Star Citizen

robertsspaceindustries.com

Committed for Alpha 3.24.2: - RSI Zeus MkII CL - RSI Zeus MkII ES - MFD Rework and New Displays

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https://youtu.be/h8fKhnphE68

Guests: - Bastien Cruette, Systems Designer II - Thorsten Leimann, Lead Systems Designer - Guilleremo Bilbao, Gameplay Programmer III TL;DW: - Resource Network will be used everywhere its possible (ships, land vehicles, outposts and space stations). - Resource Network is a replacement for the old Pipe System. - New system will allow for things like new types of Hydrogen fuel which affect thrusters in different ways. - New components coming with engineering: - Fuses - Life Support Generator - Engineering will be a start of moving away from ship HP pool and towards physicalized component HP. - Life Support system consists of: - Temperature - Atmosphere composition - Pressure inside a room - Components misfires might cause additional damage, make them stop working (temporarily of permanently), starting a fire or blowing up the whole ship (generators). - Initial release will have a limited number of misfires. - Damage penetration will be a temporary, simplified version of what will come with the physicalized damage. Certain types of weapons will penetrate the hull of a ship and damage components inside. - Damage penetration depends on weapon and ship armor. - We'll be able to repair fully destroyed components but not to 100% HP - that will require repairing the ship at LZ. - Only size 1-2 components can be replaced with a tractor beam. - Engineering screen shows: - Location of each component. - Connection between them. - Component status (HP). - Life support and Cooling status. - Component temperature. - Notifications about issues. - Fuel displayed on the engineering screen "will be relevant in the future". - You can lock the engineering UI to prevent changes from any other MFDs besides the engineering station. - Power Management presets will be a thing. They are locally stored and can be loaded on someone else's ship (the same type). - Doctor Benny (TARDIS) montage at the end. This is the last ISC until Citizen Con.

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robertsspaceindustries.com

Moved into the Alpha 3.24 column, targeting a 3.24.X release: - Acidic Caves - Rock Caves - MFD Rework and New Displays Added to Release View: - Argo ATLS

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Thanks to Camural for putting together this list with the links: Vehicle Balance: https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/3-24-live-feedback-vehicle-balance/436913 Group and Party System: https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/3-24-live-feedback-group-and-party-system Commodity Trading: https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/3-24-live-feedback-commodity-trading Salvage Career: https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/3-24-live-feedback-salvage-career Arena Commander: https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/3-24-live-feedback-arena-commander Vehicle Features: https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/3-24-live-feedback-vehicle-features Locations: https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/3-24-live-feedback-locations New Player Experience: https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/3-24-live-feedback-new-player-experience Inventory Management: https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/3-24-live-feedback-inventory-management Law and Criminality System: https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/3-24-live-feedback-law-and-criminality-system Game Economy: https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/3-24-live-feedback-game-economy Environment Art and Audio: https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/3-23-feedback-environment-art-and-audio-1 FPS Combat: https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/3-24-live-feedback-fps-combat Mining and Harvesting: https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/3-24-live-feedback-mining-and-harvesting Keybinds and Controls: https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/3-24-live-feedback-keybinds-and-controls

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https://youtu.be/3a6av7BoNTw

Guest: - Chad McKinney, Senior Lead Gameplay Engineer TL;DW: - Jared's head will be scanned for one of the games. - "When I said that (we're really close to releasing personal hangars) that doesn't mean we were close to going live." - ATC and transit were the most problematic parts to implementing the new hangar loop due to their age. - Transit is already in the process of rewriting, ATC will follow in the future. - Hooking personal hangars/cargo to the new mission system also shed light on some previously unknown problems with its implementation. - Since the 3.23.1 (later 3.24) patch was already late, they decided to spend more time on it to polish things and include some of the player feedback. They couldn't do more as they didn't want to cause a general delay for the rest of the company. - Chad wishes he'd split the functionalities more so they could deliver them faster and in a better state. - "In the original proposal of the item bank it works as it does now actually." (no drawer, just opens the old inventory UI) - Item kiosk UI will most likely stay as is (no drawer), just with all the improvements from the freight elevator kiosks (search and all the other stuff). - Answers from *Rick Porter* & *Ian*: - "We plan to add 'garage modules' so we don't intend to expand the pavement (of the personal hangars) but there should be more room for vehicles where you can basically add on modules and expand the hangars (...)" - "The plan is for personal hangars to be able to be customized and expanded in the future with addition of these modules (there's no finalized list of possible modules yet)." - They're planning to split the public and personal hangar decorations (cables and all the other garbage) to allow players to fully make the latter their own while keeping the public ones feel lived in/used. - We'll be able to move the freight elevator in our personal hangar when hangar customization modules are released. - Cargo decks need a significant rework as cargo gameplay approach has significantly changed since their implementation. They will be used in some way eventually. - ATLS tractor beam functionality will be an exclusive feature for now, there's ongoing discussion whether to copy it to other vehicles and handheld devices. - No bed logging from beds included in this year's Citizen Con goodie pack for now, overall work on bed logging and logging from hangars will happen in the future. - Hangar decorations being unruly is a problem with physics, more info in the [last week's chat with Benoit](https://youtu.be/I0AdNFF286Y). Will improve as server performance increases. - Option to put 1 SCU boxes into 8 SCU ones was removed due to issues on the delivery logic side (problems with delivery of nested objects). Will probably return in the future. - We'll be able to call our ships into other people's hangars eventually. There are still some technical and design problems to figure out before that happens. - ATC is probably the oldest system in the game. - Spawning vehicles from freight elevator is still planned. - They're looking into making the process of calling up your ship faster. - Chad haven't heard about hangar alarm (the one happening when spawning your ship) being a problem, there are no plans to adjust the volume or add an ability to turn it off at the moment. - They want to add support for manual loading for the Hull series and other ships that require docking. Improvements to automatic loading will come later. - Hover trolleys had some physics and game loop issues, they'll come back eventually. - Auto loading is planned to always be a thing but not for every object (not for mission cargo, some personal items). - Inventory search will include more item data/fields in the future. - Mining bags not working with freight elevators is a technical issue, they're aware of it. - There will be an option to spawn multiple ships at the same time in the future. - Option to name cargo boxes is still in design stage but it's planned. No SCL next week, this one might be the last one until after Citizen Con.

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robertsspaceindustries.com

A few more details here, but definitely read through the known issues if you decide to hop in: > We are intending to leave this build up for up to 24 hours but could come down sooner if blocking issues occur.\ This test will have each Stanton shard split into many authoritative zones. We are planning to start the test out at 1 DGS with 100 players as a baseline and increase this to add more DGS with 500 and then as high as 1000 players Edit: An easy way to download this is to rename your "LIVE" folder to "TECH-PREVIEW". Edit2: If they make it to 1000 players, this will be handled by 6 dedicated game servers (DGS) being meshed together into a shard. The 500 player count will be achieved with 3 DGS Global Chat will work, but will only show players in your DGS and not everyone in the shard: https://robertsspaceindustries.com/spectrum/community/SC/lobby/38230/message/55594666

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https://youtu.be/zHYhi7se4F8

Guests: - John Crewe, Vehicle Director - Ben Curtis, Vehicle Art Director - Nathan Lange, Senior Vehicle Artist - Falko Poiker, Vehicle Designer Principal - Kevin Turenne, Vehicle Artist Senior I - Alexander Palmer, UI UX Designer III - Gabriel Hector, Systems Designer III - Joe Dines, UI UX Designer II - TL;DW: - RSI Zeus MKII: - There's a front entrance (ladder). - "Zeus is an evolution on RSI style." - "It's a stepping stone ship." - ES (exploration) and CL (cargo) variants will release together. - It took a year to create. - MFDs: - Initial release of new ship MFDs will bring 5 styles (AEGIS, ANVIL, DRAKE, ARGO, generic). - Self status info will depend on active operator mode, there's a unique version for turrets. - Weapon status view is completely new. - Scanning and comms are moved to MFDs. - New diagnostics view with component health, errors and critical issues. - Bunch of settings will be adjustable from MFDs now (stuff like coupled mode toggle, g-safe, lag pips, casting to HUD etc). - Some visual changes to in-cockpit radars. Lots of visuals so watch the episode for a full experience.

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robertsspaceindustries.com

>Hi all, > >As part of the ongoing development of vehicle systems, particularly with Resource Network and Engineering gameplay on the horizon, we've taken the opportunity to look across all our current vehicles ingame and revisit some of them in terms of both default item size and quantity.Reviewing both player feedback as well as analytics on usage and performance it was clear some ships/vehicles were underperforming and needed adjustment. Some vehicles were adjusted to bring them in line with others in their class to ensure competitiveness and some were adjusted because they simply had a abundance of power output that wasnt necessary anymore. > >You may have noticed recent vehicle promotions and releases have strayed away from the typical max 1-2 Power Plants/Coolers/Shield Generators to higher numbers such as the Zeus and Retaliator having 4-6 Shield Generators for example and these updates will roll out similar changes across other ships and vehicles. > >In addition to the changes below you can also expect handling & health changes to some vehicles to make sure they do not stray too far from their intended design behaviour, the Redeemer for example will get a buff in flight handling to compensate for the reduced shields and weaponry. > >The following are the new default sizes/amounts for the specified item types per ship, e.g if something now says "1x S2 Powerplant" that means it now only has a single S2 Power Plant rather than gaining an additional S2 on top of its current Live loadout. Weapon changes are specifically listed for the relevant hardpoints. > >**AEGS Reclaimer** >- 1x S4 Cooler and 1x S4 Shield Generator > >**AEGS Redeemer** >- 6x S2 Shield Generators >- Manned Turrets now 2x S4 Weapons > >**AEGS Vanguard** >- 1x Medium Power Plant (Sentinel has an additional Small Power Plant) > >**ANVL Carrack** >- 2x Large Power Plant > >**ANVL Gladiator** >- 1x S2 Power Plant, 1x S2 Shield Generator >- Wing missile hardpoints now all S4 >- Wing weapon hardpoints now both S4 > >**ANVL Hurricane** >- 2x S1 Power Plants > >**ANVL Valkyrie** >- 4x S2 Shield Generators >- Remote Wing Turrets now 1x S4 Weapon > >**ARGO MPUV-1C & 1P** 1x S0 Power Plant > >**ARGO Mole** >- 1x S3 Shield Generator > >**ARGO RAFT** >- 3x S2 Shield Generators > >**CNOU Mustang Gamma & Omega** >- 1x S1 Shield Generator > >**CRUS Starlifter C2 & M2** >- 2x S3 Power Plants > >**CRUS Starlifter A2** >- 3x S3 Shield Generators > >**CRUS Star Runner** >- 1x S3 Shield Generator > >**DRAK Caterpiller** >- 3x S3 Shield Generators > >**DRAK Buccaneer** >- 1x S1 Shield Generator > >**DRAK Vulture** >- 3x S1 Shields Generators > >**ESPR Prowler** >- 4x S2 Shields Generators > >**MISC Freelancer (All)** >- 2x S2 Power Plants, 3x S2 Shield Generators >- Manned Turret weapons now 2x S3 > >**MISC Hull A** >- 1x S2 Shield Generator > >**MISC Hull-C** >- 2x S3 Power Plants, 4x S3 Shield Generators > >**MISC Prospector** >- 3x S1 Shield Generators > >**MISC Starfarer (All)** >- 3x S3 Shield Generators > >**ORIG 350r** >- 1x S1 Power Plant > >**ORIG 400i** >- 1x S2 Power Plant, 1x S2 Cooler > >**ORIG 85X** >- Remote turret weapons now 2x S2 > >**ORIG M50** >- 1x S1 Shield Generator > >**RSI Constellation (All)** >- Manned Turret weapons now 2x S3 > > >Thanks for reading and remember, all stats are subject to change.

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odysee.com

Link to Spectrum Thread about Feedback: https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/3-24-live-feedback-vehicle-balance Direct link to the survey: https://airtable.com/appuNwWnmCOAmbCgo/shrko5r7043boH6g3 Deep dive video by Avenger One about Master Modes/combat: https://youtu.be/SNm8RaKHLHg Edit: Some awesome suggestions to fix racing (even with mastermodes) https://www.youtube.com/watch?v=oxqarzvkKJ4 I really like his idea of performance components and the benefit/drawback ideas he comes up with.

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odysee.com

I'm hoping they implement a way to assign crimestat to players that "flick" cargo at other players or ships in armistace zones.

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From Wakapedia in SC-Testing-Chat: > @Wakapedia-CIG: > > We're getting closer. QA team is checking the build. Goal is 2x800 player meshed shards. Will update here shortly as we are hoping for sometime in the next 30 minutes if QA gives the greenlight! https://robertsspaceindustries.com/spectrum/community/SC/lobby/38230/message/55501617 Update: Wakapedia-CIG: >   TECH-PREVIEW will be opening up shortly for a RMQ/Meshing Playtest! <https://robertsspaceindustries.com/spectrum/community/SC/forum/190049/thread/tech-preview-playtest-meshing-playtest-round-3> update 2: Last second issue found, test delayed until tomorrow (morning at earliest).

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https://x.com/RobertsSpaceInd/status/1831783295371165930

And for those that haven't heard of the Titan Suit before: https://starcitizen.tools/Titan_exosuit

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MOTD > 🕹️(Tuesday) Goals for the week: We are currently working on further stability hotfixes for 3.24 LIVE with plans to roll out server hotfixes throughout the week. We are also currently putting together a new build for a Tech-Preview RMQ/Meshing test later this week! Additional context: > I'll give more details once we have it all locked in for the test but goal is to be all backers tech-preview -Waka (sc-testing-chat) https://robertsspaceindustries.com/spectrum/community/SC/lobby/38230/message/55453982

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https://robertsspaceindustries.com/comm-link/transmission/20133-CitizenCon-2954-Digital-Goodies-Pack-Now-Available

The goodie pack for last year's Citizencon was heavily Pyro themed. The rewards this time around are tied to Citizen Day which (to me) is feeling a lot more Squadron 42 focused. https://robertsspaceindustries.com/galactapedia/article/bmGYMYp9Xy-citizen-day If we're lucky we might even get a potential release date, but I could easily see them specifying this as a "goal" rather than a hard release date... Edit: A fellow org mate pointed out that the P8-AR was originally a SQ-42 campaign exclusive rifle.

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https://youtu.be/Le8hz1RkHvk

Guests: - George Rankin, Senior Level Designer - Zac Preece, Senior System Designer I - Glenn Kneale, Level Designer I - Eddie Hilditch, Assistant Environment Art Director - Loek Gijsbertse, Lead Environment Artist TL;DW: - Reminder that Pyro is a free-for-all zone (yay for shootouts while shopping). - NPC will have improved "classes and archetypes". - Some locations will be marked as special zones where NPCs will stay during combat. - They hope server meshing will improve server FPS. - Incoming NPC classes: - "Techie": light armor, SMGs, more aggressive. - "CQC": shotgunners, even more aggressive. - "Juggernaut": heavy armor, LMGs. - NPC traits are coming. - One of the factions will have pet Kopions fighting alongside them. - Factions will differ in gear, combat skills and available quests. - New joinable factions: - Headhunters (more "rush" based combat, tier based armor: higher lvl = more tanky) - Citizens for Prosperity (accurate during combat, more "civilian" gear) - Both of the above fight against Xenothreat. - Xenothreat fights more cautiously and defensively. - More insight into some of the new settlements in Pyro. - 4.0 will add watchtowers for snipers (player and NPCs) to settlements. - Pico daleks confirmed? Another combat focused episode, it's Pyro after all. Also reminder that 3.24 is out, albeit a bit broken for some. Edit: Fixed the faction name.

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From a spectrum thread: --- > Is there any chance we could get more REC for future EPTUs?\ \ it would make specific ship testing alot easier in AC Nurseman --- > Hi, thanks for feedback, totally agree.\ \ The starting REC for PTU has just been increased to 10,000,000 to ease with testing!\ \ See you out there o7\ \ ps. we're still working on reducing REC prices overall (see: <https://robertsspaceindustries.com/spectrum/community/SC/forum/3/thread/why-is-rental-so-expensive/7058253>), unfortunately the tool used for this is experiencing issues in the 3.24 stream so will most likely not make it for 3.24.0; we'll continue to push to resolve for the next. TheDJBuntin-CIG --- https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/could-we-get-some-more-rec-in-future-eptus/7118085

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robertsspaceindustries.com

Progress Tracker finally got an update (only until the end of 2024) and there was a change in how things are tracked. Release View: - Moved target release date of patch 4.0 to Q4. - Added "New Missions - Repair, Charge and Drain" to patch 4.0.

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robertsspaceindustries.com

>Hi everyone! > >As part of our ongoing efforts to improve your experience, we’ll be retiring our Legacy Launcher on October 1st, 2024. It’s been an incredible journey with the Legacy Launcher, but now it’s time to bring everyone together on the new and improved RSI Launcher 2.0. > >Many of you are already familiar with and actively using Launcher 2.0, which we debuted about five months ago. To ensure you’re benefiting from all the latest features and improvements, if you haven't yet, we encourage you to make the switch to RSI Launcher 2.0 before the Legacy Launcher is phased out. > >[Follow the link below to learn more about RSI Launcher 2.0.] https://robertsspaceindustries.com/comm-link/transmission/19818-Introducing-The-RSI-Launcher-20 > >If you encounter any issues swapping over, don’t fret! Please take advantage of the Issue Council to submit a ticket, and make sure to include your logs (found under Application settings - “GET LOGS”). Our team is committed and ready to resolve any problems you might face. And over the next month, we’ll be closely monitoring your feedback to ensure the transition to the new Launcher goes as smoothly as possible. > >As always, thank you for your continued support! We can’t wait for you to experience all the exciting new features coming with the RSI Launcher 2.0. Happy exploring, and we’ll see you in the 'verse!

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https://youtu.be/B_1w2j3t_yg

Guests: - Kaan, Lead Level Designer - John, Level Designer II - Manuel, Senior Level Designer TL;DW: - "Asteroid bases are like bunkers 2.0" - more content space, more sandbox type of missions, more gameplay types. - Asteroid bases can also be worth visiting if you don't have a mission (there are puzzles and treasures). - Contested zones will have multiple entries from both interior and exterior of a station to limit bottlenecks. - At specific "depth" of a contested zone players can find exfiltration routes that will bring them back to a safe-zone. They are one way. - Reminder that contested zones are intended as a PvP space. - Jared: "Our job in those situations (griefing) is to find alternatives for the players who are suffering at the hands of PvP - provide ways they can counter it, provide alternatives that provide the same experience (...) When the player runs out of options and gets killed over and over again, that's when there's a problem." - There are 5 contested zones in Pyro at the moment, more or less evenly spread. - Some contested zones require specific items to access them. - Contested zones have short, mid and long term "branches" - the last one might requires items to access as well. Some of those items have to be gained from other places. Longer branches = better rewards. - Current plan for asteroid bases is to have both combat and "safer spaces" - not **safe** safe, as in PvP will be possible, but without enemy NPCs. - There will be functioning asteroid bases in the future, not in 4.0. - They'd like to implement less obvious traps in the future (like booby trapped chests etc), will have to be scanable or recognizable in some other way. (Jared wants a mimick) - Contested zones are created with 4-5 person groups in mind, up to 40 people per "dungeon". - Early sections of contested zones are soloable, deeper parts will require help. - Asteroid bases are always visible on the map (no need to find them/pick a mission to travel there). This might change later down the line. - "There's new stuff coming to Stanton in 4.0." - Pet Kopion variant coming in 4.0 (NPC owned only for now). - Contested zone difficulty will vary depending on depth and on which station you're in. - SC didn't have the tech to distribute player rewards for doing in-game things until recently (Operation Overdrive). - Ghost Arena was inspired by the "Running Man". - Current (deserted) asteroid bases have no official landing places (pads, hangars) available. Future ones will act as gas stations with place for small-medium ships, might have docking tubes for bigger ones. - Asteroid bases are done partially by hand instead of fully procedurally (they use hand made room sets instead of randomizing each room individually). - No gravity or power manipulation for contested zones initially, there are key cards and fuses though. - Contested zones will offer rewards unavailable in any other way. Provided example was ship components (military, stealth, competition ones, only certain variants not all). - 4.0 will finally bring back ship components making a difference to ship performance. - You'll have to use freight elevators to extract larger loot from contested zones. - Asteroid bases aren't planned as a step towards player owned locations ones at the moment. - Contested zones will be regularly updated as new items and systems come online. - Some locations in contested zones will have time pressure elements (timed gates, respawning and patrolling AI etc). - There are 3 variants of asteroid bases (combat, puzzle mixed) at the moment.

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https://youtu.be/Yg1Tvz5gCnM

Guests: - George Rankin, Senior Level Designer - James Kay, Lead Content Designer - Loek Gijsbertse, Lead Environment Artist - Eddie Hilditch, Assistant Environment Art Director TL;DW: - Settlements on each planet of the Pyro system will differ based on the amount of radiation and heat they have to deal with. - Pyro landing zones are more spread out and less secure. - Each settlement is aligned with specific faction which may affect where you'll be able to enter depending on your reputation. - Farmsteads: - Small communities that suppose to "feel like home". - They're more spread out and have greenhouses and farms (with harvestables) as well as missions. - Scrapyards - They are the rare alternative to space stations when it comes to servicing your ship. - They can be recognized by sunken "landing pits" for ships. - You can do the usual space station things (repair, refuel, rearm). - No ATC, it's all self-service. - New mission types: - Repairing or jump starting machinery. - Gathering crops. - FPS salvaging. - Trade posts: - Focused on trade, as the name suggest. Have everything from weapons, through ship components to food. - Products will differ based on location. - Offer primarily hauling focused missions. - There's a showcase of various settlements with info on what and where they are as well as what to expect there.

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In case you missed it there will be a Free Fly starting today, August 15th, until August 22nd. [Here](https://robertsspaceindustries.com/comm-link/transmission/20112-This-Week-In-Star-Citizen)'s the latest "This Week In Star Citizen" with the announcement. Good luck to anyone trying to play the game during this time, I hope you'll have fun!

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https://youtu.be/aTEGisf04Lk

Guests: - Rick Porter, Design Director - Edward Fuller, Senior Principal Systems Designer TL;DW: - You won't be able to jump through the permanent jump point to-from Pyro with CS3+ - Pyro will have different crime stat jurisdictions (doing crime near the jump point will affect your UEE CS, doing it elsewhere won't). - There will be different options to clear your CS in Pyro (one is going to jail, they aren't sure about others yet). - Using permanent jump points will use quantum fuel. - Trying to exit the jump point early (bashing against the walls) will damage your ship (distortion damage, wear and tear on components), don't use it as a shortcut. - Jump tunnel difficulty will differ by jump point type (permanent will be easier), turbulence (more for smaller ships but also more space to maneuver). - Jump tunnel showed during recent ISC didn't have the obstacles that will be present on live release. - **Reminder that what's shown during ISC and other showcases is tuned up for ease of presentation.** (this if for people who started freaking out about how fast and easy the fire starting/spreading was in yesterday's ISC). - Jump drives will affect ship handling when flying between jump points. All jump drives will have the same "disruption HP" on initial release, in the future they'd like to play with various stats (including handling during jumps). - No combat in jump tunnels (need to switch out of nav mode and that fails the jump). - No, they did not test dudes shooting personal weapons through the open door (theoretically everything that leaves your ship's "bubble" should be yoinked out of the tunnel). - They decided to group everyone in one place instead of allowing to jump from any direction due to how the tunnels work (it has one entrance going in specific direction). - You don't have to sit in front of the JP after getting into the jump queue, you can fly around far away from other people. Don't have to wait in nav mode either. - There will also be turrets, AI and all that defensive stuff but they're willing to other systems if necessary. - ATC is part of permanent jump point experience because UEE wants to control who's allowed to attune to the jump point. - How permanent jump points work in non UEE systems is still to be decided. - Turrets are totally deadly, just look for a good server. - They have "some systems" they hope will come online for 4.0 that will hopefully combat griefieng. - There are people in CIG that want total chaos and death (no shit) as well as "carebear advocates" (well, at least Jared is). - "If you wanna be a griefer I want to give you this experience but people who don't want to be griefed need a safe space." - "Shotgun approach" to exiting jump points means ships will end up a kilometer or so away from each other rather than thousands kms. It's mostly a way to avoid ships rear ending each other. - There are multiple exit points from jump points in addition to the "shotgun approach". - There are things in Stanton that aren't available in Pyro. - People who died during a jump will respawn wherever they set their spawn point. - Can't tow ships through jump points. - No plans to reintroduce jump gate (big ring structures around jump points). - "We deserved over the years some amount of criticism for prioritizing looks over functionality. This is the first time this is reversed." (in regards to the removal of jump point rings) - There has been a change in SC development: more focus on gameplay, performance and systemic mechanics instead of eye-candy. - No plans for different sized permanent jump points for now. - Transient jump points can be found using their radar signatures. - Transient jump points won't be in 4.0, only the permanent Pyro-Stanton one. - Transient jump points will persist **at least** for hours. - They have plans to use transient jump points for access to events. - Yesterday's ISC didn't have smoke in most of the b-roll footage but smoke will be present on live.

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https://youtu.be/vaKzp5ZP7Q4

Guests: - Leo Vansteenkiste, Principal VFX Programmer - Edward Fuller, Senior Principal Systems Designer - Guillaume Gardella, Senior VFX Artist I - Francesco Litrico, VFX Programmer III TL;DW: - 4.0 will only have fire inside ships. - Fires start based on: - Damage (when ship item HP reaches 0). - When items with high level of wear misfire (random chance). - Weapon impact. - Warming the ship room to high enough temperature by opening the door on a warm planet for example (technically possible, there's no planet hot enough for that to happen). - Bringing already burning items into a ship. - Fire propagation is based on fuel (surface), oxygen and temperature. - Every surface material has different properties that affect how quickly it burns. - Other objects like cargo or ship components can also catch on fire. Player can't (but will take damage). - Fire will burn the oxygen to a point of asphyxiation. - Plenty of footage of using fire extinguisher. - Fire can restart if you don't put it out properly. - Fire extinguishers have limited amount of "ammo", you need to put them back to their storage stations to refill them. Recharge will not work if life support system is down. - Fires can be put out by removing oxygen from a burning room (turning of life support, opening doors in space). - Visual damage caused by fires has to be fixed at a proper repair location (station), manual repairs can only fix the functionality of destroyed items.

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> Message of the day > > 🕹️ (Tysdagr) We are currently putting together a new 3.24 build for a Wave 1 PTU release later today.\ Current goal is to run Blockade Runner on PTU over the weekend. https://robertsspaceindustries.com/spectrum/community/SC/lobby/38230

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https://youtu.be/NKzsE0LYvuM

Guests: - Kaan Cakir, Lead Level Designer - Stephane Charre, Environment Artist II - James Kay, Lead Content Designer - Assistant Environment Art Director - William Weissbaum, Assistant Narrative Director - Antoine Fauville, Senior Level Designer - John Lang, Level Designer II - Kristofor McMahan, Associate Design Director TL;DW: - Pyro has 12 space stations in total. - Pyro space stations are bigger than the ones in Stanton. - Rough & Ready gang own majority of Rest & Refuel stations in Pyro. - Ruined Station (one from Citizen Con) has been expanded. - Hangars will have direct access to the Cargo Deck. - Hangars in Pyro will have external freight elevators to allow for (un)loading of ships like Hull-C. - "Win station will have something called Ghost Arena". - Contested Zones are like MMO dungeons - Open space with loot. - Easily accessible directly from the "normal" part of the station. - Some routes are hidden behind puzzles, traps and key cards. - Various levels of difficulty, various rewards. - These are free-for-all zones. - NPCs there are not linked to missions and will respawn on a timer. - There will be Kopions running around, maybe more in the future. - Boss fights are also planned, not confirmed for 4.0. - Social parts of space stations are still green zones, no combat allowed. - They showed clips with light-enhancement scopes. - Asteroid Clusters are very different to the ones in Stanton. - Asteroid Bases can be abandoned, used for missions etc. They also have loot, obviously.

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MotD > 🕹️ (Thor's Day) We are currently building a new PTU candidate for a 3.24 Evocati release later today. This build is a Wave 1 candidate and we are looking to potentially open up to Wave 1 late tonight If it goes well for a couple hours with Evocati. Some of my own thoughts: Yesterday's test went a lot more smoothly compared to the previous builds. I still have some major concerns about 3.24, but hopefully the biggest things get addressed before it goes Live. (Let's just say it's way too easy to steal things from other players in armistace right now). They fixed most of the ship spawning issues in the hangar, as well as some nasty teleporting bugs. They've focused on trying to make it so that, if the hangar doors are closed in the view of either the server or the client, at least one layer of the doors will appear closed to the player (hopefully no more destruction for flying into invisible hangar doors). There are some amazing fixes for ultra-widescreen users (no more massively overscaled ui icons on your HUD, and inventory scales correctly now).

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Source: https://www.artstation.com/artwork/AlOv5y

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robertsspaceindustries.com

> Message of the day > > 🕹️ (Tysdagr) We are currently working on a new 3.24 build for release to Evocati later today.\ We also have a goal to run an RMQ Tech Preview later this week with an audience based on the current PTU wave. > 🕹️ (Frjádagr) A new 3.24 PTU build is now open to Evocati Testers! [VERSION 3.24.0-PTU.9261418](https://robertsspaceindustries.com/spectrum/community/SC/forum/190048/thread/star-citizen-alpha-3-24-0-ptu-patch-notes-11)

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robertsspaceindustries.com

Added for 4.0: - RSI Zeus MkII CL - Acidic Caves - Rock Caves - Asteroid Bases - Space Stations - Contested Zones

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robertsspaceindustries.com

>Hi there, > >Jump Points is a big feature, there is a lot going on in the design, more than could be communicated in one ISC, so there is some bits of info that I realised afterwards that we managed to gloss over and some of these seemed to have caused a lot of speculation/controversies, so I'd like to attempt to rectify some of those and clarify some others. > >Transient Jump Points do not have or use ATCs. Transient Jump Points are free for all experiences, you align, tune and the activate the Jump Point and then are pulled in. > >As you can see from Transient Jump Points. The inclusion of ATC in the permenant Jump Points flow is not a techinal requirement needed for transitioning players between systems or anything like that. They are part of the flow solely for gameplay reasons. The ATC exists here for fairness to all jumpers, a fairness intentionally omitted in the Transient flow. The permenant Jump Points will likely be busy high volume routes. We dont want slower ships being trumped to jump by faster ships all the time, we also want to make sure we protect those ships who have waited and determine who is at fault for doing something obstructive, ATC will help us do this. > >Additionally the ATC exists to imply and actually impose some level of decision making on those who choose to skirt the law or play outright criminally. Those player may instead choose or have to seek out Transient Jump Points to make their journeys in order to avoid this extra scrutiny. > >I also want to clarify how ATC also makes sense as part of a bigger picture. Think of Permenant Jump Points as known controlled border checkpoints between systems. If you were the UEE authority in charge of protecting a system like Stanton from lawless systems that you know you border with, like Pyro, would you operate an open borders with them? I dont think you would, you'd find a way to control it. > >In this sense ATC is being used as the gate keeper. How does it do that I see you all asking. If ATC hasnt granted you permission to jump yet then by default they actively jam jump drives from tuning. Once you have permission to jump they selectively choose to stop jamming your jump drive, whch then lets you tune and jump, simple. > >Finally, I wanted to clarify an error in one clip of footage. You don't shoot the jump point with a gun to activate it, but you do initiate the opening with an activation step. The footage showed this as a physical shot from a gun but it was wrong to be depicted like that, I'm sorry I didnt spot it in the edit before the video was released, as if I had done so I would have sought its removal. So, please dont worry we didnt add combat to opening a Jump Point. > >Thanks for reading, > >Edward Fuller, Senior Principal System Designer

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https://youtu.be/vw0sHcLGP6k

Guests: - Edward Fuller, Senior Principal Systems Designer - Rick Porter, Design Director - David Haddock, Narrative Director - Ali Ahmadi, Senior VFX Artist I - Jake Dunlop, Senior Environment Artist I - Dan Meadowcroft, Senior Sound Designer I - Guillaume-Roch Pinard, UI UX Designer Senior I - Alistair Brown, Senior Director of Graphics and Procedural Tech TL;DW: - sound and visuals are obviously work in progress, there are some visual target images shown during the video - there are two different jump point types: - permanent - always available - on well traveled routes - surrounded by infrastructure - no more circular gates (present in old concept art) around jump points - usable by all ships - transient - need to be found - unknown destination - various sizes (small, medium, large) - unknown presence (might last a long time or a single jump) - patch 4.0 will only contain the Stanton - Pyro connection - security and turrets near permanent jump gates - you need to call ATC before jumping through permanent jump gates - jumps are grouped so if you want to jump with a party you need to make sure you're grouped together (queuing as a party planned in the future) - jumping requires you to align with the jump direction, failing to do so will lead to jump cancellation and losing your place in a queue - alignment is followed by a attunement process - entering/exiting a jump gate is completely automatic, you're committed at this point - any obstructions between you and the jump gate during attunement process will pause it - trying to get close to the jump gate without attuning will push you away to prevent deliberate obstructions - can't control your speed during the jump but you will have to navigate - you'll see ships traveling in the same directions but not those going the other way - bumping into the tunnel walls/obstructions will fill a "distortion bar" of your quantum drive, when it's full you'll be dropped out of the jump (destination depends on how long you spent in the tunnel but it'll be on the edge of one of the systems you were jumping between) - current planned jump duration is 3 minutes, might change depending on various factors - exit point of a system is not the same as the jump gate entry between systems - exit on the Pyro side has a "normal and safe" R&R station, like the ones in Stanton - transient jump gates will have more difficult routes - there will be more testing in a preview channel before 4.0 - 4.0 is scheduled to release "in a few months", not "before end of the year" as they're still targeting a date earlier than that - credits with all the people who took part in previous episodes of all the shows, from Wingman's Hangar to Inside Star Citizen

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robertsspaceindustries.com

Star Citizen is allowing anyone who wants to try out the game to play for free for this week. There are a few of these free flights throughout the year. If you're new, definitely use the "Guide System" to request help from other players. They can help you to avoid the current bugs and should know workarounds to be able to help you get some actual gameplay in quickly without having to waste too much time trying to figure out everything on your own. During this particular event you will get permanent rewards for every 30 minute guide session. https://robertsspaceindustries.com/spectrum/guide

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https://youtu.be/L5KfqxEkp-g

TL;DW: - breakdown of Blockade Runner event - reiteration of details on new cargo hauling missions - new balancing alghoritm will be used to determine the mission rewards

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https://www.youtube.com/watch?v=ed2M3VSmewE

Found while browsing through the community hub: https://robertsspaceindustries.com/community-hub/post/star-citizen-arc-corp-cinematic-Y2hSKtKl73p5i

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