******Official Star Citizen / Squadron 42 Thread******

AI (Tech):

  • AI Tech continued implementing base functionality for boids to allow agents (rats, birds, etc.) to adopt different states, such as wandering, idling, or fleeing, and transition between them.

Art (Ships):

  • Ship Art completed their work on the Tumbril Storm
  • Two new variants of an existing vehicle were completed too.
  • An all-new ship progressed through whitebox
  • The Aopoa San'tok.yāi is almost LOD0-complete
  • The Origin X1 is currently awaiting whitebox review

Economy:

  • The new Economy team planned their upcoming goals, including rebalancing cargo and the related experience.

Features (Arena Commander):

  • The AC Team assisted the ongoing investigation into the return of Theaters of War.

Features (Gameplay) :

  • Gameplay Features continued their ongoing work on the vehicle tractor beam feature, readying it for testing by QA.
  • Progress with the Resource Network mentioned in last month’s report

Features (Mission) :

  • Siege of Orison received various improvements ahead of a future release
  • Development of Blockade Runner (which will replace Nine Tails Lockdown) continued too, with various technical issues considered and planned for
  • The Steal Evidence at Kareah and Retrieve Consignment missions entered the polish phase
  • Work also began on ship-restoration missions, which will require players to restore ships to a saleable condition
  • Data Heist passed another gate review and will enter internal playtesting to ensure the objectives are clear.
  • The team progressed with reputation-based hostility, devising a mission that allows players to work for the Nine Tails gang.
  • Code work was completed on the highlighting and filtering of mission-critical items in the inventory.

Graphics, VFX Programming & Planet Tech :

  • Improvements were made to the internal implementation of Temporal Super Resolution.
  • Further progress was made on water, with the shader gaining improved lighting and foam
  • Work on the simulation continued, with foam propagation and bullet-impact support being added.
  • The VFX Programming team implemented smoke spawning on fire along with various other quality improvements to bring the feature to a visually complete and “rather impressive” state.
  • Further improvements to lightning effects were made, which will be used in the future within gas clouds.

Lighting :

  • Lighting team continued to contribute to Pyro, working on tasks for the colonialism outposts and rundown station

Locations (EU):

  • Locations team progressed across various areas last month, including the rundown station and colonialism outposts for Pyro.
  • Worked on signage and dioramas for an upcoming event.
  • The Organics team continued to build Pyro’s planets, including foliage,
  • Sandbox team moved the new underground facilities through greybox.

R&D:

  • Work on the temporal render mode for atmosphere and volumetric clouds continued

UI:

  • As part of the development of Pyro, the UI team created fluff screens and converted flash animations into fluff screens.
  • Supported Mission Features on Data Heist by uplifting the screen style.

VFX:

  • VFX team continued working on various Pyro locations, including some with animated machinery.

 
Supposedly Chris has said:

  • Dedicated Static Meshing PTU alongside 3.21 this year. Pyro Later!
  • Squadron 42 Video Update at Citizencon!
  • We're approaching content- and feature-complete status on Squadron 42!
  • We're moving forward with publishing SQ42 on multiple platforms! Meetings with big people!

Equally rumours say SQ42 Development has been described as steady, but confidence in the final project is mixed. It's described as a very pretty game lacking in gameplay.
 
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Supposedly Chris has said:

  • Dedicated Static Meshing PTU alongside 3.21 this year. Pyro Later!
  • Squadron 42 Video Update at Citizencon!
  • We're approaching content- and feature-complete status on Squadron 42!
  • We're moving forward with publishing SQ42 on multiple platforms! Meetings with big people!

Equally rumours say SQ42 Development has been described as steady, but confidence in the final project is mixed. It's described as a very pretty game lacking in gameplay.

Experience has taught me to not trust anything that comes out of that mans mouth.
 
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So I'm a noob to this, I created an account YEARS ago and I've literally never played it. (I have played 1k hours of elite, around 1k hours of DCS and other sims, so this is very much my jam)

I've got 2x ships, got a Drake Corsair and an Aegis Avenger Titan. (Not sure how I got the Corsair, might have been from my original pledge years ago)

I'm in Orison, what's the best way of getting started, making money and doing stuff?
 
So I'm a noob to this, I created an account YEARS ago and I've literally never played it. (I have played 1k hours of elite, around 1k hours of DCS and other sims, so this is very much my jam)

I've got 2x ships, got a Drake Corsair and an Aegis Avenger Titan. (Not sure how I got the Corsair, might have been from my original pledge years ago)

I'm in Orison, what's the best way of getting started, making money and doing stuff?
Best bet is to jump on a server with one of us as there is plenty to discuss and show!
 
Supposedly Chris has said:

  • Dedicated Static Meshing PTU alongside 3.21 this year. Pyro Later!
  • Squadron 42 Video Update at Citizencon!
  • We're approaching content- and feature-complete status on Squadron 42!
  • We're moving forward with publishing SQ42 on multiple platforms! Meetings with big people!

Equally rumours say SQ42 Development has been described as steady, but confidence in the final project is mixed. It's described as a very pretty game lacking in gameplay.

SQ42 on multiple platforms! Meetings with big people!

Sony (PS5) no way Microsoft would touch anything CR made.
 
Which is also why I said "supposedly". ;) We're working off very limited info still. So on a more official front.

That was a very good episode by the way.

Pes has unlocked a lot of things and it makes sense why they had refactored the whole atc function a while ago. It was to get it ready for persistent instanced hangers
 
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