dropped onto world two got clogged within a few minutes and stopped broadcasting, and the world three package didn’t even make it to the surface. Guess we’ll have to leave the reports as “ash” and “craters” respectively for now. It’s going to put the resource analysis way behind schedule, but I’m hoping the brass will understand. On the brighter side, until the jump gets sorted, we will have a legitimate excuse to focus significant additional resources on the data returns from the split world. Who knows, maybe before any of the other teams arrive we’ll be able to figure out what caused the fourth planet to break in half. 2534.07.13_22.44 SET Jans just nearly took my hatch off its hinges trying to wake me up. I was going to start yelling about bothering me off-shift, when I saw the datapad that he was excitedly shoving in my face. The world two probe had survived. It’s a weak signal, but it’s there. The best theory that we’ve put together is that the atmospheric ash has traces of kherium in it and as the storm moves, it disrupts the broadcast signal. We didn’t get much this time before the ash bank blocked the signal again, but the weather forecast shows that we might have another break in about four hours. 2534.07.14_07:03 SET I’m absolutely exhausted, but am still too wired to sleep. The forecast was right and we were able to get another burst of data before the window closed again. When we took a quick glance through the packet, Gibson pointed out that what we had initially taken for land deformations in the orbital scans actually had a pattern to them. Fast forward through three hours of intense arguing and analysis, and Gibs had convinced all of us — they’re not naturally occurring. Which means whatever’s down there is probably manmade. Well, not “man” made. I mean, unless we found where the Artemis crashed, we’re potentially talking about a sapient xeno-species. Jans wanted to pull together a team to go down and have a look, but no way we’re cleared for that. I pointed out that we’ve been listening since we got here and haven’t heard a single peep from the surface, so if anything is down there, they don’t exactly seem eager to talk. Plus, after what happened with the Xi’an aliens, I’m pretty sure we’d not only lose our jobs, but possibly be jailed for making unauthorized first contact. Both Gibson and Jans gave impassioned speeches about how this was our once-in-a-lifetime chance to make history. Even Lace said that we should go, and Lace won’t even listen to music on shift because it’s against policy. I held firm. As much as I want to go check out what’s down there, our job is data analysis. Maybe once the surface team arrives and has a chance to do a full sec by sec, we’ll get the green light to check it out ourselves. 2534.07.14_07:37 SET I’ve been looking at the scans. The pattern creates almost a network. You can start to see hubs and branches that connect and spin off. I wonder if they’re some sort of mine? Perhaps they’re a massive earthworks project that’s used for transportation? Agriculture? To be honest they remind me of how our town was arranged around the initial colony outpost at its hub, but if this is a settlement or a city of some kind then — I really need to stop sitting here speculating. It’s not getting me anywhere and I’m sure once someone goes down there they can figure it out. Not that it will be easy. You park anything down there for too long without the right shield and you can basically kiss it goodbye. You would probably have to set up — And there I go again. Okay, I’m gonna grab a can of coffee and see where we are with the drone launch for this afternoon. 2534.07.14_07:41 SET I just realized that the surface team will need to really hurry when they arrive to try to preserve anything at risk. I mean, imagine finding out that we missed being able to study important alien artifacts because the caustic atmosphere got to it before we could. It’s probably not a huge risk. Who knows? Maybe it’s all been there for centuries. But on the other hand, maybe there’s a clock counting down and we just don’t know it yet. Hopefully, the jump point will open soon. 2534.07.14_08:16 SET Screw it. We’re going to go take a look. What’s the point of exploring the unknown if you don’t actually go explore the unknown? 2534.17.16_19:12 SET Definitely not first contact. It was like we had accidentally wandered into some forgotten pit of hell. Ash everywhere. Everything in ruins. Nothing alive. We had waited for another break in the storm, and set down near the package drop site. Jans had hoped to be able to do some maintenance on the scanner before we left. We knew at most we’d have three or four hours down there. Our suits’ oxygen wasn’t the problem, it was the corrosive ash. Stepping out of the shuttle, we had almost no visibility through the dense atmosphere. Our lights penetrated only a few meters before they were swallowed by the darkness. It didn’t help that our comm range was a tenth of what it should be thanks to residual kherium. We tied a lifeline to make sure no one got lost, and set an excruciatingly slow pace. Even with those constraints, we came upon signs of life almost immediately, but not any life itself. The surface was terribly scarred, seemingly torn apart by impact, but there was no mistaking the manufactured fragments that were littered throughout the debris. Initial scans of the pieces came up with question marks. We collected samples where we could. I found a smooth piece slightly bigger than my hand that had a peculiar non-repeating pattern etched into it. I stared at it the whole ride back and I couldn’t tell you if it’s some language, an intricate aesthetic design, a natural feature of the strange material or some combination of the three. It was Lace who found the first intact entrance. The structure lead deep underground, but it had collapsed in on itself almost entirely. Standing there looking around at the size of the archway and the dimensions of the architecture made me feel like an alien for the first time in my life. It was clear that this was a world where Humans didn’t belong. We were debating if we should proceed farther when Jans sprang a leak in his suit. We had to quickly reseal it and even with the patch in place and holding, we hurried back as fast as we could. It looked like enough things had died on that world without Jans needing to join them. As I sit here, my head is spinning trying to process everything we saw. One question, though, keeps returning — how soon can we go back? END OF RECORDS Seline Novikov, one of the first Humans to ever step foot inside a Hadesian ruin, was removed as expedition leader a week later when the jump point re-charting was finished and the GCA received word of the unauthorized landing party. When asked if the decision to go down to the planet was a mistake, Seline replied, “Oh, yeah. Best one I ever made, too.” View the full article
  19. This Week in Star Citizen

    Greetings Citizens Greetings Citizens, The Nox puns have subsided and we continue our focus on Star Citizen Alpha 3.0. Last week, we took an incredible journey to explore the development behind procedural moons and we hope you all enjoyed it as much as we did! In case you missed it, you can still catch the full episode here. With that, let’s take a look at this week. On Tuesday, the Lore Team will provide us all with another post to help satiate some of the thirst for more Star Citizen lore knowledge. Being a lore junky myself, these posts especially excite me! On Wednesday, we would like to warn all bugs to stay in their homes. I repeat, all bugs. stay. in. their. homes. Why? Mark “Bugsmasher” Abent. That’s why. On Thursday, Around the Verse checks in with our LA studio for an in-depth look at what the studio has been up to in the last month. And that’s Nox all! Sorry… I couldn’t help it. On Friday, Happy Hour: Interview returns! This time, Content Manager Jared Huckaby will sit down with Will Maiden and Gareth Bourn to discuss 3.0 Game Systems. Make sure to tune in LIVE at twitch.tv/starcitizen. That’s all for this week, we’ll see you in the ‘Verse! Tyler “Zyloh” Witkin Lead Community Manager The Weekly Community Content Schedule MONDAY, JULY 10TH, 2017 Citizens of the Stars (https://www.youtube.com/user/RobertsSpaceInd/) TUESDAY, JULY 11TH, 2017 Weekly Lore Post (https://robertsspaceindustries.com/comm-link/spectrum-dispatch) WEDNESDAY, JULY 12TH, 2017 Bugsmashers! (https://www.youtube.com/user/RobertsSpaceInd/) THURSDAY, JULY 13TH, 2017 Around the Verse - LA Studio Update (https://www.youtube.com/user/RobertsSpaceInd/) Vault Update FRIDAY, JULY 14TH, 2017 RSI Newsletter Happy Hour Interview: 3.0 Game Systems w/ Will Maiden and Gareth Bourn (https://www.twitch.tv/starcitizen) Community Spotlight: July 10TH, 2017 We are constantly amazed by the contributions made by the Star Citizen community. Whether it’s fan art, a cinematic, a YouTube guide, or even a 3D print of your favorite ship, we love it all! Don’t forget to submit your content to our Community Hub for a chance at seeing it here! Star Citizen Poster by Olaf Olaf has created an epic blueprint styled poster of the Origin 300 series! I can only speak for myself, but I would definitely rock this above my desk. Keep em’ coming! Community Hub post here Retribution Trailer by Thelyn Ennor We see alot of Star Citizen trailers come across the Community Hub, but this one is up there with my favorites. So many beautiful shots with coordinated flight patterns, awesome audio, and more. WELL DONE! Community Hub post here Squadron 42 Sabre Desktop Wallpaper by PathogenUK Enjoy this beautiful Sabre/S42 wallpaper created by PathogenUK! Please… create more! (Carrack please?) Community Hub post here View the full article
  20. Citizens of the Stars

    Welcome to Citizens of the Stars, our new weekly program exclusively about you, the Star Citizen Community. Whether through bug reports on the issue council, feedback on the forums, or the creation of content inspired by the game, Star Citizen is only possible because of the community. Citizens of the Stars not only highlights these contributions, but also puts a dev in the hotseat for a round of Quantum Questions, which addresses some fun facts about the dev and game. On this episode, Algared appears in the Citizen Spotlight to discuss the upcoming Crux Cup race. Plus, Austin player relations agent Benjamin McMonnies settles in for a round of Quantum Questions. Remember, many of the questions used are taken from our Star Citizen Subscribers in this thread here. Don’t forget to add yours for inclusion in future episodes, vote for the ones you want to see answered, and remember to keep them short and concise if you want your best chance of having them answered in under two minutes. The links for this week’s content are below: CITIZEN SPOTLIGHT Algared and the Crux Cup TOP 5: 5 Merlins in a Caterpillar by Warbot RSI Bracelet and Star Map Belt by CrimsoMirror LEGO Drake Caterpillar by Pelcki Nox Fan Art by Ungineer MVP: Mufossa75 and the Ballad of Logante and Kinshadow View the full article
  21. Monthly Studio Report: June 2017 Greetings Citizens! Welcome to the Monthly Report for June 2017, our collection of studio reports and videos from our offices around the world showcasing the progress we’ve made over the past month. CIG Los Angeles CLOUD IMPERIUM: LOS ANGELES ENGINEERING As part of the upcoming 3.0 release, we’re very excited to introduce cargo as a mechanic. To ensure your ship is technically equipped to handle this, we’ve created cargo grids to provide the visual element of transporting commodities like minerals, scrap, and food. The number of commodities you have will manifest as stacks of crates located within the ship’s cargo hold and will be limited in capacity by the dimensions of the grid your ship can use. This system will also allow you to park vehicles and other loose items into the cargo hold, but will limit the amount of grid space you have available for bought or scavenged commodities. Code wrapped up on this feature and design has implemented the new cargo grids into all the ships that can carry cargo. Engineering also finished implementing the solar system content (or what we’ve been calling object containers) into a hierarchy to ensure that outposts on a moon or planet, as well as space stations in near orbit, are all in the correct planetary grid at all times. The team also just provided the much-needed Object Container editing. When creating a gameplay level, we build the level with a combination of Assets and Object Containers. Originally, Object Containers had to be built in the dedicated Object Container level, which, unfortunately, made the contents of the Object Container only editable in the actual Object Container level. In the previous system, when designers used to build levels with Object Containers, if they wanted to modify the contents of that ObjectContainer, they would need to exit the current level, open the Object Container level, do some tuning, save, export, and then move back to the level. This new tool will allow the designer to edit the contents of an Object Container, save and export all while inside the level. This new workflow will save Design a lot of time. The engineers have created a new debug and setup process to help handle vehicle interior damage states. Interior damage states will be changed based on the cumulative health of a ship. The old method was written in flowgraph, but now the process has been integrated into a vehicle component, so that it can be used in various places. This new process should help us find the problem quickly, solve it fast, and get the team back to working on features. The update process of the Intelligent Flight Control System (IFCS) for our ships has now been converted to a batch update. Because IFCS is very isolated from the physics engine, taking in values like velocity, mass, center-of-mass, etc., and outputting one linear and one angular impulse, there’s no reason IFCS needs to be updated in lockstep with the physics thread. This change will be more efficient, but also hopefully allow a larger number of players on the servers. The team has now completed the new quantum drive 2.0. We’ve removed the old code that controlled things like VFX and sound FX playback, as well as obstruction detection and alignment code, and moved the targeting of a QT point to the Target Selector on the ship, so the drive only cares about the travel point itself. This made the drive code much simpler and should make it run smoother. Aside from bugfixing, the team also added some features that attach to the quantum drive, such as automatically closing all external doors when doing a jump to prevent accidents by jumping out of a ship traveling at high fractions of the speed of light. This updated quantum drive is now ready for design and art to start tweaking and implementing on all the ships, as well as for UI to start creating a more realistic feel for how such an event should be handled in-game and incorporate other features like the star map. SHIP TEAM The RSI Aurora went through a final art check this week, so the only remaining work will be from any incoming bugs that pop up while going through design implementation, animation updating, sound, VFX, etc. The team also created fourteen different skins for designers to utilize as well. We’re excited to get this updated version of Star Citizen’s most prolific ship into your hands, and the team here is working hard to make make this a reality. The Anvil Terrapin is finalizing its greybox phase, which included setting up the exterior hierarchy, polishing the proxies, baked and migrated animations. For the interior, the artists are polishing the geometry in the cockpit and habitation, and moving into the final art phase. The Terrapin was also sent over to Tech Design to begin their greybox pass on the ship. Now that the ships are being converted to Item 2.0, the team has also completely reworked the ship stats page on the website to allow for up-to-the-minute stats. The design has now been finalized, the icons finished with refined meaning and everything is currently being updated on the web. TECH ART The team implemented the first iteration of the landing springs technology to allow for a more cushioned landing experience on uneven terrain. From here, they will move on to the next step of full visible landing compression on the landing gear, which is slated for after 3.0’s release. Tech Art’s role tends to increase the closer you get to a major release as performance begins to take priority over features and asset developments, so they have been reviewing the release builds to identify code and content fixes that would dramatically improve performance. One in particular is called Statoscope. It plots graphs from data logged on a per-frame basis, and provides a way of recording values (e.g. fps, number of drawcalls, etc.) from Star Citizen and showing how they change over the course of a play-through. This really helps our development team find ways to improve performance by identifying massive frame time offenders. Tech animation improved the format that animations are saved as and then reloaded into other scenes. Due to the amount of characters and lengths of the scenes, they could formerly take up to 50 minutes to load in Maya, but with this improvement, the worst load time has been drastically reduced by over 82%, meaning cinematics won’t be waiting long to make quick iterations. On the skinning front, a female transfer mesh has been created and the male transfer mesh has been massively updated. These transfer meshes are used with our skinning tools to automate basic skinning of all new characters. Tech animators can now spend time perfecting the weighting of the mesh allowing for a higher quality and more accurate deformation in less time. Our tech art team identified an issue where the eyelids on many of the heads had vertex normal issues. They ultimately determined that because the vertices of the eyelids were so close together, the normal would get flipped but only on a few verts. This has now been fixed and characters can now sleep with ease. CHARACTER TEAM The team has been knocking out countless costumes for Squadron 42 and Star Citizen. Currently in production, the male Navy medical corpsman has entered the high poly phase. Once that’s complete, he will then go on to in-game modeling. Another female character is finishing up her in-game asset then will be sent over to get textured and rigged along with our OMC Undersuits, which have also finished up in-game modeling. The civilians and the miners of Levski are currently being textured before heading over to rigging and implementation into their final resting place in-game on Delamar. The team updated some of the legacy UEE and Pirate armors to not only bring them up to the visual quality of our current assets but allow them to be swappable with all newer armor pieces. We’ve officially started high-poly on some of your favorites and then will be moving onto the in-game modeling and texturing pass. Along with the new eye options, the team began work on a multitude of hairstyles. These are all in various states of production, but a select group will be ready for 3.0.0. An assortment of new characters, like the Male Marine BDU and Male Deckcrew, have been rigged and implemented. They can now be found on the bridge of the Idris or completing their work on the exterior of a ship in the vacuum of space. Lastly, the Female Light Marine armor and Female Explorer Suit have finished up their implementation passes. NARRATIVE Our narrative team has had a jam-packed month as well. With Item 2.0 coming online, they have been knocking out a massive amount of component and item descriptions needed for 3.0, everything from coolers and quantum drives to armor sets and shirts. They have been getting trained up on handling the localizations of these names and descriptions into DataForge directly, giving them a bit more oversight in making sure that the latest text is appearing in the game. The team wrote approximately 2800 lines worth of generic NPCs to liven up the universe then recorded them in a VO booth down in London. To help keep track of these assets, the team started building a Persistent Universe character tracking sheet to create a single consolidated reference for lines, file names (for all the departments like audio, animation), overall status, and priority for the massive amounts of dialogue for Mission Givers, Generic NPCs and more. Lastly, the team has been walking through the locations of both Squadron 42 and the PU and writing up documentation of props, posters, signs, branding, and set dressing for more immersive environmental storytelling. CIG Austin CLOUD IMPERIUM: AUSTIN DESIGN Eckhart was the big challenge this month. As the first real dynamic Mission Giver, getting Eckhart into the game required collaboration and work from several different teams. The Usables Team created the tech that allowed us to link extraneous objects such as the barstool to other usables like the high bar table, while still registering items on the table properly like the glass in Eckhart’s hand. The Mission System Team created the ability to look for missions with the “Eckhart” tag, figure out what is currently available for players, and pass those via subsumption to the player’s mission log for acceptance/rejection. Between the AI and FPS Programmers, they created an animation technique we’re calling “feather blending” that will allow blending between usable object animations such as a generic sitting animation for a barstool and the animations related to the Mission Giver conversations. And of course, the Subsumption tech/programming team facilitated all of this through the Subsumption tools and the game code that goes with it. The team has been tackling 3.0 tasks on a variety of fronts; Pete Mackay worked on a new pass of the master excel where the pricing structure is laid out, called PriceFixer. Pete added all the new ships, ship items, armor suits and some other FPS goodies, and balanced their pricing to fall in line with the most recent design pass of the items. Since the overall design of the items is much further along than before, the gameplay implications of the items are much clearer. Although this required another pass through the items, the team is now able to more accurately predict where their base prices should sit. On top of this, he did an additional pass on mission rewards, insurance prices and respawn timers to accommodate the new missions that are coming online. Robert Gaither worked on getting NPC’s into some of the main hub areas of our PU landing zones. He started with Grim HEX to prove out the behaviors, but the current plan is to extend these general behaviors to the other landing zones with the goal of giving a general sense of ambiance and life to the levels. SHIP TEAM Josh Coons, in conjunction with Tech Art finished creating the LODs and the damage pass of the Cutlass Black. He also made tweaks to the cockpit area and the rotating nacelles, based on the Tech Art feedback, and has now moved onto creating renders and videos for the website and potential marketing needs. Chris Smith finished working on modeling and texturing the Aopoa Nox bike. Once the model was complete, he worked with many team members to provide materials for the brochure and release video. IT/DEVOPS Server engineering worked closely with DevOps to integrate and test Diffusion in a QA environment. The team started working with gameplay engineering to show them how to best utilize the features Diffusion offers and will continue over the next few months to identify new and old gameplay features that will be best suited as Diffusion services. The eventual goal will move more of the feature logic in Diffusion services to result in higher scalability and optimal performance. The DevOps team quietly added more hardware to increase network capacity to handle the increasing demands on the build system due to work connected to 3.0. Meanwhile the LiveOps team has completed the build out of the latest server side expansion supporting the latest revision of shopping and subsumption. They’re still tuning and making adjustments but it’s always exciting to see the new services coming on line. ANIMATION This month, the animation team started on the NPC usable for counters including shopkeepers and bartenders to help bring these elements to life. Once these are complete a player will be able to walk into a shop to buy weapons, space suits, clothing, ship parts and other such things from NPCs. This will incorporate our wild line system as well, with face animation and audio captured at our mocap shoots. To complete these features, we had to capture a few transition elements that were missing, so we set up a quick mocap shoot in our office to get what we needed. Along with the bartender, we are also implementing the bar stool, so the player will be able to go, sit at a bar stool and order a drink. Finally, we finished the carry system animations. As a player, you can now pick up a standard size box and walk around with it, which means that we have all the needed tech to expand this to a variety of uses. The Austin Ship Animation team wrapped up establishing the standard for the cockpit experience, as well as polishing and creating new, improved animations for our next release. In addition to various bug fixes, they worked with the design and programming teams to bring the same level of interactions you get in the cockpit to ship turrets, which includes g-force reactions, hit reactions, as well as g-loc pass out and wake up sequences when you pull too many g’s. QA For June, Austin QA has been testing new features and preparing for 3.0, specifically new and overhauled Star Marine weapons, the Crusader moons, Levski, new Missions, the improved mobiGlas interface and apps (particularly StarMap). Now that many more ships have been converted for Item 2.0, each one requires a complete sweep for issues, as well as a review of old issues such as animation and ship idling to see what may have carried over in the new implementations. Stability and performance were also a major focus as well, with Austin QA working closely with our UK counterparts to conduct regular playtests and captures for the state of the game. Squadron 42 testing groups worked closely with the rest of team as well, as new tech means new bugs that are often shared between both groups of testers. The team also provided additional support for the animation team; handling mocap file cleanup, supporting setup and teardown for pick-up shoots and other tasks that free up the animators to handle important items. New tools and tech are being developed in all four studios, so the team is constantly checking shelved check-ins and binaries for problems and making sure everything is ready before it gets checked in for the rest of the company to use. In the past month, this has included changes to resource management for objects and planets, new build distribution tools, server changes to support subsumption, as well as network code improvements and a refactor of the material manager. PLAYER RELATIONS The Player Relations team continued to prepare for upcoming 3.0 work, and can’t wait to give backers the New Player Experience that will go on the website to match the new content coming in game. The Evocati ranks will expand in the coming weeks, and the team welcomed two new hires to expand the team’s overall headcount. Foundry 42 UK FOUNDRY 42: UK SPRINTS On the programming side, the team continued to support the cockpit experience sprint, with the goal of making it more dynamic. This included incorporating the physiological effects, such as the black-out and red-out, into the actor status system. That way it is all controlled by one system and can influence other things like the player’s breathing and stamina. This sprint has also improved the g-force animations, and player hit reactions when the ship gets a dynamic impulse. We also made improvements to the close combat gameplay. We worked on numerous knife-based and unarmed takedowns, and collaborated with design and animation to make it both look and feel satisfying. Over the past month, the team has nearly completed converting all the old player and actor code over to the new Actor 2.0 system. Whereas the previous setup just inferred actor states from other variables, the system now has a cleaner interface for serializing between the server and all the clients, which makes writing new player features much more straightforward and makes the code much more reliable. The brand-new patching system has been incorporated into the internal CopyBuild 3 tool that was developed in Frankfurt and Austin. Now that it’s passed QA’s approval, there has been a limited rollout to the dev team to carry on flushing out any issues with it. So far, it’s looking pretty good, and the people using it are really appreciating the reduced time it now takes to grab the latest build. GRAPHICS Moving onto the Graphics team, the new render-to-texture system was the key focus this month. This tech has been a major part of the hologram system which will be used for mission briefings, comms calls, mobiGlas and many other situations. The render-to-texture system will also be used for all our new user interfaces and for live-rendering of video-comms from other players. The team upgraded our exposure-control system to deal with the enormous contrast of lighting in space. The system now takes light from your peripheral vision into account and won’t overly brighten the screen when you are near bright objects and looking into space. The graphics team also added a host of new features to the GPU particle system such as lighting, turbulence and anti-aliasing, the effects of which you’ll be seeing in 3.0. WEAPON ART The weapons team focused on ship weapons this month, working on the Amon & Reese laser cannons, S1 to S6, and the Klaus and Werner Laser repeater, S1 to S6, along with some associated VFX. On a smaller scale, but just as important, they created a slick looking Heavy Machine gun from Gemini, complete with the iconic cooling system seen on other Gemini guns. ENVIRONMENT ART This month, the concept team added another member to its ranks. Their first task will be to look at Orison while also supporting any additional needs for S42 locations. The Environment art team built some exciting prototypes for procedural cities which will allow us to create vast cities and landing zones on planet surfaces for the Stanton System and beyond. The first test will be to help us integrate Area18 into the sprawling industrial planet of ArcCorp. Work continued to flesh out the ‘texture of space,’ and create a greater palette for the artists to make space travel more interesting and will help support the narrative in both the PU and S42. One specific element is our new SpaceDust Shader, which creates large volumes of space dust to help provide a sense of motion. This will be added to the Stanton System for the 3.0 release. Yela’s asteroid belt has also been improved with this new shader type. Outpost clusters and additional exterior elements have been finalized, including outpost landing pads, paths, power modules, water collectors, weather stations, relay stations and exterior lighting. The team also completed a branding and dressing pass for different corporate and independent companies who own the outposts for various functions such as mining, hydroponics, habitation and storage. The team also made unique varieties like emergency shelters, abandoned outposts and gang-owned outposts to position around the moons. The outpost doors and airlocks were switched to the Doors 2.0 system, which allows them to incorporate the different rooms, power systems, oxygen, overrides and hazards. The team finalized Sand, Dust and Frost materials to help blend the outposts into the moons. Decals have been used to add an extra layer of dirt buildup to help integrate the exterior landing pads and props. The team finished all pre-polish and optimization work on the exterior truck-stop pieces and have moved on to finish the interior. They are currently working on the main hub, based off concepts from art direction, developing additional pieces to add more character to the truck-stop, and completing a first pass on the side shops and corridors. Platinum Bay landing services is having its own building set made, so it looks more distinctive; and an Admin office has been created so players have a location to drop off mission related packages. The team blocked out an observation room facing the landings pads, so players can watch ships take off and land from the interior of the station. Finally, Admin offices were added to other Stanton locations, such as Port Olisar and Grim HEX. All the 3.0 locations were updated with the new door and airlocks 2.0 system and two new shops have been added to Grim HEX; an independent ship parts trader, and Technotic, an old electronics store that may house a mysterious character. UI The UI team has been cracking along on the new mobiGlas UI and all the various apps that will become available for 3.0. They also worked with the VFX team to combine particle effects and lighting to help ground the UI projection in the game-world environment. The team drove the second multi-disciplinary sprint for the Starmap app to implement the remaining functional requirements for the 3.0 release. This involved focused collaboration between art, VFX, audio, and engineering teams to help improve the visual fidelity and user experience. Basic functional requirements for the new Mission Manager app were implemented this month. This app allows players to view information on available missions, as well as provide the ability to accept, track, and abandon missions which have been accepted, while keeping a log of the previous missions which have been completed or attempted. Along with the work on the item 2.0 ship conversion, they started implementing the new pilot multi-function displays (MFD) which refines the previous UI setup and adds new information and functionality like managing your ship’s systems. Finally, the team contributed to the most recent doors and airlocks sprint, where they helped design and implement new status displays for the various airlocks throughout the system utilizing the new render-to-texture tech. AUDIO The Audio team has been involved in lots of different sprints and pipelines this month. The team helped to finish up the actor status system, so that the breathing from the player works alongside dialogue more intelligently, and a new outlaw music logic set was completed which will be reflective of the player’s reputation system. The team also revised the environmental and ambient sound for various locations for the 3.0 release with members of the audio team even attending a character-based sound recording at Shepperton Studios. Weapon audio completed work on the rail gun and have made steady progress on derelict ship audio and the interior ship audio for the Javelin. ANIMATION The Animation team worked closely with gameplay programming to continue developing the take down kill mechanics. They continued to tweak weapon improvements and created a more flexible system for the jump mechanic to handle more environments and gravity states. The mobiGlas has been moved from a lookpose to an aimpose, which will allow increased functionality, and had some extra animation added to the enter and exit states to make it feel more connected to the player. The team continued to export and test AI combat assets as well as cinematic scenes for design to implement in engine. The Derby Studio has been busy on 3.0 Mission Givers’ face and body animation and continued to turn around facial animation for SQ42 and future PU releases. The Mo-Cap team set up the Optitrack system for a quick shoot in the new office space. It was great to see such a quick turnaround of data, from shoot to in-game in a matter of days. There was another quick Audio/Headcam shoot to pick up some last-minute requests for 3.0 and the team quick edited the facial data and put it into production. SHIP TEAM Derelict versions of the Starfarer, Caterpillar, Constellation and Freelancer are ready to be used in space and on planets for various missions. The team also implemented the necessary tools to correctly place these wrecks on planets so they all conform nicely to the terrain. In addition to this work, the team has been doing a bug-fixing pass to address collision issues and minor art tweaks. Extensive work is being done on the Eclipse’s cockpit, specifically on the dashboard. The team worked closely with other departments to lock down the layout of the monitors to make sure that the design is appealing and legible. Layout is also an important factor for Item 2.0 as buttons and switches need to be specifically placed within the pilot’s reach to create further interactivity and immersion. The team also worked on the landing gears and the wings. The team finalized geometry on the Hull C’s folding section and blocked in materials, then moved onto finishing the mechanical rig to make sure it operates without any collisions. The front of the interior went through an initial lighting pass and is now being polished to make the areas more cohesive. The rear of the interior has been blocked out and each room is now being modeled. Fans of the Reclaimer will be pleased to hear that there are only 3 rooms left to go through final art. Over the past month, the team wrapped up final art on the cargo room and the main lift with the goal of maximizing the space to allow for easier transportation of cargo. For the cockpit, the team implemented retractable screens which fold around the player when seated to make the confined area more functional. The team continued work on the bridge area and bridge lift, which provides access to the lower deck, and were thrilled to see the tractor beam seats transition from concept to final art. Foundry 42 DE FOUNDRY 42: DE LEVEL DESIGN The Level Design team finished their work for the surface outposts and passed them along to the Environment Art team. They also turned over whiteboxes for both the modular hangars and garages to the art team for their visual exploration phase. With the whiteboxing phase complete, they’re focused on implementing the markup required for all our locations, this involves everything from room systems (breathing), environment interactions (e.g. vaulting), elevators and consoles for spawning ships and vehicles. Levski will have a combination of hangars and garages to spawn ships, as well as vehicles to explore the planetary surface. With the bulk of the work completed on the previously mentioned locations they’re now moving over to the remaining Flagship Landing Zones for the Stanton system. The first ones they will tackle are Area18 and Lorville, followed by Orison and New Babbage. ENGINE TEAM The engine team worked on consistent capturing of both atmosphere and sky in cube maps so we can seamlessly blend between global atmosphere and local cube map based lighting. This new system will ultimately give the game a higher level of visual fidelity. They implemented an improved compression algorithm for the new pak file system to allow for more efficient data streaming due to reduced CPU overhead during decompression. This will be part of the new incremental patcher, which is designed to make patches and updates much more efficient. They also worked on one of our internal tools called the Planet Editor (PlanEd). Artists and designers have several needs for marking areas on a planet (identify where specific objects should be spawned within an ecosystem, areas to be punched out to embed brushes or complex structures such as landing zones, etc.), so the code was unified to make it easier to reuse and extend in the future as more functionality is needed. AI The AI team has been busy as usual. This month, they worked on Buddy AI, where NPCs will intelligently follow a designated leader, and made progress on ship AI, getting it one step closer to be fully controlled via Subsumption. The team also worked on a sprint that focused on Human Combat. They spent time refining behaviors for first reactions to enemies seen and events heard. The reactions vary in direction and speed, from casual situations, to quick reactions for loud events and so on. This was achieved by triggering the appropriate animation from a start pose to the action intended and once the behavior is verified, they’ll get fully hooked up in game. They also made progress on Friendly Fire to make sure Friendlies are identified correctly in combat situations. VFX The Frankfurt VFX team continued to work on effects for the various planet surface types, covering a wide range of effects, from simple footsteps, to weapon impacts, and vehicle tire effects. They also did some early experimentation with rigid body simulations and the workflow for S42 cinematics. This will cover the many mesh destruction and deformation animations that are required for the S42 single player missions. LIGHTING The lighting team brought all surface outposts to final lighting, which included creating a consistent set of lighting fixtures, temperature charts, and rules which we can use to define how each type of outpost looks. The team also created a library of prefabs combining existing props with lighting elements which can be easily iterated on and propagated across all outposts. TECH ART The Tech Art team had a variety of tasks this month. They continued to create numerous Mannequin animation fragments for the Cinematic team. They implemented the game Entity for the new Kastak Arms Custodian SMG energy weapon with the blocked-out mesh and rig. Now that it’s implemented, other departments like animation and VFX can start working with it in game. The team added additional features to our internal Playblast tool to make it easier for the animators to create simple renders of their work, which are primarily used for animation reviews. Finally, they also made great progress with new weapon dynamics and secondary motions using both in-game physics and simulation. The initial results were very promising, and the secondary animation will add one more level of subtle detail and realism to the verse. ENVIRONMENT ART This month, the Environment Art team worked on the updated material distribution, which will add a more varied breakup of the ecosystem ground materials on the surface of all three moons. The team nearly wrapped up work on the landing pads that will go with the surface outpost to give the players a stable solid landing point on what otherwise might be rough terrain. The surface of Delamar also received its final polish, with geology and materials being updated and fine-tuned. The surface is also getting an FX pass, adding an extra layer of visual interest to the environment and atmosphere. The area surrounding Levski will also have more areas of interest for players to explore. In Levski, final touches are being put into the Customs area. All player traffic in and out of Levski will have to go through this checkpoint, so extra effort is being put in to make it both visually interesting and provide a potential deterrent for players trying to smuggle in unwanted goods. The team also nearly completed work on the garages and will soon be ready to include them in the level. Once this work is completed, players will be able to request a vehicle in the garage and go out and explore Delamar’s surface. The elevators in Levski have also been updated with new models fitting the modular building set that we are using across the game. GAME PROGRAMMING The team finished up the remaining weapon features for 3.0 such as the Railgun cover animations, delayed recoils, and delayed ADS reticle. They also completed the first iteration of the doors and airlocks and are now implementing the technical hooks for adding VFX and sound effects to make them available for the rest of the team to use. With the help of engineers from the UK and LA offices, the technical design for the network code of the new weapon system is being fleshed out and the overall research phase is coming to an end. The first test implementations will be started as soon as all other 3.0 tasks are completed. CINEMATICS Cinematics worked with UK graphics engineering to test out a working version of our brand new “Holographic projection volume entity tech.” This essentially provides a target holographic volume with content, fed from a source scene, that gets rendered into the volume and will allow us to have characters communicating via hologram to characters in a scene or have the hologlobes switch to a scripted mode and show mission briefings, all in real-time without resorting to things like pre-rendered motion graphics. This tech, minus the holographic component, will also be used to stream comms from other ships (cockpits) onto cockpit MFDs or other displays, all in real-time. As usual, the team also made progress across multiple chapters for S42. QA The Frankfurt QA team started testing the new CigDataPatcher in May and testing has continued through into June. Patcher testing is done daily, as well as on the client, Editor, and dedicated game server copied via CigDataPatcher. The main goal is to make sure there are no differences between builds pulled via the new patcher and builds pulled with our current internal build tool, CopyBuild 2. CopyBuild 3 had also been rolled out to QA at the beginning of June and has been in its QA testing phase in conjunction with CigDataPatcher. Subsumption Editor testing continued to be a regular part of their weekly tasks as new versions with new features become available. QA works closely with Tony Zurovec and Francesco Roccucci to ensure that each Subsumption Editor release is free of anything that could block the development process. The team also spent a good portion of time testing four player gameplay in the Stanton System Persistent Universe level. SYSTEM DESIGN The System Design team continued to expand the library of usables for both the PU and S42. The Air Traffic Control also made headway and you should be able to experience this in-game soon. They started work on the FPS companion/buddy AI, including all the orders you can give them and the behaviors needed for those orders to take effect. The Actor Status system is being internally tested right now and is going through its final tweaking and balancing. They also put some finishing touches to the conversation system to allow our Cinematics team to create the best experiences possible. WEAPONS The weapons team blocked out numerous universal grip and optics attachments and converted older blocked out items to work with our new attachment rail system. The team did a quick first pass to test them on the existing guns to see how well they work and if any of the designs need to be adjusted. They also completed the first pass blockout for the Klaus & Werner “Demeco,” light energy machine gun. For ship weapons, they finished the Preacher Armaments Distortion S4-S6 and Upgrade Levels 1-3. They also did a first pass blockout including rough animations for the Klaus & Werner Laser Repeater S1-S3, the Neutron Repeater S1-S3 and the Apocalypse Arms Ballistic Scattergun S1-S3. Turbulent TURBULENT This month we moved 0.3.6A version of Spectrum up to the PTU for regression testing which will test all the backend changes that we’ve made to prepare for the eventual desktop integration. The team also worked on features that will be in the new 0.3.6 build. The first of which is the forum editor. The new version will be introducing drafts when creating thread posts. The system will save your progress and allow you to move to other threads before returning and finishing your post. The new forum editor will also allow you to do inline images and add more markdown support for increased styling options. Another major feature in 0.3.6A is custom roles for your Organization. The team has created a system that will let you see member lists directly from your Spectrum or Management port and then allow you to change the roles of users by visiting their profile. These customs will also have a custom set of permissions in addition to the ones provided by the Org system. This should create flexibility in how Org leaders assign members to groups, how you let them see specific sub-forums or sub chats within your orgs. Mini profiles are also going to be converted to a more compact setup with a dedicated set of actions. You will now be able to see post counts for all the users as well as their Karma. If you aren’t familiar, Karma is a system that gives you points when people upvote content that you’ve created. The mini profile will also include a hotlink to message people directly rather than navigating through several sub-menus. In other news, the team laid some important groundwork on the backend for voice. The team worked on the transmission part of our voice infrastructure, specifically how servers will direct and route people to different voice servers and what kind of data channel will work best for transmitting voice along with game data. Totally unrelated to Spectrum, the team built a system for 3.0 to handle crashes. Several years ago, the team created a system called Panic that tracks client crashes, so they integrated our Panic system with an UI tool called Sentry to track client crashes, see the repro counts, assign those to developers, link them to JIRA issues, and view regression notifications from the game crashes. The team developed a custom SDK integration with Sentry that’s going to help developers in the testing phases for 3.0. Otherwise, the main teams continued to work on ‘Welcome to SC’, the new Star Citizen website revamp. Most of the design work is finished for mobile, tablets, and other platforms and have now entered full coding mode. Community Community We were proud to introduce the next great space bike, the Aopoa Nox! The Nox is a sleek, alien ship design that takes the Dragonfly bike concept and presents it a little differently. We introduced the sale with small interactive RP sessions on Twitter and Spectrum, then followed it up with a cool racing brochure and a beautiful website from the team at Turbulent. We were so excited to see how happy everyone was with their bikes, and can’t wait to let you try them yourselves in Alpha 3.0. This month’s community shows covered everything from bikes to … the parts that make bikes! Happy Hours included an in-depth look at Items 2.0 and a fun throwback stream to the days of Reverse the Verse. Loremakers opened up more of the galaxy and Bugsmashers showed you some of the first in-engine footage of the Nox. This summer, Bar Citizens are taking off like a rocket! It seems like there are more of them every weekend, including one week in June where there was a meetup close enough to each of our studios that developers around the world were all able to attend! In Los Angeles, we were on hand to kick off the first ever Food Citizen at a Peruvian restaurant — great food and even better company! Event planning for our big presentations later this year, Gamescom and CitizenCon, continued and tickets for both went on sale and were gone almost immediately! In the case of CitizenCon last weekend, batches of tickets sold out in under a minute. We’re looking at options for bigger venues for next year and will keep you updated. Behind the screens, we continued work on the New Player Experience and the long-awaited ship stats updates. The former is aimed at helping new backers learn to fly and navigate the verse, while the latter will provide more accurate, up-to-date ship stats through the website. We tried a new sort of article for Jump Point this month, turning a design document on thrusters into an article about… well, how we place thrusters. It’s a tribute to the depth of the systems the team is creating for Star Citizen that something so obscure could turn into a pretty interesting guide! Subscribers had a couple of cool treats this month, including a holographic model of Port Olisar for their hangars, several vault updates covering the development of the Nox and a license to try the Caterpillar free of charge all June. We saw some pretty amazing tricks when the Cat fleets massed, including Caterpillar bowling! Finally, the Subscriber Town Hall held this month starred the Star Citizen character tech team. Characters are going to be at the heart of Star Citizen, and it’s always great when we can highlight some of the team responsible for the tech that will allow you to create YOUR Star Citizen in the ‘Verse. So, thanks to everyone who participated and thank you especially to the Subscribers who provide the questions each and every month. Conclusion WE’LL SEE YOU NEXT MONTH… View the full article
  22. Around the Verse

    Chris Roberts and Sandi Gardiner host this week’s episode, which explores how we craft our procedural moons. Plus, there’s an extensive update from our F42 offices in the UK. And for info on becoming a subscriber, go to: https://robertsspaceindustries.com/pledge/subscriptions View the full article
  23. Foundry 42 Company BBQ

    Recently, employees from both of our Foundry UK 42 offices and their families came together at the local football club for a day of activities. Even Brian Chambers was able to join for some fun in the sun before the team hunkers down on tasks for 3.0 and Gamescom. The event included games and activities for the kids, a wide variety of food, and an epic tug-of-war tournament. Here are a few photos from the event. View the full article
  24. Associate Writer Adam Wieser explores the Charon System and explains why it’s unique among UEE Systems. Hear all about how the system’s troubled history still haunts it to this day. Remember that you can always explore the Star Citizen Universe yourself in our web-based Ark Star Map. View the full article
  25. Brought to you by Pips. Experience 'Life Untapped' July 4, 501 CE It’s impossible to imagine what life must have been like for Humans almost 2,500 standard Earth years (SEY) ago. Humanity was still constrained to their homeworld, and though vast societies and cultures spread across Earth, many were not even aware of each other’s existence. Attempting to cross one of the planet’s major oceans was akin to a death sentence, one that some strangely believed would involve the boat simply falling over the horizon’s edge. Meanwhile, on approximately July 4, 501 CE*, the Xi’an officially entered their Third Imperial Age by elevating U.e’o se Kr.ē to the position of Emperor. The coronation of U.e’o se Kr.ē was a historic event and cause for great celebration across the Xi’an Empire, which had already expanded to many planets and systems. While much has changed for Humanity over the last two and a half millennia, House Kr.ē’s control has remained resolute, as they still govern the Xi’an Empire to this day — an outcome few Xi’an would have predicted when they first gained power. The Third Imperial Age pulled the Xi’an out of a particularly tumultuous time in their vast history. The species had been locked into a nearly 800 SEY engagement with the Kr’Thak, a conflict that we have come to know as the Spirit Wars. To make matters worse, the species had been without an Emperor for almost 90 SEY prior to U.e’o se Kr.ē’s coronation. This period began during the Spirit Wars, in 412 CE, when an expertly planned and executed Kr’Thak attack targeted the reigning Emperor Xy.ō and her house. Timed to coincide with an important family celebration in honor of Y.ah’a se Xy.ō, the house’s great matriarch and first Emperor, the Kr’Thak’s orbital bombardment of the Xy.ō estate was executed with shocking devastation, leaving nothing but a massive crater behind. Then the Kr’Thak activated dozens of strike forces around the Xi’an empire, systematically targeting any location with a remaining member of the Xy.ō family. When the dust had settled, countless innocent Xi’an had died, but the Kr’Thak’s plan had succeeded. The entire Xy.ō line had been eliminated and their house’s 1,735 SEY reign was over. The Xi’an’s Second Imperial Age had been brought to a brutal and decisive end. The eradication of the Xy.ō house unleashed chaos across Xi’an society, earning that period an ominous title roughly translated as The Dark. Those in the bureaucratic class tried to keep the government functioning, but struggled to do so without an Emperor and royal family dictating an overarching policy. The Xi’an war strategy also suffered from the leadership vacuum, as the Imperial house controls the military just as directly as it does the government. Instead of a clear vision, powerful Xi’an houses feuded and political factions formed. Some argued that retribution against the Kr’Thak was necessary, while others claimed it was the time to discuss peace. Various houses acted unilaterally, with some trying to broker deals as others started secretly arming themselves. Similarly rampant inter-house conflict had demonstrated the need for a single ruling family during the Great Divide, triggering the formation of the first imperial dynasty. This time around, the dissolution of the Empire was a real possibility in the chaos that followed the death of House Xy.ō. Primarily due to the fact that a new Emperor could not be found. The specifics surrounding the transfer of power from one house to another in the Xi’an tradition is still not well known by those outside the species. What little is understood is that part of the process involves searching for certain genetic ‘markers’ that only the new Emperor will carry. Any and all Xi’an are tested to see who might carry these markers. The process is an incredible bureaucratic undertaking in peaceful times, and nearly impossible during a war whose duration was approaching a millennium. The Xi’an tested anyone they could but still didn’t find a match. After decades of this uncertainty, some Xi’an philosophers pondered whether a new ruler would appear only after their war with the Kr’Thak was over. Public opinion swung in that direction and eventually a ceasefire was negotiated by the remaining military bureaucrats. Though the specifics of this armistice with the Kr’Thak have never been revealed to us, it allowed the Xi’an to search for their next Emperor in earnest. Envoys were sent to every Xi’an settlement, but even more years of hunting still did not reveal their new ruler. Some began to wonder if the Xi’an were doomed to remain ungoverned. Meanwhile, powerful houses grew concerned that they might lose everything if a new Emperor weren’t found. Divisions between houses grew deeper and the threat of another brutal civil war was all but certain. Therefore, while there’s no evidence that a conspiracy involving a number of powerful Xi’an families resulted in the Kr.ē house ascending to power, rumors of this sort persist. The official story is that U.e’o se Kr.ē was tested for the Imperial markers shortly after being born and proclaimed to be the new Emperor not long after. Some Xi’an welcomed the coronation of an infant as a blessed sign for the start of the Third Imperial Age. They believed it meant that the Xi’an had been given a new lease on existence after barely surviving their first interspecies conflict. Others noted that the new Emperor being born into a powerful family was a bit convenient. It was under these circumstances that an infant named U.e’o se Kr.ē was proclaimed the new Xi’an Emperor on July 4, 501 CE. Family matriarch IIth se Kr.ē was given provisional power until U.e’o was of age. Raised to be a ruler, U.e’o se Kr.ē eventually ascended to the throne with a quiet confidence and immediately instituted a number of sweeping changes. She strengthened settlements and military fortifications in systems connected to Kr’Thak. She banned jump point hunting in those systems too, believing that the less contact with the Kr’Thak, the more chance the ceasefire would hold. Some believe this shift away from Kr’Thak space is what forced the Xi’an Empire to expand in a different direction, one that would result in them crossing paths with Humanity. 2,500 SEY later, the Kr.ē family still rules the Xi’an Empire. However, the current Emperor Kr.ē has no legitimate heirs, meaning that his family’s rule will end with him. There is much uncertainty about what will happen when the reign of house Kr.ē comes to an end. Humanity has scant understanding about what will happen or how long it will take. There’s also no clarity as to how it’ll affect our diplomatic relationship, trade deals and so forth with the Xi’an Empire. For now, all we can do is reflect back on what we know about the last time the Xi’an had a political transfer of power. It happened on this day in history — July 4, 501 CE. * For the reader’s convenience, all Xi’an dates have been converted to standard Earth time. View the full article
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