@CitizenCon 2954 Attendee Ticket distrbution has started. Check your email regularly.
Digital Goodies Packs are also being distributed now
This Week in Star Citizen
TUESDAY, OCTOBER 1, 2024
- October Subscriber Comm-Link
- October Subscriber Newsletter
WEDNESDAY, OCTOBER 2, 2024
- Roadmap Update
- Roadmap Roundup
- Star Citizen Monthly Report - September 2024
- Squadron 42 Monthly Report Newsletter - September 2024
THURSDAY, OCTOBER 3, 2024
- Day of the Vara 2954 celebrations begin!
FRIDAY, OCTOBER 4, 2024
- RSI Weekly Newsletter
Roadmap Roundup - October 2, 2024:
Release View:
Cards now commited for 3.24.2:
- RSI Zeus MkII CL
- RSI Zeus MkII ES
- MFD Rework and New Displays
PU Monthly Report September 2024
AI (Tech):
- The AI Tech team began September focusing on Server Meshing, including how AI systems and components synchronize during server transition.
- Performance improvements were also made alongside progress on features that will be unveiled shortly.
AI (Features):
- With the upcoming release of Alpha 4.0, AI Features team focused on locking down existing Human-combat features, including first reactions, ammo management, and tactics
Animation:
- Additional work was done on the kopion and other creatures.
Art (Characters):
- The Character Art team progressed with the utility and specialist armors, new heads for the character customizer, and tasks for the IAE event.
- The Character Concept Art team continued exploring fauna.
Art (Ships):
- The Vehicle Content team moved several vehicles into their final phases, including the RSI Polaris and several unannounced ships.
- The team also prepared to kick off another series of vehicles.
Core Gameplay:
- September saw further work on jump points, including improvements to tunnel-wall forces and the failure behavior.
- The team also expanded various designer-controlled values to better control how the jump point opening and traversal sequence is triggered. Alongside this, improved visuals were added at the tunnel exit.
- Gameplay wise, jump drives now use quantum fuel in the tunnel – fuel requirement is per jump, though each drive has an efficiency multiplier – and IFCS now takes time to come back online after a jump.
- Jump points are currently with QA for testing.
- The team also improved the ‘item destruction and repair’ behavior. When implemented, when a player destroys an item, it will be removed from the network and added back in if repaired.
- Progress continued on radar and scanning, including delta signatures. This includes a temporary AR marker that will show when detecting a delta signature; if the contact is pinned or locked, the existing AR marker updates temporarily.
- New UI bindings were added to enable the designers to customize the player-facing UI.
- In related development, the radar jammer will now prevent scan waves, while FPS radar and scanning went through various rounds of playtesting and reviews to improve the overall experience.
- The mission-system refactor mentioned in previous reports continued throughout September. Now, missions can be played through to completion using the full mission service implementation, while medical and rescue service beacons are functional using the new system too.
Economy:
- The Economy team continued their ongoing work on Pyro and began implementing some of the balance changes mentioned in previous Monthly Reports.
Mission Design:
- Mission Design continued working on location repair missions, moving some of them into a ‘handyman’ archetype.
- Work also began on an improved new-player experience that accommodates more fundamental game mechanics. For example, teaching players about item banks, freight elevators, the respawn flow, component-repair gameplay, Master Modes, and more.
Narrative:
- The Narrative team continued their support for Alpha 4.0’s upcoming missions. They also provided text for “a really exciting upcoming mission.”
Online Technology:
- The Online Services team began September working on features for Alpha 4.0, including the updated mission and marker systems.
- Throughout September, the Networking team prepared to bring Server Meshing to the PU.
- They also supported the various gameplay teams, helping to get their features “Server Meshing ready” and improve the robustness of authority transfers between servers.
UI
- The UI team focused on multiple screens for the Pyro system while continuing close collaboration with the Core Gameplay Pillar on jump points and the resource network.
@GeneralNews
Day of the Vara 2024
New Purple Haze paints for:
- Gatac Syulen
- RSI Zeus Mk II
- Anvil Carrack
- Terrapin
Day of the Vara challenge coin
Hop into Arena Commander and work out your murder muscles in the FPS Kill Collector mode, which has received a chilling new facelift where the top slasher will receive an in-game Day of the Vara challenge coin.
Gotta Catch 'Em All
Day of the Vara pranksters have stashed super scary monster masks in loot boxes scattered across Stanton. If you can locate all six flavors of the Fieldsbury Dark Bear helmets OR both of the “Hill Horror” Neville Lott masks OR the vicious Snarling Vanduul mask by November 1 20:00 UTC, not only will you have a very scary mask collection, you’ll also receive the coveted Spooktacular Spectrum badge.
For the 837598th time, we DO NOT have an official Twitter/X account and never will. The account pictured here is fake and posts random shit.
They didn’t even make a good fake lmao
RSI Launcher 2.0.6 Testing Notes [ EVO ]
Hello everyone,
Today, we are excited to share the RSI Launcher 2.0.6-rc0 with Evocati users.
RSI Launcher 2.0.6-rc0 can be found here:
||I don’t want to get scolded by Zyloh! This time, I won’t post the link. <:KEKU:1027250561902465044> ||
This is a small update to fix two issues that impact a small number of users.
Fixed Issues:
- LCH-953 – Launcher 2.0.4 stays offline
- LCH-981 – Tech-Preview not starting 6001 error
Known issues:
- Some users encounter a flickering Launcher background, which can be partially mitigated by turning off accessibility settings.
- A 3001/3005 error may arise during the Base P4K download. Please verify settings to resolve this issue.
- The Launcher sometimes fails to create the StarCitizen/Live folders for some users, leading to Error 2000, Error 5008, or Error 5010. Try creating the folder manually and running the Launcher as an administrator.
- High CPU usage has been observed when the background video is playing.
Give these features a try and share your thoughts with us! Your feedback is essential for improving the Launcher.
Bault-CIG - Server Meshing Test “D” After Action Report
Back with another Server Meshing Test “D” post action report directly from the Server Meshing Strike team.
This test primarily included some important optimizations to how the hybrid service processes and “fans out” entity updates to connected clients and servers. This is an optimization opportunity that was observed in previous tests “C”. The test also include a a crash fix on the hybrid related to Quantum Jumps.
New observations in Test “D”:
- The optimizations we were verifying in this test were confirmed as working! (No more large stalls in the entity updates) This delivered major performance to the hybrid even at 900+ players. Very encouraging!
- A crash in the hybrid at high concurrency prevented the test from being more valuable or testing at even higher counts. The crash did not happen at lower numbers (500). This is the focus of the next test.
- Confirmed some stalls were still occurring on large streaming batches, most likely responsible for some teleport / warping seen with many players in the same spot.
- Observed some players getting damage from the reported teleports, especially when many players are close to each other (like in trams)
- Most ping times and roundtrips were much more stable even at higher player counts. Good to see.
- Congestion on habs & hangars were still egregious, especially for the hangar elevators.
An update about the fire groups drama, from Yogi:
Bindings to directly fire gun weapon groups (1 to 4) independently of the currently selected weapon group have been added to 9360097. This currently only works for the gun groups though as the implementation for EMP and QED / QIDs is slightly different and needs a bit more work. Please note that PIPs and targeting info will only be displayed for the currently active group. Also gun group assignments are not persistently saved yet.
If you have more questions feel free to ask.```
https://cdn.discordapp.com/attachments/689519558326747152/1292524766733013033/image.png?ex=67040cfe&is=6702bb7e&hm=0dc7f6ae8bd0db9f2128ed389cae62c1886fc023300a91b51c3b5b1f84a038e0&
There is a chance that the jump point in that teaser is to Nyx, not Pyro. Previous WIP shots of the jump point we’ve seen (left) have had a distinct orange color to them, while the jump point in the teaser (right) is blue.
-# thanks to @Joschi for pointing this out
This Week in Star Citizen
MONDAY, OCTOBER 7, 2024
- This Week in Star Citizen
TUESDAY, OCTOBER 8, 2024
- Lore Post: Whitley’s Guide - Aegis Idris
WEDNESDAY, OCTOBER 9, 2024
- Squadron 42 Monthly Report Comm-Link - September 2024
FRIDAY, OCTOBER 11, 2024
- RSI Weekly Newsletter