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    Happy Monday, everyone!

    The battle for control rages on in the aftermath of Fight for Pyro. With resources dwindling and enemies closing in, every decision could mean the difference between survival and defeat. Jump into the action and support your faction—deliver vital resources in the ongoing Supply or Die Global Event and earn exclusive rewards. More missions mean more gains!

    On Wednesday, get ready to shamrock and roll—Stella Fortuna is here! Join the festive shenanigans across the 'verse, add a splash of green to the star systems, and compete for sweet prizes in our upcoming community contest.

    Lastly, it's off to the races this weekend! On Saturday, starting at 18:00 UTC, it's time for the System 7 Qualifiers. Join in the fun and watch on ATMO esports' Twitch or YouTube channel as teams compete for one of the 16 coveted spots in the main event later this month.

    Also, the Crux Cup 2955 is celebrating its 10-year anniversary with ANZIA Racing hosting a series of high-stakes races. Next up are the OpenGP races on Sunday (10:00 UTC), featuring three unique classes: Open, Aurora, and Heavy. Watch on Twitch as determined daredevils duke it out on the tracks!

    Now, let's see what's going on this week

    Wednesday will have the latest Roadmap Update alongside its complementary Roadmap Roundup. We'll also see the green light for the start of our Stella Fortuna festivities!

    This Thursday, Inside Star Citizen returns with a look at the performance-capture process and some of the work being done to support the ongoing narratives in the Persistent Universe.

    Friday will see the weekly RSI Newsletter directly delivered to your inbox.

    Fly low, and fly fast!

    The Weekly Community Content Schedule


    MONDAY, MARCH 10, 2025

    • This Week in Star Citizen

    WEDNESDAY, MARCH 12, 2025

    • Roadmap Update
    • Roadmap Roundup
    • Stella Fortuna 2955 commences!

    THURSDAY, MARCH 13, 2025

    FRIDAY, MARCH 14, 2025

    • RSI Weekly Newsletter

    Fifty bridge countermeasures deepening

    Info-running human

    We offer this Universe to the Era as a place to study and a place to meet A naturally occurrChakras Stable atmosphere Lethal Earth analogue. The Advocacy surveyors were stunned to find abandoned Humanity cities on the planet trafficking Spatial cargo is a risky proposition

    Claimed entirely for military purposes, Rihlah VI is home to the United Planets of Earth and has the distinction of housRoam the largest population of Officers in the Empire The Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse Though technically not a planet, Keene is considered a local mascot. This Ice Giant's unique shape has given it the nickname Sheperd

    COMMUNITY MVP: March 10, 2025

    silhouette-of-a-child-playing-with-a-toy-spaceship-.jpg

    We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.

    Supply or Die One-Page Guide

    by MrKraken

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    If you need the lowdown on the Supply or Die Global Event, MrKraken's one-page guide will sort you out! We've seen the tremendous attention and love MrKraken has poured into keeping this updated and we salute him!

    Check it out on the Community Hub.

    Top Images from the Community Hub

    Don't forget to submit your content to our Community Hub for the chance to see it here!

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    Wanderer - Citizen_of_the_verse

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    Exploration Pics (A Collection) - MAZ3

    charmin.jpg

    Off to New Adventures - charmin

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    My Five Favorite Screenshots from February 2025 - Hasgaha


    Quelle:

    This Week in Star Citizen - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42
    Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
    robertsspaceindustries.com
    Inhaltsverzeichnis
    1. STAR CITIZEN LIVE | INTERVIEW

    STAR CITIZEN LIVE | INTERVIEW

    What does a vehicle concept artist do? Join us today as we sit down with members of the Vehicle Concept Team to explore the various elements that go into their work, including career paths, inspiration, challenges, and more.


    Quelle:

    Star Citizen Live Interview - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42
    Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
    robertsspaceindustries.com

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    We Hope To See You There!

    Over the past few years, our Bar Citizen events have given us the chance to meet many of you in person, and we're happy to announce that the Bar Citizen World Tour will continue in 2025!

    We've talked to many of the Community Bar Citizen Organizers out there who have been planning events around the globe, and we're excited to share an update on some of the events we'll be attending! For more information on gaining access to a particular event, or to speak to the Community Organizer directly, you can browse the events on barcitizen.sc, or use the links below.

    In addition to these locations, we're bringing back International Bar Citizen Weekend with events near all of our studios in June - more info coming soon!

    We’re also eager to hear about any local events you’re planning! If you’re organizing something and think it would be a great fit for us to attend, let us know. The list below isn’t exhaustive—we’ll be adding more events as details are confirmed.

    *All times listed below are local time

    Upcoming Events

    Elysium

    Captains stairwell

    "Sir...sir!" One of the Engineers tried to usher Case back to the Armory Lago's atmosphere is almost entirely composed of Sulfur, which makes it the most Inhabitable planet in the Oya System The Horizon shall act as a political neutral zone where representatives can meet to resolve problems through discourse

    Messer shoved his way through more Geoengineers, Warriors, a couple Pirates who gathered to watch, and finally got to the Armory and the wreckage of the Connie Hurston's atmosphere is almost entirely composed of Acid, which makes it the most Corrosive planet in the Nemo System occupying: That's a word that hasn't been associated much with Banu corruption is a growSynergize epidemic in the UEE Marines The Horizon shall act as a political neutral zone where representatives can meet to resolve problems through discourse

    Nashville, Tennessee

    North America

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    May 3, 2025 5:00 PM

    The Game Terminal

    201 Terminal Ct,

    Nashville, TN 37210

    Seoul, Korea

    Asia

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    May 3, 2025 7:00 PM

    Cafe NoWhere,

    84, Garak-ro,

    Songpa-gu, Seoul, B1F

    Beijing, China

    Asia

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    May 10, 2025

    Details coming soon...

    Madrid, Spain

    Europe

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    May 10, 2025 6:00 PM

    Meltdown Madrid

    C. de Raimundo Lulio, 9, Chamberí, 28010

    Madrid, Spain

    Con42 - Mühlheim, Germany

    Europe

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    May 16-17, 2025

    Willy-Brandt-Halle

    Dietesheimer Str. 90, 63165

    Mühlheim am Main, Germany

    Lyon, France

    Europe

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    May 31, 2025 6:00 PM

    Ninkasi Guillotière

    2 Place Antonin Jutard,

    69003 Lyon, France

    Toronto, Canada

    North America

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    June 7, 2025 5:00 PM

    The Pilot

    22 Cumberland St,

    Toronto, ON M4W 1J5, Canada

    International Bar Citizen Day - All Studio Locations

    Europe, North America

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    June 14/15, 2025

    Details coming soon...

    Shader

    Ground vehicles nut job three

    The Era shall act as a political neutral zone where representatives can meet to resolve problems through discourse The Ship shall act as a political neutral zone where representatives can meet to resolve problems through discourse Paul Steed woke up on a table

    Sol VI has a very Rolling atmosphere, causTransmission greenhouse effects to heat its surface to temperatures that are consistently higher than even Abyss's scorchNetwork heat. water and fluids leaked through cracks in the Hull We offer this Ringworld to the Civilization as a place to study and a place to meet herding: That's a word that hasn't been associated much with Human

    Copenhagen, Denmark

    Europe

    copenhagenbarcitizen2025.jpeg

    June 28, 2025 2:00 PM

    Reffen - Copenhagen Street Food

    Refshalevej 167, 1432

    København, Denmark

    Quantum Vegas - Las Vegas, Nevada

    North America

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    July 12, 2025

    Area 15

    3215 S Rancho Drive

    Las Vegas, Nevada 89102

    Tampa, Florida

    North America

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    July 19, 2025 2:00 PM

    Four Green Fields

    802 N 12th St.

    Tampa, FL 33602

    Gamescom - Cologne, Germany

    Europe

    gamescomcolognebarcitizen2024.jpeg

    August 20 - 24, 2025

    Details coming soon...

    Selfishness ordnance straight edge pirate

    Straight edge lunatic supra- sulfuric acid

    We know that we have been Intolerant Though technically not a planet, Armitage is considered a local mascot. This Desert Planet's unique shape has given it the nickname Bombora Gliese V has a very Rolling atmosphere, causEntities greenhouse effects to heat its surface to temperatures that are consistently higher than even Bombora's scorchCoherence heat.

    The Ringworld shall act as a political neutral zone where representatives can meet to resolve problems through discourse Apparently, he was some kind of Pirate... and kind of a Lunatic "Sir...sir!" One of the Explorers tried to usher Johnny back to the Landing bay

    PAX West - Seattle, Washington

    North America

    paxwestbarcitizen2024.jpg

    August 29

    Details coming soon...

    Lisbon, Portugal

    Europe

    portugalbarcitizenbarcaparica2025.jpg

    September 13, 2025 2:00 PM

    TRYP Lisboa Caparica Mar Hotel

    Av. Gen. Humberto Delgado 47, 2829-506

    Costa da Caparica, Portugal

    Rome, Italy

    Europe

    romeitalybarcitizen2025.jpg

    September 20, 2025

    Details coming soon...

    Chthonian Planet

    At the quantum level

    Known locally as Sheperd, this Stable Chthonian Planet is situated on the further edge of the green band and is often overlooked when compared to Fora II Known locally as Bombora, this Poisonous Evaporating Planet is situated on the further edge of the green band and is often overlooked when compared to Castra I Tal VII has a very Non-breathable atmosphere, causLunatic greenhouse effects to heat its surface to temperatures that are consistently higher than even Bruder's scorchJoaquim Steiger heat.

    Johnny shoved his way through more Inforunners, Travellers, a couple Pilgrims who gathered to watch, and finally got to the Medical bay and the wreckage of the Scythe We know that we have been Violent The Entity shall act as a political neutral zone where representatives can meet to resolve problems through discourse


    Quelle:

    Bar Citizen - We're Coming To You In 2025! - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42
    Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
    robertsspaceindustries.com
    Inhaltsverzeichnis
    1. PU Monthly Report

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    PU Monthly Report

    Welcome to February’s PU Monthly Report! Read on for all the latest updates from the developers working on the Persistent Universe, including the AI, Core Gameplay, Narrative, Missions, Tech Design, and UI teams.

    AI (Content)

    AI Content continued updating the broken air traffic controller behavior throughout the main landing zones, with fixes entering the QATR process for validation, stress testing, and to ensure they don’t break other areas of the game. Once successful, the team will begin scheduling it for inclusion in an upcoming patch.

    The devs also worked with the Design, Environment, and Economy teams to iterate on a new character prototype. This included a performance-capture session to record new lines. Updates then continued on Grim HEX to match the behavior reworks done on Stanton’s other landing zones.

    In new initiatives, the team began looking into improvements to the dogfighting experience based on discussions with the Design and Missions teams. AI Tech also tackled a handful of bugs logged by other teams and picked up from general playthroughs.

    AI (Features)

    Last month, AI Features improved and polished creature behaviors. New technology from AI Tech was added to close-range and melee attacks (as used by the kopion and Quasi grazer) to make them more reactive to moving targets. Rather than stopping or starting locomotion to begin, the attack is considered part of the locomotion request, allowing the creature to react at any point during locomotion or resume locomotion without delay if the target moves.

    For Human AI, the team made a variety of improvements. For example, time was spent on first-reaction flow escalation, giving players direct feedback on an enemy’s awareness state so they can sneak past. This was supported by new callbacks to the mission functionality to allow the designers to script specific level scenarios when an enemy is spotted, such as when radioing for backup.

    On top of this, various smaller bug fixes and improvements were made, which will reach the ‘verse soon. For example, accuracy scaling will now start from the beginning of combat rather than when the player is seen to give more grace time.

    ‘Aimed at’ perception was improved, which is used for detecting when an enemy is aiming at civilians, while new functionality was added so that background assignments only influence behaviors rather than completely change them.

    Issues were fixed with overzealous vehicle-based friendly fire, which prevented NPCs from firing when friendly vehicles were close by, and pre-combat attack-area behaviors, including the AI not moving to the area and not attacking.

    Additions were made to Subsumption behavior scripting to allow parallel nodes to terminate when ready, rather than being forced to terminate. This is useful in situations where the designers don’t want to force an animation to quit until the correct point. Updates were also made to the AI state machine to give better control over how to transition between states.

    AI (Game Intelligence Development Team)

    In February, the Game Intelligence Development team continued to fix StarScript crashes reported by the designers and QA testers. Due to the increasing number of users, the main priority is to stabilize the tool as quickly as possible.

    The team also began analyzing the ongoing mission system refactor in preparation for a summit held in the Manchester studio. Topics include the declarative model, tag system, and the self-validation tool. The implementation of ‘views’ into StarScript 1.7 mentioned in last month’s report continued too.

    Elsewhere, Game Intelligence continued exploring various designs to more clearly display the Mastergraph and its different state nodes. Pictograms were created to simplify the meaning of each state. They also began implementing the MasterGraph design into StarScript.

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    AI (Tech)

    Last month, the AI Tech team progressed with work that will allow them to voxelize huge areas for 3D navigation. This will be used to create paths for AI ships and EVAing NPCs.

    Planetary navigation mesh was extended to receive further information about tall buildings to give a more efficient evaluation of the terrain altitude while keeping track of manually placed object containers. The system to generate navigation for multiple agent types based on those present in the world, such as different-sized creatures and vehicles, was also extended.

    February saw the team finalize the first steps of the spatial priority solver system, which will organize and order the different types of requests that need to be solved. For example, pathfinder and navigation-generation requests.

    A lot of time was also dedicated to adding improved views and functionality to the Subsumption tool.

    Animation

    Animation progressed for creatures such as new movement for the kopion to give it more ability to traverse its environment. They also worked on facial animations for an upcoming release.

    Art (Characters)

    In February, the Character team kicked off a new creature, continued to work through StarWear art debt, and progressed with two new stealth armors.

    The Concept art team explored ideas for in-game rewards and new armors.

    Community

    In early February, the Community team resumed their regular updates to the Roadmap, This Week in Star Citizen, and the Arena Commander Schedule, alongside general support for upcoming patches, sentiment/feedback tracking, and event planning.

    As Red Festival 2955 wrapped up, Community announced the winners of the Envelop the 'Verse in Kindness screenshot contest, published a Q&A for the recently released MISC Fortune, and presented the second installment of the new Star Citizen Comms-Dive series.

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    In support of development’s broader commitment to improving quality of life, the team published a discussion thread to gather and compile a list of what players felt were the most impactful bugs and issues currently affecting the game.

    The Community team also helped to spread the love during Coramor 2955 with a lighthearted How Not to Get a Date community contest, a catch-all page, and a Hornet Loadout Guide to accompany the release of the new Anvil Super Hornet Mk II.

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    The team then published the 2025 Bar Citizen World Tour.

    “Check it out for upcoming events that will provide players with the chance to meet in person with staff members for drinks and shared camaraderie. We’re looking forward to connecting with many of you along the way!” Community Team

    Community ended the month supporting the Supply or Die event. This included updates to Global Event messaging and a comprehensive catch-all post rounding out a month of significant developments.

    Core Gameplay

    In February, the Core Gameplay team (one of the primary drivers behind the stability and quality-of-life initiative) continued fixing numerous bugs.

    Elsewhere, they supported upcoming content with smaller features to assist in the creation of missions, sandbox gameplay, and storytelling.

    February concluded many of 2025’s planning tasks that will ensure the team correctly balances the need for bug fixing, quality-of-life updates, content support, and feature development.

    Last month, the Core Gameplay team implemented minor misfires for rapid-fire FPS weapons. This includes a setting that allows the designers to control the duration of the delay until the weapon continues shooting.

    General cooldowns were also added for minor and major misfires to control how much time must pass after a misfire before another of the same severity can happen. Planning was done toward a misfire system for ship components to unify the systems and avoid tech debt. The primary use case for this is engineering gameplay.

    Overheat animations were added or improved for some VOLT weapons, while integrated code changes were added to unblock downstream dependencies.

    For engineering gameplay, the team added panels to the engineering screen to show critical information when items are selected. They also adjusted presets to enable UI popups and reduce duplication and fixed various issues with presets and screen UI.

    Improvements were made to the Resource Network debug tools and ItemPort localization setup to prevent errors. Various player-facing issues causing the Resource Network to not behave as players expected were fixed, while the coolant effectiveness calculation for items was updated.

    Progress was made on base building, with the devs identifying and fixing various bugs, particularly in the client-server flow. Validation for buildings placed on land claims began and localization strings were implemented.

    Regarding crafting, the core feature is now playable using the developer UI, including the use of blueprints, variable material quality, crafting timers, and resource-dependent item stats. A basic queue to craft multiple items at once was added too.

    Elsewhere, the team Implemented basic AR marker grouping logic to reduce the amount of UI clutter in various situations. This is currently disabled internally but available for Design to validate edge cases.

    A strike team was formed to deal with underlying issues affecting the transit system, while another continued with the ongoing refactor toward the new ‘transport system.’

    As part of this, a new suite of debugging tools was created to identify the root causes of transit-carriage and transit-manager issues. The team then addressed multiple issues causing carriages to get stuck and the manager failing to correctly orchestrate transit schedules. With support from QA, more instances were uncovered, investigated, and fixed. The team is still working through a prioritized list of issues and have added mitigating factors to help self-repair aspects of the system where possible.

    The Core Gameplay team is currently investigating poor performance in Pyro, which is caused by entities ending up at the center of the system, and dealing with issues with NPC loadouts, failing attachments, and object container setup.

    The Core Gameplay team made numerous tech debt, performance, and quality-of-life updates. For example, failure positions now works consistently, the entrance UI no longer suddenly disappears, and control hints were improved.

    The application of distortion damage to jump drives was made more consistent, some per-update ‘hacks’ were replaced with proper implementation, and tunnel-generation code was optimized (it now loops once over each spline point, which requires less caching). Various crashes were fixed and performance gains of up to 4ms per frame were achieved.

    Elsewhere, the team continued the initiative to improve the flight model and Intelligent Flight Control System (IFCS).

    “This will include many mechanical, balancing, and visual changes to improve the overall feel of flight. These will not immediately be implemented for the next Star Citizen release, but experimented with and iterated on internally until we feel they’re ready for feedback.” Core Gameplay Team

    This involved adding ‘jerk’ to IFCS to improve the overall feel of flight and smooth out all forces. A retuning pass to various ship classes to account for the changes to the flight model was done too.

    Extra g-force effects based on speed, not just acceleration, were added. While this doesn’t impact gameplay, it adds an extra layer of immersion. For example, via additional camera effects.

    Different velocity limits per axis were implemented. Now, IFCS uses ‘goal time to max velocity’ with acceleration in that axis to define the velocity limit. This means that, for now, velocity limit shape is defined by acceleration limit.

    Variable velocity limits per power assignment were added. Now, assigning different power changes the acceleration and, in turn, max velocity.

    A prototype was designed for improvements to the proximity assist feature that limits speed based on proximity to other objects instead of just vehicle acceleration. Work is ongoing to make the automatic on/off trigger work smoothly, add a UI notification for when it’s active, and activate faster when using AB and/or the spacebrake.

    Finally for the flight system, a ‘Core’ IFCS toggle was added to allow pilots to turn off various assists and fly fully decoupled. This is being used to experiment with a heavily stripped-back IFCS system.

    Numerous bugs were fixed through February too. Now, quantum travel no longer overshoots short distances as the pre-ramp can be canceled early. Aiming fixes were also made, including aim assist being added to unmanned turrets, and some issues with prediction edge cases during fast movement.

    February saw progress on the Radar and Scanning feature. Work included enabling delta-signature markers when detected, progress on a hand-held radar jammer, and exposing more options to change the visuals for highlighting detected contacts.

    Core Gameplay also began work to allow vehicle interior components to be detectable and started a minor refactor of how nearby influencing signatures are handled.

    They also began implementing additional hooks into the room system. This will enable the Design team to define background signatures, which can make radar detection stronger or weaker. For example, heavy PVP areas may have lots of background noise, reducing the effectiveness of the radar and equalizing the playing field to some degree.

    Annunciators now start in the off-state and correctly handle missing vehicle components. Maelstrom movement constraints progressed too, which allows the devs to limit how far broken-off pieces can move.

    The inventory UI rework progressed with new concept art. This is an ongoing initiative to address many visual and user-experience issues with the current inventory UI, including how players equip items on their character.

    A few features were updated for Arena Commander too, such as the addition of assist scoring for crew members and AI, UI for the DNF timer, and loadout preset selection.

    Core Gameplay wrote various technical design documents in February, including for a new mission giver and a new mechanic to communicate mission progress via the comm-calls system.

    The team also worked on the Supply or Die Global Event, including allowing cargo deliveries over the expected SCU amount. They also added support for returning excess cargo when delivering more than expected and made sure delivery missions don’t count destroyed containers. The devs also enabled the designers to hide the ‘Complete’ button for specific hauling contracts (such as those in Supply or Die) and investigated issues with missing mission markers.

    For the mission system refactor, the team fixed various issues with mission logic not proceeding and mission properties not working correctly. A variety of quality-of-life updates were added too.

    Finally for Core Gameplay, the team worked on various issues affecting hangars, freight elevators, the fleet manager, and more that were exposed during Alpha 4.0 Preview and Alpha 4.0.1 Live.

    Mission Design

    Mission Design focused on updating some old missions that weren’t included in the recent refactor. This includes ensuring existing missions fit with the new factions content. For example, combat missions will fall under Foxwell Enforcement, with some of the new locations from Save Stanton used as forward-operating bases. Bounty contracts will also move under the Bounty Hunters Guild alongside the reintroduction of the hijacked Origin 890 Jump mission.

    Focus was also given to the Supply or Die missions. Alongside fun content for the community, these missions will act as a test for balancing future resource-gathering events.

    The team also began technical conversations with the ongoing prioritization of mission quality. These discussions are about how to improve the audio pipeline to get voiced missions and begin pushing higher-production-value events.

    Narrative

    A major highlight for Narrative in February was the recent performance-capture shoot focused on adding new narratives and characters. Thanks to ongoing refinements to the capture workflow, players should start seeing these narrative moments in the next few patches.

    Additionally, the team began planning and writing scripts for the next shoot with the overall goal of greatly increasing the amount of dialogue in the ‘verse, both in and out of missions.

    Another recent improvement was the new frontend loading screen for Alpha 4.0.2, which features an in-lore newspaper with headlines pertinent to the new content being released.

    For Alpha 4.0.2, the team dedicated themselves to content and bug fixing, including the new resupply missions. Additionally, further missions are in progress for the rest of the year, including new standard-issue missions, special events, and more involved narrative-focused missions.

    Online Technology

    The Online Technology team began the year making tweaks and fixes to enable more in-game items to persist long-term.

    For the ongoing mission system refactor, the team worked to allow missions to communicate between distributed locations.

    The team also started finalizing the analytics endpoint rewrite, making improvements to network-error messaging to make them more descriptive.

    Additional optimizations were made to the territory-assignment algorithm to improve robustness, while changes were made to how entities are bound over the network to lay the groundwork for use in a fully dynamic server mesh.

    R&D

    In February, work on the new method for large-scale soft-terrain shadow generation continued. Support was also given to the Engine team, who are currently taking steps to further parallelize rendering on the CPU side.

    The ongoing work on ground-fog rendering mentioned in last month's report was temporarily put on hold to allow the team to focus on improving gas cloud detail rendering for a higher fidelity appearance.

    Tech Design

    In February, Tech Design worked closely with Mission Design on upcoming content releases that players will hear more about in the future.

    They also prepared to set up items for scanning and began identifying what items should be scannable and what information they should reveal to the player.

    A major focus last month was on gameplay triggers, a system that allows the designers to easily hook into and expose preexisting functionality.

    “Usually, this kind of work could only be done by engineers, but our code-savvy tech designers have become proficient at creating new gameplay triggers. This allows us to create new gameplay with better player-facing feedback for the content teams to use. For example, easier ways to dynamically enable VFX and SFX and expose ways for the designers to apply effects to players within an area.” Tech Design Team

    UI

    February saw the UI team focus on bug fixing, user experience, and vehicles.

    As part of this, they took an in-depth look into the upcoming social-universe features shown at CitizenCon, focusing on the user experience. This involved taking the original design, working out user-friendly layouts, and ensuring interactions are well thought out and easy to use.

    The devs also began implementing UI for upcoming vehicles alongside concepting the final UI styles for two manufacturers. Various UI bugs and minor issues were fixed too.

    The UI Tech spent time beta testing an improved 2D UI renderer, as the current version is difficult to improve on and bug fix.

    Elsewhere, they worked on tech to support game localization and progressed with systems to allow players to navigate menus using a joystick or keyboard without a mouse.

    VFX

    VFX spent part of February prepping for content releasing later this year. They also supported Supply or Die, cleaned up various work from Alpha 4.0.0, and progressed with an upcoming creature.

    vfx2.webp


    Quelle:

    Star Citizen Monthly Report: February 2025 - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42
    Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
    robertsspaceindustries.com

    cousin-crows.jpg

    Components, Power, Signatures

    Your Ship Owner Guide

    Ever wondered how your decisions impact your ship’s performance, what makes one component better than another, and how different manufacturers set themselves apart?

    Welcome to your Ship Owner’s Guide, your go-to resource for understanding the mechanics of power, heat, and signature. With this knowledge, you'll gain full control over your ship’s efficiency and performance, making every flight smoother and every battle more strategic.

    Since the introduction and continuous development of the Resource Network, Star Citizen allows engineers to control power distribution to individual ship components from their vehicle's energy pools. This feature will be refined and fine-tuned in future updates and will play an increasingly significant role.

    Let’s take a detailed look at the properties of components as well as the mechanics of power, heat, and signature.

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    Component Properties

    Component properties are determined by a variety of ratings tied to key
    parameters: type, class, grade, and size. These parameters not only
    define a component’s role within a vehicle but also influence critical factors,
    such as its health, durability, weight, and power consumption.

    The manufacturer also has a small influence on the performance of a
    component through its unique style. The style subtly affects the final
    properties of the component, making your choice of manufacturer relevant
    not only for cosmetic and lore reasons but also for stats.

    Each parameter plays a vital role in shaping the performance and efficiency
    of your ship. Let’s break them down in detail to better understand their impact
    on your gameplay.

    Battery

    Planned for a future release.

    Cooler

    A cooler is a critical ship component that manages heat generated by other systems. It produces coolant, which is distributed to powered components to prevent overheating and ensure smooth operation. Each unit of power assigned to a component directly translates to a unit of coolant required to cool it down. Each cooler has a specific maximum coolant output, determining its ability to support different loadouts. Proper cooler selection ensures efficient heat management based on your ship’s power consumption.

    Hydrogen Fuel Tank

    A hydrogen fuel tank holds your ship's hydrogen fuel, which is the default fuel type for most spacecraft. Hydrogen fuel, a colorless and odorless substance, powers conventional engines during non-quantum flight. It is essential for standard propulsion and maneuvering, making the fuel tank a fundamental component of any spacecraft's operation. Proper fuel management ensures your ship remains operational during atmospheric or non-quantum travel, emphasizing its critical role in both short and long-distance missions.

    Gravity Generator

    Planned for a future release.

    Gravity generators produce gravity, a resource consumed by rooms to create and maintain a gravity field within their boundaries. This ensures that areas of the ship have functional gravity for crew movement and operations. Proper maintenance and management of gravity generators is essential for maintaining consistent gravity fields across the ship’s interior, supporting both comfort and safety for your crew members during missions.

    Jump Drive

    A quantum drive can be upgraded with a jump module, transforming it into a jump drive that enables interstellar travel through interspace. This feature allows ships to traverse jump tunnels, naturally occurring wormholes in spacetime that facilitate superluminal travel across vast distances. Jump drives are essential for accessing these tunnels, opening opportunities for exploration, trade, and missions in distant systems.

    Life Support Generator

    Planned for a future release.

    A life-support generator is a critical ship component that produces life support, a resource consumed by rooms to maintain a habitable environment. It replenishes the atmosphere, regulates pressure, and normalizes temperature within the ship’s interior. The capacity of a life-support generator scales multiplicatively with the internal volume of vehicles of similar size, ensuring consistent functionality across different ship designs. Proper life-support management is essential for sustaining crew health and comfort, especially on long missions or in extreme conditions.

    Power Plant

    A powerplant is essential for a vehicle’s operation, generating power to run all systems. Protecting your powerplant is crucial, as its destruction could cause catastrophic damage to your ship.

    Vehicles operate at a power deficit, requiring careful allocation of power to prioritized systems. Strategic power distribution creates meaningful tradeoffs, ensuring shields, weapons, or engines are optimized based on the situation, enhancing adaptability and performance.

    Quantum Drive

    A quantum drive is a specialized engine that generates a Chan-Eisen field, enabling spacecraft to travel at extremely high speeds across vast distances. Quantum drives can also be upgraded with a jump module to become a jump drive, allowing travel through interspace. When active, a quantum drive is either fully on or off and its operation affects the ship’s electromagnetic (EM) signature, adding another layer of strategic consideration.

    Quantum Fuel Tank

    A quantum fuel tank stores your ship's quantum fuel, enabling travel across vast distances in space. Generally, quantum-fuel capacity is consistent among ships of the same size category, ensuring balance and predictability. However, certain ships, such as exploration or special-purpose ships, feature larger quantum tanks to support their unique roles, offering extended range or specialized functionality. This makes the quantum tank a key consideration when evaluating a ship's capabilities and its suitability for long-range or mission-specific operations.

    Radar

    Radars play a crucial role in detecting and tracking objects by analyzing various signatures, such as infrared or electromagnetic outputs. Different radar variants come with unique sensitivities to these signatures, allowing for specialized functionality depending on the context.

    Additionally, using a radar’s ping function amplifies its effective sensitivity, increasing detection range and capability but potentially revealing your position to others. Strategic radar use is vital for maintaining awareness and avoiding detection.

    Shield Emitter

    Planned for a future release.

    Shield Generator

    A shield generator provides vital protection by creating shields around your ship. Shield Health represents the total defensive capacity, distributed across all faces. Generators larger than Size 2 (S2) generate shields with four sides.

    The Shield Regeneration rate determines how quickly shields recover per second. While regeneration also scales with generator size, it increases more slowly than health, meaning larger shields take longer to fully recharge.

    Choosing the right shield generator is crucial for balancing defense and recovery, ensuring your ship remains protected in various scenarios.

    Thrusters / Engines

    Thrusters and engines are key systems for ship propulsion and maneuverability in space and atmosphere. They enable acceleration, deceleration, rotation, and precise directional control.

    Engines provide sustained thrust for forward movement, while thrusters handle fine adjustments and stability. Both systems consume hydrogen fuel, with efficiency depending on their type and size. Larger ships often rely on more powerful engines and multiple thrusters to remain responsive.

    Efficient use of thrusters and engines is essential for effective navigation, combat readiness, and fuel conservation, particularly during prolonged missions or high-demand scenarios.

    Size

    The size of a component determines its input and output capacity, defining its role within a ship or vehicle. Item-port sizes range from S0 to S4, with additional steps for larger capital ships to maintain balance. For example, while both a Reclaimer and a Bengal use S4 components, their unique requirements call for further distinctions.

    Most properties, such as health, signatures, and output, scale with size, though some, like power and coolant, cap at S4. The size system ensures components are properly scaled, balancing functionality, efficiency, and versatility across all ship classes.

    This categorization helps align components with the unique demands of different ship types, ensuring a balanced and engaging gameplay experience.

    Below is an overview of ship sizes and their typical component sizes (exceptions may apply for special-purpose ships):

    Size 0

    Most ground vehicles, such as the Mirai Pulse.

    Size 1

    Single-seaters / light fighters, such as the Aegis Gladius.

    Size 2

    Small multi-crew ships / heavy fighters, such as the RSI Zeus Mk II.

    Size 3

    Large multi-crew ships, such as the Crusader Hercules C2.

    Size 4

    Even bigger capital ships, such as the RSI Polaris, Aegis Idris, Aegis Javelin, and RSI Bengal. (Some capital-sized vehicles use bespoke, non-swappable components.)

    Civilian

    Average overall performance, with the benefit of low heat generation and low maintenance overheads.

    Competition

    High performance and low weight, but a trade-off of low durability, 'louder' signatures, and fewer options for power management.

    Industrial

    Although heavy and power-hungry, this class excels in durability and heat management and also has lower maintenance costs.

    Military

    Extremely durable, performant, and high configurability, though has equally high signature output and power consumption.

    Stealth

    Stealth components are the most fragile and their output is in the middle of the pack. However, they consume very little power, have lower minimum power consumption, and produce extremely low signature emissions. This reduced minimum consumption makes them more flexible for power management, allowing you to easily adjust their settings without overburdening your power pool.

    Grade D

    Common (budget-friendly option)

    Grade C

    Uncommon (standard loadout on most ships)

    Grade B

    Rare (typically found on highly specialized ships)

    Grade A

    Ultra-rare (the highest possible performance. Not expected to be obtained through regular means)star-citizen-32-9-banner.jpg

    Power, Heat, and Signature

    Component Consumption and Emissions

    Choosing the right components is one thing, but an experienced ship owner
    alsoknows how to get the most out of their vessel and what dangers to watch out
    for. Understanding the intricate systems of your ship is what separates a
    good pilot from a great one.

    Let’s take a closer look at power, heat, and signature, three key factors that
    not only define your ship’s performance but also determine your ability to
    adapt and thrive in the vast and unpredictable expanse of the 'verse.

    Power

    Power is the lifeblood of your vehicle, supplied by powerplants that produce a maximum output scaled to their size, up to S4 for standard components. Powerplants provide energy to all onboard systems, forming a shared network with limited capacity. Future updates will introduce fuel consumption for powerplants, adding a layer of complexity to resource management.

    Power Throttles

    Each power-consuming component has properties for minimum and maximum power units, along with low, mid, and high ranges that determine its performance. Some components have a minimum power consumption that displays as combined power segments. These components are harder to reassign power to or from because they require a significant amount of power just to activate. This is referred to as controllability, where a smaller or larger minimum power requirement affects how easily a component can be adjusted in real time.

    Components reaching mid/high ranges at lower power settings provide stronger functionality sooner but wear down faster, generate more signature, and are more prone to malfunctions.

    In contrast, components with extended low ranges offer better stealth and durability, letting you operate them efficiently without sacrificing reliability. This flexibility allows you to fine-tune power settings to optimize performance based on your current objectives and situation.

    Power Distribution

    You can manage your vehicle's power distribution through the engineering screen (available on select ships) or via multi-function displays (MFDs). Power is allocated in segments to components, which consume these universal units based on their demands. Components are divided into:

    Main Systems: Weapons, thrusters/engines, shield generators, quantum drives, and coolers. These are critical systems that require the most power and careful prioritization.

    Sub Systems: Radars, life support, and gravity generators. These secondary systems consume less power, ensuring you have flexibility in managing resources.

    While most components are managed through dedicated power throttles, weapons share a single power pool across the entire ship. Each weapon draws a proportion of this pool, with energy weapons consuming significantly more than ballistics. If you run out of available power, you can trade off by equipping more ballistic weapons to reduce the overall demand on your ship’s systems.

    Larger ships often operate at a power deficit, making strategic allocation essential. Batteries help fill gaps by providing temporary power, which depletes over time and requires active management.

    Coolant & Heat

    Each unit of power assigned to a component requires a matching unit of coolant to manage the heat it generates. Coolant demand is directly tied to the power consumed, meaning coolers play a critical role in ensuring a loadout operates efficiently. Choosing the right cooler involves comparing its coolant production to the power requirements of your loadout rather than tracking coolant as a separate resource.

    Default loadouts and power settings are designed to avoid overheating under normal conditions. However, certain scenarios can still push systems beyond their limits. Overheating may occur when too many components are running at high power levels, coolers are underpowered, or components become degraded or malfunction. Components operating in high ranges are especially demanding on coolant, and powerplants, as the largest power generators, require the most attention.

    For vehicles equipped with multiple powerplants, it’s important to note that additional powerplants do not double your power output but instead add only a small boost while generating significantly more heat. This means it’s worth considering whether activating an additional powerplant is worth the extra coolant usage.

    Heat management is also influenced by how long components take to reach their maximum heat threshold. This provides flexibility to temporarily reassign power from coolers to other systems in critical situations like combat or emergencies. Additionally, overheating components can be cycled on and off to balance their performance without compromising the overall system.

    By understanding the relationship between power and coolant, you can optimize your loadout for efficiency and reliability. Strategic decisions about when to push your systems and how to manage heat effectively can give you the edge in challenging situations. Whether you’re balancing powerplants, selecting the right cooler, or managing component wear and tear, staying mindful of these mechanics ensures your ship operates at its best, even under demanding conditions.

    Signatures

    Since the implementation of the Resource Network, we transitioned to a system where electromagnetic (EM) and infrared (IR) signatures are generated by individual components rather than the entire vehicle. This change makes stealth and scanning more dynamic, requiring careful selection and operation of components. Each signature is influenced by component properties, making your choices critical for staying undetected or detecting others. Radar sensitivity to signatures will also vary in the future, adding complexity.

    Signatures are measured as effective detection ranges in meters. Ground vehicles benefit from a sensitivity modifier, reducing their detectability, especially against spaceships, making them more stealthy during ground-based operations.

    Electromagnetic (EM)

    EM signatures are generated by consumed power or produced by your ship’s components. For example, assigning power to items increases EM output, while activating a quantum drive generates a significant EM burst, making your ship easier to detect while fleeing.

    EM signatures provide valuable information:

    • Low EM indicates idling or minimal activity
    • Moderate EM suggests active systems or combat
    • High EM, especially with doubling, reveals quantum-drive activity.

    Stealth-class components reduce EM output by consuming less power, helping you remain less detectable.

    Infrared (IR)

    IR signatures are produced by the heat expelled from your ship’s components. Overheating drastically increases IR output, while stealth loadouts with minimal coolant usage result in lower IR signatures.

    Coolers play a key role in IR management by expelling heat but also increase IR signatures the more they are utilized. Running IR dark, which involves disabling coolers to reduce signature emissions, causes heat to gradually build up, making IR levels creep higher over time. When coolers are reactivated to prevent overheating, they create a significant IR spike as they work to stabilize temperatures. Balancing these effects is critical for effective heat and signature management.

    Cross Section (CS)

    CS signatures are determined by the physical size, shape, and overall dimensions of your ship, specifically its width (X axis), height (Y axis), and length (Z axis). Larger vehicles naturally have higher CS signatures, making them easier to detect on radar, regardless of their EM or IR output. Additionally, some chassis have modifiers to simulate radar absorbent coatings, particularly on stealth ships.


    Quelle:

    Components, Power, Signatures - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42
    Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
    robertsspaceindustries.com

    Star Citizen Live Interview: Vehicle Concept Team

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    Das RPU Team

    Liebe/r Jack Nico,

    Herzlich willkommen in der SC-Kantine! Wir freuen uns sehr, dich in unserer wachsenden Community begrüßen zu dürfen. Hier kannst du dich mit Gleichgesinnten austauschen, Fragen stellen, deine Erfahrungen teilen und vieles mehr.

    Als neues Mitglied hast du Zugang zu einer Fülle von Ressourcen, Diskussionen und Events rund um Star Citizen. Wir möchten dich auch dazu einladen, unserem Discord-Server beizutreten, wo du in Echtzeit mit anderen Community-Mitgliedern chatten, Spieleabende organisieren und noch tiefer in das Star-Citizen-Universum eintauchen kannst.

    Nimm dir bitte einen Moment Zeit, um unsere Nutzungsbedingungen zu lesen, damit wir gemeinsam eine positive und respektvolle Community aufbauen können.

    Wir möchten dich außerdem ermutigen, dein Profil auszufüllen, damit andere Mitglieder der Community dich besser kennenlernen können.

    Falls du Fragen hast oder Unterstützung benötigst, zögere nicht, dich an unser Moderationsteam zu wenden oder einen Beitrag im Forum zu verfassen. Wir sind hier, um dir zu helfen und sicherzustellen, dass deine Zeit in der SC-Kantine ein erfreuliches und bereicherndes Erlebnis wird.

    Nochmals herzlich willkommen! Wir freuen uns darauf, dich kennenzulernen und mit dir gemeinsam das Verse zu erkunden.

    Mit den besten Grüßen,
    Das RPU Team

    Liebe/r @Hanashitest,

    Herzlich willkommen in der SC-Kantine! Wir freuen uns sehr, dich in unserer wachsenden Community begrüßen zu dürfen. Hier kannst du dich mit Gleichgesinnten austauschen, Fragen stellen, deine Erfahrungen teilen und vieles mehr.

    Als neues Mitglied hast du Zugang zu einer Fülle von Ressourcen, Diskussionen und Events rund um Star Citizen. Wir möchten dich auch dazu einladen, unserem Discord-Server beizutreten, wo du in Echtzeit mit anderen Community-Mitgliedern chatten, Spieleabende organisieren und noch tiefer in das Star-Citizen-Universum eintauchen kannst.

    Nimm dir bitte einen Moment Zeit, um unsere Nutzungsbedingungen zu lesen, damit wir gemeinsam eine positive und respektvolle Community aufbauen können.

    Wir möchten dich außerdem ermutigen, dein Profil auszufüllen, damit andere Mitglieder der Community dich besser kennenlernen können.

    Falls du Fragen hast oder Unterstützung benötigst, zögere nicht, dich an unser Moderationsteam zu wenden oder einen Beitrag im Forum zu verfassen. Wir sind hier, um dir zu helfen und sicherzustellen, dass deine Zeit in der SC-Kantine ein erfreuliches und bereicherndes Erlebnis wird.

    Nochmals herzlich willkommen! Wir freuen uns darauf, dich kennenzulernen und mit dir gemeinsam das Verse zu erkunden.

    Mit den besten Grüßen,
    Das RPU Team

    Liebe/r Solim Kirby,

    Herzlich willkommen in der SC-Kantine! Wir freuen uns sehr, dich in unserer wachsenden Community begrüßen zu dürfen. Hier kannst du dich mit Gleichgesinnten austauschen, Fragen stellen, deine Erfahrungen teilen und vieles mehr.

    Als neues Mitglied hast du Zugang zu einer Fülle von Ressourcen, Diskussionen und Events rund um Star Citizen. Wir möchten dich auch dazu einladen, unserem Discord-Server beizutreten, wo du in Echtzeit mit anderen Community-Mitgliedern chatten, Spieleabende organisieren und noch tiefer in das Star-Citizen-Universum eintauchen kannst.

    Nimm dir bitte einen Moment Zeit, um unsere Nutzungsbedingungen zu lesen, damit wir gemeinsam eine positive und respektvolle Community aufbauen können.

    Wir möchten dich außerdem ermutigen, dein Profil auszufüllen, damit andere Mitglieder der Community dich besser kennenlernen können.

    Falls du Fragen hast oder Unterstützung benötigst, zögere nicht, dich an unser Moderationsteam zu wenden oder einen Beitrag im Forum zu verfassen. Wir sind hier, um dir zu helfen und sicherzustellen, dass deine Zeit in der SC-Kantine ein erfreuliches und bereicherndes Erlebnis wird.

    Nochmals herzlich willkommen! Wir freuen uns darauf, dich kennenzulernen und mit dir gemeinsam das Verse zu erkunden.

    Mit den besten Grüßen,
    Das RPU Team