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Monthly Studio Report: July 2018
Welcome to the Cloud Imperium Games Monthly Studio Report for July. This month, the team patched Star Citizen Alpha 3.2, pushed forward on Squadron 42, and continued developing systems, ships, and features for future releases.
Let’s explore the details…

Los Angeles



This month, the U.S. Vehicle Feature Team focused their efforts on fixing turret bugs and making improvements to the Alpha 3.2.1 patch. After it went live, they reviewed turret feedback and began working on additional improvements for the upcoming 3.3 release.

They also continued their work on Ping & Scanning, including moving the scanning infrastructure over to the servers, generating signals via blackbox entities, and implementing the various information that will be provided by transponders.


The Art, Design, and Tech Art Teams worked together to push the Consolidated Outland Mustang and Tumbril Cyclone variants through the greybox stages. Design and Tech Art worked on the final stage of the RSI Constellation Phoenix, and the Mustang’s landing gear compression was also completed. Tech Art also completed their greybox pass of the Anvil F8 Lightning and supported the mining animations used on the MISC Prospector. The teams collaborated with Animation on R&D and test cases for sequenced animations in vehicles, which will allow greater flexibility for future enter, exit, and cockpit animations.

In early August, the Art Team will move onto the first stages of the Anvil Hawk.

[​IMG] [​IMG]

Party down with the Spanish and French Star Citizen communities, Squadron 42 tech, and fun with Foley in this week’s update.

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July 2948


Reflecting on the Past, Focused on the Future

History ebbs and flows, often washing away what came before only to replace it with something more resilient, refined, or dynamic. To avoid the dustbins of history, one must ‘adapt or die.’ Whether a business, species, or even a star-spanning empire, constant evolution is an essential component to success and survival.

This month reminds us that an ambitious long-term vision is not new for Shubin Interstellar. Four hundred years ago, then-CEO Bernard Cousins received an offer from Fulcrum Mining Associates to purchase all of Shubin’s assets in the Centauri system. Back then, Shubin was a relatively small terraforming outfit struggling to survive in a highly competitive market. The company was hemorrhaging money, so Cousins made a bold choice: instead of selling and settling for a short-term gain, he risked everything to purchase Fulcrum and integrate their expertise into the company. The transformation led to Shubin becoming the empire’s pre-eminent mining concern.

That’s why as CEO, I have enacted my Evolutionary Management business philosophy to strengthen and streamline Shubin Interstellar. Over the past few months, I’ve removed outdated procedures and challenged entrenched ideologies to make the company more adaptable. Without constant self-reflection, companies can grow complacent and see competitors beat them to the next breakthrough.

When I was hired, I promised Shubin’s board of directors, investors and most importantly, the employees, that I would do everything in my power to maintain profitability while focusing on the future. Twenty consecutive quarters of strong earnings prove that I’ve upheld the first part of that promise. Meanwhile, the recent landmark deal to launch our first operations in Xi’an...
In-game screenshot by Corsair62
Hello everyone,

First off, congratulations to our winners of the RSI Apollo Astromedics Contest. The RSI Apollo is still available in the pledge store through August 22nd, so check out the Ship Shape and RTV to learn more about this Guardian Angel. We’ve also collected the top-voted questions from our Q&A gathering thread, presented them to our designers and will be posting the answers in a Comm-link soon.

From footraces, to massive FPS battles, we’ve thoroughly enjoyed watching the variety of events taking place in-game, organized by communities around the globe. We’ve been highlighting a few of the best in Around the Verse lately, so make sure to share your next event on social media using #StarCitizen so we catch it. We can’t wait to see what you all come up with next.

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 cover the Origin 600i, missiles, quantum filtering, and more. Watch the full episode here.

On Tuesday, the Lore Team will publish another detailed piece of fiction, breathing life into the Star Citizen universe. Check out previously published lore posts...
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: https://robertsspaceindustries.com/pledge/subscriptions

Continue reading...
It’s the end of the week, so we’re going to kick back, hang out and play Star Citizen Alpha 3.2 with the Lore Team.

Okay, it’s the highest voted thread in Spectrum history, Jeremiah.

To watch Reverse the Verse LIVE each and every week, tune into http://twitch.tv/starcitizen.

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Jump Point Now Available!

Attention development subscribers: the July 2018 issue of Jump Point is now available in your subscription area. You’ll learn about the development of the Drake Vulture, meet the team behind upcoming AI combat enhancements, learn about the Vasil Fragment Stone and more!

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

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Scramble Races, Marauding miners, and a Ship Shape pipeline report in this week’s update.

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Writer’s Note: The Knowledge of Good and Evil: Part Three was published originally in Jump Point 2.11. Catch up on the story by reading Part One and Part Two.

Then someone walks up to me.

“Oh, you ‘lone, Sister? Ain’ i’ late?” the man says.

Strangers don’t just walk up to you in Bazaar Street.

“Or ‘hapse you ain’ Sister. Null tha’. is i’ rat. Yeah. Gear rat. Street rat eve’.” The man had taken another few steps towards me and stopped again when I backed away.

What did he say? All the panic of a few minutes ago shoots back into my mind and stiffens my spine. I don’ eve’ got a slag.

I turn to look at the man for the first time. He’s rough and poor looking, but better dressed than I’d expected. He is shaved but unremarkable. I see the shadow of a face I remember well.

Boss Dirk.

“Ya remember me? Got. I remember you, rat. I remember that you owe me.”

Dirk and I face off outside the rail station. It’s dark now and only a few half-working shop signs illuminate the intersection we’re standing in. We’re like night and day. I’ve changed in every way imaginable and he looks just like he did back when I was a gear rat for him. The only difference is his clothes look newer. He’d gotten the jump on me and surprised me, but it seems like he’s wasting that. He’s just staring me dead in the eye with a grin on his face. He knows the score is 1-0 but it’s like he’s waiting for me to say something.

“Hello, Dirk.” I strip him of his title and acknowledge him at the same time. He flinches. I put on my best imitation of Mom Super’s passive expression and purposefully study him back.

Score: 1-1

“I knew i’, bu’ my boys didn’ believe i’. See . . . ‘m know you are...
More Papy, More Questions, More Answers, Less Skype.

You can submit your questions for consideration in future episodes of Calling All Devs here.

And for info on becoming a subscriber, go to: https://robertsspaceindustries.com/pledge/subscriptions

Continue reading...