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Reverse the Verse LIVE

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March 15th 2019

We sit down with our IT superstars to discuss their work keeping five studios around the world talking to each other and making the distributed worldwide development of Star Citizen and Squadron 42 possible.To watch Reverse the Verse LIVE each and every week, tune into http://twitch.tv/starcitizen.
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Fortune & Luck to You & Yours

Raise a glass to another year of revelry, success, and prosperity… just don’t forget to invite us! Throughout the weekend, we want you to share your most outrageous in-game party pics. And the inevitable FOMO of your fellow citizens (assuming they aren’t at your function) is the tip of the iceberg.

That’s right, the most provocative party purveyors have the chance to win fabulous prizes. So what are you waiting for? Drape yourself in green and gold regalia, get your groove on, and show the rest of the ‘verse what they’re missing this weekend. Who knows? Fortune could smile upon you.

For more details and full contest rules go here.

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Around the Verse

This week we get holographic in Area 18, dodge thousands upon thousands of bullets, and party down with the Lore team.
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Star Citizen Monthly Report: February 2019

AI – Character

February’s roundup starts with the AI Team, who made improvements to the existing character collision avoidance system. The changes began with adjustments to the smooth locomotion path, with the data now coming from the collision avoidance calculation to make sure the character has enough free space.

Time was spent generalizing the options a vendor can use so that designers no longer have to write them into the behaviors. Instead, the correct options are automatically selected based on the environment and (eventually) from the shop services.

They’re also restricting combat behavior to allow better scalability when adding new tactics and are investigating some of the bugs found in the Alpha 3.4 release.

AI – Ships

Throughout February, the AI Team improved various aspects of dogfighting gameplay, including evasive maneuvers. Now, when an AI pilot has an enemy on its tail, it will try to utilize different break-aways with increasing and varied angles. It will also try to keep momentum and chain together attack maneuvers. To achieve this, the team exposed new ‘SmoothTurning’ subsumption tasks to the behavior logic.

When detecting enemy fire, AI pilots will utilize evasive maneuvers to create a diversion.

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Marine One

This portfolio originally appeared in Jump Point 5.2.

Unless you’ve been living on the edge of the frontier, there’s no doubt that you’re at least familiar with Star Marine. InterDimension Software’s red-hot ground combat simulation game has been tearing up sim pods across the empire. Since its release, countless appearances have made James Romanov the go-to face of the ‘realism in gaming’ debate, while technical mastermind James Vandyke has been declared the ‘Next Gaming God’ by Hitbox magazine. While the release has had its fair share of detractors, with complaints ranging from ethical questions about whether it’s appropriate to let players assume the role of outlaws in the Walzer Massacre to a recent spate of illegal hacks, the game has still managed to garner an impressively loyal community who’ve embraced Star Marine, flaws and all.

The group as a whole is hard to strictly quantify: there is no stereotypical Star Marine fan. Players, who refer to themselves as “Starheads,” range from UEE veterans lured by the incredible attention to detail to successful politicians and even to the Empire’s elite — businessman Silas Koerner keeps a sim pod in his office for regular Star Marine breaks. It seems that fans of all ages, genders, and species have found something that speaks to them in the historically-grounded battles and shoot-outs the game portrays.

The heart of Star Marine community discussion takes place at a dedicated spectrum hub known as MARINE ONE. The core of the hub is a news and broadcast arena which collates every conceivable piece of Star Marine news for the waiting public. From plans for future updates to previews of new game assets in the process of creation and even outright gossip about the game’s developers, MARINE ONE has become the one-stop spectrum spot for all things Star Marine. Hundreds of thousands of Star Marine players can also be found casting their gameplay at any given time, with the most popular being traded around the Empire. Big name streamers like GoodTimeDuke and MARSHMALLOW run casts that have become appointment viewing, attracting sponsors and dedicated fanatics of their own.

Then, there’s the Forge. Managed by a team of die-hard ultrafans, this Marine One forum is a wild, ever-expanding gyre of discussion, speculation, argument, incomprehensible in-jokes, and more. Generally good-natured despite the kilometer-a-minute movement of the conversations, the group is known to fixate on the smallest aspects of the Star Marine experience in a big way. From generating lengthy backstories for each of the game’s corpses to forming what can only be described as an unlikely cult around a cola dispenser prop created for the game, the one word that best summarizes the group is passionate.

Art is also popular form of expression. Star Marine fans have turned their talents to everything from traditional pen-and-ink sketches (an ongoing comic titled Jaeger is the best known) to the creation of mods or minigames that celebrate the smallest details of the Star Marine world. Countless talented artists carefully pose in-game ‘feel shots’ to create their own, increasingly elaborate scenes. In some cases, dozens of players might work together for hours posing not only their characters in particular positions but also rearranging set pieces, props, and lights to improve a composition.

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March 2949 Subscriber Flair

Subscribers

Centurions will receive the RSI Venture Rust Society Arm Armor. RSI’s Venture is a lightweight armor set built for the unknown. This EVA-rated protection system features an undersuit built from a durable polymer weave that’s designed to withstand extreme environmental conditions and features component armor pieces to protect you against impacts and particulates. The Rust Society edition adds a red and tan color scheme so you look good while working hard.

Imperator Subscribers

Imperator-level subscribers get the RSI MacFlex Rust Society Arm Armor. Whether you’re planetside or in vacuum, RSI’s MacFlex industrial armor set has your back. Reinforced plating keeps you safe from environmental hazards while the array of pouches keep your tools accessible. The Rust Society edition celebrates blue-collar workers with an exclusive red and tan coloration that hides dirt and wear and tear well.

If you’re an active subscriber, these items will be added to your account on March 18th.

If you aren’t a subscriber but want to sport these gauntlets, make sure you subscribe no later than March 17th.

More information about subscriptions can be found here

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This Week in Star Citizen

Hello everyone,

Recently, a new ship from Argo Astronautics was unveiled. From tugging massive cargo containers to team-towing titans through the stars, the tenacity and rugged reliability of ARGO engineering are on full display in the SRV. As a reminder, this promotion ends tonight at midnight!

Now, let’s see what’s going on this week:

We’ve got an action packed schedule this week! Tuesday is lore day and we’ll take a look at the rabid fans of Star Marine and their dedicated hardcore Spectrum channel, Marine One.

Wednesday unveils the Star Citizen Monthly Report for February. It’s chock-full of info to help you stay up to date with what our teams around the globe have been working on over the past month.

On Thursday, another episode of Around the Verse takes a look at the latest Star Citizen news.

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Reverse the Verse LIVE

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March 8th 2019

Character Creative Director Josh Herman creates a potential helmet for a Banu Character.To watch Reverse the Verse LIVE each and every week, tune into http://twitch.tv/starcitizen.
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Around the Verse

Get to know mission giver Twitch Pacheco, take a closer look at weapons coming in Alpha 3.5, and go spelunking through R&D in this week’s update.
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Galactic Guide: Hadur System (Hui sen Yā’mon)

This Galactic Guide originally appeared in Jump Point 5.1.

After centuries of cold war and tense diplomacy with the Xi’an empire, there are few places where interspecies relations have thawed more than in the Yā’mon system. This former no man’s land has, in recent times, transformed into a symbol of cooperation and new hope for all who desire lasting peace between our species.

Humanity’s first view of the system came from Teesa Morrison’s flight footage as she traversed the Baker-Yā’mon jump point in 2531. What started as an exuberant accounting of her initial findings of a main sequence class F star, anchoring four planets, turned into sheer panic when she ran into a Xi’an military unit escorting a mining team to the belt. Familiar with the Xi’an from the press coverage of the Pallas incident the year prior, Morrison and her crew fled immediately. The Xi’an military ships followed closely behind, but did not open fire. Morrison later remarked that she believed the Xi’an were tracking them to try to learn where the Human ship had come from. While her crew debated the risk of giving away the location of a Human jump to potential enemies, in the end they decided to return to Baker to report their encounter as soon as possible.

Within a day of receiving the report, a Naval fleet moved into position to guard the jump point, but it was another fifteen days before the first Xi’an scout emerged into Human space. It is likely that war would have broken out then and there if not for the presence of numerous members of the press who had come to cover the situation after Morrison’s footage leaked to the news orgs. With the entire UPE watching, the Navy favored caution, and the Xi’an ship was allowed to leave.

Over the next several years, there were several cautious expeditions into the system from Baker. While there were still occasional run-ins with the Xi’an, it was clear that they had no permanent settlements in the system and it was surmised that they had only recently discovered it themselves. Due to the seemingly plentiful bounty of unclaimed resources, a few daring individuals and corporations rushed to begin mining the belt, but the prospect of civilians flying freely alongside alien ships was deemed a disaster waiting to happen.

In 2542, UPE High Naval Commander Jianna Perry proposed that all Xi’an-connected systems be placed under Navy control to provide a buffer to protect the rest of the UPE if and when their alien neighbors decided to attack. After much deliberation, the Tribunal approved the plan and the Perry Line was born. The system Morrison had discovered was renamed Hadur to bring it in line with the military’s gods of war designations for border systems (following the pattern started with Horus’s name). Corporations who had begun investing in the system were incensed and a drawn-out legal battle for reparations would plague the UPE until Ivar Messer took power and dismissed the suit.

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This Week in Star Citizen

Hello everyone,

Last week, we published the Q&A for the ARGO SRV, answering the top questions voted on by the community. Can the SRV tow asteroids? Can a person in a space suit be towed? Find the answers to those questions and more detailed info on Argo Astronautics’ latest addition to their roster right here.

Our recent Around The Verse revealed a glimpse of the soon to come city planet ArcCorp, the versatile Reliant variants, but also featured a first look at the planned improvements for gimbaled weapons. What is your flavor? Do you trust the gimbals or do you prefer a fixed setup? Let us know in the comments!

Now, let’s see what’s going on this week:

Tuesday is lore day and we’ll take a look at the Hadur System with a Galactic Guide post. You can check out previously published lore posts here, or refresh your memory about the Hadur System.

On Thursday, another episode of Around the Verse takes a look at the latest Star Citizen news.

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Reverse the Verse LIVE

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March 1st 2019

We sit down with Gameplay Programmer David Colson to answer your questions about the upcoming new flight model.To watch Reverse the Verse LIVE each and every week, tune into http://twitch.tv/starcitizen.
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Around the Verse

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February 28th 2019

In this week’s update we drop in on Area 18’s spaceport, take a look at improvements to gimballed weapons, and get the scoop on the MISC Reliant variants coming in Alpha 3.5.
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Q&A: ARGO SRV

The ARGO SRV depicted in the image is carrying an unknown-sized cargo container. Please elaborate more on this cargo-carrying function. Is the SRV envisioned as one of the tools used to load/unload the larger HULL series ships?

One of the key design goals for this ship was to enable it to carry cargo around. Unloading larger cargo ships, such as the Hull series, is a perfect use of the SRV.

This is not explicitly stated in the documentation, but the ARGO SRV has a Quantum Drive and a Jump Drive. Can the SRV tow a ship in Quantum Travel? Can the SRV use a Jump Point when towing another ship?

The ARGO SRV can Quantum Travel while towing.

Whilst the details of Jump Travel are being ironed out, the original design never accounted for this scenario and requires revisiting. However, our current stance is that it will not be able to tow ships through a Jump Point. If such travel is needed, we recommend towing the vehicle to a nearby repair station first or putting it inside another jump-capable vehicle.

Can the SRV move ground vehicles like a Nova Tank?

There is nothing to stop you moving damaged or stuck ground vehicles, such as the Nova Tank. It will work the same way as moving and transporting damaged spaceships.

Can the SRV move outpost modules?

No, outpost modules are physically drilled into the ground surface. The moving of player-made outposts is restricted to the Pioneer and other dedicated ships as the SRV’s tractor beam is not strong enough to wrench them from the surface. Outposts that exist already on moons/planets cannot be moved.

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Brothers In Arms: Part Two

Min system was dark. In Goss, the jump points flowed with shimmering cascades of color. They boiled the Olympus Pool’s bands of gold, amber, and blood-orange in a dazzling display of celestial mystery. Min, on the other hand, was entirely different, and Gavin wondered how many ships and lives Min’s jump gates had claimed before they were suc­cessfully charted.

The approach was well marked now. Nav beacons lit a ten-kilometer channel leading six Rhedd Alert escorts and their charge, a Constellation Aquila with UEE designations, to the jump gate. The automated beacons broadcast a steady stream of navsat and transit status data in addition to lighting the visual entry vector.

The gate itself loomed large. It was an empty disc, invisible if not for the faint light from the beacons. That light bent, distorting into the maw of interspace that, if entered cor­rectly, would disgorge them out into the Nexus system. Stumbling onto an unknown jump point had to be a terri­fying experience. He’d seen images of dark gates, like the ones in Min, when the beacons were offline. Even knowing what to look for in those images, it was difficult to distin­guish the subtle smudge that represented a portal through time and space.

“Gate Authority Min,” Gavin read from a scripted authori­zation request, “this is Rhedd Alert Security, performing in compliance with Naval Systems Command regulations, approaching VFR and in support of UEE research vessel Cassiopeia. Request clearance for transit from Min to Nexus and confirmation of the approach.”

They didn’t need the call and response to make the jump to Nexus, but their contract required record of specific communications at all jump gates, as well as of the UEE staff transfers at each end of the run.

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This Week in Star Citizen

Hello everyone,

We hope you all had a great weekend! As we head into another week, the team has been heads down, focusing on the imminent release of Alpha 3.5 to the Evocati. We’re excited to unleash our cadre of community testers on the new Flight Model (among other new additions) and to begin gathering feedback.

Now, let’s see what’s going on this week:

Tuesday is lore day as Brothers In Arms continues. Pass the time by catching up with previously published lore posts, including part one of this tale.

If you’re looking for more information about the recently revealed ARGO SRV, this Wednesday we’ll be releasing a Q&A comprised of questions submitted by the Star Citizen community.

On Thursday, another episode of Around the Verse takes a look at the latest Star Citizen news.

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Squadron 42 Monthly Report: January 2019

AI

The AI Team worked on the perception system, which was expanded to handle damage stimuli. AI characters now have proper perception of damage, so they can figure out the location of the source and will behave accordingly by tracking enemies and updating the knowledge they have about them.

Progress was made on the Usable Builder, a tool that’s used to create and debug all usables. It allows the team to easily visualize usables, edit their properties, and test the different use channels. For the mission system, they exposed several new functionalities to the designers, such as a variety of task nodes, new variable types, and new core functionalities. A ‘group’ variable was introduced that can automatically be filled, for example, when spawning AI characters so that designers can easily track the dynamic elements they’re interested in. They’re currently implementing global callbacks to help designers track environmental events specific to the data they’re interested in without the need to explicitly create variables for each entity.

Characters

The new year began with Character Art supporting the SQ42 iteration of the DNA feature, which allows players to create their own unique avatar to play through the game as. They also began modeling various other characters and clothing, including the Basilisk Advocacy Agent armor. The character artists continue to create new outfits and update old ones to tie into specific in-game events.

Cinematics

The Cinematics Team completed a master and subsequence workflow for Track View sequences, which had become a necessity due to how the game is structured around object containers. They can now work on both master and multiple subsequence scenes at the same time.

The groundwork was laid for the most crucial step in the cross-object-container cinematic pipeline: accessibility of interior sequences and their entity nodes from an exterior master level. This means the team is still able to work on interior scenes (e.g. a Bengal carrier’s bridge) while the ship is flying around in battle and banking on a navigation spline. This is crucial for camera movement as lighting and exterior vistas play a huge role in how bridge scenes appear. It also makes it easier to adjust the timing on a master sequence that brings together interior and exterior subsequences.

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Jump Point Now Available!

Attention development subscribers: the February 2019 issue of Jump Point is now available in your subscription area. You’ll take a visit to Hurston, learn about the making of the Argo SRV and celebrate Stella Fortuna in an all-new Galactapedia. Plus an all-new lore feature covering the history of the Rust Society!

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

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Reverse the Verse LIVE

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February 22nd 2019

We sit down with Vehicle Pipeline Director John Crewe to answer your questions about the newly revealed Argo SRV.To watch Reverse the Verse LIVE each and every week, tune into http://twitch.tv/starcitizen.
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Around the Verse

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February 21st 2019

In this week’s update, NPCs learn how not to run into things, 3.5 Network upgrades are discussed, and VFX shows us the latest in ice geysers and busted thrusters.
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Latest Article Comments

tynmanz Monthly Studio Report: May 2017
11 June 2017
I don't think they should continue to put features into it. They can add them later.

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