Huh. Didn't CIG promote their replication layer with the argument that "other server-meshing solutions" would have to send data to all servers and not use the advantage of a centralized object replicator?
CIG say lots of things.
Huh. Didn't CIG promote their replication layer with the argument that "other server-meshing solutions" would have to send data to all servers and not use the advantage of a centralized object replicator?
Huh. Didn't CIG promote their replication layer with the argument that "other server-meshing solutions" would have to send data to all servers and not use the advantage of a centralized object replicator?
Both topologies have their (dis)advantages, but also both drawings are so general they are almost meaningless.Huh. Didn't CIG promote their replication layer with the argument that "other server-meshing solutions" would have to send data to all servers and not use the advantage of a centralized object replicator?
Redux (my bold) said:AI (Game Intelligence Development Tools)
June saw the creation of a new team within the AI group, Game Intelligence Development Tools (GIDT).
[...] Another upcoming objective is to implement different service solutions for long-term AI functionalities, including the Quantum simulation, the Battle System, and the Commentator model.
AI (Tech)
June saw AI Tech optimizing parts of the Vision system used by NPCs, which involved moving parts of NPC-visibility-check computation to the client. This will help when there are multiple players on the same server, giving improvements to reaction time and frame rate.
They’re also investigating better ways to synchronize AI data between servers and clients in preparation for Server Meshing, which will allow for smoother transitions by keeping the same context when NPCs move from one server to another. As a test, they serialized more data into AI components, like path and movement requests.
(+ Alongside this, the AI Tools team began unifying functionality and fixed bugs in preparation for the Apollo UI redesign.)
Art (Ships)
Seven unannounced vehicles were worked on too.
Core Gameplay
Malestrom Maelstrom Maelstrom
Following a full task breakdown, implementation of the transit refactor began. This included setting up basic component and entity classes for destinations, gateways, and gateway peripherals. A new DebugGUI transport-network visualizer was created to assist the initial set up and inform Design of the setup of each transport network. The transit engineers also continued supporting the upcoming Alpha 3.24 release.
Graphics, VFX Programming & Planet Tech
Last month, the stability, performance, and memory usage of Vulkan continued to improve and is now much closer to being the default choice for Star Citizen. The team have also been in contact with AMD, Nvidia, and Intel to diagnose and fix various driver issues.
A new managed-entity-region [janitor] system was designed and entered development. The goal of this is to manage the lifetime of the many procedurally spawned entities, such as creatures and mineable rocks. This is critical to the introduction of persistent entities, server recovery, and server meshing, as these systems require very strict and careful management of entity lifetimes.[]
GPU terrain generation was implemented as a stepping stone to the team’s plans for fully GPU-generated virtualized terrain, which will be utilized in Planet Tech v5.
Finally, an efficient query mechanism is being designed and added to planets. This will be used by the new location-scatter tool that will help populate planets for Star Citizen 1.0.
Online Technology
This included significant overhauls to the mission and marker systems as well as the development of the player-trade functionality, which align with the overarching objective of achieving Server Meshing.
AI (Features)
The ‘usable system’ describes how NPCs interact with machinery and other objects of the world. For example, an NPC running a janitor behavior will need to interact with several usables, such as a locker to equip a uniform, and cleaning equipment, like a mop and bucket. They will then need to move between spots and clean them, playing a mopping animation as they go
[...] These systems often work with complex setups designed to implement complicated interactions for NPCs and, in some cases, the player too. Sometimes, a small change in one element of functionality can have a large knock-on effect on another use case.
AI (Tech)
Bug fixing was also done for the AI and usable systems.
Really wish this game is a success, but man my hopes for this is really starting to wear off. I'm a freaking Wing Commander [$10k], so I've invested a lot of money into this and started backing back in 2.14. They've gone off into something totally different. Very money focused instead of actually listening to the community and fixing stupid bugs. Anyway, good luck with the hopefullness... you're gonna need it! The Ferrari Sure looks beautiful but the motor is busted.
If only they'd kept Sataball around for rapid in-situ developer iteration of the EVA system.A playtest was conducted on an EVA-only map, Gundo. Due to limitations with the location causing balance concerns, this map will not be released and will instead be used for rapid in-situ developer iteration of the EVA system.
Ooh. Terra Prime?They also started work on a new location alongside the Landing Zone team.
And they call it a patch. A patch!The team also dedicated time toward Star Citizen 1.0, diving deeper into the new content that patch will bring.
Did you ever remember an art class assignment just before class and had to quickly staple some random junk together and come up with a interpretation of how it reflects the whole galaxy or whatever?My impression is that CiG is in endgame.
Ooh. Terra Prime?
And they call it a patch. A patch!
My impression is that CiG is in endgame. Not 90 days tops, but I believe peak SC was 2022 (and it would have been sooner if COVID lock downs hadn't drawn in guppies that grew to whales.) If CiG had been able to survive without Calder investment they could keep going indefinitely, slowly scaling down. But the Calders will end things in 2025 or 2028.
Climate change addendum: Remember to take care of your pets when it's really hot. Also remember nature, if you can put out water in your yard for the native critters, please do so. They're not driving SUVs or burning coal.
Shard 070 was still running very well in the early morning. I was able to experience 1 successful trading loop.
After that it became increasingly difficult. Elevators to my own personal hangar despawned on the way to the hangar. Hangar doors did not open after calling ATC. A queue of up to 8 players built up, but this was never processed. After a long wait in my personal hangar, my ship was confiscated.
I can't do much in the hangar at the moment. I can't get away or fall through the elevator on the way from the Large to the Small Hangar. If I want to leave my hangar via the lobby elevator, it doesn't stack and I fall through the elevator shaft.
I also hear freight elevators from other players. Once I even saw another player enter my ASOP in my personal hangar. It feels like I'm wandering back and forth between two hangar instances.
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Spectrum - v6.25.0
RSI’s Spectrum is our integrated community and player interaction service, including chat, forums, game integration, and Player Organization facilities. Player Organizations (“Org”...robertsspaceindustries.com
Server performance
US-070: performance was fine for two hours - then a server error happened. Afterwards I ran into issues with external view with the San’tok.yai (see below).
Personal & Instanced Hangars
- I requested my Tally in the hangar using the public ASOP. It said it stored it in my extra-large hangar. When I went to the elevator my hangar was not available for selection. To work around this issue I had to store the Tally and then go to the elevator. Then the button to my hangar was available and I was able to go to the hangar and using the ASOP over there to retrieve my Tally.
- It takes at least two minutes to swap a ship in your personalised hangar: the doors open, the old ship goes down, the doors close, the doors open, the elevator goes up and hopefully it bring your new ship or you may have to wait for another round of doors open, elevator up & down, doors close.
- Landing at Seraphim still teleports my ship outside the station and as I was in the animation of leaving the San’tok.yai it caused me to fall without the possibility to recover. To fix I had to relog.
[Etc...]
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Spectrum - v6.25.0
RSI’s Spectrum is our integrated community and player interaction service, including chat, forums, game integration, and Player Organization facilities. Player Organizations (“Org”...robertsspaceindustries.com
e3.24 trip reports continue...
Shard 070 was still running very well in the early morning. I was able to experience 1 successful trading loop.
e3.24 trip reports continue...
Wow. And I thought changing weapons and waiting for the hardpoint animation in Elite's outfitting menu was slowIt takes at least two minutes to swap a ship in your personalised hangar: the doors open, the old ship goes down, the doors close, the doors open, the elevator goes up and hopefully it bring your new ship or you may have to wait for another round of doors open, elevator up & down, doors close.
It's the little successes that count when everything else fails on grand scale."Very well", one whole trading loop!
Outstanding work by CIG.