Skocz do zawartości

Game Armada

Sztab Game Armady
  • Zawartość

  • Rejestracja

  • Ostatnia wizyta

  • Wygrane w rankingu

  • Opinia


Zawartość dodana przez Game Armada

  1. Anniversary Promotion & Free Fly Details Take to the skies! Citizens, To celebrate the release of Hurston, Star Citizen’s first explorable planet, and commemorate our anniversary, we’re launching a Free Fly event of unprecedented magnitude. From Nov 23 through Dec 1 you’ll have the chance to try out every flyable ship and operable vehicle in the game for free. Here’s how it works: During the promotion, anyone can join Star Citizen’s Persistent Universe for free. You’ll be able to experience Star Citizen first-hand, but to get out there and start exploring, you’re gonna need a ship. Starting on November 23rd, every day, a different ship manufacturer in the game will make its entire flyable fleet available for a 24-hour test flight period. There may also be some surprises in store for those of you who make the trek out to Hurston and see what Lorville’s all about, as well as some fun interactive activities here on the website, so stay tuned. Check out the schedule below to plan your free test flights. Have fun and fly safe! The 2948 Free Fly Schedule Nov 23 – Anvil Aerospace Arrow: [REDACTED] Gladiator: A ruggedly built two-person dive bomber. Hornet F7C: Tough and dependable, the F7C is a multipurpose medium fighter. Hornet F7C Wildfire: Special Edition of the F7C Hornet with custom livery and loadout geared for Arena Commander. Hornet F7C-R – Tracker: Sacrificing a turret for an advanced radar dome, the Hornet Tracker seeks what is hidden. Hornet F7C-S – Ghost: Stealthy, quiet, silent – the Ghost haunts an area by keeping a low profile. Hornet F7C-M – Super Hornet: A two-seater multi-purpose medium fighter with a heavier loadout. Hurricane: A heavy fighter with excessive loadout, including a turret that punches through shields and defenses. Terrapin: Heavily armored ship with a sophisticated scanner, ideal for recon and exploration. Valkyrie: A heavily armed multirole gunship and dropship. Nov 24 – Roberts Space Industries Aurora ES: A descendent of the X-7, this is the perfect choice for new ship owners. Versatile and intuitive. Aurora LN: For the combat focused, the Aurora LN comes with bigger shields and larger weapons that pack a punch. Aurora LX: The Aurora Deluxe, adding luxury and comfort for long stretches in the deep black. Aurora MR: A balance of function and performance, the Aurora MR comes with cargo capacity and guns to ensure freight gets there safely. Constellation Andromeda: A multicrew freighter with modular design, the RSI Andromeda is one of the most iconic ships in the verse. Constellation Aquila: Exploring the stars and distant horizons with a rover, sensor suite and a redesigned cockpit offering max visibility. Constellation Phoenix: A chariot of the Gods, this converted luxury, high performance Constellation freighter is ideal for VIP transport. Ursa Rover: Rugged, durable and tough, this is the rover you need to explore a multitude of environments. Nov 25 – Origin Jumpworks 300i: Travel in style with this high-performance sleek touring ship. 315p: Traverse the ‘verse with this high-performance exploration focused ship. 325a: Origin’s sleek signature fighter, the 325 makes a great companion for finding your mark in style and sophistication. 350r: Origin’s sleek signature racer, the 350 makes a great companion for leaving your peers in the dust. 600i Explorer: The luxury yacht of Star Citizen, designed to explore in comfort and style with a vehicle bay. 85X: A luxury and sporty short-range runabout for pilot and passenger. M50: Origin’s premier racer, small, fast and highly agile. Nov 26 – Aegis Dynamics Avenger Stalker: A modified version of the Avenger, catering to bounty hunters with prison cells. Avenger Titan: A former police ship with a cargo hold for light freight and courier abilities. Avenger Titan Renegade: Special Edition of the Avenger Titan with custom livery and loadout geared for Arena Commander. Avenger Warlock: A variant of the Avenger, armed with an EMP generator to disable enemies. Eclipse: A sleek stealth bomber, armed with heavy torpedoes. Gladius: An aged but agile light fighter with mid-range armament. Gladius Valiant: Special Edition of the Gladius with custom livery and loadout geared for Arena Commander. Hammerhead: A multi-crew corvette bristling with manned turrets designed to counter fighters. Reclaimer: A heavy deep space salvage vessel to reclaim wrecks and derelicts. Retaliator Bomber: A long-range anti capital ship bomber, covered in manned turrets and capable of launching size 9 torpedoes. Sabre: Favoring agility over durability, this ship is light, sleek and deadly. Sabre Comet: Special Edition of the Sabre with custom livery and loadout geared for Arena Commander. Vanguard Hoplite: Long-range squad dropship with a turret gunner. Vanguard Warden: Long-range heavy fighter with a turret gunner. Nov 27 – Drake Interplanetary Buccaneer: A light fighter that sacrifices durability and an ejection seat for raw fire power. Caterpillar: A heavy multicrew commercial freighter. Lightly armed, with superior cargo capacity. Caterpillar Pirate: A heavy multicrew commercial freighter. Lightly armed, with superior cargo capacity and custom pirate livery. Cutlass Black: Black is back. Drake’s multicrew Cutlass is highly versatile, with combat and cargo prowess. Dragonfly Black: A two-seater grav-lev bike. Easily traverses rough terrain, or closes the distance in space. Dragonfly Yellowjacket: A two-seater grav-lev bike. Easily traverses rough terrain or closes the distance in space with custom yellow livery. Herald: No secret is safe, Drake’s Herald captures and stores information before leaving at blistering speed. Nov 28 – Alien Manufacturers Khartu-al: Enigmatic, exotic and agile. The fragile Khartu-al excels at lateral thrust and maneuverability. Nox: Sleek and fast, this gravity bike slices across rough terrain. Perfect for scouting and racing. Nox Kue: Sleek and fast, this gravity bike slices across rough terrain. Perfect for scouting and racing with a bespoke Silver paintjob. Vanduul Glaive: This Alien medium fighter replica drives fear with it’s ramming blades. Vanduul Blade: Armed and Dangerous. This alien fighter slices through the air with it’s agility and shreds its foes. Nov 29 – Musashi Industrial and Starflight Concern Freelancer: A multicrew cargo freighter, with turret and ordnance to deter those after it’s haul. Prospector: A miner’s best friend, with a powerful mining laser and saddle bags to turn mineral to profit. Razor: Cutting ahead of the competition, this sleek racer will give the others a run for pole position. Razor EX: Stealth special edition of the Razor outfitted with signature-reducing materials and stealth components. Razor LX: Special edition of the Razor features an overclocked engine, reduced maneuverability and armaments in exchange of straight-line speed. Reliant Kore: A fusion of Xi’an and Human technology, this light freighter allows you to haul cargo with a friend. Starfarer: Keep fleets on the move with this heavy refueler. Starfarer Gemini: Keep fleets on the move with this heavy refueler, The Gemini version sacrifices capacity for armor and a missile launcher. Nov 30 – Kruger/Argo/Tumbril/Consolidated Outland P-52 Merlin: Small, agile and comes with a sting. This snub fighter is fragile, but difficult to hit. MPUV 1C: A small and unarmed utility runabout that transports cargo. MPUV 1P: A small unarmed utility runabout tuned to transport personnel. Cyclone: Stir up a storm with this robust two-seater buggy that can carry a little something in the back. Cyclone AA: This two-seater buggy with EMP functionality is armed with an anti-air missile launcher to deter threats from above. Cyclone RN: Unveils the fog of war, the recon variant of the Cyclone is mounted with a powerful scanner array. Cyclone TR: Support ground infantry with this combat variant, equipped with a mounted turret to provide cover fire for ground operations. Mustang Alpha: Consolidated Outland’s premier ship for those wanting to push the limits a little more when starting out. Mustang Beta: Home is where the heart is, the Beta offers comfortable living quarters for beginners roaming the frontier. Mustang Delta: The Mustang Delta is armed with heavier weapons and rocket pods. Mustang Gamma: Racing the competition? The additional engine loaded into the back will provide competitive the edge you need. Przeczytaj całość
  2. Dive into the live release of Alpha 3.3, see what’s happening over at ArcCorp, and tool around with Greycat in this week’s update. Przeczytaj całość
  3. For spacecraft enthusiast Audrey Timmerman, Lo was the ideal place to grow up. Every day, a wide array of ships would make the trip into atmosphere from the bustling spacelanes above. Family members recalled Audrey spending her nights staring out the window of their flat in the Walden Towers housing development and identifying ships as they flew past solely on the configuration of their running lights. In an interview with the Terra Gazette, Timmerman couldn’t recall what first got her interested in aviation: “I don’t remember one specific ‘ah-ha’ moment. That love was just always there.” Timmerman came from a family of modest means who couldn’t afford to own a ship, but her parents indulged her passion by taking her to New Junction’s bustling trade port to watch the ships take off and land. In 2656, Timmerman eagerly joined the Navy with dreams of becoming a pilot. Unfortunately, her piloting skill lagged behind those who already had years of flight experience. Still, her vast knowledge of ships and eye for detail did not go unnoticed. She became a mechanic and rose through the ranks to became a pit chief aboard the frigate UEEN Solis. Assigned to patrol the Perry Line, the Solis spent its time as a mobile support ship for UEE strike fighters that monitored the Xi’an jump points. She described it as ‘long stretches of boredom punctuated by moments of terror,’ but that changed one day when a flight of fighters brought back something from their patrol: wreckage of a Xi’an ship. While Timmerman was intimately familiar with Banu ships from her childhood in Corel, seeing the Xi’an’s unique design approach was both fascinating and inspiring for her. After ending her Naval service, Timmerman returned to New Junction and opened Intergalactic Aerospace Repairs in 2667. The shop quickly garnered a reputation for being able to fix just about anything. In her off hours, Timmerman devoted herself to her true passion, trying to reverse engineer the Xi’an tech she had seen in the Navy. Relations between the two species were antagonistic at the time, so it was impossible as a civilian to get her hands on Xi’an tech, leaving her nothing but memories and ingenuity to work with. Humble Beginnings In 2670, Timmerman finished installing Xi’an-inspired maneuverable thrusters on Poby, an old Aurora she named after her cat. Afraid to test fly the ship on a heavily populated planet, Timmerman and fellow aerospace enthusiasts loaded Poby and a number of other heavily modified ships onto a transporter and flew to the nearly desolate planet of Castor to test fly them. Though it was an informal gathering, historians now considered it to be the very first Intergalactic Aerospace Expo. Poby’s first flight was a disappointment, as a power surge fried a number of her experimental thrusters. Timmerman wasn’t deterred by the failure — quite the opposite, she was energized by the process, and it wasn’t long before this group of experimental spacecraft enthusiasts were meeting regularly to discuss and examine various mods they were building. The annual test flights on Castor became a tradition and grew in popularity over the years. One of the members of the group was Steffon Dillard, owner of Steffon’s Ship Emporium in New Junction. He recognized the popularity of the annual gathering and approached Timmerman about sponsoring the event. He would provide the latest ships for the enthusiasts to check out in person, and hopefully make some sales in the process. Timmerman agreed and, needing a name to put on the ads Dillard was creating, decided to borrow from her own company to get the name Intergalactic Aerospace Expo (IAE). Over the next decade, the event became large enough that other retail outlets and parts manufacturers were eager to show off their own goods at the expo. Once that happened, it wasn’t long before the major ship manufacturers took notice. In 2683, RSI became an official sponsor of the IAE and has been one ever since. Each year, more and more sponsors and booths appeared at the event. Purists decried its corporatization, but Timmerman vehemently justified the expansion. To her the Expo hadn’t sold out; it had adapted and improved. Her final act was to create a nonprofit to officially manage the event, and ensure a large percentage of the revenue went to a charity Timmerman created called Simpod Pals, whose mission was to give underprivileged children the opportunity to learn how to fly. Spooling Up In 2847, the board of directors made the decision to rotate the location of the IAE each year. The public explanation was that it would give more people the chance to experience the universe’s premier aerospace event. Numerous systems clamored to host the event and enjoy the economic windfall that came with it. The event hopscotched from planet to planet for the next few decades until the 2913 event in Ferron was almost canceled due to Asura’s inability to meet the minimum hangar and power standards outlined by the IAE’s contract. Shortly after this scare, the IAE board was contacted by Governor Joona Tzur of Severus about bringing the event to the Kiel System. IAE officials were impressed with his presentation, but more so with the facilities his planet could offer. Severus contained numerous hangars (initially built and used by the military), plenty of available landing pads, and more than sufficient accommodations for visitors. After impressing the IAE board with Kiel’s facilities, Tzur went in for the kill. He offered to make vast upgrades and improvements to the existing facilities if the IAE agreed to make Severus the event’s permanent home. Still reeling from the Ferron controversy, the board of directors took a vote and approved the proposal. The IAE has been based in Kiel ever since. The Intergalactic Aerospace Expo has come a long way since its humble beginnings on Castor. Due to insurance and legal issues, it’s no longer about amateurs test flying experimental ships. Instead, renowned pilots like Chelsea Yan and members of the Navy’s famed ‘Wreckless’ Squadron 999 dazzle attendees with impressive flight maneuvers, while ship and component manufacturers unveil their latest wares. At its core though, the Intergalactic Aerospace Expo is made for those young dreamers who find themselves staring up at the sky to count running lights. Przeczytaj całość
  4. November 2948 Subscriber Flair Subscribers In the classic RSI Venture Explorer Suit, one can march into the unknown with fortitude and panache. But to achieve this, one is going to need their legs. That’s where the bottom half of the suit comes in. Made from the same hardened alloy as the rest of the suit, these stylish red breeches will make sure you are comfortable and well-covered below the belt. Imperator Subscribers Imperator-level subscriber will also have the option of these slick purple leggings, along with the red version. At the end of the day, it’s never a bad idea to bring a spare change of pants along, especially when plunging headlong into the potentially terrifying realm of the unexplored. If you’re an active subscriber, these items will be added to your account on November 19th. If you aren’t a subscriber yet but want to sport these Arms, make sure you subscribe no later than November 18th. More information about subscriptions can be found here Przeczytaj całość
  5. Every week, designers, engineers and other developers from our five offices around the world answer backer questions submitted on SPECTRUM and voted on by YOU. You can submit your questions for consideration in future episodes of Calling All Devs here. And for info on becoming a subscriber, go to: Przeczytaj całość
  6. Hello everyone, Last week, we released Star Citizen Alpha 3.3 to the live servers! If you haven’t had a chance yet, make sure to check out the patch notes, download the latest patch, and jump into the game. We’re also happy to announce that Alpha 3.3.5 has been published to the PTU for our Evocati testers. So far, things are looking really good, and we’re excited to open up the PTU to more backers in the very near future. Thanksgiving is next week so prepare your fleet and keep a weather eye out for more information regarding some fun celebratory contests. And with that, let’s see what’s going on this week: Every week on Calling All Devs , designers, engineers, and other developers from our five offices around the world answer backer questions submitted on Spectrum and voted for by YOU. This week we talk about unwanted guests, voice commands, death of a spaceman w/ Scramble Races, and more! On Tuesday, the Lore Team will publish another Portfolio piece, taking a look at some of the history behind the Intergalactic Aerospace Expo. As a reminder, you can check out previously published lore posts here. Thursday will welcome another episode of Around the Verse where we’ll take a look at the latest Star Citizen news. Lastly, make sure to tune in this Friday for another episode of Reverse the Verse, broadcast live on our Star Citizen Twitch channel. Stay tuned for further information about who our special guests will be, and keep an eye on Spectrum for the Questions Thread! Tyler Witkin Lead Community Manager The Weekly Community Content Schedule MONDAY, NOVEMBER 12TH, 2018 Calling All Devs ( TUESDAY, NOVEMBER 13TH, 2018 Weekly Lore Post – Portfolio ( WEDNESDAY, NOVEMBER 14TH, 2018 Monthly Subscriber’s Newsletter THURSDAY, NOVEMBER 15TH, 2018 Around the Verse ( Vault Update Monthly Concierge Newsletter FRIDAY, NOVEMBER 16TH, 2018 Reverse the Verse ( Roadmap Update RSI Newsletter Community MVP: November 12th, 2018 We are constantly amazed by the contributions made by the Star Citizen community. Whether it’s fan art, a cinematic, a YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded with an MVP badge on Spectrum and be immortalized in our MVP section of the Hub. Don’t forget to submit your content to our Community Hub for a chance at seeing it here! 3.3 vs. 3.2 Comparison by NarayanN7 Narayan has taken the time to create an incredibly detailed video highlighting the differences between Alpha 3.3 and Alpha 3.2. Enjoy the full video on the Community Hub. Przeczytaj całość
  7. Art Director Ian Leyland and Environment Artist Luan Vetoreti discuss the process and elements of building Lorville. To watch Reverse the Verse LIVE each and every week, tune into Przeczytaj całość
  8. Breaking news about upcoming releases and an inside look at cloud tech development in this week’s update. Przeczytaj całość
  9. Best Laid Plans Hey there, folks. It’s me, Old Jegger, calling out across the void. Glad this installment of Far From Home has found you. Here’s to hoping I can provide you some companionship on your journey. Heck, maybe even a smile or two. Those looking for wisdom might be disappointed. Sure, my life has been a crazy trip with more twists and turns than the Defford raceway, and a lot of it I only weathered by white-knuckling life’s flight stick and not letting go. Still haven’t figured out if that makes me ‘wise’ or not. But you know, with everything I’ve been through, it definitely makes me lucky to have survived. Shana and I are currently in the outer edges of the Charon system, waiting for an old friend. We’re gonna keep them company on a run and reminisce a bit. It sure is a sight out here. Most folks just consider Charon IV a regular ol’ ice giant, but she’s got a special place in my heart. Starlight reflects off her in a way that’s always stayed with me. Glad I made it back here to see her again. Normally, this is where I answer some questions commed to me, but I was reading through a few and got a bit overwhelmed. If I’m being honest, many of y’all are asking for advice that I can’t provide. Either ‘cause the subject is outta my league or something I don’t feel right weighing in on, and I’m too old to start pretending otherwise. Guess this is the long way of explaining why I picked the question I did for this show. Among the various inquiries about how to mentally prepare yourself for life on the drift, or pointers on how to avoid grief from unruly types, there seemed to be one simple question at the heart of those being sent my way… why? As in, why in the hell did I decide to live my life like this. Drifting all alone amidst the vast expanse without anyone but myself, minimal supplies, and Shana. It sure as hell isn’t the life I planned, but I learned a long time ago that you don’t plan for your future, you prepare for it. That might sound the same but trust me, there’s a difference. Planning is aspirational. It’s what you want to happen. But preparing is practical. It’s what’s left of your plans when life knocks you off course, which has happened to me more than I’d like to admit. This might surprise some of you, but I once lived in Charon. Built a little homestead on Charon III with the plan of putting down some roots. I’d been wandering ever since I left Vann and was ready to return to solid ground and enjoy a nice quiet life. I found a spot in the Dellin desert that was desolate but beautiful. It was by a small oasis, which sounds more impressive than it actually was. Let’s just say the water was way too salty to drink and not even deep enough to drown if you passed out drunk in it. A few other folks lived nearby. Close enough to create a sense of community but not get in each other’s way. I hadn’t really experienced anything like it before, and I… well, I began to understand the appeal. I fixed things for my neighbors and developed a reputation that had folks from other parts seeking me out. I even entertained the thought of opening my own repair shop. After growing up in one and watching all the stress slowly drain the life out of my ma, I had always told myself I wouldn’t live that way, but for the first time the idea didn’t seem like such a bad one. Funny how I left home all those years ago searching for something different and somehow ended up in a place that felt familiar. A strange feeling to be sure. That itch to escape had faded and I had begun planning a future for myself that I would never have believed possible. Then a terrible drought hit Dellin. I knew they occurred from time to time, but I wasn’t prepared for it. Didn’t take long before the oasis evaporated, leaving nothing but a salt flat in its wake. Some folks picked up and left right then and there. They were the smart ones. Leave it to Old Jegger to learn his lessons the hard way. Water became particularly hard to come by. A hauler hired to bring in regular shipments was ambushed by some desperate folks and the pilot killed. After that no one was willing to make the delivery, at least not at a cost we could afford. Lacking any other options, I began making water runs myself. First I went to Acheron but the second someone got wind I was from Dellin the price doubled. Bastards knew the terrible situation we were in but didn’t give a damn if it meant they could squeeze a few extra creds outta it. Soon I was making runs out of system to load up on food and water. The experience provided quite the crash course on how to run your ship sigs low enough to not attract attention. Folks desperate for supplies are willing to do just about anything. It wasn’t long before I was spending more time in my ship than at the homestead. Soon, I was justifying extending my hauling runs even further out just so I wouldn’t have to return to Dellin quite so soon. And when I was home, I was missing the drift something fierce. Wasn’t long before I had to admit to myself that the old itch had come back worse than ever. I chewed on the decision over my next few runs. Returning to my wandering ways wasn’t so easy. People depended on me, and I wasn’t so sure what they would do if I left. Finally, I made up an excuse for Langston, one of the remaining residents, to join me on a run. Didn’t take long for him to figure out that I was showing him the ropes. When we got back I broke the news to everyone else. They didn’t give me no grief and thanked me for all I’d done. They even threw me a little going away shindig. That only made me like ‘em more. I hadn’t been back until this trip. I kept telling myself that it’d be too dangerous, what with the terrible war between Dellin and Acheron still raging. Deep down I was also worried that going back might stir up thoughts about settling down. The trip definitely triggered some strong emotions but none of ‘em had me questioning my decision. My old homestead’s still there, barely, but all my old neighbors were long gone. Not too surprising. The water’s still all dried up and the ground as salty as a Snaggle Stick. It was good to be back, but I’m glad it’s not my home no more. Guess that was the long way of saying that the reason why I live the way I do is because it’s complicated. It’s partly because I’m just a restless soul who prefers his own company, and partly because life pushed me that way. This life isn’t for everyone but it’s definitely the right one for me. [ Beeping ] Damn, has it been that long already? Sitting here, recollecting the past and enjoying a slow drift by Charon IV has sure been fun, but it’s time to move on. There’s still so much out there for me to see. This is Old Jegger, signing off. Przeczytaj całość
  10. Every week, designers, engineers and other developers from our five offices around the world answer backer questions submitted on SPECTRUM and voted on by YOU. You can submit your questions for consideration in future episodes of Calling All Devs here. And for info on becoming a subscriber, go to: Przeczytaj całość
  11. Hello everyone, Last week, we celebrated All Hallows’ Eve across our studios and crowned the winners of our two Halloween themed community contests. Check out the winners of the Pumpkin Carving Contest, and the FOIP Contest, highlighting the most terrifying or terrified expressions. We welcomed more filmmakers to the annals of Star Citizen cinematic history with our Mustang Commercial Contest. Check out the work of the bold community filmmakers who embraced the maverick spirit of Consolidated Outland to create commercials that Silas Koerner himself would be proud of. If you haven’t yet, you can also read up on Anvil’s latest bruiser, the Valkyrie. The Q&A on the recently revealed troop/personnel transport ship answers the top-voted community questions. And with that, let’s see what’s going on this week: Today we’re re-releasing September’s Squadron 42 Monthly Report as a Comm-Link. It’s important to note that this is a cross-post of the report you already received recently in your email’s inbox, but we wanted to publish it as a Comm-Link as well for convvenience. This is a cross-posting process we plan to continue for future Squadron 42 reports. Check that out here. On Calling All Devs every week, designers, engineers, and other developers from our five offices around the world answer backer questions submitted on Spectrum and voted for by YOU. This week we talk about ship headlights, moving from planet to planet while offline, the docking functionality of the Merlin, and more! On Tuesday, the Lore Team will publish another “Far From Home” piece, in which Old Jegger will be visiting an old homestead and reflecting on the reasons why he left. Check out previously published lore posts here. Thursday will welcome another episode of Around the Verse where we’ll take a look at the latest Star Citizen news. Finally, make sure to tune in on Friday for another episode of Reverse the Verse, broadcast live on our Star Citizen Twitch channel. Stay tuned for further information about who our special guests will be and keep an eye on Spectrum for the Questions Thread! Ulf Kuerschner Senior Community Manager The Weekly Community Content Schedule MONDAY, NOVEMBER 5TH, 2018 Calling All Devs ( TUESDAY, NOVEMBER 6TH, 2018 Weekly Lore Post ( WEDNESDAY, NOVEMBER 7TH, 2018 - THURSDAY, NOVEMBER 8TH, 2018 Around the Verse ( Vault Update FRIDAY, NOVEMBER 9TH, 2018 Reverse the Verse ( Roadmap Update RSI Newsletter Community MVP: November 5th, 2018 We are constantly amazed by the contributions made by the Star Citizen community. Whether it’s fan art, a cinematic, a YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded with an MVP badge on Spectrum and be immortalized in our MVP section of the Hub. Don’t forget to submit your content to our Community Hub for a chance at seeing it here! Operation Hammerhead by Gwim The Black Star Initiative is putting the Aegis Hammerhead to the test. What does the turret say?! Enjoy the video on the Community Hub. Przeczytaj całość
  12. Squadron 42 Monthly Report: September 2018 This is a cross-post of the report that was recently sent out via the monthly Squadron 42 newsletter. We’re publishing this a second time as a Comm-Link to make it easier for the community to reference back to, and plan on following this process for future Squadron 42 Monthly Reports. As the development of Squadron 42 thunders on, the brain trust at UEE Naval High Command has retooled their dispatches. We aim to bring you the most significant and comprehensive project updates available. However, particularly sensitive details will remain under wraps to avoid unnecessary leaks to the civilian community. Read on for a look into the work done on Squadron 42 during September and keep a weather eye open on this channel for future briefings. CitizenCon 2948 saw the first look at the latest Squadron 42 trailer. If you missed it, or want to check it out again, you’ll find the full 4K version on the official Star Citizen YouTube channel. Cinematics The Cinematics Team split their time this month between creating content and advancing tech and tools. They had several meetings about where to fit PCAP to reworked props and where to change geometry to fit the specific shot performances; in particular, where to place the Idris and Bengal’s captain’s chairs. They modified and completed several Trackview master sequences featuring newly-edited PCAP, including camera and lighting. The completed sequences essentially show a conversation or first-person cinematic and all of its branches in a linear fashion. The animators then use these to iterate on pose-matching, while the level designers use them as the blueprint for how the scene will play out once it’s scripted via AI logic. On the tech side, they worked with tool engineers to improve the navspline for puppeteering ships. The spline now features better ghost vehicle rendering too, allowing its control points to be manipulated as editor objects. General work on the usability of the spline is continuing with numerous improvements. The team also revamped the ability to trigger weapon and turret fire on ships. A collaboration with the tech teams featured example scenes that contain performances by real-life actors. As the actors were directing their performance to a specific point, the goal is now to guide the player towards that spot via UI. The first tests look promising. Engineering The Actor Team made a lot of small improvements to how first-person gameplay feels, such as speeding up weapon swapping, tweaking ADS aiming when moving, and adjusting weapon sway. They also revisited and fixed issues with the jump mechanic before undertaking a more detailed pass using the new time-warping tech to clean up the assets. Progress continues with the Usable Editor Tool, which enables the team to create and amend new usables directly in the editor and simplify the current process. The new Walk and Talk prototype is making progress, with two characters now walking together while having a believable and dynamic conversation. The EU Gameplay Team has been supporting the cinematics group, fixing issues they’ve been having when creating cutscenes. Facial animation The team worked along-side Tech Animation to test the Vanduul facial rig. They also ran the first set of reviews for the new Facial Animation Quality Benchmark, with the goal of establishing a gold-standard for facial performance in a triple-A game. Gameplay Story September was a particularly exciting month as the Story Team implemented more scenes than ever before. The aim for Q3 began with around 10, but they managed to get 23 working in-game to a high standard. They also gave more thought to the lighting and positioning of scenes within levels, which has led to considerable improvements to their visual appearance. Graphics The Graphics Team worked on several new features as part of ongoing space-crafting improvements. This included adding shadows onto and from gas clouds (with a 75% memory saving), the addition of turbulence and interference when near dense regions of cloud, and a new GPU spline based lightning system. On top of this, they also improved reflections from water and added tessellation to the organic shader, which is mainly used for rocks and terrain. Level Design The team is operating at full capacity, with a heavy focus on scene implementation and usables. Making all the locations of the game feel realistic and believable (particularly the way the AI interact and move around on their various schedules) is always a top priority. All chapters of the game have a single design owner and several support designers who can work on them simultaneously. The numerous feature teams all have S42 technical priorities on their backlogs and have a steady stream of technology and workflow improvements coming in on a weekly basis. Props The Props Team shifted priorities slightly this month to focus on getting their templates updated to work with the new usable systems, with the aim to make it easier to scale functionality out across the game. Work has progressed on junk and scrap piles, with the whitebox assets getting a material pass. The original simpods have been brought up to scratch, staying true to the original concept but being reworked using the custom normal workflow. They were also converted to work with the most current shaders. Finally, the team has been going through the cinematic scenes and have started work on the props with performance capture associated with them. Ship Art The Ship Art Team paused for a couple weeks on Persistent Universe work to take care of some pilot-fitting issues on a prominent S42 campaign ship. They raised the pilot position up and refined the interior geo a bit more. Now that it’s done, they’re back in full swing on the 300i grey-box for the PU. Tech Animation The Motion Capture Team has been reconfiguring their whole rig to trigger capture on every platform over TCP/IP: reference, facial & body. This made it much easier to match and manage the resulting datasets and has improved workflow across the board. They put it to the test on a recent shoot in Manchester and worked to implement much of the resulting animation. They have also been refining the pipelines in which they process the data sets from motion capture and bring them together as a whole in their animation DCC of choice, Maya. Female animation received baseline processing, with retargeting of the core reference databases and basic animation done to make the refinement pass as easy as possible. They also worked on multiple fixes for the usable system and supported the Combat AI Team with new weapon setups for left-handed combat. Lastly, the team has been developing the facial rigging pipeline and skinning toolsets, with the Vanduul as the central focus of development. UI While UI predominantly provided support for new features in the PU, they also supported various environmental needs for Squadron 42, such as ambient displays in the background of scenes and locations. VFX This month, the team focused heavily on a variety of feature improvements, including significantly upgraded lightning effects. This doesn’t just refer to how it looks, but how it can be dynamically controlled and how it interacts with the player. This was all done in close collaboration with the Art and Design teams. They also worked on various cinematics, as well as several in-game cutscenes. Some have been challenging to work on as they flesh out unique environments and situations that haven’t been seen before in a video game. Weapons The Weapon Art Team finished production on the Kastak Arms Sawtooth knife. Covert Intel Conclusion WE’LL SEE YOU NEXT MONTH… Przeczytaj całość
  13. Technical Director Sean Tracy and Character Art Director Josh Herman answer questions following their panels at CitizenCon 2948. To watch Reverse the Verse LIVE each and every week, tune into Przeczytaj całość
  14. Explore the process of mission design and the development of combat AI as our behind-the-scenes mission walk-through continues. Przeczytaj całość
  15. Q&A: Anvil Aerospace – Valkyrie Following the launch of the Valkyrie from Anvil Aerospace, we took your community-voted questions to our designers to give you more information on the recently unveiled troop/personnel transport. Special thanks to John Crewe and Todd Papy for answering these questions. If the Valkyrie can´t hold cargo, how are the players supposed to transport small supplies (ammo, food…) and weapons (like mortars or anti-tank weapons, railguns or RPGs etc…) to the front lines? The Valkyrie’s purpose is to carry troops and a vehicle down to a location, drop them off, and provide close support via its weaponry. It is very much a dropship/gunship rather than a resupply ship. While some dropships may simply drop off the team and jet, the Valkyrie is equipped to provide continued support for drop off and extraction. The troops onboard have a gunrack per seat alongside storage lockers for additional items if the crew are not using them. The combination of troops, FPS weapon racks, vehicle deployment, and the ability to provide close support, all makes the Valkyrie a strong candidate for when you need to get in and out planetside. What can we expect for drop ship gameplay? Can you give examples of missions or jobs that this ship could perform without having 10+ friends in game. While the ideal gameplay for this ship is dropping friends off into combat zones, naturally not everyone has that amount of friends available at all times to facilitate this being a common occurrence. Typical gameplay missions for solo or low player counts would be hiring NPCs for combat missions and transporting them to the location or retrieving groups of abandoned NPCs/players from their own missions which may have not gone to plan. At its core, this ship is designed for transporting people and a vehicle from A to B, so missions will revolve around that concept, varying the location, duration and danger of pickups and drop-offs. What can the ship do when not carrying troops; will it always have rows of empty seats taking up space, or can those be repurposed to better fit a gunship role, or some other third thing? The ship does not have any modular rooms that can be swapped out by the owner and there are no current plans to add that level of modularity to the ship. Is there a storage space for weapons, like weapon racks? Each of the 20 seats has a weapon rack for a single primary weapon up to size 4, for example an Arrowhead sniper rifle. These racks are alongside lockers on the back wall of the vehicle bay. Does it fit in an Idris/Polaris/Javelin? It does not fit in any of the above ships – it is too tall and too wide for the Idris to fit without breaking parts off. It is too long and wide to fit in the Javelin’s flight bay, and is too big in every axis for the Polaris. How is a ‘vehicle pad’, which presumably has either tie downs or a mag-lock grid to keep the vehicle in place during flight ops, different from a ‘cargo grid’, which would use those same mechanics to safely store SCUs of supplies or trade goods. Not every dropship mission is about bringing bodies to the fight – sometimes it’s ammo, fuel, food, medicine, equipment etc etc. From the very initial design, we wanted the area at the back to be purely for vehicles and not used for storing commercial cargo. Technically speaking, we do not require a cargo grid to store a vehicle for persistence reasons, instead we use the physics grid, so there is actually no technical requirement to have a cargo grid to secure vehicles. In-game, we always require the magnetic cargo grids to store commercial cargo securely in ships, and the Valkyrie does not have this functionality. We’re still finalizing the in-fiction reasons for the differences between securing cargo vs. vehicles. Will the door gunner arms be moved further center of the door to allow for better range of motion? We are reviewing the current positioning of them and seeing whether we want to move them further out. However, the restriction being that we still want to allow 2×2 exit of characters alongside the gun and as it is on an arm, the further out it is the more it blocks the exit. It was a conscious design decision to have the guns on that specific side to not allow them to have a full 180 degree arc, which the wing remote turrets cover instead. In addition, the door guns are the very first implementation of manned standalone turrets and we have plans for the future to make better use of blendspaces and IK to give a more natural pose and movement which will allow you to keep a line of sight down the gun regardless of the aim point. Will the ground vehicle ‘hook’ allow for multiple smaller vehicles (like 3 Noxes or 2 dragonflies) or it is a one vehicle only slot? Officially the vehicle capacity is 1 vehicle and when you are able to prespawn vehicles inside there will only be one slot to spawn from. However, given our future persistence plans and indeed how it works currently, if you choose to manually load more in after that point then these are saved inside the vehicle in the position they were left at. Is the ladder to the upper Habitat open to the rover bay? What about planets without an atmosphere, or poisonous/corrosive atmospheres? Will we suffocate in bed? The ladder hatch and the upper area is indeed open to the rover bay, meaning if you open the doors it will vent all the living quarters. This as an intentional design decision. The ship is designed for operations down to planets with breathable atmospheres with the crew compartment there to make the crew comfortable if they have to wait for troops to return. Obviously, if you are away and dropping into a dangerous atmosphere, you can suit up in advance to prevent injury. Could this ship be used practically for boarding action in space? While the ship is designed for dropping troops in breathable atmospheres, provided the troops are suitably equipped for EVA, there is no reason the Valkyrie couldn’t be used for boarding actions in space. The commercial for the Anvil Valkyrie calls it a “multirole ship”. How is the Valkyrie understood to be multirole? The Valkyrie is capable of dropping 20 troops plus a vehicle as well as providing a good level of weaponry for close air support to those troops. As mentioned in the trailer, it blurs the line between dropship and gunship. Real life dropship concepts (Blackhawk/Huey) have very good visibility under the pilot’s feet so they can see where are they landing. The Valkyrie does not have any visibility for below ground. Will it be equipped with some kind of below camera or something to help land it efficiently? There is actually a window beneath the pilot’s seat for visibility down under the ship. However, given constraints with our character’s movement versus how much you can move around in real life there are limits to how much you can see out of it. We know people are keen to have some kind of external camera that isn’t the third person view for our ships, and we are looking at ways of implementing that. Will Valkyrie get a medical module for Combat Search and Rescue (CSAR)? During concept, we looked at potential variants to the Valkyrie and the CSAR one was one of the most liked options. Ultimately, we chose to just create the one ship from the concept phase with no modularity available. In the future, if we choose to do anything, they will most likely be full on variants, but there are no plans to do this at this time. Przeczytaj całość
  16. Writer’s Note: Phantom Bounty: Part Two was published originally in Jump Point 3.2. Read Part One here. Devana lifted through the sky, and the gleaming towers of Tevistal faded away beneath the cloudline. Exhilaration raced through Mila at the feel of the Freelancer moving through the air, her back pressed against the well-worn pilot’s seat, all of the heady power of the ship under her command. This was the one place she always felt free and in control, as if she could be anyone and do anything. But open space was a double-edged knife, filled with the promise of both endless possibility and danger. And today it was danger she and Rhys were headed toward: their last chance to catch the Phantom. To catch the terrorist who called herself Elaine. “Did I ever tell you I love watching your face when you fly?” Rhys smirked at her from the co-pilot’s seat. Mila warmed at the look in his eyes and lifted a brow. “I think you love watching my face when I’m doing . . . lots of things.” Rhys grinned at her, and Mila knew they were both recalling the quick fun they’d just had in the bunk while waiting for clearance. She wasn’t going to try to label this relationship as anything other than business . . . for now. But being business partners with benefits sure was nice for the built-in stress relief. When they finished their ascent and hit the emptiness of space, Rhys brought up the system map on the HUD and set a course for Mila to follow. She altered their path to follow a trajectory that would take them to the orbital platform at the edge of the system. “If that dock snitch told the truth,” Mila said, “the Phantom’s headed to the orbital platform to meet her contact. But what do we know about this Septa platform?” Rhys brought up the system map and searched for available data. “Septa’s owned by a company called McGloclin, but it looks like they haven’t been active out there for a while. Not sure what we’ll find on the platform. Maybe company workers, probably vagrants. No Advocacy agents there or any law officers at all since the corporation is supposed to be in charge. There’s a pretty large debris field drifting a few klicks from the platform.” “Great.” “Here, give me that tag number so we can scan.” Mila pushed up her sleeve, and Rhys held his mobiGlas up to hers to grab the tag data the WiDoW addict had given them. It transferred over, and he ported it into Devana’s system. “Activating the long-range scanner.” They both tensed as the scanner completed its initial search. No hits. A twinge of disappointment hit Mila, but it didn’t do much to dampen her excitement. “Well, we’re still too far from the platform, if that’s where she is. I’m sure the scanner will pick up something . . . soon.” She and Rhys rode in comfortable silence born of months of flying together, but as they approached the platform, Mila recalled how Rhys had acted back on Tevistal. How she had acted. He’d been controlling and had tried to keep her out of harm’s way when he’d needed back-up. And she’d acted hotheaded, violating their agreement about her handling tech and him dealing with contacts. And now, this was probably it — the end of this mission, whether they caught the Phantom or not. If Elaine escaped, they’d have to find a new bounty, and that would take time and more creds they didn’t have. They needed to keep clear heads if they had any chance of succeeding today. “Hey,” she said softly. “We’ll play this by the book this time, yeah? I take care of tech. You haggle and get info. We work together once we get close.” “Agreed.” “Just one thing.” Mila swallowed and met his eyes from across the small space. “You have to allow me to do my job. If there’s danger, we handle things the way we always have. This . . . this thing we have can’t get in the way of that.” Rhys’s jaw tensed, and he didn’t answer right away. “I just want to keep you safe.” “We keep each other safe.” Rhys shifted in his seat and looked out at the nothingness ahead of them. “I’ve lost people . . . people I cared about before.” So have I. But Mila didn’t say it. “We can’t let anything get in the way of our judgment. The mission comes first.” He gave her a stiff nod. “Mission comes first.” Mila bit her lip. His agreement was the outcome she wanted in this conversation, wasn’t it? So why the hell did she feel so disappointed? Because you’ve fallen hard for him, idiot. Her cheeks heated at the thought. Now was not the time to be thinking about this. She kept her eyes straight ahead, afraid the look in them might give her real feelings away. “I’m glad we agree then.” The scanner beeped, and Mila’s heart rate picked up as she looked over at what it had found. They’d located the Phantom’s ship. Tentative ID: a Cutlass. “She’s heading away from the platform,” Rhys said urgently. “We might lose her on the scanner with all the debris.” “Map a new trajectory. Maybe we can cut her off before she reaches it.” Mila throttled up, her breath coming more quickly as she followed the new course. In minutes, they came up on the tangle of floating junk. It loomed before them, hunks of twisted metal and dead ships in the distance, sprawled out in a mess that would be tough to navigate. Just as they reached the edge of it, the Phantom’s ship winked out of existence on their scanner. “Kak.” Rhys fiddled with the scanner, trying to manually find the ship. “We’re gonna have to go in there. That debris won’t be easy to fly through —” “We’ll be fine.” Mila searched ahead, seeking any sign of a ship where the Phantom had disappeared from their scanner. “There. The only one moving!” Mila pointed to a glint of metal in the distance, weaving through the debris. “I’m taking us in.” “Let me check where she might be headed.” Rhys zoomed in on his map. Mila gritted her teeth and directed the Freelancer into the debris field, cutting around a half-destroyed freighter. “Do you think she knows we’re here?” “I don’t think so. She hasn’t changed her speed.” Mila edged Devana around a hunk of twisted metal, trying to keep the distant glimmer in view. “We should get above this mess. It’s safer.” “No,” Mila responded. “We risk being detected, and then we’ll lose her if she goes deeper into this floating pile of kak. We need to go in and flank her. Catch her by surprise.” Mila sped up, darting around small pieces of junk. Sweat popped up on her forehead as she tried to watch the debris and keep an eye on the glint of the Phantom’s ship ahead of them. They were flying straight for the center of the junk pile. “Shutting down unnecessary systems to increase shielding,” Rhys said. “Elaine’s not gonna let us catch her without a fight.” “I know.” Mila killed the main engines, relying on maneuvering thrusters. “Hold on.” As Devana slipped through the detritus, it swayed from side to side, avoiding most of the scrap metal and decommissioned ships. Rhys grunted and shook his head as small pipes and bolts bounced off their hull. Mila’s pulse pounded, buzzing in her ears with the thrill of the chase. Then the distant ship suddenly made a hard right and disappeared between two massive cargo hulks. “Did she make us?” Mila pushed Devana to the limit to catch up. “Maybe. She could be waiting for us on the other side of that ship.” Just before they reached the Hull-C where the Phantom had disappeared, Mila rotated the Freelancer to starboard and slowed. The massive skeleton of the Hull-C blocked their line of sight. She couldn’t see the Phantom’s ship, but it could be hidden just on the other side. She tapped the thrusters and coasted beneath the cargo ship. Mila barely breathed as they reached the far side of the dead ship’s hull. “I got her on the scanner. Hanging right above us,” Rhys said. “A Cutlass, all right. Weapons ready. She knows we’re here.” As they emerged, Mila’s heart thumped wildly. She rotated the ship in a deft motion to face the Cutlass. Devana was momentarily bracketed between the Hull-C and another freighter — a terrible place to be in a gunfight. The Cutlass took a shot but missed, instead damaging the Hull-C above them. It was a straight shot; had the Phantom just missed on purpose? “I gotta get us out of here.” Mila dropped the ship lower, trying to escape the narrow choke point they’d found themselves in. “Use the freighter for cover!” The Phantom fired again, this time a steady fusillade that still missed Devana, striking the hulk they were slipping toward. “Mila, wait!” Rhys yelled, just as the Cutlass’s barrage triggered an explosion in the Hull-C. It burst in a wave of shrapnel, generating a force that sent Devana flying sideways. Mila gripped the controls tighter as the Freelancer slammed into the other cargo ship with a hard shudder. The shielding held, but barely. Alarms sounded in response to the shield loss, and Mila felt the balance of the ship shift beneath her. “Maneuvering thruster?” Mila asked, struggling to regain balance. “Dammit. Yes. We lost one.” From above them, the Cutlass rained shots down on their weakened shield. “Shields at quarter power,” Rhys reported. Another explosion sparked near the second cargo ship, and a new wave of debris headed toward them. Mila watched in horror as a jagged metal panel flew straight at the nose of Devana. Rhys squeezed the trigger. Half the panel shot off in the opposite direction, but the rest of it stayed on course. It slammed straight into them, and Mila’s head snapped back against her seat. Alarms blared as the ship rotated wildly, and she gripped the stick firmly, trying to steady them. A thin crack spread across the cockpit, slowly widening, and the temperature instantly dropped. “Kak.” She and Rhys both said it at the same time. “Gotta patch the screen. Now.” Rhys moved, grabbing their helmets from the storage compartment, and took the controls as Mila latched hers on. She took the controls back as he got his helmet on. Rhys stumbled out of his seat. “Getting the repair foam.” He said, his voice crackling over the helmet comms. He hurried toward the cargo hold as Devana banked through a fractured Starfarer. When Mila came out of the turn, she spotted the Cutlass as it ducked behind a blackened hull that was too far gone to identify. Angling the thrusters, she turned tightly to follow. Rhys stumbled back into the cockpit and applied the foam to the crack, temp-sealing it. “This’ll hold until we get to a repair dock,” Rhys panted. “But not if we take another direct hit.” Mila keyed up the guns, her breath coming quickly now and frosting up on the interior glass of her helmet, as the Phantom danced in and out of sight ahead. “It could have been far worse.” Rhys smirked at her tone and strapped back into his seat. “Fine. I’ll say it. You were right about that extra armor.” “That always does have a nice ring to it.” With Rhys back on weapons, Mila narrowed the distance to the Cutlass. “Take her out, Rhys.” Mila focused on keeping the Freelancer steady as Rhys targeted the Cutlass’s engines. Devana’s twin Kronegs opened fire. The Cutlass jerked sideways, off course, and a small, bright flash told them they’d gotten a hit. Mila darted a glance at the scan. It updated, showing the Cutlass’s left engine had been damaged. “Targeting her jumpdrive,” Rhys said. As the Phantom regained control of her ship, Rhys fired off a series of rapid shots, targeting the armored drive. The Cutlass lurched and then took off again, swinging from side to side, this time heading for a half-scrapped Orion nearby. It disappeared on the far side of the ship, and Mila adjusted course to go after it. “Not giving her a chance to drop another mine,” Mila said. “I think we got her,” Rhys replied quietly. “She’s not getting out of here.” Mila suppressed a smile and tried to ignore the giddy feeling in her stomach. “Good shot. But we still have to catch her.” The Freelancer’s lights illuminated the torn-apart ship the Phantom had disappeared behind. Tangles of pipes and dozens of storage levels were partially visible where armor had been ripped out. The ship was a veritable warren of half-enclosed corridors. Mila slowed as their lights found the Cutlass. It was stopped dead near the front of the ship, hugging close to the hull. Mila searched along the hull as Rhys activated the comm and hailed the Cutlass. No response. He checked the scan again. “I think her systems are failing. Maybe life support. We got some good hits in.” A white spacesuit floated out between the Cutlass’s far hatch and the freighter’s hull. The Phantom flailed as she hurtled into the freighter and disappeared. Mila pulled the Freelancer closer to the Cutlass and looked at Rhys. “We have to go in after her.” “She’s setting a trap.” “She’s running. She has nowhere to go. We have her.” “She could have called for help. What if reinforcements show up? What if she met someone back at the platform and commed them? This freighter’s a death trap.” Mila edged the ship closer to where the Phantom had disappeared and unstrapped her harness. “I’m going in.” Rhys grabbed her arm. “Don’t. She can’t stay in there forever. We can wait her out. This is what she wants.” Desperation surged through Mila, mingling with her adrenaline high. She pulled her arm away and headed back to suit up. Rhys followed her and watched as she pulled on her armored suit and strapped her pistol to her hip. “She always manages to slip away,” Mila said. She slammed a fist against the locker, frustrated. Knowing the Phantom was so close. . . right next to them in that ship. It was making it hard to think straight. But Mila was sure of one thing. She was going in after her. “We’re so close this time,” Mila continued, trying to keep her voice steady. “Too close to risk losing her, and you know this could be our only chance. I’m going in. You can come if you want to.” Rhys wrapped a hand around Mila’s arm and turned her to face him. She reluctantly looked up at him. “I should be the one to go in there after her,” he said gruffly. “You watch the ship. If she comes back out or anyone shows up, you can comm me.” “No.” Rhys narrowed his green eyes at her, clearly worried. Mila took a labored breath. “We should go in together.” “Mila, someone needs to stay with Devana, and you’re the better pilot. Let me try to chase her back out here. The mission comes first.” Mila’s stomach clenched at the thought of Rhys going in alone, but he was right. Someone needed to stay. And the mission had to come first. Rhys took her silence as agreement, quickly suiting up and holstering his Arclight. She kept her spacesuit on — just in case she needed to go in after him. Her throat tightened as she returned to her seat and pulled the Freelancer closer to where the Phantom had disappeared. Rhys came back up to the cockpit and squeezed her arm lightly. “Keep the commlink open. Stay on guard.” Mila nodded and took a deep breath, trying to calm herself. This could go sideways so easily. She depressurized the cargo hold and lowered the ramp for Rhys. He pushed off and drifted into the dark body of the freighter. She very nearly commed him to tell him to come back, that they could wait until the Phantom gave up, but she hesitated. Her feelings for Rhys battled with her need to capture this terrorist. Her need won out. This was their last chance to capture the Phantom. Rhys would be fine. He was a great shot. Several moments passed, and Mila forced herself to check the scanners again. No sign of any other moving ships. A dull thud sounded from somewhere on the hull, and Mila’s heart rate sped up as she pulled her gun from her holster. She glanced back at the cargo hold door in time to see the light flash. The alarm sounded — a warning that the door was being opened from the other side while the hold was still depressurized. Mila turned back to the console and scrambled to lock the door, but she failed. It was too late to raise the ramp, too late to repressurize the hold. Mila got to her feet, her pistol tight in her grip, and trained it on the door to the cargo hold. At that moment, Rhys’s voice came over the comm. “There are too many places to hide.” His voice rose. “Mila, close the ramp! I just found an empty spacesuit. It wasn’t her.” “I know. She’s here, Rhys. I repeat, she’s on the ship.” The door slid open, and Mila’s body lifted off the floor as the artificial gravity systems were deactivated. She reached out to grab her seatback with one hand, and her pistol arm swung wide. The Phantom floated through the door, weightless, and took a shot. It tore through Mila’s suit, and she cried out. A terrible burning pain ripped through Mila’s shoulder, and her oxygen began to vent. She shot back desperately, but the Phantom pushed off the ceiling toward the floor in a well-practiced zero-G evasive movement, and Mila’s shot missed, taking a hunk of wall panel out instead. Adrenaline flooded her. They’d cornered the Phantom and now she’d fight to the death to take Devana. Mila wouldn’t let that happen. She took another shot, but missed again as the Phantom pushed off the floor. She hurtled forward and slammed into Mila’s injured arm. Mila gasped and caught a glimpse of herself in the dark reflective glass of Elaine’s helmet, at the bloodied torn shoulder of her suit. Elaine slammed her pistol directly into Mila’s helmet, then knocked her gun from her grip. Mila recovered, grappling with the Phantom, and managed to slam a fist into her arm, making her lose her grip on her own gun. Both pistols drifted away, floating toward the far wall. Mila tried to push off the wall toward the pistols, but Elaine grabbed her in a tight chokehold. “Almost there.” Rhys sounded panicked, and Mila didn’t have the breath to respond. “Hang on.” She fought against Elaine, trying to throw her off, but the two of them just spun in weightless rotation, bouncing off the walls. Mila finally got her feet planted on one of them and pushed hard, slamming herself and Elaine back against a cockpit seatback. Sweat dripped into Mila’s eyes as they struggled, and blackness crowded around the edges of her vision as the oxygen escaped her suit. The cargo hold was wide open, all their oxygen gone. Soon Mila’s suit would be just as empty. Elaine kicked off the seat, propelling them both down the aisle, sending them flying toward the floating pistols. Mila was still in a tight chokehold as she reached for the nearest pistol, but the gun spun out of reach. The Phantom punched Mila in the ribs, hard, and squeezed the bloody wound on her shoulder. Mila nearly blacked out. Without warning, the gravity came back on, slamming Mila and Elaine to the floor. The pistols clattered to the floor with them. Mila scrambled away from Elaine and closed her gloved fist around the nearest one. She flipped over on her back, pointing the gun up at the Phantom just as she was about to attack. The Phantom froze and slowly lifted her hands, palms out, in a gesture of surrender. Mila’s pale, stricken countenance reflected back at her from Elaine’s dark glass visor. Rhys ran through the door, pistol out. “Cuff her. Throw her in the pod. I need oxygen,” Mila gasped. The pistol wavered in her grip as she fought to stay focused. She was suffocating. Rhys slammed the Phantom into the wall, then dragged her into a restraint pod. In moments, he was back, reestablishing oxygen levels from the cockpit. Then he lifted Mila’s helmet from her head, and the dark spots clouding her vision faded. She could breathe again. She tried to smile up at Rhys, but the stabbing pain in her shoulder made it come out in a grimace. “We got her.” Rhys took off his helmet and lightly touched her cheek, his brow furrowed with worry. “Yeah, we got her. But it looks like she got you.” “I’m fine.” “No, you’re not.” Rhys grabbed a medpen and plunged it into her arm. The healing agent took over, easing Mila’s pain. Then Rhys leaned down and gently pressed his warm lips to hers. As they kissed, relief flooded her. She hadn’t allowed herself to admit how worried she’d been for him when he went into the freighter. She lifted a hand to the rough stubble of his cheek, and Rhys laid his hand over hers. “You were right,” he said. “I think my professional judgment’s been compromised . . . by this. By us. I never should have agreed to that plan. We should’ve waited. But I saw that stubborn look on your face, and . . .” Mila shook her head. “If you’re compromised, so am I.” She gave him another kiss. “We’ll figure this out. The important thing is that we both made it out okay. We completed the mission.” Rhys finally cracked a smile and helped Mila to her feet. “We did it. Are you ready to unmask our Phantom?” “I’ve never been more ready in my life.” Rhys typed in the pod’s code, and the door slid open, revealing the Phantom cuffed to the interior bar. This was the woman they’d hunted for months, the woman who had nearly killed them on more than one occasion. And they’d never even known what she really looked like. Rhys raised a brow at Mila. “You want to do the honors, or should I?” Mila lifted a brow in return, and he stepped out of her way. She winced as she used both hands to unlatch the Phantom’s helmet. She pulled it off with one swift movement and took a step back. She and the Phantom met eye-to-eye for the first time. And Mila’s heart nearly stopped. She lifted a shaking hand to her mouth, covering it. Rhys gave her a confused look. “Evony Salinas,” the Phantom said. “Who knew a Salinas would ever go into bounty hunting?” Rhys’s eyes widened. “Who? What’s going on, Mila?” The Phantom stared at Mila intently. “Going by your middle name now?” “You know the Phantom?” Rhys’s voice was low, incredulous. Mila dropped her hand from her mouth and finally found her voice. She backed up another step. “Her name is Casey Phan.” “Phan? As in Phan Pharmaceuticals?” Mila nodded. “The same. But . . . Casey Phan was murdered ten years ago.” TO BE CONTINUED… Przeczytaj całość
  17. Every week, designers, engineers and other developers from our five offices around the world answer backer questions submitted on SPECTRUM and voted on by YOU. You can submit your questions for consideration in future episodes of Calling All Devs here. And for info on becoming a subscriber, go to: Przeczytaj całość
  18. Hello everyone, We hope you have been enjoying the daily CitizenCon panel uploads on our YouTube channel. There’s still more panels being released through the end of the month, so keep an eye out for those! Last week we also kicked off two equally haunting contests. Get into the Halloween spirit with this year’s Pumpkin Carving Contest, or show us your best in-game screenshots depicting your character’s most terrifying or terrified expressions, using the newly introduced FOIP technology! As a reminder, both of these contests end tonight at 11:59 PM Pacific. Lastly, for the chance to get your hands on a Constellation Phoenix, or other exciting prizes, check out our Mustang Commercial Contest. Similar to the Halloween contests, you only have until tonight at 11:59 PM Pacific to submit a video focusing on one variant of the Mustang lineup for a chance to win! And with that, let’s see what else is going on this week: Calling All Devs is back! Every week, designers, engineers and other developers from our five offices around the world answer backer questions submitted on Spectrum and voted for by YOU. This week we talk about inner thought animations, the Banu Defender, and more! Wednesday will bring the answers you’ve been looking for in our latest Q&A, this time for the Anvil Valkyrie. Thursday will welcome a new episode of Around the Verse where we’ll take a look at the latest Star Citizen news and dive further into the tech behind the CitizenCon mission playthrough. Tune in on Friday at Noon Pacific for another episode of Reverse the Verse, broadcast live on our Star Citizen Twitch channel. This week, Sean Tracy and Josh Herman will follow up on the “What a Bunch of Characters” and “Breathing Life into Content with Physics” panels from CitizenCon. Post your questions on Spectrum and vote on the ones you want to see addressed most. Tyler Witkin Lead Community Manager The Weekly Community Content Schedule MONDAY, OCTOBER 29TH, 2018 Calling All Devs ( CitizenCon 2948 Panel ( TUESDAY, OCTOBER 30TH, 2018 CitizenCon 2948 Panel ( WEDNESDAY, OCTOBER 31ST, 2018 Anvil Valkyrie Q&A Halloween Pumpkin Carving Contest Winners Announcement Halloween FoIP Contest Winners Announcement CitizenCon 2948 Panel ( THURSDAY, NOVEMBER 1ST, 2018 Mustang Commercial Contest Winners Announcement Subscribers – Ship of the Month: Origin 600i Around the Verse ( Vault Update CitizenCon 2948 Panel ( FRIDAY, NOVEMBER 2ND, 2018 Reverse the Verse – Characters and Content Physics ( Roadmap Update RSI Newsletter CitizenCon 2948 Panel ( Community MVP: October 29th, 2018 We are constantly amazed by the contributions made by the Star Citizen community. Whether it’s fan art, a cinematic, a YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded with an MVP badge on Spectrum and be immortalized in our MVP section of the Hub. Don’t forget to submit your content to our Community Hub for a chance at seeing it here! Star Citizen Screenshots by Nikita Nikita has captured a collection of stunning vistas in the Star Citizen universe in his 21:9 screenshot gallery. Enjoy the full gallery on the Community Hub. Przeczytaj całość
  19. Jump Point Now Available! Attention development subscribers: the October 2018 issue of Jump Point is now available in your subscription area. You’ll learn about the development of the Drake Kraken, go in-depth with the team building Huston and Lorville, learn about Constellation Phoenix in a new Whitley’s Guide excerpt and more! Interested in becoming a development subscriber? You can learn more here. Przeczytaj całość
  20. Gameplay Programmer David Colson and Vehicle Pipeline Director John Crewe discuss the current revamp to Star Citizen’s Flight Experience. To watch Reverse the Verse LIVE each and every week, tune into Przeczytaj całość
  21. Dive into mission design as we go behind the scenes with the CitizenCon mission play-through. Przeczytaj całość
  22. Hello everyone, We hope you enjoyed the daily CitizenCon panel uploads on our YouTube channel last week and there’s still more to come, with more panels being released through the end of the month. Let us know in the comments below which has been your favorite panel so far. We also released the Kraken Q&A last week, which included answers to your top-voted questions, regarding its refuel, restock, and repair capabilities, and more. Make sure to check it out here. Did you attend CitizenCon and mount up on the back of the Drake Dragonfly? The complete gallery of attendees riding the to-scale bike was also published last Friday. Find your pictures and share them with the ‘verse. Lastly, for the chance to get your hands on a Constellation Phoenix, or other exciting prizes, check out our Mustang Commercial Contest. You have until October 29th to submit a video focusing on one variant of the Mustang lineup for a chance to win! And with that, let’s see what else is going on this week: Calling All Devs, will be on hiatus this week, taking a well-deserved break as we head back into our regular schedule next week. Thursday will welcome a new episode of Around the Verse where we’ll take a look at the latest Star Citizen news and dive into the tech behind the CitizenCon mission playthrough. Tune in on Friday at 9am PST for another episode of Reverse the Verse, broadcast live on our Star Citizen Twitch channel. This week, we’ll be following up on the New Flight Experience panel from CitizenCon with David Colson and Andy Nicholson. Post your questions on Spectrum and vote on the ones you want to see addressed most. Finally, Halloween is just around the corner, and we’ve got two different but equally chilling contests kicking off Friday to ring it in. If this interests you, we recommend picking up a pumpkin or two from your local store, and downloading the latest PTU build so you’re equipped with the full power of FoIP in preparation. Ulf Kuerschner Senior Community Manager The Weekly Community Content Schedule MONDAY, OCTOBER 22ND, 2018 CitizenCon 2948 Panel ( TUESDAY, OCTOBER 23RD, 2018 CitizenCon 2948 Panel ( WEDNESDAY, OCTOBER 24TH, 2018 CitizenCon 2948 Panel ( THURSDAY, OCTOBER 25TH, 2018 Around the Verse ( Vault Update CitizenCon 2948 Panel ( FRIDAY, OCTOBER 26TH, 2018 Reverse the Verse – New Flight Experience ( Roadmap Update RSI Newsletter Halloween Contests CitizenCon 2948 Panel ( Community MVP: October 22nd, 2018 We are constantly amazed by the contributions made by the Star Citizen community. Whether it’s fan art, a cinematic, a YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded with an MVP badge on Spectrum and be immortalized in our MVP section of the Hub. Don’t forget to submit your content to our Community Hub for a chance at seeing it here! Citizen SØ #3 by Tolky The third episode of the sci-fi series inspired by Star Citizen with English subtitles! Watch it on the Community Hub. Przeczytaj całość
  23. Q&A: Drake Kraken Following the launch of the Kraken from Drake Interplanetary, we took your community-voted questions to our designers to give you more information on the recently unveiled capital ship. Special thanks to John Crewe and Todd Papy for answering these questions. Do the Kraken’s shields cover other ships parked on the deck? The Kraken’s shields cover the hull of the ship and do not cover the ships or people that may be on the exposed landing pads. Ships contained inside the Hangars are covered by the shields. With the improvements to shield tech coming with Single Distance Field in the future, the projected bubble people currently see will be removed with a more hull wrapping projection of shield energy. What are the Kraken’s refuel, restock, and repair abilities for docked ships? The Kraken is, in many ways, a mobile base. This means it is able to refuel, restock and repair ships that have landed on it but these resources must be taken from the Kraken’s stores. Can you quantum travel while ships are parked on the deck? What about with people on the deck? Yes, you’ll be able to Quantum with ships parked on the deck. Quantum drives in our universe create a little bubble around the ship to move it and protects outward to cover those in very close proximity to the hull. Like other ships in our game, being outside your ship when in Quantum travel is an extremely dangerous scenario, so it’s not recommended due to the slightest misstep resulting in death or abandonment in deep space. What are your plans for landing on the Kraken while it is in motion? Like the Idris or other ships where you can land whilst they are in motion, we’ll provide automated landing solutions for those who do not wish to attempt a manual landing. This will provide a safe and secure landing at the expense of time, similar to our current automated landings at stations and rest stops. Can you spawn ships from the Kraken? When you spawn your Kraken, you will be able to spawn ships in/on it if you own them, but beyond that point no other ships can be spawned dynamically on-board. It is similar to how the Constellation will be able to have a ground vehicle within when spawned but is unable to spawn another ground vehicle in the hold, mid-flight. Players landing on the ship during game-play will have their ships permanently on the pad. What happens to the landed/hangar-landed ships if the Kraken pilot logs off/is disconnected? And what will happen when the owners of the landed ships log off? Do their ships persist until the Kraken is despawned, or is the pad free for another one to land on? The Kraken will follow the same rule-set as the persistent bed log off system we current have in game, if the owner of the Kraken logs off and there are no other players on-board, then it will be despawned. If there are still players on-board, then the Kraken and ships on-board will persist. If a player lands their ship on a Kraken, then proceeds to log off, their ship will persist with the Kraken until the point the Kraken is despawned or destroyed, at which point if the player then rejoins they will either have it respawn at the point the Kraken was or have to reclaim it in the event it was destroyed. How does the Kraken’s armor compare to other ships in its size-class, like the Idris? In true Drake fashion, the approach to construction prizes pragmatism and cost-effectiveness. Consequently, the Kraken is substantially less sturdy than the Idris and other dedicated military ships that are expected to face direct heavy or capital-scale firepower. What is meant by “Towards the rear of the ship public accommodations can be found for visitors and associates?” Does the Kraken offer any special function or gameplay for public services like shops, bars, medical, or trading for those who are waiting for repair or just visiting? There are onboard accommodation rooms to cover 1-2 players per landing pad. These are basic habs like you’d find at GrimHex and provide somewhere to rest, change, and sleep. There are no dedicated facilities like bars or trading areas on-board at this time. With the Kraken being capital ship size will it have escape pods now unlike other Drake ships? Drake sees no need to provide expensive escape pods when the Kraken can hold plenty of ships to facilitate escape in the “unlikely” event of an emergency. How many ships can the Kraken hold and still quantum drive with? The current design for Quantum Travel requires all the doors to be shut before the Quantum Drive can be initiated, with no requirements beyond that, such as checking for maximum ship amounts. The Kraken can therefore quantum travel with a full complement of ships, although as mentioned earlier, being on deck is a risky proposition. Can the Kraken equip military grade items or only civilian/industrial? The Kraken can only equip Civilian and Industrial items and comes with Civilian Grade C items by default. The Kraken brochure talks about configuring the rear hangars to fit our needs. Does this mean that the Kraken might have some modular capabilities to outfit those hangars to suit other functions like extended medical/S&R or salvage processing? Drake always look to maximize the use of their spaceships, and whilst these rear cargo holds are ostensibly for cargo, there is a significant amount of real estate that could be re-purposed in the future for alternative uses. How will this ship defend against armed boarding parties or other guests who refuse to leave? The internal layout of the ship provides quite a few choke-points from the landing pads, allowing a somewhat organized defense against boarding. There are no inbuilt mechanics within the ship to deal with guests who refuse to leave. That will be down to the owners persuasion techniques. Can we transfer cargo between docked/landed ships? If not, can cargo be transferred between docked/landed ships and the Kraken? Every external landing pad has access to the internal tram route via a loading hatch located within the airlock antechamber. The internal tram is primarily designed to carry cargo between the pads and the main cargo hold of the ship to facilitate cargo moving between ships and the Kraken itself. The Kraken shows some concept of it landed in a desert, as well as parked at Lorville . How can we expect it to fare in atmospheric flight. Does it have VTOL? As with all ships of this size, the atmospheric flight performance can be characterized as poor at best, but the Kraken does have multiple VTOL thrusters to allow it to take off and land in atmosphere. There are two located under the front “ears” that pivot to face 90 degrees down and more are built into the underside of the rear hull in a permanent down-facing layout. Przeczytaj całość
  24. John Crewe and Paul Jones join Jared at CitizenCon 2948 to discuss the Drake Kraken and Anvil Valkyrie. To watch Reverse the Verse LIVE each and every week, tune into Przeczytaj całość

Powiadomienie o plikach cookie

Umieściliśmy na twoim urządzeniu pliki cookies by ulepszyć korzystanie z naszego serwisu. Możesz dopasować swoje ustawienia obsługi cookies, a jeśli tego nie uczynisz zakładamy, że nie stanowi to dla ciebie problemu. Polityka prywatności