<?xml version="1.0"?>
<rss version="2.0"><channel><title>OGN StarCitizen Forums</title><link>https://oceanicgaming.com.au/rss/5-ogn-starcitizen-forums.xml/</link><description>Oceanic SC Forums</description><language>en</language><item><title>Jump Point Now Available!</title><link><![CDATA[https://oceanicgaming.com.au/forums/topic/2184-jump-point-now-available/?do=findComment&comment=5928]]></link><description>Jump Point Now Available!









Attention development subscribers: the February 2018 issue of Jump Point is now available in your subscription area. You&#x2019;ll learn about the development of the Nyx planetside location, meet the environment team, learn about the Terrapin in an extract from Whitley&#x2019;s and more! 

Interested in becoming a development subscriber? You can learn more here. 











View the full article</description><pubDate>Sat, 24 Feb 2018 00:57:00 +0000</pubDate></item><item><title>Reverse the Verse LIVE</title><link><![CDATA[https://oceanicgaming.com.au/forums/topic/2182-reverse-the-verse-live/?do=findComment&comment=5926]]></link><description>Designers Will Maiden and John Crewe discuss the recently revealed Aegis Vulcan and the future of refueling, repairing and rearming gameplay mechanics.

To watch Reverse the Verse LIVE each and every week, tune into http://twitch.tv/starcitizen.










View the full article</description><pubDate>Fri, 23 Feb 2018 19:41:50 +0000</pubDate></item><item><title>Around the Verse</title><link><![CDATA[https://oceanicgaming.com.au/forums/topic/2179-around-the-verse/?do=findComment&comment=5923]]></link><description>This week&#x2019;s episode features our monthly Squadron 42 project update. Get the latest on what the devs have been up to and take a look at the complex AI systems being implemented in the game, using the massive crew of the Idris frigate as an example.

And for info on becoming a subscriber, go to: https://robertsspaceindustries.com/pledge/subscriptions











View the full article</description><pubDate>Thu, 22 Feb 2018 20:05:01 +0000</pubDate></item><item><title>Vulcan: Refuel. Repair. Rearm.</title><link><![CDATA[https://oceanicgaming.com.au/forums/topic/2180-vulcan-refuel-repair-rearm/?do=findComment&comment=5924]]></link><description>View the full article</description><pubDate>Thu, 22 Feb 2018 20:00:00 +0000</pubDate></item><item><title>Showdown: "Historical Context"</title><link><![CDATA[https://oceanicgaming.com.au/forums/topic/2174-showdown-historical-context/?do=findComment&comment=5918]]></link><description><![CDATA[SHOWDOWN

Auto-Transcript for S&amp;P and NFSC Submission

 


EP:61:12 : “Historical Context”

ERIA QUINT: Welcome to Showdown, an examination of the Empire’s most important issues broken down from multiple angles. I’m Eria Quint. Today’s topic takes us to Jata, the beating heart of the Davien system. From the first Human city visited by the Banu to the infamous terrorist attacks of 2545 that paved the way for Ivar Messer’s ascension, Jata’s tumultuous past has left an indelible impression on the Empire. But now, a vigorous debate has erupted regarding the question of how best to remember that history.  

The Jata Historical Society (JHS) came under fire following a February 11th meeting where they debated what to name of the city’s newest park. The JHS Board of Directors eventually voted to dedicate the park to influential Aegis Dynamics CEO Hana Chan, a move that has local activists outraged and demanding that the JHS reconsider their decision.   

Even among Aegis enthusiasts, Chan’s legacy could best be described as problematic. Her 65-year reign from 2643 to 2708, the longest ever among Aegis’ CEOs, featured an impressive list of accomplishments, including the development of the Javelin-class destroyer still in use by the Navy. Yet Chan’s cozy relationship with the Messer regime became a stain on both her legacy and the company’s.  

Joining us today to discuss the controversial decision is Jata-based activist and author of The People’s History of Davien, Theo Raja.      


THEO RAJA: Hi, Eria. Great to have Showdown taking on such an important subject. On the surface, this might appear to be a local issue, but addressing how we present our history affects generations to come.

ERIA QUINT: Also with us today is Simone Maruyama. She’s a history professor at the University of Jata and a member of the Jata Historical Society’s Board of Directors. Let’s start with you, Ms. Maruyama. How has the JHS responded to the criticism over naming the park after Hana Chan? 

SIMONE MARUYAMA: Ever since her name was proposed, there has been a vocal contingent against naming the park after Chan. We’ve been listening to those concerns during every step of the process, but ultimately, a majority of the board felt Chan’s impact on the Empire’s history was worthy of the recognition.   

ERIA QUINT: And you disagree, Mr. Raja? 


THEO RAJA: To put it mildly? Because it celebrates a woman whose allegiance to the Messers helped them systematically persecute people. I could go into more detail, but what else needs to be said? That alone should be enough to disqualify anyone from having a park named after them, especially when there are so many other worthy candidates to choose from.

SIMONE MARUYAMA: Let me make a few things clear. First, I am not here to defend Hana Chan. Believe me when I say that I find many of her actions questionable.  

Second, the view of Ms. Chan expressed by Mr. Raja is overly simplistic and fails to take into account the many positive contributions she made to the UEE. There’s widespread consensus that her stewardship of Aegis lead to many advancements within the aerospace industry.    


THEO RAJA: Good and evil aren’t checkmarks on opposite sides of a ledger. Maybe that’s why I can’t so easily disregard whole swaths of Ms. Chan’s life. I mean, one, she considered Illyana Messer VI to be a close personal friend, and two, she leveraged that relationship into massive government contracts, knowing full well that the ships she produced would be used against civilian populations.  

She literally helped the government terrorize the people. What good could possibly offset that?  

ERIA QUINT: Ms. Maruyama, your response? 

SIMONE MARUYAMA: Who would deserve recognition if we only examined the bad parts of their life?  

What Mr. Raja fails to acknowledge is Ms. Chan’s important role in developing the Javelin as a battle platform that could go toe-to-toe with the Vanduul. Even more importantly, she was essential to making diamond laminate standard in ship cockpits. Today, people don’t realize just how vital diamond laminate was to improving ship safety. Before its widespread use, many, many more people died every year from their ships getting vented due to cracks in the cockpit.  


THEO RAJA: I’m not saying that Ms. Chan doesn’t deserve recognition for her accomplishments. I just don’t believe Jata should openly celebrate someone with such a troubled history. 

ERIA QUINT: Mr. Raja, you believe another historical figure from Jata deserves to have the park named after him. Can you tell us about who you’d like it named after?  


THEO RAJA: Of course. On December 15, 2545, Terrell Milner was a medic and one of the first responders to arrive on scene after the terrorist bombing. He fearlessly rushed into a building to aid those in need, only to die when a secondary device exploded and the building crumbled around him. Milner threw himself across Alex Tinifel before the building collapsed, saving the young boy’s life from the falling debris. This park would be an ideal spot to celebrate his sacrifice, and make this little known hero of Jata a household name.  

SIMONE MARUYAMA: Terrell Milner was on the shortlist of potential names for the park and given serious consideration. When making the final decision though, the JHS had to keep a few things in mind.  

One, Mr. Milner’s bravery and sacrifice are already addressed on the historical marker covering the “Atrocity at Jata.” Second, Ms. Chan’s impact on Empire-wide history simply exceeds that of Mr. Milner. For good or bad, the JHS has never acknowledged Ms. Chan’s accomplishments, and we hoped this would be a good chance to do it, warts and all. 

ERIA QUINT: Warts and all? 

SIMONE MARUYAMA: Yes, the language adopted by the JHS for the park’s historical marker will specifically mention both good and bad aspects of her legacy.  


THEO RAJA: Barely … 

ERIA QUINT: What was that, Mr. Raja? 


THEO RAJA: Yeah, I’ve seen the text, and the negative parts of her legacy appear almost as an afterthought. It says, and I’m directly quoting here, “Ties to the Messer regime cloud her legacy.” That’s it. 

Anyone with more than a passing knowledge of Jata’s history knows that’s a grossly inadequate description. Even worse, someone who’s hearing about Chan for the first time walks away with a distorted view of her true impact on the Empire. By recording only a partial history, the JHS are making moral judgements regarding what they deem important.

SIMONE MARUYAMA: Are you suggesting that because we don’t inscribe a full biography onto a marker, the whole thing is meritless? 


THEO RAJA: I’m suggesting that you are sanitizing the facts in order to make history more consumable for tourists. Chan’s legacy is deeply entwined with both the Messers and a major corporation that’s been around for hundreds of years. That connection must be made crystal clear before her impact on it can be fully understood. That would probably be best achieved with a permanent exhibit at the Jata History Museum.  

Of course, there’s absolutely no chance that Aegis Dynamics would allow such an exhibit to exist in Jata. Trust me, I’ve tried and come up against the full force of their political and economic power. Aegis acknowledges their relationship to the Messers, but they sure as hell don’t want it under a microscope. Particularly in their own backyard.  

ERIA QUINT: Ms. Maruyama, a similar question to you. Do you believe a historical marker in this park is the ideal way to present Hana Chan’s complicated legacy?       

SIMONE MARUYAMA: I believe our job isn’t to define her legacy. As historians, our job is to present the facts, provide the proper context, and encourage people to think freely and come to their own conclusion.  

ERIA QUINT: Thanks to both you for joining us today. We need to take a quick break. When Showdown returns, we’re off to the Coral System to debate whether increased scrutiny at customs checkpoints are deterring businesses from delivering there. Stick around to find out more. 











View the full article]]></description><pubDate>Wed, 21 Feb 2018 03:12:28 +0000</pubDate></item><item><title>Calling All Devs</title><link><![CDATA[https://oceanicgaming.com.au/forums/topic/2170-calling-all-devs/?do=findComment&comment=5914]]></link><description>Every week, designers, engineers and other developers from our five offices around the world answer backer questions submitted on SPECTRUM and voted on by YOU. This week, we discuss the status of persistent login locations, scanning, and how we communicate with the community.

Multiple Package Clarification: https://robertsspaceindustries.com/comm-link/transmission/13288-Multiple-Package-Clarification


You can submit your questions for consideration in future episodes of Calling All Devs here. Submission and voting is open to all backers.

And for info on becoming a subscriber, go to: https://robertsspaceindustries.com/pledge/subscriptions











View the full article</description><pubDate>Mon, 19 Feb 2018 18:57:59 +0000</pubDate></item><item><title>This Week in Star Citizen</title><link><![CDATA[https://oceanicgaming.com.au/forums/topic/2169-this-week-in-star-citizen/?do=findComment&comment=5913]]></link><description>Greetings Citizens,  

Last week, we released our first concept ship in 2018 &#x2013; the Aegis Vulcan. Serving as an entry point into three Star Citizen professions, the Vulcan is designed to assist all vessels in trouble. Currently only available as an Early Bird offer, everyone will have the chance to add one of these versatile Aegis Dynamics support ships to their fleet on Thursday, February 22nd. 

Also, if you haven&#x2019;t already, we highly recommend watching last week&#x2019;s fantastic Reverse the Verse episode featuring Lead System Designer Dan Trufin and Star Citizen Live Director Todd Papy from our Foundry office in Frankfurt, answering gameplay system questions posted by you, the Star Citizen community. Check it out for news about mining, salvaging, exploration, and much more! 


With that, let&#x2019;s see what&#x2019;s going on this week:

On Monday Jared will boot up his classic Skype for a new episode of Calling All Devs. This week, we have questions about Scanning Mechanics, the BMM, and multiple character slots! Watch the episode here. 

Tuesday is lore day! The Lore Team will publish another in-fiction story to help cure your craving for more Star Citizen lore. Check out previously published lore posts here. 

Wednesday: We have a quick cooling down period. Bugsmashers is taking a short break, but we&#x2019;ll see Mark Abent&#x2019;s return on February 28th!  

Thursday will see a very special episode of Around the Verse, called &#x201C;The living Idris.&#x201D; &#x2013; AI promised not to spoil anything! 

Friday: Make sure to tune in to our Twitch Channel at for a new episode of Reverse the Verse. This time host Jared Huckaby welcomes Lead Technical Designer John Crewe and Art Director Paul Jones for an episode focusing on the Aegis Vulcan and ship development from design to concept! 

That&#x2019;s all for this week, citizens. We&#x2019;ll see you in the &#x2018;Verse! 


Ulf Kuerschner 
Community Manager 

 





















 



The Weekly Community Content Schedule

 



MONDAY, FEBRUARY 19TH, 2018 
            Calling All Devs   (https://www.youtube.com/user/RobertsSpaceInd/)


TUESDAY, FEBRUARY 20TH, 2018 
            Weekly Lore Post   (https://robertsspaceindustries.com/comm-link/spectrum-dispatch)


WEDNESDAY, FEBRUARY 21ST, 2018 
- 


THURSDAY, FEBRUARY 22ND, 2018 
            Star Citizen: Around the Verse &#x2013; The Living Idris   (https://www.youtube.com/user/RobertsSpaceInd/) 
            Vault Update   


FRIDAY, FEBRUARY 23RD, 2018 
            Reverse the Verse &#x2013; Aegis Vulcan Edition    (https://www.twitch.tv/starcitizen) 
            Roadmap Update    
            RSI Newsletter   

 




 



















 



Community Spotlight: February 19th, 2018

 




We are constantly amazed by the contributions made by the Star Citizen community. Whether it&#x2019;s fan art, a cinematic, a YouTube guide, or even a 3D print of your favorite ship, we love it all! Don&#x2019;t forget to submit your content to our Community Hub for a chance at seeing it here! 

 




 




 

 
When an Outdoor Writer plays Star Citizen by ZebVance



 




ZebVance, an outdoor writer covering fly fishing, hunting, camping, and hiking recently discovered Star Citizen and decided to start a blog. Give it a read in the community hub. 




 


 


 



My travel around Crusader by Zexion



As a semi-professional photographer with an avid love for video games, Zexion tries to combine his two passions. Check out the amazing results. 
 


 



 




 













View the full article</description><pubDate>Mon, 19 Feb 2018 18:36:40 +0000</pubDate></item><item><title>Reverse the Verse LIVE</title><link><![CDATA[https://oceanicgaming.com.au/forums/topic/2166-reverse-the-verse-live/?do=findComment&comment=5910]]></link><description>Lead Systems Designer Dan Trufin and Star Citizen Live Game Director Todd Papy sit down to discuss the continuing development of gameplay systems like mining, salvaging, AI and more.

To watch Reverse the Verse LIVE each and every week, tune into http://twitch.tv/starcitizen.










View the full article</description><pubDate>Fri, 16 Feb 2018 18:08:34 +0000</pubDate></item><item><title>Around the Verse</title><link><![CDATA[https://oceanicgaming.com.au/forums/topic/2163-around-the-verse/?do=findComment&comment=5907]]></link><description>In this week&#x2019;s episode, February&#x2019;s installment of Ship Shape gives us a look at Anvil&#x2019;s mighty pathfinder, the Terrapin, and unveils the first concept ship of 2018.

And for info on becoming a subscriber, go to: https://robertsspaceindustries.com/pledge/subscriptions 










View the full article</description><pubDate>Thu, 15 Feb 2018 20:03:03 +0000</pubDate></item><item><title>Bugsmashers!</title><link><![CDATA[https://oceanicgaming.com.au/forums/topic/2159-bugsmashers/?do=findComment&comment=5903]]></link><description>Mark Abent knows what is best in life &#x2013; to crush bugs, see them driven before you, and to hear the lamentation of their code. In this episode, he investigates an item port crash issue.









View the full article</description><pubDate>Wed, 14 Feb 2018 19:52:03 +0000</pubDate></item><item><title>Portfolio: Fuel Stations</title><link><![CDATA[https://oceanicgaming.com.au/forums/topic/2156-portfolio-fuel-stations/?do=findComment&comment=5900]]></link><description>Fuel Stations















This article originally appeared in Jump Point 3.04.

Refueling Options 

There&#x2019;s an ancient Human axiom that states: you ain&#x2019;t going nowhere on an empty tank. In a galaxy where high-tech weapon manufacturers compete to build ever-more scientifically advanced laser systems and jump drive scientists study new ways to traverse across the universe, it&#x2019;s somewhat reassuring that ultimately nothing is possible without good, old-fashioned fuel to get you there. Hence, the rise of the ubiquitous service station, where ships can refuel and rearm.  

With tens of thousands of ships in for repair and refueling around the universe at any given moment, it was only a matter of time before an organized system of service stations would come into existence. While there are countless independent refueling options (including advanced self-refueling equipment found on some ships) there are three main companies that have come to define the standard depot: stately Fuel Pump, upstart Cry-Astro and alien newcomer CTR. While most pilots view fuel, arming and repair as an &#x2018;any port in the storm&#x2019; situation, familiarizing yourself with possible options ahead of time can save credits and time. 


Fuel Pump

 

Last of the old guard is Fuel Pump, a chain of service stations started in 2665 whose installations now dot the known universe. Often referred to as &#x2018;retro themed,&#x2019; Fuel Pump&#x2019;s &#x2018;good old days&#x2019; vibe, perfectly capturing Croshaw culture in the 2690s, has been carefully cultivated with an eye towards keeping it a relevant part of Human culture rather than simply a disposable waystation. The Fuel Pump corporation goes out of its way to sponsor family-friendly activities to reinforce this impression: their name and logo can be found everywhere from sataball arenas to racing teams, giving them a wholesome, active reputation.  

While the days of the free spit-shine have passed, standard Fuel Pump stations are still built around the concept of offering traditional full-service refueling/rearming options. Fuel Pump prides themselves on offering a higher class of technician, with individual stations typically having at least one professionally trained repair crew leader on site at all times. While other companies generally focus on standard maintenance and do-it-yourself options, Fuel Pump continues to offer everything from tune-ups to ground-up frame rebuilds. Additionally, the company offers &#x2018;safe space&#x2019; tractor towing, but will not venture into sectors with high TSAS ratings for any sort of repair or recovery operation.  

Fuel Pump is also known around the Empire for its annual &#x2018;Fuel Pump Ship&#x2019; toy event, in which a different toy spacecraft is issued every August 10th in honor of the chain&#x2019;s founding. The initial issues represented traditional fueling ships, such as the Starfarer and Hull D, while recent issues have been more action-oriented spacecraft (such as a military-style Hornet) presented in Fuel Pump livery. Fuel Pump ships remain a favorite of both children and collectors. 


Cry-Astro Station



Where Fuel Pump represents the old guard, Cry-Astro is the upstart reaching for the growing market of younger pilots. Where Fuel Pump offers a full service solution to everything, Cry-Astro offers a cheaper, hands-on alternative while promoting the question: shouldn&#x2019;t you be the one making the decisions about the ship that&#x2019;s keeping you alive? Walls of do-it-yourself components and berths for self-installation are a common sight at Cry-Astro service bases. While technicians are available to perform work, pilots who visit Cry-Astro are encouraged to take part in the process rather than sit in an uncomfortable waiting room reading years-old issues of Weekly Star!  

Another well-known offering at Cry-Astro is the food. Many Cry-Astro stations serve what has become known as &#x2018;rubber meals,&#x2019; a vast menu of fast food options ranging from comfort favorites such as TipTop dumplings to simplified takes on boumbo, Croshaw&#x2019;s signature dish. Most reviewers agree: it&#x2019;s not good, it&#x2019;s not good for you &#x2026; but it&#x2019;s a comfort to find familiar food ten jumps from home.  

Cry-Astro is likely best known for their &#x2018;hip&#x2019; promotional gimmicks aimed at a younger market, which range from the &#x2018;Can&#x2019;t Miss!&#x2019; discount missile reload program to the utterly ridiculous &#x2018;Run Flat Out&#x2019; program (in which attendants applied a comically squashed flatcat decal to a visiting ship&#x2019;s cockpit). These marketing campaigns serve their purpose: in the eyes of much of the public, Cry-Astro is synonymous with ship refueling. 


CTR



Owned by the Jysho Corporation, CTR was the first fully Xi&#x2019;an-owned businesses to open and operate in UEE space. If nothing else, this would be enough to distinguish the company from its Human competitors &#x2026; but the stations do indeed offer a distinctly different level of service. Xi&#x2019;an culture prides itself on efficiency, and repair operations conducted by CTR are a prime example: in a study, researchers found a 23% improvement over Human companies in terms of repair speed, with very little differential in terms of quality.  

Those familiar with Xi&#x2019;an ship design (such as the increasingly popular Khartu-al) will find no surprises in the overall layout of CTR locations: they feature a clean organic design with distinct spindles and ribs for different service options. CTR hires Human customer service agents, but often imports Xi&#x2019;an technicians for actual installation work, creating a language barrier for captains seeking to interact directly with those repairing their ships. The work is good and affordable, though, and an increasing number of pilots are becoming comfortable leaving their ships in Xi&#x2019;an hands.  

Today, Citizens and civilians the galaxy around are likely most familiar (most would say unfortunately so) with CTR&#x2019;s bizarre, energetic commercial jingle: &#x201C;SEE TEE ARE! SEE TEE ARE! NAHH NAHH NOOOORB!&#x201D; Utterly meaningless in any language (Xi&#x2019;an included), the song and its accompanying commercial have cemented CTR&#x2019;s presence in the mind of a younger generation that already has fewer issues equipping their ship via an alien company. 











View the full article</description><pubDate>Wed, 14 Feb 2018 01:30:31 +0000</pubDate></item><item><title>Calling All Devs</title><link><![CDATA[https://oceanicgaming.com.au/forums/topic/2153-calling-all-devs/?do=findComment&comment=5897]]></link><description>Every week, designers, engineers and other developers from our five offices around the world answer backer questions submitted on SPECTRUM and voted on by YOU. This week, we discuss the future of org tools, mag boots, docking and more.

You can submit your questions for consideration in future episodes of Calling All Devs here. Submission and voting is open to all backers.

And for info on becoming a subscriber, go to: https://robertsspaceindustries.com/pledge/subscriptions











View the full article</description><pubDate>Mon, 12 Feb 2018 20:24:58 +0000</pubDate></item><item><title>This Week in Star Citizen</title><link><![CDATA[https://oceanicgaming.com.au/forums/topic/2152-this-week-in-star-citizen/?do=findComment&comment=5896]]></link><description>Greetings Citizens,  

Last week saw the SpaceX team writing history with the launch of the Falcon Heavy. For millions of years, space was out of reach for us humans, being &#x201C;stranded&#x201D; here on Earth and now mankind built a partially-reusable rocket with the ability to lift a mass greater than a 737 into orbit. If the many Spectrum threads discussing the event are any indication of how you folks see this accomplishment as an inspiration for ambitious goals, we are on the right track to make gaming history together. Also, it helped to rediscover the love for David Bowie&#x2019;s &#x2018;Starman.&#x2019;  

Speaking of love! If you are still looking for that perfect Valentine&#x2019;s Day gift, why not take a look at our shop, as nothing says &#x201C;I want to spend more time with you&#x201D; more than a Star Citizen Starter Package.  

Remember: &#x201C;The M50 is red, the Razor is blue &#x2013; I&#x2019;ll find my Valentine in the PU.&#x201D; 

With that, let&#x2019;s see what&#x2019;s going on this week:

Monday: Jumpstarting our week will be a new episode of Calling All Devs. This week, we&#x2019;ll discuss Mag Boots, Org Tools, and much more! You can watch the episode here. 

Tuesday: Prepare for the latest lore post. If you are a connoisseur of good stories or just hungry for more information, the lore team has something special, just for you! Check out previously published lore posts here. 

Wednesday: Mark Abent returns, ready to smash those pesky bugs. His weapons of choice? A keyboard and a mouse! Catch the latest episode on our YouTube channel here. 

Thursday will see a very special episode of Around the Verse, highlighting the Anvil Terrapin. Wait! Didn&#x2019;t Jared hint at more during last week&#x2019;s RtV? He might have, but you will have to tune in to find out what we&#x2019;ve got. Don&#x2019;t miss this week&#x2019;s episode of AtV! 

Friday: Make sure to tune in to our Twitch Channel at 12PM PST/8PM UTC for a new episode of Reverse the Verse.  

Yes, I know that &#x201C;roses are red&#x201D; line wasn&#x2019;t the greatest, but can you do better? Show us your poetry skills in the comments! 

Ulf Kuerschner 
Community Manager 

 





















 



The Weekly Community Content Schedule

 



MONDAY, FEBRUARY 12TH, 2018 
            Calling All Devs   (https://www.youtube.com/user/RobertsSpaceInd/)


TUESDAY, FEBRUARY 13TH, 2018 
            Weekly Lore Post   (https://robertsspaceindustries.com/comm-link/spectrum-dispatch)


WEDNESDAY, FEBRUARY 14TH, 2018 
            Bugsmashers!   (https://www.youtube.com/user/RobertsSpaceInd/)


THURSDAY, FEBRUARY 15TH, 2018 
            Around the Verse   (https://www.youtube.com/user/RobertsSpaceInd/) 
            Vault Update   


FRIDAY, FEBRUARY 16TH, 2018 
            Reverse the Verse LIVE    (https://www.twitch.tv/starcitizen) 
            Roadmap Update    
            RSI Newsletter   

 




 



















 



Community Spotlight: February 12th, 2018

 




We are constantly amazed by the contributions made by the Star Citizen community. Whether it&#x2019;s fan art, a cinematic, a YouTube guide, or even a 3D print of your favorite ship, we love it all! Don&#x2019;t forget to submit your content to our Community Hub for a chance at seeing it here! 

 




 




 

 
[2K]My album Flickr Star Citizen by HawkzGenesis



 




HawkzGenesis from Belgium shared his favorite Star Citizen Screenshots in the community hub. Follow his link to check out the full album. Each of his images could easily turn out to be your next favorite desktop wallpaper!  




 


 


 



Alone Cinematic by Frustmaster



Alone or not alone? A question this cinematic by Frustmaster tries to solve. Great editing and an ending you didn&#x2019;t see coming. Check out the video. 
 


 



 




 













View the full article</description><pubDate>Mon, 12 Feb 2018 18:33:50 +0000</pubDate></item><item><title>February 2948 Subscriber Flair</title><link><![CDATA[https://oceanicgaming.com.au/forums/topic/2147-february-2948-subscriber-flair/?do=findComment&comment=5891]]></link><description>February 2948 Subscriber Flair













Subscribers



The Takuetsu Universe gets its hands dirty this month with the release of this fully posable Outpost Worker action figure. Play out hair-raising repair missions and white-knuckle maintenance jobs gone dangerously off the rails, all in the comfort of your own hangar. Sculpted with care and an eye for detail, like all Takuetsu miniatures, this realistically surly character comes equipped with a PAW Multitool and a utility vest. 

Imperator Subscribers 
 


Starting this year, Imperator-level subscribers will receive a unique variant of each flair item, along with the standard version. 



If you&#x2019;re an active subscriber, the flair will be attributed to your account today. If you subscribe over the weekend, the flair will be added to your account on February 15th. More information about subscriptions can be found here! 











View the full article</description><pubDate>Fri, 09 Feb 2018 23:00:42 +0000</pubDate></item><item><title>Reverse the Verse LIVE</title><link><![CDATA[https://oceanicgaming.com.au/forums/topic/2146-reverse-the-verse-live/?do=findComment&comment=5890]]></link><description>Tech Designers John Crewe and Andy Nicholson join us live from Foundry 42 UK to discuss all things ship balance in the followup to yesterday&#x2019;s Around the Verse.

To watch Reverse the Verse LIVE each and every week, tune into http://twitch.tv/starcitizen.










View the full article</description><pubDate>Fri, 09 Feb 2018 20:31:09 +0000</pubDate></item><item><title>Around the Verse</title><link><![CDATA[https://oceanicgaming.com.au/forums/topic/2142-around-the-verse/?do=findComment&comment=5886]]></link><description>This week, Dave Haddock joins Chris Roberts for February&#x2019;s Star Citizen project update and a look at balancing weapons and the in-game combat experience. Don&#x2019;t forget to keep up with Star Citizen&#x2019;s development with the live Roadmap at https://robertsspaceindustries.com/roadmap/board/1-Star-Citizen


And for info on becoming a subscriber, go to: https://robertsspaceindustries.com/pledge/subscriptions 










View the full article</description><pubDate>Thu, 08 Feb 2018 20:08:19 +0000</pubDate></item><item><title>Loremaker's Guide to the Galaxy</title><link><![CDATA[https://oceanicgaming.com.au/forums/topic/2138-loremakers-guide-to-the-galaxy/?do=findComment&comment=5882]]></link><description>From the natural beauty of Xis and it&#x2019;s protected species to the harsh brutality of QuarterDeck and the hardened prisoners who call it home, take a guided tour of the Kellog System with Will Weissbaum.

Remember that you can always explore the Star Citizen Universe yourself in our web-based Ark Star Map.










View the full article</description><pubDate>Tue, 06 Feb 2018 20:18:02 +0000</pubDate></item><item><title>This Week in Star Citizen</title><link><![CDATA[https://oceanicgaming.com.au/forums/topic/2136-this-week-in-star-citizen/?do=findComment&comment=5880]]></link><description>Greetings Citizens, 

Right before the weekend, we updated the Live servers to Alpha 3.0.1. You can read the full patch notes here. Thank you to everyone who logged in this weekend to help provide feedback on the Issue Council and Spectrum. 

With that, let&#x2019;s see what&#x2019;s going on this week:

Monday: This week on Calling All Devs, we discuss the the golf ball bug, the Redeemer and the future of mission giver Tessa Bannister. You can watch the episode here. 

Tuesday: The Lore Team explores the Kellog System in an all new Loremaker&#x2019;s Guide to the Galaxy. All Lore content is released on Tuesdays with something different every week, so make sure to check out the 2018 Lore Release Schedule here. 

Thursday: Around the Verse dives deep into weapon balance this week. Get all the latest info on ship weapons and how the team designs them. 

Friday: Make sure to tune in to our Twitch Channel at 8AM PST/4PM UTC for a new episode of Reverse the Verse. Joining us this week is John Crewe Andy Nicholson to answer all of your questions about weapon balance.   

With that, we&#x2019;ll see you in the &#x2018;Verse! 

Tyler Nolin 
Community Manager 

 





















 



The Weekly Community Content Schedule

 



MONDAY, FEBRUARY 5TH, 2018 
            Calling All Devs   (https://www.youtube.com/user/RobertsSpaceInd/)


TUESDAY, FEBRUARY 6TH, 2018 
            Loremaker&#x2019;s Guide to the Galaxy   (https://www.youtube.com/user/RobertsSpaceInd)


WEDNESDAY, FEBRUARY 7TH, 2018


THURSDAY, FEBRUARY 8TH, 2018 
            Around the Verse &#x2013; Weapon Balance;  (https://www.youtube.com/user/RobertsSpaceInd/) 
            Vault Update   


FRIDAY, FEBRUARY 9TH, 2018 
            Reverse the Verse   (https://www.twitch.tv/starcitizen) 
            Roadmap Update    
            RSI Newsletter   

 




 



















 



Community Spotlight: February 5th, 2018

 




We are constantly amazed by the contributions made by the Star Citizen community. Whether it&#x2019;s fan art, a cinematic, a YouTube guide, or even a 3D print of your favorite ship, we love it all! Don&#x2019;t forget to submit your content to our Community Hub for a chance at seeing it here! 

 




 




 

 
The Black Box Henge by Cloudscape



 




BEHOLD! Rumor has it if you sacrifice a flight recorder to the henge the fellow behind the counter will speak to you again. 

Check out the screenshot on our community hub. 




 


 


 



Yela Yell by SteamedRose



SteamedRose from Enemy Contact sings about a recent experience she had with a &#x201C;routine&#x201D; cargo trip to Yela in Star Citizen. The adventure turned out to be anything but routine.  

View the entire video here. 
 


 



 




 













View the full article</description><pubDate>Mon, 05 Feb 2018 21:40:56 +0000</pubDate></item><item><title>Calling All Devs</title><link><![CDATA[https://oceanicgaming.com.au/forums/topic/2135-calling-all-devs/?do=findComment&comment=5879]]></link><description>Every week, designers, engineers and other developers from our five offices around the world answer backer questions submitted on SPECTRUM and voted on by YOU. This week, we discuss the the golf ball bug, the Redeemer and the future of mission giver Tessa Bannister.

You can submit your questions for consideration in future episodes of Calling All Devs here. Submission and voting is open to all backers.

And for info on becoming a subscriber, go to: https://robertsspaceindustries.com/pledge/subscriptions











View the full article</description><pubDate>Mon, 05 Feb 2018 19:54:39 +0000</pubDate></item><item><title>Reverse the Verse LIVE</title><link><![CDATA[https://oceanicgaming.com.au/forums/topic/2129-reverse-the-verse-live/?do=findComment&comment=5872]]></link><description>Star Citizen Live Director Todd Papy and Development Director Brian Chambers join us live from Foundry 42 DE to answer backer questions following yesterday&#x2019;s ATV Studio Update.

To watch Reverse the Verse LIVE each and every week, tune into http://twitch.tv/starcitizen.










View the full article</description><pubDate>Fri, 02 Feb 2018 17:42:59 +0000</pubDate></item><item><title>Monthly Studio Report: January 2018</title><link><![CDATA[https://oceanicgaming.com.au/forums/topic/2128-monthly-studio-report-january-2018/?do=findComment&comment=5871]]></link><description><![CDATA[Monthly Studio Report: January 2017





  
  

  Greetings Citizens!

   
 


  Welcome to the Monthly Studio Report, where we collect updates from our various studios around the world to show you what they’ve been working on this past month. In the rush up to the holidays, the entire company was focused on accomplishing two major tasks: pushing Star Citizen 3.0 to the Live Servers and polishing up work on the Vertical Slice, which featured an hour of gameplay from Squadron 42. Afterwards, everybody broke for some much needed rest before coming back to hit the New Year running. With that said, let’s get to it.


  







  
  




CIG Los Angeles











  
  
  
CLOUD IMPERIUM: LOS ANGELES

  


   
 


  SHIPS


   

  The team kept forward momentum on a handful of vehicles throughout the month of January. After the Art Team completed art on the Anvil Terrapin and Tumbril Cyclone, they worked on adjustments with the Tech Design Team who are now implementing the tech set-up. The Consolidated Outland Mustang update is in Greybox with the Art Team, while the Tech Design Team is prepping it for a Whitebox review. The Anvil Hurricane is close to wrapping Greybox on the art side, which will then be passed over to the Tech Design Team for them to work their magic on the Greybox tech set-up. Lastly, the Tech Art Team focused on getting started with their Flight Prep passes on the Anvil Terrapin and MISC Razor.  
   
 

  As far as vehicle features are concerned, they completed another successful sprint in the month of January with a focus on making improvements to game performance by optimizing vehicles and vehicle gameplay. They also made great progress with this endeavor by converting the VehcileWeaponEMP and gimbals to the Item 2.0 versions, and are in the ongoing process with DataBank Component optimizations. They also reduced the time complexity when adding timers which where just removed, and made some components use time sliced updates instead of the entity timer, both of which make UpdateTimers more efficient and improve game performance. Lastly, the team filled out their workload by resolving a large assortment of vehicle tasks and bugs, including implementing some new and improved character animations into ship bunk-beds.

  

   
 


  NARRATIVE


  The Narrative Team spent the month looking to the new year and outlining potential needs for the quarterly PU releases. Part of this work included a breakdown of the proposed locations to understand what kind of NPC characters would be needed to not only make the areas feel populated, but also sell the particular story of that locale. In aid of this, they were able to meet with the Directors for a two-day summit in LA to review the characters in 3.0 and examine potential goals for the upcoming releases.

  

   
 


  CHARACTERS


   

  January got off to a great start with work completed on the various Legacy armor variants for the Marine and Outlaw characters. They also are working through visual development for different types of armor featured in Squadron 42 for enemies like the Shipjackers and the OMC, as well as Navy armor types. They also made progress on the Hurston and Olisar Clothing Collections, which will debut later this fall.  
   
 

  The new Gameplay Team, consisting of a mix of engineers, tech designers and QA, completed their first sprint in month of January. This sprint focused on the Character Customization.
  Some highlights of what they completed in January include: the implementation of basic character customization to select different heads, hair and eye color, setting up customization features to be selectable off a grid, and adding interaction highlights to the player character model.

  

   
 


  
TECH CONTENT



   

  The Tech Content Team, which crosses over into many different global strike teams, continued to crank out improvements to tools, skin character costumes, and provide support on the weapon and ship pipelines. They also worked on tools for the Procedural Team, such as the Procedural City Editor and the Procedural Layout System. The team continued to work on the LiveLink Tool, Character Tool, Max/Maya 2018 upgrade, a skinning GUI, CGA Checker, CIG Tools Installer, Skeleton Alias health checks, and a Motionbuilder version of the Asset Browser. 
   
 

  Skinning continued on the Vanduul head, ship landing gear (such as the Sabre Raven and the Aegis Reclaimer), weapons and character costumes for Hurston and Levski. On the MoCap side, tracking and solving has continued through the vast amount of Player Data. 
   
 

  And as with all teams, the Tech Content Team handled their fair share of bug fixes this month, and they stand ready to tackle whatever ugly bugs come their way in the upcoming month.

  



  







  
  




CIG Austin











  
  
CLOUD IMPERIUM: AUSTIN

  


   
 


  DESIGN


  The Design Team identified a few fixes that were needed for the 3.0.1 patch. Beyond that, they fixed a few things that fell off the 3.0 table while the Directors worked on the schedule for Q1. The ATX Designers will soon begin work on the Service Beacon system, Economy updates, and Mission Givers.
   
 

  With the Service Beacons, the aim is to have “Escort,” “Refueling,” and “Repair” live in the 3.2 patch. Once Service Beacons are implemented, players will be able to request assistance from other players in the system (and eventually NPCs). When Contracts are accepted, both players will need to hold up their end of the bargain or risk a hit to their reputation. Once the contract terms are fulfilled, payment and reputation gains (or losses) will be automatically paid out.
   
 

  The team is working to fix Economy-related bugs now that 3.0 has provided a first iteration of dynamic pricing, including the identification and fixing of system exploits. There were some properties hard coded into the backend service that the team has exposed to design, enabling them to better predict and tune the economic experience. 
   
 

  Finally, the team found an analytics reporting bug that should be fixed in the 3.0.1 patch, and will give insight into data that will allow finer tuning and balancing throughout the entire game. Data on player transactions, wallet status, deaths, mission completion, and more will enable the team to balance items better, along with player/ship health, improving the overall gameplay experience.

  

   
 


  ART


   

  The Constellation Phoenix went into the Greybox phase (high-poly modeling stage) with the exterior and interior being fleshed out, the geo being refined, tweaks being made to the lighting, and incorporating features like fishtanks, a hot tub, wallscreens and a bar area. The Anvil F8 Lightning has made it through the Whitebox phase, with design ready to take over and start implementing the ship into the game. 

  

   
 


  
BACKEND SERVICES



  The Backend Team has been working on the refactor of the “Diffusion” services. The new architecture implements various patterns that allow the services to be easily scaled, reliable and available. All the current services will be replaced with pools of workers and backing services, that will provide short-term data caching.  
   
 

  The GIM (General Instance Manager) has been broken up into multiple services such as Instance Manager, Matchmaking Service, Lobby Service, and Entitlement Processor. The current Persistence service was also separated into the Item Cache, Account Cache, Player Variables Cache and now has multiple external memory caches, queues and workers. This will help distribute the load when moving player data through the system.
   
 

  The new system is highly distributed, think of it in terms of a C++ program where you take almost every class and put them into their own process. If any single service fails, there are multiple instances already running to pick up the slack. Given that workers do not hold any state/data, players shouldn’t feel any disruption of game services.

  

   
 


  ANIMATION


  The Ship Animation Team worked on four new vehicles outlined for the 3.1 release: the MISC Razor, the Aegis Reclaimer, the Anvil Terrapin, and the Tumbril Cyclone. Each present their own unique challenges. The Aegis Reclaimer has a very sophisticated landing and VTOL system, requiring unique rigging and technical set up. The team is also in the planning stages of new features and ships to be released throughout 2018, including major updates planned for the cockpit experience across all ship types. In addition, they have been resolving bugs that appeared in the 3.0 release and refining the overall gameplay experience.
   
 

  PU Animation finished all the initial work supporting the current usables in game.  All usables assets related to Squadron 42 have been packaged up and handed off to the UK animations team to finish off. The ATX team is now focused on Mission Givers and NPC Secondary Sub-Activity (SSA) characters. An NPC SSA character is simply an NPC that you can approach and interact with, such as bartenders, shopkeepers, and their ilk.   

  

   
 


  OPERATIONS


  The DevOps Team spent the month collecting stats from 3.0 live play sessions to help the performance teams with optimizations. They’re also expanding the capacity of the central build system to allow for more work-in-progress streams, which will help the various dev teams in their march toward quarterly releases.
   
 

  The holidays were busy for ATX QA, as they provided live support and testing for any hotfixes that were needed on 3.0 over the break, but this is the time of year when the team gets a moment to take stock of what went well, what could have gone better, and what steps are needed to improve and adapt going forward. The Austin QA team worked with their international cohorts to line up plans for testing based on the new production schedules, and updated QA documentation. This also marked a full-time return to Game-Dev. The team completed a full system smoke of Game-Dev to evaluate the current state of the branch and began clearing out any backlogged bugs and regression from the 3.0 cycle and holiday season. They’re excited to start spending more time testing new mission debug and development tools. The Squadron 42 QA testers were happy that the community got to see a glimpse of the game just before the holiday season, but new content is pouring in every day from development, keeping them incredibly busy.
   
 

  As 3.0 has been published, the Player Relations Team has been speeding right along with helping players with knock-on issues. The team was very proud to rotate out during the holidays to get everyone the help they needed, and are excited to continue work on projects such as a proper knowledge base and other mechanisms that enable players help themselves. The 3.0 testing cycle was a long yet amazing journey, and the QA team couldn’t have gotten it done without the stalwart efforts of Evocati and PTU testers. They would like to encourage everyone to continue using the Issue Council, while they turn their focus towards a quick 3.0.1 patch and the much anticipated 3.1 in late March to address fixes and performance issues. 

  



  








  




Foundry 42 UK











  
  
FOUNDRY 42: UK

  


   
 


  ENGINEERING


  After the hectic run in to the holidays, this month allowed the team time to do some much needed housekeeping and organization. They spent a lot of effort working on performance optimizations to help improve the player’s experience. There isn’t one magic bullet to resolve this, rather lots of small improvements that will add up to a bigger improvement. Some of that is moving more code over from the old update functions, which run on the main thread, to the batched update model allowing them to use all the threads. Another improvement they made was reducing the work the animation system does by finding all the areas where a character’s skeleton is updated unnecessarily. 
   
 

  The team made progress on object container streaming, which allows large areas of the game like a planet or space station to load in the background as the player approaches it. This will help performance, decrease load times, and reduce the amount of memory required to run the game. One of the major challenges is making all the existing entity components able to initialize in a background thread safely. The process involves taking a lot of legacy code and converting it over, and there’s a lot of legacy components. It also means finally removing all Lua from the game and converting it into C++.
   
 
 
  The Engineering Team has also been doing a pass on the usables, and especially how they get set up by the designers/artists/animators. After implementing a large number of them, they’ve targeted several areas where the implementation can be improved and easier to debug when things go wrong. It will also make them more modular. They can even take some of the functionality outside of the usable tech to use in other areas of the game. 

  

   
 


  GRAPHICS


  This month, the Graphics Team worked through fixes for issues that came to light during the release of 3.0 and the Squadron 42 Vertical Slice. Many of these fixes related to the render-to-texture system, which is heavily used for the UI. These fixes should improve the resolution and anti-aliasing. The other major push was to improve render profiling and video memory tools to assist the Art and Graphics team to help optimize the game. Their main focus has been ensuring they can report a variety of statistics that are specific to each development team, for example, the number of polygons used for characters or the total texture memory used by the prop team. This helps the large and dispersed Art Teams understand how they’re affecting performance and therefore aid in improving it. They also did some optimization work, and made a big improvement to the ‘depth-pass’ algorithm. Now, each frame applies a heuristic to every mesh to determine which will make the best ‘occluders’ that can be rendered first to obscure any other meshes to reduce ‘overdraw’ (the process of re-rendering the same pixel multiple times). 
   
 
 
  In parallel to the UI fixes and optimization, the team has been doing R&amp;D work on several new shaders, which they’re about to start full production on in February. These new shaders will help unify and simplify the art-workflow across various teams, allow more dynamic shaders that can correctly react to different environmental conditions (dirt, sand, mud), and apply wear/tear consistently between asset types with convincing visuals. These shaders will also enable several new features for the art team that should result in more interesting visuals on large man-made structures and more physically based blending of many materials on natural/organic assets. 

  

   
 


  UI


  January allowed the UI Team time to step back and assess what was achieved at the end of last year. MFD/Visor displays are a feature that needs additional work to bring them to the quality level the game strives for. The UI Visual Team has been set up to work closely with the Graphics Team in order to polish this feature for 3.1. 
   
 

  The team is also heavily focused on the PMA/VMA apps. With the release of the two apps in 3.0, they have been able to gather both internal and external feedback in order to ensure they are heading in the correct direction. A sprint team has been set up with the initial focus on bugfxing the VMA to ensure its functionality before additional features are implemented. 

  

   
 


  SHIPS


   
   

  The Ship team pushed forward on a number of ships that are slated to be in the 3.1 patch including the Reclaimer and Razor as well as ones slated for future releases like the Hammerhead, vicious Vanduul Blade fighter and Origin’s luxurious 600i. Artists worked to lock down the interior and exterior layouts and begin to work out the various materials needed to bring the ships to life. It’s not only new ships on the docket, some of the classics are in the process of being updated to the current ship spec, one of which, the Aegis Avenger, was prominently featured in last year’s Vertical Slice preview.

  

   
 


  VFX


   
   

  The Anvil Terrapin is the first ship of the year to get the VFX treatment, as they prepare it for flight ready status. They’re working on effects for thrusters, damage and a deathmask that’s using some new debris assets.
   
 

  On the weapons front, the Gemini R97 ballistic shotgun had its VFX first Pass, including muzzle, tracer and impact effects. There’s also been a heavy focus on planning and schedules for the year ahead, and making sure the VFX tasks are aligned with everyone else’s.  

  

   
 


  ENVIRONMENT


   

  The team continued developing the Utilitarian Hangar Common Elements. Now that they have established a robust set of metrics that will work in many different locations, the hangars went to the Concept team for visual refinement. The shape language and scale reads have matured significantly from the initial kickoff concepts, which means that the hangars are working as enormous, functional and impressive structures much better than expected. The next stage is Greybox, where they will dial in details, materials, and lighting reads. 
   
 

  Elsewhere, the team made significant leaps with the Procedural Layout tool functionality being worked on by our Tech Art Team. The tool has matured to where it’s being used by the whole team to generate many varied and interesting rest stop interior layouts. It’s providing a ‘tailored randomness’ that allows the team to both direct a layout’s flow from an art and design perspective but also introduce enough unpredictability that layouts can be truly varied and different every time. As the team works to build more of the assets needed, the potential variety in layouts only gets more and more diverse. 

  

   
 


  
DERBY ANIMATION



  Following some initial organization and documentation work, the fledgling Gameplay Story team got stuck into a couple of scenes that were chosen to act as a test bed. They enjoyed the technical &amp; animation challenges involved and are looking forward to working more closely with Design to get these scenes working correctly in game. They also started work on scenes that are more critical to Squadron 42’s story and are looking to expand and develop the GP Story team going forward. 

  

   
 


  AUDIO


  Ships: The Audio Department have been supporting the SFX requirements for the Anvil Terrapin and Aegis Reclaimer including thrusters, mechanical elements, ambience and UI. 
   
 

  Outposts / Rest Stops: The Audio Department completed a polish pass on outpost ambiences and SFX to ensure that audio responds to power level. They are currently prototyping audio responding to weather e.g. a storm outside an outpost could cause the structure to bow, bend and rattle. They supported the procedural tech used to build the rest stop stations actioning SFX passes on the rest stop building blocks to ensure any and all configurations meet the minimum quality bar. Future polish passes are planned. 
   
 
  
  Weapons: The Audio Department has had a big push to improve the audio response of weapons in different planetside locations by fleshing out weapon tails and reflections for both the 1st and 3rd person perspectives.
   
 
 
  Music: They are also in the processes of drafting a composition request for a new Star Marine music suite, which will provide unique support for all game modes and dynamically react to gameplay.
   
 
 
  Code: The Audio Code Team has been busy on an optimization pass to achieve better overall performance by improving audio bank loading and reducing the Wwise object and zone object count in the audio system. In addition, the team has been working on improvements to our audio dev tech. 

  



  







  
  




Foundry 42 DE











  
  
FOUNDRY 42: DE

  


   
 


  VFX


   
   

  The VFX Team continued their work on  the volumetric cosmic storm known as the Coil, depicted in the Squadron 42 Vertical Slice at the end of last year. More R&amp;D went into how  to create an interior series of pathways and spaces while keeping in line with the approved concepts and art direction of the overall Coil. They attempted this using a third-party program called Houdini, so a portion of their time was spent on developing, optimizing and integrating the new pipeline since the software is not natively supported in the engine. 

  

   
 


  AI


  Over the past several months, the AI Team has been dividing their time between Squadron 42 and the Star Citizen PU. The Squadron 42 Vertical Slice unveiled the initial integration of FPS combat behaviors that allowed the player to combat several enemy NPCs while in the Gainey Base. To implement these behaviors, the team refactored all the cover movement transitions inside the movement system to include an improved path analysis by the AI, so that the system will be able to anticipate which type of animations should be played further in advance, allowing for a smoother transition from locomotion sets and the ability to call special transitional animations when needed. 

  

   
 


  LIGHTING


  While continuing ongoing work for Squadron 42, the Lighting Team entered the new year by training a new team member who will help finalize our legacy lighting conversion process to the new volumetric fog technology and also build new content for the PU. Initially, this will involve building a lighting language for the upcoming Rest Stop station. Since the Rest Stops won’t always be hand-built, the team needs to build processes to automatically place lighting in an environment that feels believable, isn’t too taxing on performance, and bug free.

  

   
 


  WEAPONS


   
   

  The Weapons Team began the year by examining benchmarks that need to be hit and adjusting production accordingly. Work continued on the Torral Aggregate Kahix Missile Launcher, and needed adjustments made to the Gemini ballistic pistol after it was renamed the LH86. Time was also spent on two Klaus &amp; Werner weapons; the initial rig was set up for the Demeco light energy machine gun and block out completed for the Raiden heavy machine gun. For ship weapons, block out work progressed on a Laser Beam from Trident Attack Systems and Distortion Repeater from Associated Science &amp; Development.    

  

   
 


  CINEMATICS


  In January, the Cinematics Team went back to work on on several sequences of Squadron 42, including a previs and mockup for an episode of a certain spectrum show that players will be able to catch in the game. Like many of the other departments, they kicked off 2018 by tackling production tasks to outline their goals for the year. Aside from general workflow, they prepped a list of tech requirements and detailed additions to the trackview system that would help incorporate Actor Actions.  

  

   
 


  
TECH ART



  The Tech Art team continued developing tools and system to increase developer efficiency and performance. They continued developing the Procedural tools to expedite processes like Procedural Layout and submitted a first release version of the Procedural Layout Editor while also figuring out a way to directly integrate the startup tool directly into the Sandbox interface. There was also a Tech Art review on the Anvil Terrapin which included a Flight Prep pass. Like a majority of the other teams, those first few weeks of the new year provided an opportunity to start outlining plans for future releases. The Tech Art team broke down the ships in the upcoming 3.1 release and continued working through the ship bug backlog.

  

   
 


  ENGINE


  With the existing memory tracking tools became too costly when recording and processing extended sessions of both the server and client, so the team started working on a new more lightweight memory tracking system that could support the most important features in order to track memory leaks and invalid allocations without generating gigabytes of logs to analyze. This new system has already been used to optimize memory usage on the server for 3.0 and to track leaks. They also implemented Python scripts to analyze the resulting log files as well as compute a difference for two separate log files to see how memory allocation behavior changed over time in various parts of the code base. This allows the team to find leaks as well as trim excessive memory usage.  
   
 

  The team fixed several issues related to how data is collected in the crash database Sentry, so they could see how many different clients are affected by a certain crash. They also fixed an issue that caused bugs to be categorized as GPU crashes incorrectly due to stale files being left on the client when previously submitting a real GPU crash.
   
 

  One of the team’s newest engineers started working on an ambient occlusion solution which is a more accurate, horizon based SSDO. Previously, the shader only sampled the end of occlusion test rays across the surface hemisphere, but with the rework, it now also takes samples along each ray in order to better detect occlusion in-between, to prevent undersampling. The team’s in the final process of optimizing the shader since the first pass implementation is fairly expensive due to the number of samples required.

  

   
 


  
SYSTEM DESIGN



  To kick off the new year, the System Design Team has been looking at priorities and goals for the upcoming quarterly releases ensuring that they have sprints scheduled to achieve their outlined goals. In addition, there has been a push to start clearing out the backlog of tasks and bugfixes remaining from 3.0. This includes things like fixing the transition between walking and entering a usable animation, missions autocompleting in the editor, and NPCs staring too long at points of interest. They were also able to fix hatches featured in Squadron 42’s Gainey base so that they properly close. While for the mission givers in the PU, the fixed bugs relating to certain lines not triggering after certain player choices. 
   
 

  Currently in progress are several improvements to NPC behaviours and usables, as well as additional tweaks to the Conversation System and a cleanup of the player’s HUD. Something else many players might appreciate is that the team is looking at making sure that airlocks will open automatically when approached from the direction they are currently pressurized for.  

  

   
 


  QA


  Although most mission testing is primarily done out of the UK’s QA department, the DE team tackled their first taste of mission testing with both Eckhart and Ruto. They identified any issues that would hinder accessibility to these two mission givers and the system designers worked with QA to quickly shelf changes for these NPCs, so they could pull the shelved changes down from perforce and test to see how things were working before the changes were checked into a build. Any issues encountered were brought up, identified and addressed, and the process repeated. This approach allowed for a much more efficient iteration time without potentially jeopardizing the build’s integrity for other departments. QA additionally provided feedback on how these two mission givers would function when more than one player is involved.  
   
 

  The QA Team also focused on testing and regression for the most recent 3.0 build, continuing to provide support for Frankfurt development team as needed. The Subsumption Editor continues to be part of their everyday testing, as well as the Lumberyard Editor, and anything related to procedural planet tech. 
   
 

  As the team approached the holiday event last year, the DE QA Team was brought into the S42 testing loop to attend regular review meetings discussing the progress of S42. This ensured that the developers had QA members available to provide support for any specific feature at any time, which made the turnaround time for catching issues relevant to these features quicker. This approach enabled QA to quickly test changes, write up JIRA reports for issues if needed, and send them to the appropriate devs to be fixed until the team eventually got to a build that is in the best possible playable and visual state.

  



  







  
   

  




Turbulent











  
  
  TURBULENT

  

   
 


  
WELCOME TO STAR CITIZEN



  On January 25th, the team unveiled a new section of robertsspaceindustries.com designed specifically for new players. A considerable change from the the old “About the Game” experience, these pages are rich in media and informative information about the game and utilizes a new ‘three pillars’ navigation concept in the platform that can be leveraged to separate the three brands.
   
 

  Leading up to the launch, the month was filled with major bug fixes, additional design tweaks and content changes. Turbulent will continue to introduce fixes to the platform, squash any new bugs reported by uses as well as revisit the color and contrast of text across the board while testing more diligently for readability.
   
 

  The next round of additions to the site will include a more unified shopping experience and a better experience for account management.

  

   
 


  ROADMAP


   

  The Roadmap was published along with the introduction of the new Star Citizen site. This new production schedule provides the community with projections for the Persistent Universe’s quarterly release schedule, allowing the backers to see what the status of various features and where they fall in the timeline. Mobile views were introduced this month as well as a new expand / collapse all button. In the last four weeks, developers also created scrolling unique to the release (column), making the Roadmap board easier to use.
   
 

  Most notably, the Roadmap is directly linked into CIG’s internal production software called JIRA. The number of tasks on a feature card is a direct reflection of the work allocated out to developers. A fetch of new data can be deployed within a few minutes. This new feature not only makes the project’s development more transparent to the community but also vastly reduces the time it would take for CIG producers to prepare the data, all around increasing efficiency.  

  

   
 


  SPECTRUM


   
   

  The feature work on custom roles is now complete and has moved on to a bug testing phase with the hope of headlining the next spectrum release. Custom roles are extremely important to the community and give you much more flexibility in managing your organizations.

   
 


  The feature work on custom emojis is almost complete, with only a few small tasks left. This will allow you to upload your own emoji sheets, giving you and your org the capability to communicate in your own unique way.

   
 


  Front end work on the block / ignore feature began this month, and there is a solid, well-tested design for how this should work. Going beyond a simple block button, the plan is to create a full block / ignore manager to give users full control over the feature.

  



  








  




Community











  
  
  Community

  

   
 


  Last week saw the launch of the newly redesigned website, which is now organized into three sections providing easier navigation for veterans and rookies alike. The Star Citizen section, with information on the game and its lore, the Squadron 42 section with updates on the development of the cinematic single-player campaign, and the RSI section which hosts not only the community hub and Spectrum, but also the new Roadmap with insight into Star Citizen’s development process. The Roadmap feeds directly from CIG’s internal task managing tool, JIRA, and displays tasks, features and optimizations planned to rollout during the year. With this new level of transparency, the Roadmap should give everyone an idea of where the team wants to go with the next development milestones.

   
 


  Check it out, if you haven’t already, and let the team know what you think in the feedback thread.

   
 


   

  On the ATV front, January welcomed the return of Ship Shape, a deep-dive into ship design and development, while also shining a light on the magnificent people involved in the ship design process. Last week’s ATV focused on Squadron 42, taking a detailed look at the mysterious Coil and the challenges the developers overcame to bring this exciting monstrosity into the game. ATV will keep highlighting bits and pieces of the Squadron 42 development without spoiling the truly unique and cinematic storyline, so be in the know and enlist for the official newsletter here.

   
 


  New to the show portfolio since the beginning of January is the weekly live show “Reverse the Verse” that recaps the events of the week and answering the questions submitted by our community. The stream has so far featured Global Head of Production for Star Citizen and Squadron 42 Erin Roberts, Composer for Squadron 42 Geoff Zanelli, and Game Director Chris Roberts. If you have a question you want to see answered in an upcoming show, head to Spectrum, track down the appropriate thread in the announcement section and let the team know. 

   
 


   

  While it is still only January, the Community team is knee-deep in planning this year’s event schedule. They can’t disclose a lot yet but … prepare your space suits, Austin! CitizenCon 2948 will be happening in Texas, and it is shaping up to be the biggest CitizenCon so far. Be sure to regularly check the events page for more info and news on where you can meet the team throughout the year!

   
 


  Lastly, time to shine a light on what’s to come in the near future: Community is in the process of putting together a stellar FanKit which will allow you to share your love for Star Citizen across the internet. The fandom page will become a handy guide and resource for fans of Star Citizen, answering the most frequently asked questions related to fan creations regarding branding rights and permissions.

   
 


  And with that, see you in the ’verse!


  







  
  




Conclusion





  
    WE’LL SEE YOU NEXT MONTH…

  

   
 


  


  







View the full article]]></description><pubDate>Fri, 02 Feb 2018 03:38:29 +0000</pubDate></item><item><title>Around the Verse</title><link><![CDATA[https://oceanicgaming.com.au/forums/topic/2126-around-the-verse/?do=findComment&comment=5868]]></link><description>This week, we head to Foundry 42 in Frankfurt, Germany for our Monthly in-depth Studio Update.

And for info on becoming a subscriber, go to: https://robertsspaceindustries.com/pledge/subscriptions 










View the full article</description><pubDate>Thu, 01 Feb 2018 19:57:44 +0000</pubDate></item><item><title>Subscriber's Town Hall</title><link><![CDATA[https://oceanicgaming.com.au/forums/topic/2125-subscribers-town-hall/?do=findComment&comment=5867]]></link><description>Director of Technical Content Sean Tracy is joined by CG Supervisor Forest Stephan and Tech Artist Gaige Hallman as they discuss the recent advancements that help our developers bring Star Citizen to life.

And for info on becoming a subscriber, go to: https://robertsspaceindustries.com/pledge/subscriptions











View the full article</description><pubDate>Thu, 01 Feb 2018 04:14:26 +0000</pubDate></item><item><title>Bugsmashers!</title><link><![CDATA[https://oceanicgaming.com.au/forums/topic/2121-bugsmashers/?do=findComment&comment=5863]]></link><description>Mark Abent came here to do two things: smash bugs and chew bubblegum, and he&#x2019;s all out of bubblegum. This week Mark takes on a bug that, once fixed, will let you smash up your own property without fear of lawful interdiction.  









View the full article</description><pubDate>Wed, 31 Jan 2018 23:02:58 +0000</pubDate></item><item><title>Untold Tales: "The Journey Home"</title><link><![CDATA[https://oceanicgaming.com.au/forums/topic/2116-untold-tales-the-journey-home/?do=findComment&comment=5858]]></link><description>The Journey Home













There are mysteries in the universe. From the winding backstreets to the halls of power, stories that defy logic are whispered to eager ears and passed from listener to listener. These tales live because they inflame the imagination. They instill that sense of wonder that can only exist when you acknowledge that there&#x2019;s more to the universe than we could ever know. 

These are Untold Tales. 

News of Lt. Commander Liam Nealy&#x2019;s dramatic escape from Vanduul space has taken over the spectrum for the past few weeks. While we celebrate Lt. Commander Nealy&#x2019;s safe return, it&#x2019;s important to remember that rarely do these stories have a happy ending. In nearly three centuries of conflict with the Vanduul, history is filled with tragedy and loss. There is one tale though that continues to defy explanation over thirty years later: the mystifying story of Lieutenant Junior Grade Laurence Kiefly. 

Throughout Laurence Kiefly&#x2019;s life, flying wasn&#x2019;t something he ever dreamed of, it was simply something he did. Growing up in the woodlands of Tiesl on Saisei, Laurence&#x2019;s ultimate dream was to be an actor. Friends and family recounted that during the summer months when he wasn&#x2019;t in school, the young boy would stage increasingly complicated performances outside the family&#x2019;s farm. In the warm evenings, he often enlisted other kids from the nearby farms as actors. But although he was an enthusiastic performer, his family saw his potential in the cockpit. 

&#x201C;It was effortless,&#x201D; Jordan Kiefly, Laurence&#x2019;s older brother, recounted. &#x201C;Mom had him flying shipments to the market when he was twelve. It didn&#x2019;t matter if it was one of our small haulers or a Hull, the kid was surgical.&#x201D; 

The Kiefly farm grew organic produce until 2905, when several years of harsh weather and a failing market nearly forced the family into bankruptcy. Laurence, still undeterred in his desire to pursue the arts, signed up for the Navy after achieving Equivalency, in an effort to subsidize further education. 

Unsurprisingly, the divisional officers at his forge quickly discovered their new recruit&#x2019;s aptitude for piloting and dutifully set out to test its limits. In every test they threw at him, Kiefly managed to exceed expectations.This continued all through the flight academy until he graduated at the top of his class. On 2909-05-18 SET, Laurence received his first assignment: report to the newly reformed 106th squadron along the Vanduul front, a post considered by many to be the most coveted theater of operations in the Navy, and an assignment second only to the Marines or joining Squadron 42. 

Kiefly settled quickly into his new role as a combat pilot, aiding and supporting his flight in a number of missions along the Vanduul front. And according to the starmen and officers who served with him, Laurence could always be depended on as a source of good humor. 

&#x201C;I know that sounds like it could be pretty obnoxious,&#x201D; Commander Ava Toll (Ret.). &#x201C;He knew how to read people. Knew how to connect in the way that didn&#x2019;t feel patronizing. So yeah, I saw him pull people out of some pretty serious funks.&#x201D; 

The 106th would suffer their second devastating loss in four years on 2911-02-01. Kiefly and his flight were tasked with a dangerous reconnaissance mission into Caliban to chart any Vanduul presence. Exact details on the operation are still classified, but High Command did confirm that during the operation a Vanduul element cut off the 106th from the jump point back to the fleet. 

Only two of the pilots were able to make it back. Kiefly and the rest were lost, presumed dead. Despite several attempts to retrieve verification, most of the bodies weren&#x2019;t found. Posthumous medals were conferred and military funerals held in the wake of the attack. Though tragic, many had come to accept this type of outcome as a likely possibility for combat pilots serving on the Vanduul front. 

Back on Saisei, the Kiefly family mourned the loss of their son and brother as they tried to move on. 

&#x201C;Yeah, it messed us all up,&#x201D; Jordan recalled in a 2914 interview. &#x201C;I&#x2019;d go by to check on them and Mom would barely speak, while Dad just worked. I think it was the fact that he was just gone. If they&#x2019;d had the chance to see him one more time, I think that would&#x2019;ve&#x2026; not made it better&#x2026; but given them that closure.&#x201D; 

It turns out that they would get their wish. 

On the morning of December 17, 2914 SET, Laurence&#x2019;s father, Javier, woke shortly after dawn to begin work in the fields. Harper, Laurence&#x2019;s mother, had gone out to the harvester shed when she noticed something. 

A crate, constructed out of scraps of metal and composites, sat on the dirt path leading up to their house. While a morning frost covered the landscape as far as the eye could see, this crate was almost warm to the touch. 

She called Javier over. Upon closer inspection, they discovered something etched into the top of the crate. The jagged lines formed the words: 

I remember home. 

The two apprehensively opened the crate. Inside, they found the body of their son, Laurence, dressed in a ragged and burned flight suit. 

The Kieflys quickly called local authorities who, in turn, notified the Navy. Within a day, representatives from a dozen government divisions descended on the Kiefly&#x2019;s farm. 

Medical examiners studied the body and although he&#x2019;d been declared dead for over three years, he hardly looked it. They determined that he had died no more than two months earlier, from exposure. In addition, Laurence&#x2019;s remains bore scars from extensive wounds that had been treated with some kind of rudimentary but effective medicine.  

The Navy&#x2019;s official conclusion was that Kiefly had somehow survived the battle back in 2911, theorizing that his ship had gone down in-system, but that he had lacked an effective means of communication &#x2014; but that&#x2019;s the extent of their theory. To this day, the military does not have an official stance as to what happened to Laurence Kiefly after his ship was lost in Caliban system. There are no known Human inhabitants of the system; the civilian population either fled or was wiped out in the Fall of Caliban nearly thirty years earlier. 

So how did Laurence survive out there for three years? And the bigger questions, who delivered the body and who scrawled the message on the coffin? 

For the record, the Empire has never figured out the answers to any of these questions. If they did, they remain a closely guarded secret. However, despite all the mystery surrounding Laurence&#x2019;s death, one thing is for sure &#x2014; the Kieflys were able to see their son one more time to say their final goodbyes. 











View the full article</description><pubDate>Wed, 31 Jan 2018 02:00:00 +0000</pubDate></item></channel></rss>
