Akanoes added a topic in Ship and Equipment DiscussionNox Sale is now live! ($40)BEHOLD
You lean forward, settle into the contoured form of the Nox. The articulated backplate gently clicks into place, binding you into position. The holographic display flickers to life. You can feel the entire body of the ship hum as the powerful engine spins to life. There’s so much power, gated, waiting to be released. You peer down the start line. Your competitors seem focused. You smile because they don’t know that they’ve already lost. Engines whine as the starter lights begin to cycle. You rev your engine, joining the roars of the other racers as you wait to be unleashed.
Your eyes narrow.
For a century, it has lived on the fringes of racetracks around the Empire. Open-canopy racing enthusiasts had to search far and wide simply to get their hands on a Nox — even an extensively damaged one — and then they’d spend thousands of Credits to rebuild and customize these notoriously fast racers for competition. Now, it’s finally here. Aopoa is proud to unveil the first model of the famed open-canopy racer designed specifically for a Human pilot. With the recent passage of the Human Xi’an Trade Initiative, Aopoa is now bringing the Nox to the UEE and giving racers from all corners of the Empire the opportunity to become one with speed.
Having only been introduced in the late 28th century, the Nox represents one of the most recent additions to Aopoa’s lineup and was designed as a direct Xi’an response to Human open-canopy vehicles. Introduced into their culture via the Xi’an settlement on Oya III, the inhabitants there learned to love riding space bikes from their Human neighbors. With permission from Emperor Kr.ē, the Aopoa council crafted a sleek hull from lightweight composite materials that provide maximum speed and maneuverability in both atmospheric environments and vacuum. Unleashed, the Nox would bring new grace and elegance to the unadulterated thrills that only open-canopy racing can provide.
You can buy it here as well as look at the brochure
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Akanoes added a topic in Star Citizen NewsAround the Verse - Building Solar Systems & Nox PreviewChris Roberts and Eric Kieron Davis host this week’s episode, which features a studio update from Frankfurt, a Ship Shape focused on the Nox and a deep dive into how we’re creating entire solar systems.
Level Designfinished the main part of the work they needed to do for the surface outpostshad white boxes for both the modular hangars and garages approvedcurrently focusing on implementing the markup required for locations (room systems, interactions, etc.)Levski will have a combination of hangars and garages to spawn ships and ground vehicles respectivelymoving on to the remaining Stanton system landing zones: Area 18 and Lorville, then Orisin and New BabbageEngineworked on enabling seamlessly blending between global atmosphere and local cubemap based lightingimplemented an improved compression algorithm for the new pak file system to allow efficient data streamingworked on PlanEd to unify the code for marking up areas on a planet making it easier to reuse and extendAIworked on “buddy AI” where NPCs will intelligently follow a designated leader.made progress on ship AI, getting it one step closer to being fully controlled via Subsumption.spent time refining behaviours for first reactions to enemies seen and events hearddid additional work on friendly fire so friendlies are identified correctly in combat situationsVFXcontinued working on effects for various planet surface types including footsteps, weapon impacts, and vehicle tyre effectsexperimented with rigid body simulations and destruction/deformation animations for Squadron 42 cinematicsLightingbringing all surface outposts to their final lighting: fixtures, temperature charts, and rulesCreated a library of prefabs combining existing props with lighting elementsTech Artcontinued to create numerous Mannequin animation fragments for the Cinematic teamimplemented the game entity for the new KSAR Custodian SMG energy weaponadded features to our internal Playblast tool to make it easier to create clips for reviewmade great progress with the new weapon dynamics and secondary motions using both ingame physics and simulationEnvironment Artthe ecosystem ground materials have been improved on all three moonsclose to wrapping up work on the landing pads that will go with the surface outpostsDelamar: surface is getting a final polish with geometry and materials updated and an effects passLevski: final touches for the customs area, garages are close to done, and elevators models updated to fit the modular building setGame Programmingfinishing up the remaining weapon features for 3.0completed the first iteration of the doors and airlockstechnical design new weapons system's network code is being fleshed out; research phase is coming to an endCinematicstesting first pass of the brand new holographic projection volume entity techmade great progress across multiple chapters for Squadron 42QAcontinued testing the new CIG DataPatcher (started testing in May)CopyBuild 3 has also been rolled out to QA and is in its QA testing phaseSubsumption Editor testing continues to be a regular part of the weekly taskstesting multiplayer gameplay in the Stanton system Persistent UniverseSystem Designcontinued to expand the library of useables to be used for both the PU and Squadron 42Air Traffic Control is also making headwaystarted work on the FPS companion/buddy AI, including all orders and the behaviours needed affect themActor Status system is being internally tested right and getting final tweaking and balancingput some finishing touches to the conversation system to assist the cinematics teamWeaponsblocked out numerous universal grip and optics attachmentsconverting the older blocked out attachments to work with our new Attachments Rail systemcompleted initial blockout for the Klaus and Werner Demico laser light machinegunfinished Preacher Armaments Distortion (S4-6)initial blockout for Klaus and Werner Laser Repeater (S1-3), Neutron Repeater (S1-3), and Apocalypse Arms Ballistic Scattergun (S1-3) Ship Shape
Nox is more geared towards racing or combat versus exploring and scouting for the DragonflyConcept was provided from England and they started with a 2D concept instead of their usual 3D Tried to infuse Xi'An technology and use a mix of heavy metals and exotic materialsNathan Dearsley and Gary Sanchez assisted in concepting Skin of the bike is going to be a more armoured type and it has these shells that come up above the rider’s back to protect a little more from behind Nox will have more of a forward leaning stance like a racerGoing to use a holographic HUD system Behind the Scenes: Building Solar Systems
An unsung hero of Star Citizen tech is the Solar System Ed or SolEd tool that simplifies all facets of solar system creation The old system for solar system creation in 2.0 was all based upon individual placement around a point of origin that didn't allow for scalability or later changes without basically redoing the whole piece of work Actual astronomers and astrophysicists were consulted to push the envelope on variety with feasibility in mind as well as gamer enjoyment in the creation of these different solar systems The final result was extremely detailed and realistic with a huge amount of data collected and used One concession was that a one-tenth scale was adopted for playability and feasibility purposes The SolEd will also allow the time dilation that is decided upon to be implemented easily Over the course of a year the numbers given from the consulted scientists were double checked against the lore provided for consistency Asteroids in the game will be much closer to one another in game than in reality as they would pose no gameplay challenge for players otherwise Many times the scientists offered many creative avenues for feasible and realistic differentiation within the solar systems to be created “Space be crazy” SolEd is being used for procedural planets, but not Crusader as it's a gas giant, and the tech for it is not fully developed yet Even at one-tenth scale the distances at quantum speed take a very long time to travel Quantum travel is always in a straight line as an antigrav bubble protects the players, but turning would negate this, and so is not possible It takes 15 hours to drive around a moon of Crusader They hope that the players realize the vast numbers and care taken into the creation of these systems along with the balancing of realism vs gameplay and of massive scale vs the crafted experience Courtesy of Relay
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Akanoes added a topic in Ship and Equipment DiscussionAopoa Nox Warbond Presale!
Astro Armada is pleased to announce that Aopoa’s highly-anticipated new open-canopy racer, the Nox, is now available for sale. Long valued among open-canopy enthusiasts, the 2947 Nox is the first version of the venerable speedster to be especially designed for Human riders.
Thanks to your recent efforts, our convoy of merchant vessels were able to reach the showroom floor in Prime, so we wanted to extend an exclusive offer to pre-purchase one of these dynamic speedsters for your own collection. Whether you’re planning on skimming the surface of Daymar or exploring the majesty of space, the Nox will take you there.
You better act fast, like the Nox itself, this offer will disappear in the blink of an eye.
About the Pre-Sale
The Aopoa Nox pre-sale will run through Friday, June 23. Pre-sale Noxes include a limited edition Nox Racing Club forum badge which will not be available with the standard model. Credit models and additional multi-ship packs will be available in the full sale, as will a brochure, holoviewer model and additional concept material. The Nox Kue is a limited version available for sale during the concept phase.
When Will the Nox be Flight Ready?
The Nox is currently scheduled to be flight-ready with the release of Star Citizen Alpha 3.0 alongside the Dragonfly. The Nox is expected to cost $45 once flight-ready.
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Akanoes added a topic in Star Citizen NewsCitizenCon 2947 Tickets Inbound!Greetings Citizens
We would like to invite you, our fantastic backers, to CitizenCon 2947! This is our opportunity to celebrate another year with our community, look back on all that has been accomplished, as well as looking forward to upcoming game content. This year we will be celebrating in Frankfurt, home of our German Studio. For backers who are already in town on the Thursday we look forward to meeting you at the Champion’s Bar in the Marriott Frankfurt from 6pm.
CitizenCon 2947 will be held on Friday 27th October at Capitol Theater in Frankfurt: Kaiserstraße 106, 63065 Offenbach am Main. Doors will open in the evening with exact timings to be confirmed closer to the date.
Come along to see Chris Roberts’ live presentation, meet the team from the Frankfurt office, as well as visiting staff from other studios.
Grab a ticket to ensure your seat at the show. The 650 tickets for Capitol Theater are €50 each and will go on sale with the following format:
Saturday 1st July 7PM CEST: 150 Tickets available to Concierge and Subscribers only.Saturday 1st July 11PM CEST: 150 Tickets available to Concierge and Subscribers only.Sunday 2nd July 7PM CEST: 150 Tickets, now available to all backers.Sunday 2nd July 11PM CEST: The remaining 200 Tickets available to all backers.There will be snack food available for purchase at the venue, though attendees are encouraged to meet up and enjoy a meal together before the event.
Tickets will be available here
Frequently Asked Questions
There is a nearby ParkPlatz: Speyerstraße 30, 63065 Offenbach am Main
Should you find a parking spot on the street nearby, please be aware that this may be chargeable at all hours.
What to Bring
PLEASE remember to bring your printed ticket or a digital copy stored on your phone in addition to your photo ID. If you have a Citizen Card or any Star Citizen clothing, bring it (cosplay encouraged).
There is a bar at the venue for drinks, as well as snack food (sandwiches, wurst and pizza). Attendees are highly encouraged to meet up and enjoy a meal prior to the show.
Each year, fans have kindly offered gifts for the team. Unfortunately, since many of us will be flying out the next day we are unable to accept anything at the event. We truly appreciate the thought though!
Is the Capitol Theater wheelchair accessible?
Yes. There is wheelchair access to most of the venue, including toilets.
Can I bring my own food and drink?
No, this is not allowed for the venue – Please stop by one of the traditional German restaurants nearby before the event, or purchase food and drinks at Capitol.
Will there be seating available?
Yes, this is a seated event.
Is there an age restriction for the venue?
Yes, the event is 18+
Can people bring their own seating for the wait?
You may bring a small foldable seat to use while outside the theater, however use of them inside the premises is prohibited, so you would need to use the coat check once inside. Please only bring what you’ll need with you to the event, as well as your Star Citizen merchandise!
Is there a Coat Check?
Attendees will be encouraged to store their belongings in the visitor’s cloakroom. Coats, jackets, bags, umbrellas etc., may be asked to be checked if they are large; with deference to everyone’s safety and ease of access. This facility is included in your ticket price, but be sure not to lose your coat check ticket!
What do I do before the show?
Rather than queuing up for hours beforehand, we encourage backers to meet up nearby. Keep an eye on Spectrum for posts on this topic closer to the event date.
If there are unsold tickets from Saturday 1st, will they be available to all backers when tickets are added on the 2nd?
Yes. On Sunday 2nd the ability to purchase tickets will be unlocked to all backers, which will include any previously unsold tickets.
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Akanoes added a topic in Star Citizen NewsAround the Verse - Serialized VariablesChris and Erin Roberts host this week’s episode, which focuses on how serialized variables make networking a game of this size and scope possible. Plus, Los Angeles provides a studio update.
EKD spent part of the month working in the Frankfurt & Wilmslow offices but is glad to be homeNarrativeKnocking out a massive amount of component descriptions needed for the 3.0 releaseWorking on NPC voice packs for 3.0: wrote and recorded roughly 2800 lines for generic NPCsCreated the Persistent Universe Character Tracking Sheet to recorded details of all dialogueReviewing locations and noting what's needed to make more immersive environmental storytellingCargoWrapped up developing the Cargo Grids to provide the visual element of transporting commoditiesThe number of commodities you have manifests as stacks of crates located within the ship's cargo holdYou can put vehicles and loose items into the cargo hold as well, but it will limit the amount of grid spaceEngineeringFinished up implementing the solar system content (aka object containers) into a hierarchyProvided object container editing so that content in an object container can be edited from within a normal levelReworked the handling of vehicle internal damage states so they are significantly easier to setup and debugThe IFCS update process has been converted to batch updates as it does not need to be in lockstep with physicsCompleted the new Quantum Drive 2.0: refactored the drive component and added new features; ready for Design, Art and UIShipsRSI Aurora has gone through a final art check; established 14 different skins for designersAnvil Terrapin is finalising its greybox phase and moving to final art; also in Tech Design greyboxWith the Item 2.0 conversion underway it was time to update update the ship stats page on the websiteTech Art & AnimationReviewing the release to identify code and content fixes that would dramatically improve performanceStatoscope produces, manages and plots graphs from the data logged on a per frame basisImproved the animations save format: scene load times reducedFemale transfer mesh created, male transfer mesh updatedIdentified and fixed an issue with eyelid vertex normals being flippedCharactersKnocking out countless costumes for Squadron 42 and Star CitizenA female character in-game assets is being finished ready for texturingOMC undersuits have finished in-game modelling and on their way to texturingLevski specific civilians and miners are currently being textured before being rigged and implementedReworking legacy UEE and Pirate armour to bring them up to the quality of our current modular assetsA select group of hairstyles and eye options coming in 3.0Male Marine BDU, Male Deck Crew, Female Light Armour and Female Explorer Flight Suit are all implementedBehind the Scenes: Serialized Variables
Clive Johnson, Foundry 42 UK's lead network programmer was terrified at the prospect of networking Star Citizen, but soon took the impossible problem and broke it down into smaller impossible problemsAll the thousands of elements and entities in the game that might be used thousands of times with certain behaviors or uses has to be implemented in code for both Squadron 42 and Star CitizenThough there are 60 programming engineers and six networking engineers with only three dedicated to making the game work in multiplayer, all have to make sure individually that their code works in multiplayerApplication Programmer Interface (API) cushions the programmer from the problems they want to solve by allowing them to say exactly what it is they want to do, but without saying how to do itLike with assisted driving the API can take action to prevent programmer's mistakes from causing a crashAPIs simplify the programmer's jobs not unlike how driverless cars simply require a destinationMultiplayer games from the purview of programmers are simply many tables and values that correspond to different properties of an entityThese tables help track variables and how their values change over timeProgrammers write code that references multiple tables to produce what one sees in a game-playMultiplayer requires the servers after making changes to these tables to copy them and send them to all of the client machines so that everyone's in syncSince there are hundreds of these variables or properties that must be kept in sync over the network one can periodically send a state of all the tables out, but that can cause bandwidth related issues with higher numbers of entitiesAlternately and what is done now is to only send out a copy if the table is changed for an entityEntities are built by putting different components togetherProblem is with exponential growth of components they also had increase in networking work needed to cover all different entity types, this is when they came up with serialized variableNow programmers just need to write code as normal and item variables to their components as needed with the only extra step being marking variables they want networked in a special waySerialization being the process of packing up data in a form that’s more efficient and better suits being sent over the network or serialized to a fileProgram only needs to write the additional lines that are highlights and on the right and add them to their class definition, this tells the system which members of the structure to watch/updatePreviously they would have needed specific functions for each class and programmers would have had to manually look at the variables they wanted to serialize and write them out into the serialization stream, this leads to extra work and possible errors Now programmers mark up which variables they want serialized and it’s handled automatically through one unified system, there is also now no need to group things into sections anymoreAPI detects when something’s been modified and let’s the netcode know, even writes the code to handle serialization for them Update messages are now about as optimized as they’re going to getSerialized variables just don’t work for multiplayer and networking, instead of sending tables/values/variables between server and client they can now store them in the database or save them as a file Serialized variables is also a cornerstone of building a persistent universe, it’ll require multiple servers communicating with each otherThis means several servers can be aware of an entity all at the same time, how they decide which one gets the final say is using tokensA token can only be held by one computer at a time, this means by linking serialized variables and tokens they’ll be able to transfer authority from one server to another as quickly as flicking a switchCourtesy of Relay
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