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This Week in Star Citizen

Mon, 06/26/2017 - 15:12

Greetings Citizens

Greetings Citizens,

Last Friday, we introduced you to the Nox. This speedy Xi’an space bike is ideal for everything from open-canopy races to cruising across the moons of Crusader. Many of you have expressed how much you enjoy the design, and we couldn’t be happier to hear that! If you haven’t already checked it out, embrace true speed here before it’s too late.

Earlier today, we released a new episode Citizens of the Stars, our weekly show dedicated to highlighting the amazing creations by our passionate backers. Special Guests this week is SteveCC who has created a really cool text based cargo simulator to play alongside while in Star Citizen Alpha. After that, Senior Producer Rickey Jutley challenges Brian Chambers for Quantum Champion!

On Tuesday, the June Subscriber’s Town Hall will be about character tech! We welcome Technical Director of Content Sean Tracy, Technical Artist Gaige Hallman and Character Artist Omar Aweidah to the show where they’ll be discussing the tech involved in creating characters for the Star Citizen universe, including their work on the upcoming Star Citizen Alpha 3.0! Make sure to tune in on our Twitch channel or YouTube channel at Noon PDT/7 PM UTC to join the discussion.

Also on Tuesday the Lore Team gives us another rich and interesting look at the history in Star Citizen. These posts are rewarding and a joy to read as they help build the history and life of our universe.

Then on Wednesday, our beloved Senior Gameplay Engineer Mark Abent hosts another installment of “Bugsmashers!”, the unique show that intends to reveal one of the critical roles involved with building a video game, smashing bugs.

On Thursday, Around the Verse returns with an update from Jake Ross (ATX Studio) and Benoit Beausejour (Turbulent)!

Lastly, Friday we’re excited to kick back and relax with an old-school broadcast for with you all, so get ready for Happy Hour Community. Beginning at 12pm PDT, you can join Ben Lesnick, Jared Huckaby, Tyler Witkin and myself as we discuss all the hot topics of the week LIVE with you in chat.

See you in the ‘Verse!

Tyler “AdmiralSloth” Nolin
Community Manager

The Weekly Community Content Schedule

            Citizens of the Stars   ( TUESDAY, JUNE 27TH, 2017
            Weekly Lore Post   (
            Subscriber’s Town Hall: Character Tech Edition   ( WEDNESDAY, JUNE 28TH, 2017
            Bugsmashers!   ( THURSDAY, JUNE 29TH, 2017
            Around the Verse - ATX & Turbulent   (
            Vault Update FRIDAY, JUNE 30TH, 2017
            Happy Hour Community   (
            RSI Newsletter

Community Spotlight: June 19TH, 2017 – 3D Print Citizen

This week’s theme is “3D Print Citizen.” I love 3D Print models and these following submissions show off some of the awesome creativity and hard work from the community. Don’t forget to submit your content to our Community Hub for a chance at seeing it here!

X2-Manta Concept by Chmee

Chmee designed this custom mod called X-2 Manta and it looks so sweet. So much in fact that engineering students decided to 3D print the model for their final CAD project. I very much appreciate the attention to detail in the design, and looking forward to more progress on the 3D print.

Video of the project can be found here

Aegis Reclaimer by Ungineer

Now I know that Ungineer’s model has gotten a lot of attention in the past, but it was so good that I couldn’t ignore it in this theme! It’s currently enjoying a permanent home in the ATX Studio where everyone there can enjoy the amount of work placed into it.

Full gallery here

Behring P4-SC Rifle by RiceMaiden

This full-size Behring P4-SC Rifle looks fantastic! Another beautiful piece of work by RiceMaiden that we enjoyed very much. We hope that you will print more in the future!

Full gallery here

Citizens of the Stars

Mon, 06/26/2017 - 11:46
Welcome to Citizens of the Stars, our new weekly program exclusively about you, the Star Citizen Community. Whether through bug reports on the issue council, feedback on the forums, or the creation of content inspired by the game, Star Citizen is only possible because of the community. Citizens of the Stars not only highlights these contributions, but also puts a dev in the hotseat for a round of Quantum Questions, which addresses some fun facts about the dev and game. This week, SteveCC is in the Citizen Spotlight talking about his app Crusader Transport Simulator. Meanwhile, Senior Producer Ricky Jutley gets his chance at Quantum Questions.

Remember, many of the questions used are taken from our Star Citizen Subscribers in this thread here. Don’t forget to add yours for inclusion in future episodes, vote for the ones you want to see answered, and remember to keep them short and concise if you want your best chance of having them answered in under two minutes.

The links for this week’s content are below:

Terminal Velocity

Fri, 06/23/2017 - 12:10

You lean forward, settle into the contoured form of the Nox. The articulated backplate gently clicks into place, binding you into position. The holographic display flickers to life. You can feel the entire body of the ship hum as the powerful engine spins to life. There’s so much power, gated, waiting to be released. You peer down the start line. Your competitors seem focused. You smile because they don’t know that they’ve already lost. Engines whine as the starter lights begin to cycle. You rev your engine, joining the roars of the other racers as you wait to be unleashed.
Your eyes narrow.
It’s time.


For a century, it has lived on the fringes of racetracks around the Empire. Open-canopy racing enthusiasts had to search far and wide simply to get their hands on a Nox — even an extensively damaged one — and then they’d spend thousands of Credits to rebuild and customize these notoriously fast racers for competition. Now, it’s finally here. Aopoa is proud to unveil the first model of the famed open-canopy racer designed specifically for a Human pilot. With the recent passage of the Human Xi’an Trade Initiative, Aopoa is now bringing the Nox to the UEE and giving racers from all corners of the Empire the opportunity to become one with speed.


Having only been introduced in the late 28th century, the Nox represents one of the most recent additions to Aopoa’s lineup and was designed as a direct Xi’an response to Human open-canopy vehicles. Introduced into their culture via the Xi’an settlement on Oya III, the inhabitants there learned to love riding space bikes from their Human neighbors. With permission from Emperor Kr.ē, the Aopoa council crafted a sleek hull from lightweight composite materials that provide maximum speed and maneuverability in both atmospheric environments and vacuum. Unleashed, the Nox would bring new grace and elegance to the unadulterated thrills that only open-canopy racing can provide.

READY TO RACE Learn why the Aopoa Nox is set to lead way with this introduction from the TeXa Racing Club. Open the Magazine or Download Click To Read Image Gallery

About The Concept Sale The Nox is being offered for the first time as a limited concept sale. This means that the ship design meets our specifications, but it is not yet ready to display in your Hangar or to fight in Star Citizen. The sale includes Lifetime Insurance on the ship hull and a pair of decorative items for your Hangar. A future patch will add a Nox poster and then once the in-game model is finished you will also be given an in-game Nox mini ship model! In the future, the ship price will increase and the offer will not include Life Time Insurance or these extras.

If you’d like to add one to your fleet, they’re available in the pledge store until July 3rd, 2017. You can also view a detail of the Nox in the Holo Viewer in the Tech Overview of the ship page, and be sure to enjoy the Aopoa Nox brochure.

As with every Concept Sale, we will also be doing a Q&A post. There will be a forum thread on Spectrum to take your questions. Make sure to vote for the questions you most want to see answered and we will be posting the dev’s responses next week. Look for the Comm-Link Schedule next week to find out when that post will go up!


Remember: we are offering this pledge ship to help fund Star Citizen’s development. The funding generated by sales such as this is what allows us to include deeper, non-combat oriented features in the Star Citizen world. All ships will be available for in-game credits in the final universe, and they are not required to start the game. The goal is to make additional ships available that give players a different experience rather than a particular advantage when the final persistent universe launches.

Around the Verse

Thu, 06/22/2017 - 16:58
Chris Roberts and Eric Kieron Davis host this week’s episode, which features a studio update from Frankfurt, a Ship Shape focused on the Nox and a deep dive into how we’re creating entire solar systems.

And for info on becoming a subscriber, go to:

Loremaker's Guide to the Galaxy

Wed, 06/21/2017 - 12:47
Lead writer Dave Haddock provides insight into one of his favorite systems — Tyrol. Learn about how outlaws came to inhabit this system on the brink of death. Then read Tyrol’s Galactic Guide here.

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

Untold Tales: The Unanswered Cry

Tue, 06/20/2017 - 17:54
Tale of the Unanswered Cry

Every day, our understanding of the universe is reforged as new mysteries are brought to light, shifting our perception as readily as the grains of sand within an hourglass. It seems all too often that our tenuous grasp on reality is affixed in time only by the dark shadows of our collective consciousness. It is there that forgotten whispers echo just out of reach, waiting to be heard. These are Untold Tales.

Today, we travel to Bremen, where on June 20th, 2941, freelance mercenary Sera Misagaru was flying a sweep pattern along the shipping lanes that crisscross between Rytif and Bremen III, looking to pick up whatever work could be found. For the previous six months, Sera would, if the credits were right, offer to assist any ships that had found themselves in harm’s way. Although Bremen’s considered a safe system, those who make their living traversing the black learn quickly learn that in space, safety is a relative thing. It was there, amidst the flow of commerce, a routine operation began that was destined to become anything but.

SERA MISAGARU: It seemed like a straightforward enough job. I mean, at the time I didn’t even think twice about it. The message popped up on the boards just like you’d expect. Some poor captain had flown a little too far off the beaten path, looking to save time, and wound up running into an outlaw pack. Don’t want to hesitate too long with contracts like that. It’s not only about the credits. When you’re out there, if you keep your head on, you can actually save lives.

Sera accepted the contract and hurried to the coordinates where the distressed ship had sent its plea for help. Upon arriving, the mercenary had been prepared to do battle against a fleet of outlaws but instead, a surprise was waiting.

SERA MISAGARU: There was nothing there.

Sera Misagaru had become the most recent pilot to respond to what has become known as the ‘Unanswered Cry.’

SERA MISAGARU: Not a wreck. Not a piece of debris. Not even some floating rocks. Just nothing. And I scanned, too. After the wide sweep to make sure the whole thing wasn’t an ambush, I even narrowed my band and did a detailed once around just to make sure I hadn’t missed anything. I hadn’t. When I say there was nothing there, I mean it. The weirdest part? As soon as I arrived, the contract had cleared out from mobi. Was like it never even existed.

All together there have been fourteen reports during the past century of pilots responding to the Solomon and its captain’s cries for help. All of them reported a similar experience: a ship in need, a contract accepted, and the discovery of an empty stretch of space waiting for them at the end.

SERA MISAGARU: At first I figured it was some twip trying to spread some grief, so I went and contacted the local guild office about it. The job wasn’t affiliated, but sometimes they hear something, you know? I started telling them what had happened, and the rep just nodded. They knew the whole story. Turns out there had been several mercs over the years who had tried to help the Solomon.

A hauling ship owned and operated by Captain Laramy Stevens, the Solomon spent an honest and industrious fifteen years servicing the area around Rytif. Then on October 21, 2794, the ship vanished. We spoke to ProtLife Insurance associate Genevieve Atrella to learn what little is known about the Solomon’s tragic fate.

GENEVIEVE ATRELLIA: Despite whatever it is that these people are claiming, the Solomon was destroyed in 2794. That’s a fact. Our records show that a salvager ship picked up the Solomon’s black box in a remote part of the Bremen system and returned it to the local authorities, who then proceeded to hand it over to us. The data on the flight recorder showed that the ship was returning with ore from a distant asteroid mining post when it was attacked by unidentified outlaws. Sadly, no arrests were ever made in the case.

Not only were the outlaws never found, neither were the Solomon and its captain. Beyond the black box, no trace of either the ship or Stevens have ever been discovered. How did the black box get removed from the ship? If it was attacked, why were there no signs there or anywhere else in the system?

GENEVIEVE ATRELLA: I personally wouldn’t read too much into the fact that no wreckage or corpse was recovered. I mean maybe the people who attacked the ship took it. Maybe it drifted away. Maybe the salvager who discovered the black box was lying. Could be that an unscrupulous scavenger got there first. A lot could have happened.

But will we ever know what really did happen? While these are all ready explanations, none help to reveal the source of the messages or why they keep sending decade after decade. Could it be that Laramy Stevens is actually still trying to call for help?

TOLOMER WINSOME: I think the Solomon is stuck somewhere. I don’t know where. Maybe in innerspace or something like that. Don’t get me wrong, I’m not a scientist, but I do know there’s more in this ’verse than what we can see with our own eyes.

The oldest living person to have experienced the unanswered cry, Tolomer Winsome heard the message in 2843.

TOLOMER WINSOME: Got the call for help and I went running just like any good person would. When I found nothing there, I couldn’t shake it. I found out that there were others that heard the cry too. Different message every time, different coordinates, but always the Solomon and always Captain Stevens. I’ve been going back every year since to search. I haven’t found anything yet or heard the message again, but I just think what it would be like if I was lost like that. Sends shivers down my back every time. It’s what keeps me looking. SERA MISAGARU: I’ve gone out a few times now with Tolomer. Usually one or two of the others do too. Once you heard the message, you sort of can’t let it go. We’re all people who like to help others, it’s why we tried to answer in the first place. Figured it’s probably worthwhile to keep searching just in case.

And so, the search for the Solomon continues while the questions grow. Many have supposed that the signal is just some kind of cruel joke. But why go through all that trouble? What is there to gain? Is Captain Stevens really still out there? Is the unanswered cry just some glitch in the system? When Untold Tales returns, we talk to computer expert Johana Quint and see what happens when someone tries to trace this mysterious signal to its source.

JOHANA QUINT: I’ve never seen anything like it.

That and more when Untold Tales returns.

This Week in Star Citizen

Mon, 06/19/2017 - 16:54

Greetings Citizens

Greetings Citizens,

Last week I was at E3 and got to meet many of you also in attendance. Getting to talk with backers face-to-face is probably one of the best perks of my job.

If you’ve haven’t heard, we finally announced our plans for CitizenCon 2017! Join us on October 27th, 2017 at the Capitol Theater in Frankfurt as we celebrate another year with our community and take a look at what the team has been working really hard on the upcoming game content. More information about the event and when tickets go on sale can be found here.

Earlier today, we released a new episode of Citizens of the Stars, our weekly show dedicated to highlighting the amazing creations by our passionate backers. Our special guest is Utho Riley, the community composer creating original works inspired by the Star Citizen universe. Then LA QA Manager Vincent Sinatra is in the hot seat to challenge Brian Chambers, the reigning Quantum Champion.

On Tuesday, the Lore Team takes us down a rich and interesting look at a piece of history in Star Citizen. These posts are integral to building out our worlds and breathe life and history into the Star Citizen universe.

Then on Wednesday, Lead Writer Dave Haddock quantum jumps to the Tyrol System ins our bi-weekly show, “Loremaker’s Guide to the Galaxy!”

On Thursday, Around the Verse returns with an update from Brian Chambers and the Foundry 42 Frankfurt Studio! Take a look into the more technical side of building a universe, where our Frankfurt studio is largely responsible for building the tools to build Star Citizen.

And what better way to wrap up the week with a new ship?! We are incredibly excited to unveil the Concept Sale for the Xi’An Nox! It joins the Dragonfly as a sleek and nimble bike built for high speeds. Having one (or several) in your fleet will definitely give your style points!

Lastly, Subscribers can submit questions related to the tech that goes into creating the detailed characters you will discover in the Star Citizen universe. The Town Hall will be held on June 27th at Noon PDT/7 PM UTC and Sean Tracy, Gaige Hallman, and Omar Aweidah will be on hand to answer your questions!

See you in the ‘Verse!

Tyler “AdmiralSloth” Nolin
Community Manager

The Weekly Community Content Schedule

            Citizens of the Stars   ( TUESDAY, JUNE 20TH, 2017
            Weekly Lore Post   ( WEDNESDAY, JUNE 21ST, 2017
            Loremaker’s Guide to the Galaxy   ( THURSDAY, JUNE 22ND, 2017
            Around the Verse - DE   (
            Vault Update FRIDAY, JUNE 23RD, 2017
            Xi’An Nox Concept Sale
            RSI Newsletter

Community Spotlight: June 19TH, 2017 – Cosplay Citizen

This week’s theme is “Cosplay Citizen.” With the recent announcement of CitizenCon 2017, I decided to take a look back at all the photos players have shared and found some really great cosplay. Don’t forget to submit your content to our Community Hub for a chance at seeing it here!

Advocacy Officer by Sylvok

Sylvok dressed up as a Advocacy Officer Agent for CitizenCon 2015 and turned out really well! Complete with jacket and standard-issue sidearm, Sylvok looks ready for the challenges that all officers in the UEE Advocacy has to deal with!

Full gallery here

Pirate by Kinshadow

Kinshadow visisted us last year during CitizenCon and dressed up as his usual pirate self. We especially like the attention to detail on the helmet in which he created a separate “How-to” post for others wishing to make their own helmet (link in the original post below).

Full gallery here

Big Benny’s Machine by Dastro

Dastro’s Big Benny’s Machine cosplay was a big hit at our Gamescom Demo last year. I mean, look at Chris’s face! There was lots of photo opportunites and I’d be lying if I said the team wasn’t looking forward to what he will bring this year.

Full gallery here

Citizens of the Stars

Mon, 06/19/2017 - 12:11
Welcome to Citizens of the Stars, our new weekly program exclusively about you, the Star Citizen Community. Whether through bug reports on the issue council, feedback on the forums, or the creation of content inspired by the game, Star Citizen is only possible because of the community. Citizens of the Stars not only highlights these contributions, but also puts a dev in the hotseat for a round of Quantum Questions, which addresses some fun facts about the dev and game. In this episode, we talk to composer Utho Riley about making music inspired by the game and QA Manager Vincent Sinatra is ready for his round of Quantum Questions.

Remember, many of the questions used are taken from our Star Citizen Subscribers in this thread here. Don’t forget to add yours for inclusion in future episodes, vote for the ones you want to see answered, and remember to keep them short and concise if you want your best chance of having them answered in under two minutes.

The links for this week’s content are below:

Jump Point Now Available!

Fri, 06/16/2017 - 16:22
Jump Point Now Available!

Attention development subscribers: the June 2017 issue of Jump Point is now available in your subscription area. This month’s Jump Point features a guide to how we set up ship thrusters! That, plus a look at Rayari, Inc., a visit to the Garron System, behind the scenes with the Environment team and an all-new chapter a Star Citizen serial! Grab your copy today.

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

Father's Day Hot Rod Sale!

Fri, 06/16/2017 - 13:47
Happy Father's Day!

Greeting Citizens!

Happy Father’s Day! We know the Star Citizen community is full of hard-working fathers… and we think they should play fast, too! In their honor, we’re bringing back two of our dedicated racing ‘hot rods’ for the weekend. Leave the real world in the dust and satisfy your mid-life crisis with the single-seat rocket of your dreams: the speedy M50 or the swift MISC Razor concept. The M50 is available to play in Star Citizen’s alpha today, while the Razor is coming up quickly behind it in Alpha 3.0. The sale runs through Tuesday, June 20th and we are also making the M50 available for all backers to test and enjoy through the weekend.

Live on the Cutting Edge!

Give him the closest shave he’s ever had with MISC’s hot new entry to the racing scene.

Read the brochure


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CitizenCon Tickets Announcement

Fri, 06/16/2017 - 13:44
Greetings Citizens

We would like to invite you, our fantastic backers, to CitizenCon 2947! This is our opportunity to celebrate another year with our community, look back on all that has been accomplished, as well as looking forward to upcoming game content. This year we will be celebrating in Frankfurt, home of our German Studio. For backers who are already in town on the Thursday we look forward to meeting you at the Champion’s Bar in the Marriott Frankfurt from 6pm.

Ticket Details

CitizenCon 2947 will be held on Friday 27th October at Capitol Theater in Frankfurt: Kaiserstraße 106, 63065 Offenbach am Main. Doors will open in the evening with exact timings to be confirmed closer to the date.

Come along to see Chris Roberts’ live presentation, meet the team from the Frankfurt office, as well as visiting staff from other studios.

Grab a ticket to ensure your seat at the show. The 650 tickets for Capitol Theater are €50 each and will go on sale with the following format:

  • Saturday 1st July 7PM CEST: 150 Tickets available to Concierge and Subscribers only.
  • Saturday 1st July 11PM CEST: 150 Tickets available to Concierge and Subscribers only.
  • Sunday 2nd July 7PM CEST: 150 Tickets, now available to all backers.
  • Sunday 2nd July 11PM CEST: The remaining 200 Tickets available to all backers.

There will be snack food available for purchase at the venue, though attendees are encouraged to meet up and enjoy a meal together before the event.

Tickets will be available here:

- Frequently Asked Questions Parking

There is a nearby ParkPlatz: Speyerstraße 30, 63065 Offenbach am Main

Should you find a parking spot on the street nearby, please be aware that this may be chargeable at all hours.

What to Bring

PLEASE remember to bring your printed ticket or a digital copy stored on your phone in addition to your photo ID. If you have a Citizen Card or any Star Citizen clothing, bring it (cosplay encouraged).

There is a bar at the venue for drinks, as well as snack food (sandwiches, wurst and pizza). Attendees are highly encouraged to meet up and enjoy a meal prior to the show.

Each year, fans have kindly offered gifts for the team. Unfortunately, since many of us will be flying out the next day we are unable to accept anything at the event. We truly appreciate the thought though!

Is the Gloria Theatre wheelchair accessible?

Yes. There is wheelchair access to most of the venue, including toilets.

Can I bring my own food and drink?

No, this is not allowed for the venue – Please stop by one of the traditional German restaurants nearby before the event, or purchase food and drinks at Capitol.

Will there be seating available?

Yes, this is a seated event.

Is there an age restriction for the venue?

Yes, the event is 18+

Can people bring their own seating for the wait?

You may bring a small foldable seat to use while outside the theater, however use of them inside the premises is prohibited, so you would need to use the coat check once inside. Please only bring what you’ll need with you to the event, as well as your Star Citizen merchandise!

Is there a Coat Check?

Attendees will be encouraged to store their belongings in the visitor’s cloakroom. Coats, jackets, bags, umbrellas etc., may be asked to be checked if they are large; with deference to everyone’s safety and ease of access. This facility is included in your ticket price, but be sure not to lose your coat check ticket!

What do I do before the show?

Rather than queuing up for hours beforehand, we encourage backers to meet up nearby. Keep an eye on Spectrum for posts on this topic closer to the event date.

If there are unsold tickets from Saturday 1st, will they be available to all backers when tickets are added on the 2nd?

Yes. On Sunday 2nd the ability to purchase tickets will be unlocked to all backers, which will include any previously unsold tickets.

Stay In The Loop!

Look out for latest news, contests, and additional information about CitizenCon. Whether you’re with us in Germany, or back at home, keep up to date with all things Star Citizen by following our various channels on social media:

Around the Verse

Thu, 06/15/2017 - 12:59
Chris and Erin Roberts host this week’s episode, which focuses on how serialized variables make networking a game of this size and scope possible. Plus, Los Angeles provides a studio update.

And for info on becoming a subscriber, go to:


Wed, 06/14/2017 - 11:58
Get an inside look at the new Item 2.0 code as Mark Abent smashes a bug that’s keeping weapons and even the dashboard from attaching to a turret.

New United: Assassination Investigation

Tue, 06/13/2017 - 19:36
New United NewsOrg Advocacy Press Conference Only Raises More Questions By. Aaron Frost


Nearly two weeks have passed since the failed assassination attempt on the life of Imperator Costigan, but the public has scrambled for any kind of information. Both the government and law enforcement have maintained a complete media blackout on their findings as unconfirmed rumors swirled through the various news agencies. Finally, on Wednesday morning, mere hours after the passing of the Human-Xi’an Trade Initiative was announced, Advocacy Director Thomas Carmody took to the podium to publicly address the current state of the investigation.

The director began by confirming the name of the assailant killed fleeing the scene — Maurice Vano. Carmody went on to explain that blood toxicology reports of the autopsy indicated that Vano’s system had a significant amount of e’tâm in it. This relatively new street drug, commonly known as Flow, Blinder or TickTock, has risen in popularity recently for its ability to put users into a state of hyperfocus and cognitive enhancement.

Whatever part e’tâm played in Vano’s actions remains unknown. However, Carmody suggested that it is possible that he could have used the drug to bolster his nerves in order to carry out this heinous act. And while there have been a handful of reported incidents where users of the drug have exhibited sociopathic breaks that led to violence, Carmody refused to speculate as to whether Vano suffered from a similar episode.

Director Carmody’s remarks were brief and focused on what little the Advocacy is currently willing to reveal about the attack. When finished, he refused to answer questions from reporters, claiming that it would be improper for him to comment on the specifics of an ongoing investigation. Though many unknowns still remain regarding exactly what transpired at the Banking Federation Summit in New York City, the revelation of Maurice Vano as the assailant has only raised more questions than it answered.

New United launched its own investigation to uncover more information about the suspected assassin. Maurice Vano was born in Stalford, Bremen System, in 2890 and raised in the countryside. At the age of 13, he became a ward of the Governors Council when his parents were killed in a Vanduul attack along the outskirts of Vega while visiting with relatives. When he came of age, Vano left Bremen and enlisted in the Navy.

While at basic training in the Kilian System, several of his fellow recruits recounted numerous conversations where Vano stated that he wanted to be a Marine, in no small part due to the events surrounding the death of his parents. However, the recruitment process to this elite fighting unit is notoriously secretive, and though Vano would distinguish himself during training, he would not be selected. Instead, Vano continued with the Navy and was assigned to the UEES Chimera, part of 33rd Battle Group patrolling the UEE-Xi’an border. Specifics about Vano’s service time are still classified, but several former crewmates we contacted painted a picture of a man who preferred to keep to himself. UEE Navy records released by the Advocacy noted that Vano did receive a service reprimand during his third year for fighting while on leave in Cestulus. While the cause of the incident is not mentioned, it seems that an unidentified Xi’an was sent to the hospital with a minor head injury as the outcome.

When his enlistment ended in 2918, Vano would return to private life instead of signing up for a new tour. He received an honorable discharge and became a Citizen of the UEE. Over the following three decades, Vano traveled extensively throughout the Empire, working as a mercenary for hire. Former clients indicated that he was serious, professional and preferred to work alone.

While reviewing public tax records that were filed in 2929 as part of an audit, New United uncovered some unusual contracts that could hint at Vano’s motivations when he attacked Imperator Costigan. The files indicated that Vano was hired on several occasions by Pells Shipping, a transport company that was later proven to be a front for the notorious Bascal crime syndicate. The Bascal family has been linked to several contract killings over the years.

The other employer of note is one, Suvi Lorenzo, leader and founding member of the xenophobic hate group Empire First. Twice Vano would act as her bodyguard while she was in Oya to protest the Xi’an settlement on Oya III. As of yet, no further connections have been made between Lorenzo and Vano, but Lorenzo has publicly spoken out against Imperator Costigan numerous times and in 2937 two members of the group were arrested for planning to attack the Xi’an consulate on Earth.

Outside of his life as a mercenary, at some point in the early 2930s, Vano became a regular at meetings and political rallies put on by Terran Political Freedom (TPF), a hardline Terran independence group based in New Austin. Vano wrote several spectrum posts to the organization stating his support of dividing the Empire and the importance of systems governing themselves. When asked to comment, Jonas Lester, a spokesperson for TPF, was quick to distance themselves for the actions of their former member. Lester pointed out that Vano had not been associated with them for several months and that they in no way condone the actions of Vano.

Though several details about Maurice Vano’s life have now come to light, there is still very little publicly known about his actions leading up to and on the day of the assassination attempt. There has been no clarity given to how Vano gained access to the Banking Federation Summit. No word on how he was able to get a weapon so close to the Imperator. And no hint at if he had any help at any point in his endeavor.

Of course, until further details come forward, all we’re currently left with is an incomplete portrait of Maurice Vano, a troubled man with years of military training and ties to numerous radical groups around the UEE. Were his actions an attempt to liberate Terra? Was he motivated by a distrust of the Xi’an and a desire to see the Human-Xi’an Trade Initiative fail? Was he just a hired gun of some still unnamed third party? The fact that no group has so far come forward to claim this act perhaps points to the possibility that this tragedy was not politically motivated, but rather the irrational actions of Vano’s drug clouded mind. At this point in time, it yet remains to be seen what additional information will be uncovered as investigators continue to work on revealing the truth behind this assassination attempt on Imperator Costigan’s life.

This Week in Star Citizen

Mon, 06/12/2017 - 16:01

Greetings Citizens

Greetings Citizens,

I hope you all had a great weekend. Let’s drive right into this week.

Earlier today, we released a new episode of Citizens of the Stars, this time highlighting even more of the amazing content from our community, and a round of Quantum Questions with QA Tester Jub Bauer (spoiler: he is not a fan of Firefly! WHAT?!)

On Tuesday, the Lore Team expands on the rich history and lore of Star Citizen. If you’re looking for full immersion in our universe, checking out these posts should definitely be on your to-do list!

Wednesday is a bad time to be a bug, as Mark “Bugsmasher” Abent has come prepared! Get an inside look at the new Item 2.0 code as Mark Abent smashes a bug that’s keeping weapons from attaching to turetts.

On Thursday, International F5 Day returns to YouTube… I mean… Around the Verse returns with an update from our LA Studio… Make sure to tune in to get a detailed look at what we have been up to in the last month!

Friday is a real treat! Ben Lesnick will be taking us on a trip down memory lane with Wing Commander III LIVE on Happy Hour Museum. Being the second Chris Roberts game that I ever played, I am especially excited for this one!

See you in the ‘Verse!

Tyler “AdmiralSloth” Nolin
Community Manager

The Weekly Community Content Schedule

            Citizens of the Stars   ( TUESDAY, JUNE 13TH, 2017
            Weekly Lore Post   ( WEDNESDAY, JUNE 14TH, 2017
            Bugsmashers!   ( THURSDAY, JUNE 15TH, 2017
            Around the Verse - LA   (
            Vault Update FRIDAY, JUNE 16TH, 2017
            Happy Hour Museum – Wing Commander III
            RSI Newsletter

Community Spotlight: June 12TH, 2017 – Video Short Citizen

This week’s theme is “Video Short Citizen,” highlighting some of the exciting shorts submitted from the Star Citizen community. Don’t forget to submit your content to our Community Hub for a chance at seeing it here!

Moons of Crusader by Utho

Two for the price of one? That’s right! Utho Riley has done it again with another musical masterpiece, this time accompanied by a beautiful short video showing off the moons coming in Star Citizen Alpha 3.0.

Full video here

The Star Citizen Super Cut Trailer by Deedy

Deedy has created a super cut version of most of the Star Citizen trailers released so far. This was a quick and exciting watch to help you get pumped before exploring the ‘Verse!

Full video here

Bulkheads – School by FiendishFeather and crew

FiendishFeather has returned after a 9 month hiatus! Get ready for a glimpse into the hilarious world of Bulkheads!

Full video here

Citizens of the Stars

Mon, 06/12/2017 - 12:14
Welcome to Citizens of the Stars, our new weekly program exclusively about you, the Star Citizen Community. Whether through bug reports on the issue council, feedback on the forums, or the creation of content inspired by the game, Star Citizen is only possible because of the community. Citizens of the Stars not only highlights these contributions, but also puts a dev in the hotseat for a round of Quantum Questions, which addresses some fun facts about the dev and game. This week we speak with Andrew Rall from Old Blood & Guts about their Youtube channel dedicated to the science of Star Citizen. Plus, Jub Bauer is ready for his turn at Quantum Questions.

Remember, many of the questions used are taken from our Star Citizen Subscribers in this thread here. Don’t forget to add yours for inclusion in future episodes, vote for the ones you want to see answered, and remember to keep them short and concise if you want your best chance of having them answered in under two minutes.

The links for this week’s content are below:

Monthly Studio Report: May 2017

Fri, 06/09/2017 - 14:24
Monthly Studio Report: May 2017

Greetings Citizens!

Welcome to Monthly Report for May 2017, our detailed list of what the developers in Los Angeles, Frankfurt, Austin, and the UK have been up to for the past four weeks in both written and video form.

CIG Los Angeles



Our Tech Design, Engineering, and QA teams have made steady progress in their various disciplines to roll out a fleet of ships that operate under the Item System 2.0 system with updated or new items that can be loaded onto them. We’ve now successfully converted the Origin M50 Interceptor to fully utilize this new system since it is a comparatively easier ship to set up while still allowing us to discover issues that we can address for all 49 flyable ships and beyond.

Our first round through the setup procedure allowed us to identify opportunities to create tools that will further speed our implementation time in the future. This attention to detail has really allowed us to balance power usage, heat generation, associate EM and IR signals, and balance hydrogen and quantum fuel consumption across our ships and a lot of insight into how the player could consider upgrading their ship components.

The engineering team also made major strides in the areas of persistence and inventory by creating a technique for clients to request persistent information. This work will be incorporated into several large features in 3.0 such as cargo, shops, commodities, Air Traffic Control, Ships, Players, and more. It will allow game code to query for and modify data for entities that aren’t even spawned, such as selling cargo from a ship that’s landed at a station and hidden away by ATC. These features will also allow game code to correctly re-spawn and orient ships or items that have been abandoned on planets or in space, meaning you can expect the world and your possessions to remain in the same state in between game sessions.

We’ve made progress on the system which allows one to park their ship inside of another to transport safely from point A to point B. This was based off of a rework of the landing mechanic that’s currently in the game. The new docking areas are set up the same way as landing pads used within the universe, taking components with a different interface and a new mechanism for locking. There has also been some work on the physics of getting the Ursa Rover to sit in the cargo bay of the Constellation Andromeda without popping through walls and jittering.

The team has also now also converted the basic quantum drive to Item 2.0, giving it the ability to store quantum travel and other navpoints. This means that all discovered quantum travel points can be set as travel destinations at any time regardless of distance and signature strength. This also involves working closely with Design on a way to better display them to the player in a logical interface. From here, we can move on to pure 2.0 systems as Quantum Drive now uses the pipe system for fuel and power checks as well as make quantum drive look and sound as awesome as it behaves by connecting VFX and Audio to the actual transit.

This month we’ve implemented a several new features into our Intelligent Flight Control System (IFCS). On the physics side, we’ve implemented an autopilot system to allow AI and any other systems to utilize IFCS, like takeoff, landing or quantum drive, or anywhere a ship control needs to be automated. We’ve also added support for Cinematics to be able to automate the motion of thrusters on ships, so they don’t need to hand animate every thruster action in a cinematic. With this in place, the thrusters on a ship will now behave as intelligently as they do in game.


Our ship team made steady progress on the RSI Aurora since our last update. The art team has now completed the seat geo for the ES and LN variants and started work on the engines while tech design is implementing these new assets directly into the ship archetype making this our first scratch built Item System 2.0 ship. Also, the Anvil Terrapin’s exterior is nearing completion of the greybox phase and has near final animation.


As you know, the scale of Star Citizen is such that even large teams need some additional support in the form of outsourcing partners. One of the difficulties with outsourcing tends to be ensuring a team’s refined processes are adhered to and all assets that are delivered meet our requirements for easy integration into the game. As you’ve heard about in the past, there are many pipelines and processes within Star Citizen and some are more complicated than others. Onboarding an outsourcing team requires tools that can be installed and run in an external environment with limited support from us in order to save time. So this month, the tech animation team developed a standalone installer that automatically mounts sample assets, tools and documentation, no matter if it’s for Motion Builder or in Maya. We can now easily minimize the ramp-up time for any potential partners and while allowing them to benefit from the extensive internal tools that are developed for our needs.

Tech animation is responsible for the character’s skeleton and, like all things, creating a character skeleton can be done manually or automatically. Typically, a skeleton rig is not so complex and tends to be somewhat static, so it doesn’t change often, but, when you’re on the cutting edge of technology, updates are often required. For example, an animation engineer may require the addition of a specifically named joint for code purposes, thus requiring changes to all skeletons in the game, which would be a time consuming process if done manually. We’ve now completed our SRC (or Source) rigging scripts and can make these kinds of updates quickly, easily, and bug-free. The time and energy saved is not only for the rigging team, but also for the animation team who will be utilizing these skeletons day to day. A programming analogy would be to think of the rig as a compiled executable. The SRC rigging scripts are the source code. If we need to add something to the skeleton, we update the source code and compile it rather than patching the executable. You just build it anew.

The tech art team also created a new data structure that will allow players to customize their eye color. This supports the first pass of the character creator where players will be able to select from a preset eye color pallet.

In addition, tech art took advantage of a feature provided by the LA Engineering team that allows the body skin tone to automatically adjust to the skin tone of the face through the magic of item port tags. In the case of NPCs, this will maintain consistency for our characters and in the case of players this will ensure your body always matches your face.

They’ve also created a process to generate SDF (or signed distance field) volume textures, which are used in conjunction with our atmospheric flight model to simulate engine trails. We’ve made solid progress on art tools for our various art teams. One such tool is our “unbevel” tool, which simplifies our LOD (or Level of Detail) creation process to increase performance on anything beyond our first LOD and speed up delivery time for our ship pipeline.

Finally, this month we’ve taken large steps forward on our procedural system for outposts including color tinting, material variation, and even variation of props and their placement within the outposts.


Our character team have added more armor suits to the armory. We now have a fully rigged female medium marine and the male heavy outlaw suit going has moved from concept toward final implementation. We’re also far along on many new uniforms, costumes, characters, and heads for Squadron 42. The male OMC light is wrapping up its initial high poly pass and has moved onto in-game mesh creation. The male Shubin miner uniform has begun in-game texturing now that the mesh is complete. A new outlaw uniform has just finished up concepting and is on its way to high poly. Our Female Marine BDU finished up sculpting and is headed to in-game modeling.

With the FOV slider work in-progress for 3.0, the character team also spent time working on our helmet interiors starting with the heavy outlaw and heavy marine which is used by our UI team to establish necessary boundaries.


The Narrative spent the month divided. Dave and Will shipped off to the Wilmslow office to spend some time with Design and attend Squadron 42 level reviews with Chris. During that time, they also generated a handful of new scripts for 3.0 to cover [REDACTED] [REDACTED] and [REDACTED] which was very exciting to expand upon. Meanwhile, back in the LA office, Adam and Cherie were holding down the fort. Adam was juggling Jump Point articles, News Updates, while working on components for 3.0 while Cherie was maintaining her stalwart battle against chaos on our internal wiki and spearheading several new archiving systems to catalog the massive amounts of performance capture data as well as video captured for our various marketing and community programs.


QA has been busy supporting the transition into the Item 2.0 conversion by taking an early look at the ships, and determining how to convert all existing checklists to the new 2.0 framework. When making any impact to our game, QA has to test everything, which in this case, included all the different interaction points. Prior, the interaction points were limited to the exit and entrance, but now checks have been added for Ladder Entry/Exit, EVA entry/exit, Power On/Off, Engines On/Off as well as looking ahead for features not yet implemented such as Ejection and cases in which more than one player attempts a particular interaction.

CIG Austin



Right now the ATX Design Team is completely focused on things related to 3.0 or near term goals.

First off, the team has been building State Machines for the first few NPCs that we’ll be implementing. To provide a bit of background, a “State Machine” is a way to visualize how the NPC will behave, it not only acts as a behavior tree, but also informs the animation team when and where our animations need to transition between each other. We hand off these state machines to the Animators who then approve the behavior or give it back with feedback. Not only does this drive the animations we need, but also guides the NPC’s behavior setup in Subsumption.

The Nav Beacon System is a new mechanic that will allow players to create their own roads throughout a given Star System. These are physicalized objects that are deployed through utility mounts and give players visual markers to lock onto for Quantum Travel while in space or, if used on planetary surfaces, will provide a known point to fly towards. Players will be able to grant “Use” access to others as well as “Hack” another person’s beacon, both allows you to use someone else’s Nav Beacon. There are multiple sizes and quality levels that dictate several things: how far they can be seen from and how long they last before they need to be serviced by the Owner. Finally, because they are physical objects you will be able to not only find, but destroy someone else’s Beacon, which should make for some interesting gameplay.

Finally, the team have been organizing Miles Eckhart’s assets (which are being polished by the animation team in our Derby Office), creating his state machine, and getting his initial behavior up and running in Subsumption. Eckhart will be unlocked to the players by accumulating ‘Reputation’ with him, earned by completing other available missions. Once unlocked, you can visit him for a wide variety of missions. The new “Mission Manager” will drive his selection, but you will be able to choose from anything he currently has available. Setting up this character will provide a lot of great information for future Mission Givers, so we’re looking forward to getting him out there.

PU Game Director Tony Zurovec has had his hands full with several things this month like reviewing mission scenarios for 3.0, but a major part of his focus was on Subsumption. As a reminder, Subsumption is the data-driven and highly abstracted foundation on which all of the AI and mission logic in Star Citizen is constructed. Tony finished the conversion of the Subsumption tech to Linux for integration with our backend services and completed the Shopping Service for game code to start hooking the new shopping tech into.


Ship Artist Josh Coons has been working on the ship LODs for the Cutlass Black. It’s a very time-consuming task since our LODs are mostly handmade and the ship he’s working on is quite large with many pieces that have to be optimized. In addition to optimizing the mesh, he also reduces the material IDs, as he goes down the LOD chain. This way the mesh will have less draw calls from a distance and be more efficient on the engine.


This month, the PU Animation Team finished up the two-handed carry animations for a variety of postures (such as standing, crouching and zero-g), a number of crate sizes and even a variety of heights. Code and Tech has hooked it up so that you can retrieve cargo in zero-g, EVA back to your ship and stow your acquired loot in your cargo bay. Animation Director Steve Bender stopped by the office for a visit, so we ended up doing a last minute mocap shoot in our office where he ran around like a crazy person capturing all our FPS starts and stops for a stocked rifle locomotion set. We also took this opportunity to get Sandy Gardiner in the suit and capture some exercise motion for our female characters when they decide to do a workout in our exercise usable. On the second day, lead animator Bryan Brewer hopped in and captured needed animations for the crouching carry animations. Animation worked closely with design to start work on some of the interactable NPCs, such as bartenders and shopkeepers.

The Ship Animation Team continued to improve upon the cockpit experience. They worked with designers and programmers over in the UK to update our gforce blendspace poses, utilize a low pass filter for smoother, smarter camera motion; as well as adjust the cockpit geometry to allow for button presses. In addition to this, we created a system that will allow us to make comms calls within the ships during flight.


Our Server Engineers have been providing support for the shopping service which communicates with Diffusion and the game systems through our new Diffusion gateway. The gateway allows external/non-Diffusion services to communicate with the game as if they were an internal Diffusion service.

We’ve also focused on integrating the Diffusion code into the primary game development branch that will be deployed with 3.0. This was a massive integration with a lot of moving parts and required a large amount of collaboration between Server Engineering and DevOps. The effort has taken a few weeks to get everything moved over, tested, and in a state where it can be deployed.

We have also been working on a Service Creation Tool. This tool will provide a simple to use UI allowing engineers to create new services, add/remove or modify components, and management in source control. The output of the tool is a basic service shell and set of source files that are customized for the new service. When complete, this will be a huge time saver and allow new engineers to create services without worrying about any boilerplate work and thus allowing for rapid service development. We have started to add Star Citizen specific extensions to Ooz. For those who don’t know, Ooz was written by Lead Server Engineer Jason Ely and is the scripting language that drives Diffusion. These extensions expose SC-specific constructs to Diffusion, allowing services to provide more intricate support for game-play features which help move the game into a more distributed architecture.

We’ve also continued work on the Router Mesh functionality. This feature distributes services over multiple router endpoints and provides redundant communication paths between other services. The mesh will use a technique to isolate high bandwidth services away from lower bandwidth or more critical services. The primary responsibility of the router mesh is to provide a high level of service availability and performance.

Finally, the DevOps team has been busy optimizing the build and publishing systems. The game builds are growing rapidly as content continues to pour in for 3.0, so we’re constantly tweaking and tuning to keep up with the demands of the dev team. Ahmed and his team have been collecting feedback on network performance from our three locations and comparing that to internal data, so we can optimize network performance wherever possible. This is an ongoing task but we’ve already found some good opportunities for improvement in this area.


For May, Austin QA worked heavily on regression of bugs, particularly on a massive sweep through our open bugs to see what items are still valid given the new systems and tech coming online for both PU and S42. This allowed us to eliminate a considerable number of bugs before they ever reached development, saving our busy developer cohorts time they would have spent investigating issues that were no longer occurring in the latest builds. Major testing items for our group included actor serialization, multi-threaded resource containers and network transport queue for the Engineering teams. We continued testing the Moons in the Stanton system for any potential issues such as collision and performance testing. New vehicles, ships and FPS items came online throughout the month (including the Behring P8-SC SMG which we were very excited to play with) in addition to testing the continued Item 2.0 implementations. All of which have kept our Arena Commander and Star Marine testers very busy.

On the new system front, we’ve been working very hard testing the new procedural breathing and stamina system as well as the new Air Traffic Controller system. We’ve also been testing some updates to our current game Launcher – primarily bug fixes to our players but also a few quality-of-life fixes, continued providing additional support for the animation groups here in Austin, including mocap file cleanup, supporting setup and teardown for pick-up shoots and in-game video captures for final reviews. Regular Editor and engine testing has continued as well, with ATX QA completing regular smokes of the subsumption editor, procedural planet tools as well as our normal editor testing.


The Player Relations team has been extremely busy preparing for upcoming 3.0 work. The biggest item that players will see is the New Player Experience that will ultimately go on the website. These are intended to provide helpful guides for new players entering into the Star Citizen universe and help bring them up to speed with the game and its various mechanics.

We’ll also be adding to the Evocati ranks in the coming weeks, and are excited to announce that we’ll be adding headcount in Austin, Manchester, and Frankfurt.

Foundry 42 UK



Let’s start with the ongoing Sprints.

We’ve completed the initial groundwork for the Air Traffic Controller sprint and moved on to more of the functionality including communicating with the ATC. When you want to land, you can now target the station and, using the player interaction system, select the option to request a landing. You will then start a communication channel with the NPC and have a dialogue with them. We’re currently in the process of implementing this in real world test cases, for example in our PU map we’re setting it up at port Olisar so both requesting your ship as well as landing will all go through the ATC system.

As part of a push to make Star Citizen more accessible, we’re introducing a new Hint System to lower the initial learning curve for new players. As they take their first steps into Star Citizen universe, various hints will get displayed on the UI after a given amount of time to indicate how to interact with the different systems, such as entering the proximity of the ASOP terminal or letting them know about the mobiGlas feature.

For 3.0, we’ve also changed how the Player Spawns into a level. Currently, each bedroom in the PU map has its own spawn point and then some flowgraph logic to position them correctly in the bed, and play the correct animation. As you can imagine, based on the number of spawn locations in the PU, this is adding up to a lot of flowgraph and setup. Going forwards, we’re creating a new spawn component which can be added to any entity. For example, if this component is added to a bed, we will then assume the player will need to be attached correctly to it and play the normal lie down idle animation automatically. This now means we can now remove a large amount of flowgraph and simplify the setup of the level.

We’ve made progress on implementing the mission broker and the mission manager systems. These will determine how a mission and all its objectives are presented and given to the player to complete. This system will also track what missions a player already has and how far through the objectives they are.

In the AI Locomotion sprint, we’re spending time refining the way the AI walks and runs around a level. We have found that just following the path which is determined by the path finding code gives a result which looks very unnatural. We’ve now implemented a new path smoothing algorithm which makes AI traverse around corners in a much more natural way, so it doesn’t look like they’re just going from one point to the next. Because they are generally moving to get to a particular place we are currently working on making reaching that point, and going into whatever animation is required, be as seamless as possible.


The graphics team wrapped up the major features mentioned in our last update such as lit fog, real-time environment probes for planet lighting, and the render-to-texture work for holograms and video comms. In addition to general bug-fixing, they’ve also tweaked our lighting model to improve the appearance of ground reflections of the sun on planets at sunset and sunrise.


On the FPS weapons side, the UK animation team completed the previs for the new Gemini L86 ballistic pistol and nearly completed the Arrowhead with just some minor polish work left on the reload states.

The takedowns have gone from an implementation pass to a refined animation pass, with concentration on stronger composition, solid posing, clear silhouettes, and polish to the mocap data to better sell the overall action.

The AI animation work is ongoing with improvements to the posing of enemy patrol states and reactions to sight and sound.

The team are also helping to export the remaining gameplay story cinematic scenes, so that design can implement, and better visualize the story within the levels they are working on.

The Derby animation team are finishing off the facial animations for the 3.0 Mission Givers and Eckhart’s body animation is being polished and implemented too. Last week, some of the team attended a PU audio and facial shoot in London. They captured some awesome footage from a great set of actors and we think it will go a long way to fleshing out the Universe.


The VFX Team have continued tests with the new Lightning Entity, this time focusing on smaller-scale, interior electrical effects. They also tested the features in the new particle system, as provided by the Graphics team including better trail options, and depth-buffer-based collision (required for sparks, for example). The team started the first Levski exterior VFX Pass which includes refinery flames and general ambiance. Flight-ready VFX, including interior damage and thruster effects are now done for the Cutlass rework and the team have continued on the Atmospheric Flight Effects sprint, with heavy focus on playtesting, bug-fixing and testing new features as provided by the Graphics and Engineering teams.

Outside of these features, the team continued ongoing polish on the VFX for new weapons, and reworked versions is continuing up to the 3.0 release.


The Origin 600i has finished its concept phase and the next ground vehicle has been rocking along. We’re just about to kickoff a whole new round of ships, but can’t spoil which ones.

In Reclaimer news, the team completed work on the drone room. They were keen to focus on the drone deployment and storage mechanism, and are excited to see this become functional when drones come online. The Engine room has also been completed, making use of re-purposed assets from the Idris where possible. All the reused assets go through a process of re-skinning with Reclaimer materials to make everything feel consistent and cohesive. On the exterior, the damage setup is nearly complete with internal geometry being built to be exposed when the ship takes damage.

The initial batch of work on the Derelict ships and wreckage elements are coming to an end with support is now in place for design to create mission scenarios based on derelict ships in space or on planets. Material variations of each ship have been created, so that depending on which planet the ships are placed on; they will look visually embedded to the surface type. All that’s remaining for this phase are the technical elements such has LODS, Vis-Areas and Collisions.

The Gladius cockpit has been revamped and re-lit for the new “Cockpit Experience” sprint.
This has been an exercise in improving the player’s feeling of immersion and has been a collaboration between several departments. From the art side, this was achieved by clearing a channel between the top support screens to reveal the Gatling gun on the nose, making a range of interactive buttons for more interesting animations and remodeling the throttle for improved functionality. The cockpit canopy has been extended for better clarity and new interior lighting has been added to help bring it all to life.

On the Hull C exterior, the team is nearly finished with the landing gear mechanisms and detailing the inner bay areas, while we create the initial animations and work towards final art. They finished modelling the front section of the interior and the section is getting a detailed lighting pass using the new light groups controller. Once this is complete, the tunnel section and rear engine room will be modeled and lit in the same fashion.


On the ships weapons front, we have taken the Klaus & Werner styling from the FPS weapons and used that influence to work on a K&W Laser Repeater. At the other end of the spectrum, we also concepted some cool-looking MaxOx Neutron Repeaters.


The Art team continued to hammer away at Shubin mining station interiors and focused on improving the overall “believability” of the structure, by zeroing in on the functionality of the individual areas.

Adding Texture and Visual Interest to our Space overworld has been a big priority for the 3.0, so the team has turned to giving our Space Scenes a major face-lift with the goal of diversifying environments and adding a unique flavor to each of our locations. Large volumes of inter-planetary space dust have been added and the team re-worked some of the distant nebula in the Stanton System to this end. We also worked on large-scale nebula rendering techniques, using the Pyro System as a test case. These techniques will help us create our interstellar scale nebula.

For Squadron 42, the team delved deeper into the look and feel of the Coil, which plays a major role in the first campaign. The team explored using powerful fluid simulations to help achieve this look.

For the Truckstop station materials, the team finalized the panels shapes, adding some hue and gloss variation and elements of wear and dirt. The unclad frames are also being finalized, with structural elements surrounding machinery and high frequency detail. They continued to work on the solar panels, trying different ideas out, and getting them to a stage where they gel well with the rest of the truckstop. The team also finalized the main hull pieces and proceeded to the front and back sections of the station. Special consideration is being made to ensure all the pieces work well as a modular set and don’t look visually repetitive. Detailing areas around the landing pad is ongoing and this includes adding more visual complexity to the back of the landing pad as well as the borders around the edge of the pad.

In relation to the Surface Outposts; more of the archetypal outposts have had a dressing and lighting pass, including an emergency shelter for crashed pilots to take refuge which can be found dotted around the moons. Also, an illegal drug lab, which may, or may not, be on one of the moons. The team also worked on providing further infrastructure to habitation pods including comms arrays, water collectors and small deploy-able communication units.

Planet integration materials for the outpost exterior has been tested and tweaked for sand and ice biomes. This determines the amount of dirt build-up that can vary for each biome, and can be adjusted for each outpost for variation.

Branding prototyping has been explored for procedural locations with the Rayari brand as a test case. This includes the main logos and text, along with secondary logos, idents, lines and signage. This would procedurally swap brands depending on who owns the outpost.


The live design team plowed ahead with content for the PU, but they’ve made sure to spend a bit of time giving some much-needed love to some of the existing Arena Commander and Star Marine maps. Dying Star has received a new lease of life with the addition of procedural asteroids, which give a more cinematic dogfighting experience. Both of the Star Marine maps have received a number of balancing changes, based on feedback from the community.
In Echo Eleven, we’ve made some adjustments to the capture points, and in Last Stand and Demien we’ve added a sneaky new EVA route from the Marine spawn zone to landing pad B.


On the UI front, the team chipped away at all the various features of the new MobiGlas. Progress has been made getting the home screen fully functional and displaying elements of the actor status, atmospheric readouts, suit status readouts, as well as personal overview. The Player Loadout Management app is now working on the mobiGlas. This interface should easily carry over to handle ship-loadout customization as well. The next big task is to get the new overhauled Mission Manager and Universal Inventory Manager up and running as well. The team also worked to get the mobiGlas UI to be projected using the new render-to-texture tech, which will make the UI look much more properly integrated within the game world.

Work has continued on designing and implementing the upcoming character customization menu on the front-end, which will be introduced in 3.0. From here, players will be able to create and customize their various characters for the PU, obviously depending on how many character slots the player has. Initially, the level of customization will be limited, but it will expand in the future to provide much more granular control of character features.


The audio team has been working on several features for the 3.0 release, including the procedural planet ambiance system, which is designed to place appropriate sounds around the player dynamically as they traverse planetary bodies.

They’ve also refined the approach on how we produce ship armaments and first person weapon audio, further ensuring they’re satisfying for the player, while reflecting player-driven modifications and customization.

The team produced sound schemes for the different kinds of diegetic user interfaces that will feature in 3.0, including the kiosks – the audio direction of these vary to suit their tech level, and this presents some great opportunities to reinforce their look and feel.

Preparation has begun in earnest for a Foley session at Pinewood Studios, to ensure audio coverage for character clothing and armor; and content to extend the footstep system further. Progress has also been made on the foundational audio tech such as dynamic bank loading, the actor-status system, the audio propagation system, and the music logic system.

In addition, over the past month, the team produced content for derelict ships, bespoke 3.0 location sound design, ship damage VFX audio support, ship audio improvements and more.

Foundry 42 DE



The AI team started a sprint focused on human combat, with the end goal of improving all the combat work done in the previous months into something that represents our final quality. We initially focused on all the shooting functionalities, making sure the basic controls for accuracy and friendly fire are implemented correctly then dove into improving behaviors related to awareness, such as reactions to potential threats seen or heard from a wide range of distances.

They also finished converting the ship AI to a newer updated version, meaning that weapons, shields, and countermeasures now work with the new Item 2.0 system. For now, it also supports the old ships to avoid any compatibility issues that may creep up. This is part of an ongoing effort to move ships away from Kythera AI control and bring us one step closer to fully switching to Subsumption-based AI for all ships.

The past month, the AI team did some additional work on the AI modules. These modules represent an item that can be attached to a seat (any seat of a spaceship or a turret) and execute a behavior logic defined with the Subsumption editor. You might think of it as a piece of custom software that can be instructed to take control of the same items that are available to a player sitting in the same seat. It might work as an autopilot or autonomously take control of a turret and fire at an enemy target. This feature is crucial in multi-crew ships where the pilot might assign specific activities to the AI modules instead of another player or NPC.


The System Design team continued working on the Air Traffic Control system, adding conversations with the traffic controller and a smart system for allocating landing pads for pilots wanting to land or take off.

They also updated all our doors to Item 2.0, which now makes them modular and a lot easier to implement. These changes included switchable loadouts for each door, the ability to connect two rooms so air can travel between them and provide the functionality needed for new systems that are already in the works such as breaching, hacking. They also started reworking airlocks so they work better with the room and atmospheric systems.

The team also did some very rough prototyping work on dynamic advertising which will contextually fill in the in-game panels/screens throughout stations with content that is reflecting the interests of the player that enters its proximity. The same system could be used for showing large scale broadcasts and warnings throughout the universe based on what is happening in the game at that specific moment, either globally or locally.


Our Lead lighting artist Chris Campbell continued work on the surface outposts (particularly on the habitation sets) and coordinated with the UK Environment Art team to stay in sync with all their updates to assets and dressing.

Another issue Lighting has been trying to solve for 3.0 is how to improve the amount of visibility on the dark side of the moons. Previously, without any interest objects in the sky, the planet surface would be far too dark since it would have to rely solely on cubemaps, therefore the player wouldn’t be able to see any detail in the environment. Chris worked with the engineers to add another layer of atmospheric glow and irradiance which allowed us to brighten the atmosphere, giving a nice gradient that shows the shape of the horizon and some depth in front of the player. The irradiance provides a base level of brightness on the actual surface geometry, so the player can faintly see themselves as well as the surface around them. Finally, he’s also been providing support for S42 environment lighting and setting visual benchmarks for the levels.


The Engine Team implemented the initial version of our new IO scheduler which will improve performance by only streaming in textures, meshes, sounds, etc that are being used to stay within a memory budget. Eventually, it will also allow the job manager to better utilize CPU cores in cases where streaming jobs are waiting for IO. Moreover, it will lay the groundwork for a version of the scheduler specifically designed for SSD drives to exploit their superior random disc access properties that will allow for multiple concurrent data streams with high throughput. All in all, this ensures all data is available in time for complex scenes to render without having to wait for LODs and all the related artifacts. Meanwhile the incremental patcher moved into initial internal QA testing. As previously discussed, this system will deliver builds incrementally to devs and gamers alike, so every time you update the game you’ll only need to download what has actually changed or been added since the last time rather than the entire build which will make the update process much faster.

We also revived our internal memory analysis tools for Linux to help find and fix memory leaks on server instances much faster. Memory leaks are one of the contributing factors for server stability and we want them fixed as quickly as possible to make sure servers can run for a long time without issues.

On the rendering side, the team made several improvements to the atmosphere and night skies as mentioned in the lighting update. The night side of planets and moons now exhibit more details due to scattered moonlight and a visible sky gradient in the distance when close to the terrain surface. They also looked into additional improvements for stronger ground-based haze to further increase visual cues for scene readability and continued working on the Object Container streaming (SolEd as well as PlanEd) and the rewrite of the living entity code is on track.


The Environment art team continued to work with the Level Designers on Levski’s exterior. Both art and design regularly work closely together to verify that the art is made in a way that doesn’t break any portion of the design. The last layout changes for Levski are coming in and the set dressing pass is close to complete. The area around Levski is also being populated with slightly larger mining structures than what we previously had in. Since the Levski exterior has grown over the past few weeks, it’s also going through an optimization pass with the artists looking into reducing memory consumption wherever applicable and making each individual asset as efficient as possible.

The terrain of Delamar was polished up and both the Assets and Rocks are all being finalized. The team also set up the specific asset scattering presets for the different ecosystem to populate the asteroid with defined objects.

The overall Planet tech has gotten a couple of new features as well. The overall amount of materials that can be used on the terrain has increased significantly, therefore new materials are being created for the moons to make the surfaces even more diverse from one another. Along with that, the moons also got a performance boost by optimizing which assets are being drawn on the surface of the procedural entities at any given time.


The Tech Art team worked on multiple Mannequin tasks including animations for both usables and cinematics. In case you are unfamiliar, Mannequin is a tool within Lumberyard that allows us to construct complex interactive character animations. They also refined some of the pipeline tools by adding new features and fixing bugs to make them easier to use and more dependable. The team also prototyped a Vanduul weapon, started R&D on some Physical Simulation for weapons, and fixed some lingering bugs.


Over the past month, the VFX team continued to work on the particle effects for the planets as well as implemented new animated decals. This now allows us to project certain animated textures onto objects, so it will follow the contours of those objects instead of having them on a flat plane that is roughly aligned to the surface. This helps integrate certain effects into the world a lot more efficiently and with a better result than what we could do previously.

The VFX team also expanded this month. Our newest member will primarily focus on the large amount of cinematics work that needs to be done for Squadron 42, including soft and rigid body simulations as well as destruction particle effects and the scene setups that go along with it.


This month, the FPS weapons team primarily focused on R&D efforts for weapons skins. They prototyped camouflage patterns, decals and material variations which will set us up for future weapon customization and allow us to quickly and easily create special one-off variants. The ship weapons artists are currently working on the Preacher Armament Distortion Scattergun S1 to S3 and started work on the Apocalypse Arms Ballistic Scattergun S1 to S3.


This past month, the Cinematics team focused on a Pre-vis pipeline, with the goal of getting most of the cinematics into the game regardless of whether they are polished or rough. This will help Designers and directors get a better idea of the overall flow and pacing for the full playthrough of Squadron 42. They will be working closely with the Facial and audio team to get a representation of the full performances in the engine.

They also worked with Kyle Moody from the UK to set up a small motion capture system setup in one of our common areas. These eleven OptiTrack cameras gave us a small capture volume of roughly three meters squared. The cinematics team will primarily use this setup to capture background characters for individual scenes as well as transition animations to help link animations that are not quit aligning. It can also be used to capture quick animations that we can use for outstanding R&D tasks for our Animation engineers, and save the animators some time. The system won’t be set up permanently, but once we have a small list of animations that we want, the team can set it up in about an hour and quickly get what they need.


This month, the Game Programming team did a pass on improving the functionality of doors, then started working on airlocks. Both the doors and airlocks need to be simplified as much as possible and integrated with the latest changes of the Item 2.0 system.

They also started planning the work needed for the improved Weapon System. That new system is based on the Item 2.0 system and will allow the designers to create a wider variety of weapons more easily. It will also address technical issues such as client-side-prediction and server authority. It’s still in the research phase and is a long-term effort however we’re confident that we’re on the right track and implementation can begin within the next few weeks. Finally, they added a few small features to the weapons such as the ability to have different muzzle flash effects or different vent effects based on the current fire mode.


This month, the QA team welcomed their newest hire, John Lang, who quickly got up to speed and became a primary point of contact for any Game-Dev client issues in Frankfurt. He’s also been heavily involved in various system testing this month, such as the new Stamina System currently being worked on in both the Frankfurt and UK offices. Together with Glenn Kneale they were able to begin the initial testing pass in an effort to gather data for our game programmers to use for bug fixes and overall improvements to the system.

The QA team also worked on testing the patcher, Editor, server connections, and the Star Citizen client using the new pak system in order to catch crashes and differences between builds pulled with the old patcher vs. the new patcher. This is an ongoing test that they perform daily to stay on top of any new issues that arise from build to build.

Additionally, they also spent time testing various multiplayer issues for the Stanton System, which included moon collision testing. They worked extremely close with the engineers to test very specific things in very specific ways to get the data that the engineers are after. The engineers then take those findings to work out fixes for issues and also to improve things such as stability and memory usage.


This month, the team’s main goal was to streamline some of the information about the game and make the entry point into Star Citizen better. We aren’t removing any content and RSI will remain the Hub for all Star Citizen development and the Star citizen community, but soon you will see some new designs to the site that will clarify and streamline information about Star Citizen the game, the development, the community and Squadron 42.

Aside from Design, our content and UX team have been hard at work with the creation of a new player guide. We have been working closely with CIG Player Relations, QA, Marketing and Production departments to consolidate information and generate a guide for new players. This is not an easy task because it’s not easy to identify what we call the “must knows” for the new players. Since the game is in alpha, the player guide will be designed as modular, changing as new patches are released to accommodate the ever-changing menus, UI and additional features. However, we are confident that the work we are doing will support new citizens and further expand our community.

Keep your eyes open for the exciting new site launch.

Community Community

Summer is here and the community team has been busy supporting the 3.0 push. May was the busiest month for Bar Citizens ever, with events happening around the world from Boston to Perth, Berlin to Oklahoma City just to name a few. Bar Citizen is a great way to get to know your fellow Citizens, so keep your eyes peeled for one happening near you.

This month on our dedicated community show, Citizens of the Stars, Todd Papy answered the highest voted Quantum Questions, Big JR made a life-sized Artex GSS replica and we had great community guests including Karmola, Alysianah, Captain Richard and Clifford aka Miku.

Josh Herman joined us for another special episode of Happy Hour, in which he created another 3D creature for Star Citizen live for the community.

We ran one of our most fun sales yet, revealing the Eclipse bomber as part of a UEE de-classification scene. The team had a whole lot of fun with social media, putting out little hints and teasers about the ship in the lead up to the reveal.

Sandi spent some time in Austin this month for a Concierge Summit to work out how to better serve our backers. The project they’ve been working on is top secret, but expect to hear more about it soon.

Our Subscribers helped test the Drake Buccaneer all this month, and it sounds like it’s in a good place right now. Next month, they’ll be flying the Caterpillar and anyone who subscribes is welcome to join. Subscribers also received the next item in their holographic flair set, a 3D model of the Icarus One station for their tables.

And speaking of flair, we held a Subscriber Town Hall with members of the Star Citizen props team. The team answered plenty of subscriber questions about their work, and it was a rare opportunity for the community to meet the people making the universe feel lived in.

That was it for the last month. To give you an idea of what to expect this month:

Spectrum will receive a major update that will adds a myriad of new features, including Reddit-style threading and the return of ship forums.

We’ve been spending some time behind the scenes working on the New Player Experience and learning how to best teach new Citizens how to fly. You’ll see the results of that work in the not-too-distant future.

The team has also been busy planning Gamescom and CitizenCon, and we will have a date and further information to announce about CitizenCon shortly.


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Spectrum Alpha 0.3.5 Live

Fri, 06/09/2017 - 13:29
Spectrum Alpha 0.3.5 Live Highlights:

Today we are pleased to release the latest update to the Spectrum Alpha, 0.3.5. This update incorporates many new features that were requested by you, the Star Citizen community.

View Modes
  • You can now select your preference for how threads are sorted (hot, last-activity, top, new) in channels via the Settings.
  • You can now select your preferred thread view mode (nested, classic) via the Settings.
  • You can now select your preference for how thread replies are sorted (top, new, old) via the Settings.
  • The forum category default sort setting has been removed and is replaced by a user-specific setting.
  • The thread type chosen in previous Spectrum versions has been replaced by a user-specific setting pair (sort and view mode)
  • Threads will now persist your preferred view mode and sort if you change it from your user-specific setting.
Read State
  • Spectrum now tracks if you read each reply in a thread and will display a yellow unread marker to indicate a reply you have never read.
  • A new forum category level setting allow you to enforce that threads must be created with a tag.
  • You can now bookmark forum tags directly to your sidebar!
  • You can now browse the tags available for each forum category and community index.
  • Threads list will now indicate which threads contain posts made using tracked roles in that community (Staff posts will be marked in the SC public community)
  • You can now edit your bookmark aliases by visiting the “Manage Bookmarks” view.
  • New filters are now available to search by author and role within your communities.

This is just another step in making Spectrum the best communication platform for the Star Citizen community.

Click here to read the complete patch notes for 0.3.5

June 2947 Subscriber Flair!

Fri, 06/09/2017 - 08:52
June 2947 Subscriber Flair Greetings Subscribers!

This month’s subscriber flair is part of a our newest series of holographic space station models. Established during the First Tevarin War, IMS Bolliver was intended to serve as a infantry platform in the case of a Tevarin invasion. The Bolliver’s layout was optimized to not only house military personnel but also provide defensible positions in the case of assault. This configuration became a template for future security stations and its references to this configuration can still be seen to this day. The station was decommissioned in mid-28th century. Although it’s technically off-limits, squatters can sometimes be found living in the dilapidated halls.

If you’re an active subscriber, the flair will be attributed to your account today. If you subscribe over the weekend, the model will be attributed to your account on Monday June 12th. More information about subscriptions can be found here!

Around the Verse

Thu, 06/08/2017 - 17:34
Chris Roberts and Sandi Gardiner host today’s episode, which features a UK studio update and part two of our feature on how Item 2.0 affects ships.

And for info on becoming a subscriber, go to: