Following the launch of the SRV from Argo Astronautics, we took your community-voted questions to our designers to give you more information on the recently unveiled single-pilot standard recovery vehicle.

The ARGO SRV depicted in the image is carrying an unknown-sized cargo container. Please elaborate more on this cargo-carrying function. Is the SRV envisioned as one of the tools used to load/unload the larger HULL series ships?

One of the key design goals for this ship was to enable it to carry cargo around. Unloading larger cargo ships, such as the Hull series, is a perfect use of the SRV.

This is not explicitly stated in the documentation, but the ARGO SRV has a Quantum Drive and a Jump Drive. Can the SRV tow a ship in Quantum Travel? Can the SRV use a Jump Point when towing another ship?

The ARGO SRV can Quantum Travel while towing.

Whilst the details of Jump Travel are being ironed out, the original design never accounted for this scenario and requires revisiting. However, our current stance is that it will not be able to tow ships through a Jump Point. If such travel is needed, we recommend towing the vehicle to a nearby repair station first or putting it inside another jump-capable vehicle.

Can the SRV move ground vehicles like a Nova Tank?

There is nothing to stop you moving damaged or stuck ground vehicles, such as the Nova Tank. It will work the same way as moving and transporting damaged spaceships.

Can the SRV move outpost modules?

No, outpost modules are physically drilled into the ground surface. The moving of player-made outposts is restricted to the Pioneer and other dedicated ships as the SRV’s tractor beam is not strong enough to wrench them from the surface. Outposts that exist already on moons/planets cannot be moved.

Can the SRV tow asteroids?

Physicalized items in the world can be manipulated if they’re within the mass range of the tractor beam. Currently, the only dynamic asteroids in the game are the mineable variety, though it will be possible to tow these asteroids around if desired.

Can a person in a space suit be towed?

Capturing an item requires it to be relatively immobile and of a certain size so that the beam can focus on it. While we don’t have the exact details of these limits yet, we foresee that active players will not be easily trapped by tractor beams to prevent griefing.

Is the number of SRVs needed to tow something based on total mass or size/architecture?

It is primarily mass based, though there are some size and volume requirements. There are no arbitrary design restrictions in terms of ‘ship X can specifically not tractor ship Y’.

How will theft using tractor beams be guarded against? Can anyone just fly up to you and start abducting ships?

The current means to limit theft and griefing is that shields will actively block or severely dampen the tractor beam strength. If you wish to have your vehicle moved, you will be required to power down your shields (which also puts you in a vulnerable position). If you wish to guard against theft, just leave your shields up when outside your ship for reassurance that it will still be there when you get back.

Does the tractor beam only pull or can it push as well?

The tractors beam is primarily designed to pull, though it can push to an extent. Moving from side to side, rolling, and pitching are accomplished by the range of motion available to the tractor beam’s mount.

Does towing affect the SRV’s top speed and fuel economy?

Tractor beams consume massive amounts of power, so while the ship’s top speed is still attainable, acceleration and fuel economy are negatively impacted.

Will vehicles being towed have to turn off components for it to be towable, such as shields and power plants?

Yes, the target needs to be relatively immobile with shields powered down for the tractor beam to ‘capture’ it. If the target is actively jinking or maneuvering to avoid it, the SRV pilot will require significant skill and time to capture it.

If an SRV is immobile but still has a working tractor beam, can it use its tractor beam to lock onto another ship and then be towed by that ship?

Theoretically, it is possible for this to work. However, the non-tractor ship would have to maneuver very cautiously and gently to prevent it from breaking away.

Does the tractor beam only work in space? Or, is it possible to tow a ship from a landing pad, take off, go into space, Quantum Travel, enter a planet’s atmosphere, and finally land while towing another ship?

The Tractor Beam can be used in any location, however the environment will affect the difficulty of maintaining a capture of the target item. Another one of the original design aims was for the SRV to act as a tug ship to help larger ships get from a planet’s surface back out into space.

Will it be possible to extend the Argo SRV’s shields around the ship that’s being towed to offer extra protection when extracting disabled ships from the battlefield?

No, the shields from the ARGO SRV and all other ships in the game are currently just for the ship itself and do not cover nearby objects. Towing a ship or vehicle puts it at risk, so the environment and flightpath should be considered carefully by the SRV pilot.

There is mention of it being heavily shielded and armored. How can we expect it to hold up under combat zone conditions?

The SRV carries no offensive weaponry so relies on its shields and armor to survive in combat, so if it’s being directly attacked, the best course of action is to break away and come back later. If you’re entering a known hot zone, I’d recommend bringing an escort along for support.

Does the roof dish provide scanning abilities for search and rescue?

The dish on the roof is simply a visual styling cue and has no specific gameplay attached to it. As mentioned on RTV, we went back and forth over the name during development. At the time ATV was recorded, it was known as the ‘Search and Recovery Vehicle’. However, we have now settled on ‘Standard Recovery Vehicle’.

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Source: https://robertsspaceindustries.com/comm-link/engineering/16987-Q-A-ARGO-SRV

Brothers In Arms: Part Two

Writer’s Note: Brothers In Arms: Part Two was published originally in Jump Point 3.6. Read Part One here.

Gavin left Walt on Cassel. There was a time, back in his single days, when an extended stay on a resort world was the perfect sequel to a crappy job. Now he had a better offer waiting at home and two bottles of chilled Kōen Shōchū riding shotgun in the cockpit beside him. The better offer, of course, was Dell. The shōchū was his best hope to reboot his homecoming from Oberon.

It wasn’t exactly the grand entrance he’d planned on making. He felt his cheeks warm and was glad to be alone. With a sigh, he squeezed his eyes shut and let his head fall back into his seat. His helmet bumped against the cockpit frame. When he opened his eyes again, the HUD had died. He rolled his head to eye the waiting bottles of shōchū. Perhaps he needed the alcohol more than she did.

Rhedd Alert’s hangar was still. The lights were dialed down to a dull, sapphire glow. But while the hangar was quiet, Vista Landing never slowed down. The sounds of the complex were a pressure all around him; a constant hum of life that seemed intrusive after a long stint flying solo.

Gavin shed his flight suit and then grabbed the helmet and bottles of shōchū. The helmet got dumped unceremoniously onto a workbench. The shōchū went with him to their apart­ment. It was dark inside — he was too late. Dell was already asleep.

He leaned against the door while his eyes adjusted to the courtesy lighting in the bedroom. Dell lay on her side with her back to him. Her hair was a dark fan against pale pillows and sheets. There was no trace of the playful blue-dyed tips in the low light. He looked instead to the curve of her hip and the long line of her covered legs.

He left the bottles on a table, not wanting to risk waking her with light from the fridge. He stripped off his shirt on the way to the little closet. She’d left it open, and piles of clothes made odd shapes in the low light.

They smelled like her. He’d forgotten how much he loved that. He leaned forward, his head slipping between her hanging shirts and jackets. They didn’t have much, but this was home. They were settled, with no desire for any more living out of cockpits and dirty cargo bays. But if he couldn’t make this work, that’s exactly what they would be back to.

Gavin stooped and picked up the discarded shirt. There was work to do. Things to fix.

He closed the door as quietly as he could when he left.

He was at a workbench in the hangar when the light pad of Dell’s bare feet on the cold hangar deck sounded behind him.

“Hey, Slugger.” Her voice was playful, teasing him about the scrap with Walt. The taunting tone was good news, in a way. It meant that she wasn’t quite so angry. Regardless, he was still embarrassed about the fight and didn’t rise to her bait.

“I thought you were asleep,” he said instead.

She rubbed her hand across his shoulders, bumped him aside with her hip and then took a seat next to him on the bench when he moved. “I was asleep, but it sounded like a herd of Shoone came tromping through the apart­ment.”

He felt better hearing the smile in her voice. “Huh . . . I guess I’m glad I missed that.”

“What are you working on?”

Gavin started running through his list, wondering where to start. He gave up somewhere north of fifteen and simply replied, “Everything.”

“Did we get paid?” He nodded and her look of relief was frustrating. Depending on Dell’s ex-boyfriend for financial salvation wasn’t exactly how he’d envisioned his role as a business owner.

“How’s Boomer?” he asked.

“He can’t keep doing this. They patched him up, but he’s been banged around way too much.”

It was true. Dell’s dad had been put back together more than any other pilot Gavin had ever met. Maybe a few military pilots had had more rejuvenation treatment, but their facilities had to be far better than anything civies like Boomer had access too.

“You’ve got to get him to take it easy, Gav. Let him fly sup­port in the Freelancer or something.”

“Let him fly support? This is your dad we’re talking about. He’s at least half as stubborn as you are. And you know how he flies. He’s cool as gunmetal in a dogfight, but he flies like a crazy . . . flying . . . kind of . . . person.”

“Will you at least try? Please?”

There was no way Boomer was going to listen to him, but Gavin agreed. It wasn’t worth fighting with Dell about it. They’d been over that ground before. Plenty of times.

He prodded at the wiring harness of his helmet.

“The heads-up out again?” she asked.

He nodded.

“Here, let me do it.” She pulled the tools closer and set to work. “So . . . Walt stayed to drink his paycheck away with Barry?”

“Walt worked as hard as anyone in Oberon. Harder than most, actually. He can do what he wants with his cut.”

“While we’re dumping all of ours into repairs and supplies?”

“I brought you some shōchū,” he offered.

“I saw that.” She snuggled into his side and slid her arm around his waist. “Mmmmm . . . thank you.” A peck on his cheek. “I put it in the fridge.”

“You should have brought a bottle with you.”

She unwound herself from him and went back to work on the helmet. “It might work out better for you if we save that for a night when I’m not exhausted.”

That killed the mood. Gavin shifted the tools around on the bench. Dell must have sensed his change of mood. She sat up straight, her tone growing somber. “I’ve been doing some math,” she said.

“How bad is it?”

“Not good.”

He hoped that the grimace he made was reassuring. It probably wasn’t.

“Selling the salvage will keep us out of the red for a couple months,” she said. “Good job on that, by the way. I don’t know about the Idris, but that 325a is actually quite sell­able. Unless you want to keep it, that is.”

Gavin thought about it. “Sell it,” he said. “We can’t afford to upgrade any of our people, and I’m not bringing on any more pilots until we land some steady work.”

“On that topic, did Barry have something new for us, or did he come to Goss system just to carouse with your brother?”

He told her about the turret job and she brightened.

“This is good, Gav. You think this could turn into a steady stream of work?”

“Maybe, but we’ve got a team of combat pilots, babe. They’re not going to stick around for this kind of work.”

“Then screw them. Let them leave, and I’ll fly with you.”

“You fly worse than your dad. Besides, you wanted to be here to run the shop.”

“I’m here because I want this to work.” She put her tools down and entwined her fingers with his. “Believe me, I’d much rather be flying with you and Dad.”

“Yeah, well. I don’t want you out there. Bringing Boomer back in stasis is one thing, but you . . .”

She extracted her fingers and patted his hand, pulling away. “That’s an idea you’re going to have to get used to. Dad won’t be flying that old Avenger forever. Eventually, she’ll be mine. But right now,” she leaned in and gave him a quick kiss, “I’m going to bed.”

Dell stood, pressed his helmet’s wire housing into place with a click and left.

Gavin picked up the helmet and peeked inside. The glow from the reticle display shown within. She’d got it working again.

They had a good thing going, he and Dell. But chronic, nag­ging financial worry would eventually tear that apart. He just needed work that paid and that his pilots would stay for. Work that would keep Walt from chasing something shiny, interesting, and new. What he needed was that Tyrol escort job.

Gavin pushed the helmet and tools aside on the bench. He keyed up the console and placed a call to Barry’s mobiGlas. The accountant accepted the call.

“Talk to me, sweetheart.”

“Barry. Good, you’re still in-system.”

“Just about to leave Cassel, why?”

“What would a bid need to look like for someone to be com­petitive on that Tyrol contract?”

“Gavin,” Barry’s voice grew serious. “You’re new to this, but you have to know that I can’t give out that kind of information.”

Gavin’s mobiGlas vibrated against his wrist with an incom­ing message.

“I’m sorry, Barry. I wasn’t trying to cause troub—”

Barry cut him off. “Now, what I can do is point you toward the proper registration and submission forms. How you manage the pricing is your concern. Understand?”

On Gavin’s mobiGlas was a message from an unknown contact. The message was simple, containing only a Credit sign and a number.

A big number.


“Thanks, Barry. I appreciate it and understand completely.”

It took four days to clear just two turrets from the mouth of the first cave. Walt took out the first within seconds of arriving. He did it with what he swore was a purposeful and carefully aimed shot.

The second turret pulverized Jazza’s Cutlass, and they had to tow the wreckage back to Vista Landing for re­pairs. Jazza herself went home in stasis after taking hits to a shoulder and both of her legs. She did not rejoin them for the moon mine job.

On the fourth day — running low on patience, ammo, and foul language — they finally came up with a solution. It was ugly. It was dangerous. But as they worked deeper into the moon, it was the only thing they found that worked.

“All right, Boomer,” Gavin said, “hold behind that outcrop­ping.”

Boomer’s Avenger crept to a halt beside him. Deep inside the warren of caverns, the moon’s rotation was enough to give them a sense of up and down. Still, holding a relative position inside a small spinning moon was not as easy as one might think. Stabilizing thrusters fired continuously in short, irregular bursts.

Gavin checked his orientation and distance from the walls. He was in place. The tag team system they’d come up with had been working pretty well, using one ship to draw fire while a second swept in to blast each turret. It was tedious and sphincter-tightening work, but the moon was nearly cleared. Only a small handful of tricky defenses remained intact.

“Okay,” Gavin settled his hands on his flight controls. “On my mark.”

He left the mic open and triggered a timer on his navsat. He watched Boomer’s ship ease slowly into the turret’s line of sight to the steady countdown of the timer. Right on cue, Gavin hammered his thrusters and sped into the cave, just as the first blast from the turret struck Boomer’s shields.

Gavin yawed to the left, swinging the nose of his ship until he could see both the turret and Boomer’s ship. The old man’s Avenger bucked under the constant fire. The shields held, but the blast forced the Avenger back out into the tunnel before Gavin could take a shot.

Gavin fired, and the turret’s twin barrels swiveled with such impeccable precision and speed that they looked like identical empty dots. “Oh, sh—” the barrels erupted in a fusillade of crimson light.

Gavin fired again and had no clue if he was anywhere near the mark. The turret’s aim was flawless, however. There was an odd pulling sensation when the cabin lost pressure and his suit pressurized, squeezing around his limbs and chest.

Another barrage hammered into him and he felt the Cut­lass crunch ass-backward into the wall of the cavern. The ship rolled, nose pitching wildly to one side. Gavin saw an open blackness of empty space yawn into view. He punched it, hoping he was heading back out into the tunnel and not to his death inside the smugglers’ cave.

Relieved, he saw Boomer’s Avenger flash by beneath him. But dread gripped him again when the walls of the narrow tunnel loomed to fill his entire view. He reversed thrust, hunched tight around the controls and braced for impact.

It was bad.

He hit hard, and the impact sent him careening down the cavern. He tumbled over and over, willing his ship to hold together. When he finally forced himself to release the flight controls, the ship righted itself.

“Holy hells,” Boomer breathed. “Gav? You alive, buddy?”

His chest heaved like he’d been running. “I seem to recall some idiot bitching about this job being boring.”

Walt, exploring a tunnel in another part of the moon, an­swered, “That sounds like it was directed at me. You two okay?”

“No, I’m not okay. I just got blown up!”

“Simmer down, son,” Boomer said. “I’ve been blown up plenty of times. That was nothin’. I, uh . . . I don’t think you’re taking another crack at that turret until we get your ship patched up, though.”

“Oh, really? Ya think?” Gavin’s comms flashed on an incom­ing line. “Hold on, guys. Call coming in.”

Boomer laughed, saying, “They probably heard us planet­side and want us to keep the noise down.”

“Very funny. Actually, it’s Dell. Now shut it.” Gavin accept­ed the incoming line.

“Gav?” He couldn’t tell if Dell sounded scared or angry, maybe both. “We got a problem, babe. Jazza’s out of here. Says she’s taking a ship unless she gets her cut of the turret job before she goes.”

“What? What do you mean ‘out of here’?”

“She’s leaving,” Dell said. “Leaving the company, I mean.”

Walt cut in on the squad channel. “Hey Gav, I’m all finished in here. You want me to come take a look at tha—”

Gavin juggled channels. “Hold on, Walt.” He squinched his eyes closed, sore, frustrated and confused. “Dell. Where’s Jazz going? You mean she’s quitting?”

Boomer kept the chatter going on the squad channel. “Sounds like he’s getting an earful, Walt. Glad she didn’t call me.”

“Tell her Gavin just got blown up.”

“That would improve her day significantly.”

They both laughed.

Gavin spread his hands in an open-armed shrug for no one’s benefit but his own. “Would you please shut the hell up?”

They did. Dell did not. “What did you just say to me?!”

“Not you, babe. Walt and . . . you know what? Never mind all that. Just tell me again, what’s going on with Jazz?”

His mobiGlas vibrated. Gavin swore silently and balled his fists to keep from shooting something. From within his pressure suit, it was difficult to activate the mobiGlas. He managed it while Dell filled him in on Jazza’s desertion. She was going to look for work with one of the smuggling outfits hidden in the Olympus Pool. Paying work. Blah. Blah. Deserter.

Gavin finally powered on his mobiGlas display. There was a message from a contact marked “unknown,” but Gavin knew exactly who it was from.


“I tried to talk her out of it, Gav,” Dell sounded close to tears. “I really did.”

“Dell, listen to me.”


“Get Jazza back. All right? Do whatever it takes.”

“I’ll try, Gav, but . . .”

“Whatever it takes, okay? We’re going to need her. We’re going to need everyone and then some.”

“What’s going on, Gavin?”

He keyed his mic to transmit on both channels, “Everybody, listen up. They only got two bids on the Navy contract. We’re the low bid.”

“Is low bad?” Boomer asked.

“Dell,” Gavin said, “have Jazza join us in Oberon. We’re working ’round the clock until we’ve cleared the last few turrets.”

Gavin sat in his damaged Cutlass, cheeks stretched in an unfamiliar grin.

“Guys,” he said, “we just won the Navy job.”

“Go on in, Miss Brock.” A lieutenant held the door open for her. “Major Greely and his guest are already inside.”

The major’s guest. How wonderful. Morgan Brock smoothed the front of her pleated skirt and then swept through the doorway into Greely’s conference room. The major and his “guest” stood near the head of the table. Greely was looking more Marine than Navy in his shirt sleeves. The man had arms as thick as most men’s legs.

“Brock. Good of you to come personally. Let me introduce you to Gavin Rhedd, one of the co-owners of Rhedd Alert Security.”

Rhedd was younger than she’d guessed, a handsome man with a sturdy frame. He’d made the curious decision to wear a weathered, civilian flight suit to the meeting. Per­haps he needed to convince everyone that he was, in fact, a pilot. Still, the rig fit him well. He looked uncomfortable but not self-conscious standing beside the granite slab that was Major Greely.

“Pleased to meet you, Miss Brock.”

She refused his extended hand and put an end to the pleasantries.

“So you’re the cherry that low-balled my contract.” She made it obvious that it wasn’t a question. “Let me be en­tirely clear. The termination clause stipulates that I par­ticipate in a transition meeting. Let’s not pretend that I’m pleased by the opportunity.”

“Well okay, then,” Greely said. “I suppose that will do by way of introductions. Let’s get started, shall we?” He took a seat at the head of the table and motioned for each of them to sit. “Now, the award and protest periods are over.”

“There will be an appeal filed,” she said.

“I don’t doubt that, Morgan. But my office and Navy SysCom have every reason to believe that the award will be upheld.”

“I’ve invested two years cleaning up the run through Min and Nexus,” she said. “And we both know the workload is scheduled to increase dramatically. I’m not handing that over without a fight.”

She stopped when Greely held a hand up, “The UEE wants us to find ways to enfranchise independents in those systems. You want to argue that point, do it with the politicians. But right now, I need a mission brief, and I think we’d all appreciate this meeting moving along quickly.”

Brock let the major win the point. If nothing else, she knew when to pick her battles. There was nothing to be gained from antagonizing him. There were more profitable targets for her ire. Content with the cool tenor of the meeting, she turned her attention to Gavin Rhedd.

“Yes, well,” the young man cleared his throat. His fore­head glistened where it met his close-cropped hair. “I’ve read through the, uh . . . the After Action Reports.” Rhedd swiped through several projections on an old clunker of a mobiGlas. “Every ten days we escort a new shift rotation to the Haven research facility on Tyrol V. But what can you tell me about the security require­ments for the staff transfer between the transport ships and Haven?”

The kid didn’t know his ass from a hole in the ground. Maybe her Tyrol contract wasn’t quite the lost cause Major Greely made it out to be. Brock’s smile felt genuine as she started describing the ship-to-settlement transfer process.

This job was going to eat Rhedd Alert Security alive.

Min system was dark. In Goss, the jump points flowed with shimmering cascades of color. They boiled the Olympus Pool’s bands of gold, amber, and blood-orange in a dazzling display of celestial mystery. Min, on the other hand, was entirely different, and Gavin wondered how many ships and lives Min’s jump gates had claimed before they were suc­cessfully charted.

The approach was well marked now. Nav beacons lit a ten-kilometer channel leading six Rhedd Alert escorts and their charge, a Constellation Aquila with UEE designations, to the jump gate. The automated beacons broadcast a steady stream of navsat and transit status data in addition to lighting the visual entry vector.

The gate itself loomed large. It was an empty disc, invisible if not for the faint light from the beacons. That light bent, distorting into the maw of interspace that, if entered cor­rectly, would disgorge them out into the Nexus system. Stumbling onto an unknown jump point had to be a terri­fying experience. He’d seen images of dark gates, like the ones in Min, when the beacons were offline. Even knowing what to look for in those images, it was difficult to distin­guish the subtle smudge that represented a portal through time and space.

“Gate Authority Min,” Gavin read from a scripted authori­zation request, “this is Rhedd Alert Security, performing in compliance with Naval Systems Command regulations, approaching VFR and in support of UEE research vessel Cassiopeia. Request clearance for transit from Min to Nexus and confirmation of the approach.”

They didn’t need the call and response to make the jump to Nexus, but their contract required record of specific communications at all jump gates, as well as of the UEE staff transfers at each end of the run.

The gods only knew how many times he and Walt had hopped systems unannounced. In reflection, it probably should have felt strange entering a jump gate with legal tags and without local law breathing down his neck. But times change, and if Gavin got his way, they were changing for the better.

He received the expected challenge and responded with ship IDs that matched the tags for each member of the convoy. Gavin had stumbled over the formal exchanges on the first few missions. No one had complained, but he felt better now that he had a degree of comfort with the cadence and timing of the exchange. Hopefully, that degree of comfort inspired confidence in his new pilots and the UEE scientists aboard the Cassiopeia.

They got their clearance and Gavin sent the order to enter the jump gate. He took point with Jazza, each of them in place along either side of the Aquila. They slid into the gate with a familiar falling sensation. The cockpit seemed to stretch, elongating out and away from him in a rush of sound and color. It felt like someone had set a hook in his insides and pulled, stretching his gut tighter and tighter. Then something snapped and he was reac­quainted with the increasingly familiar constellations of Nexus space.

“Gate Authority Nexus,” he said, “this is Rhedd Alert—”

“Gavin,” Jazza’s voice was crisp. He was already check­ing his navsat displays when she continued, “We’ve got three ships inbound. Three hundred kilometers. Make that two-fifty! Gods, they’re moving fast.”

“Jazz, take Mei and Rahul to see what our new friends want. Walt, you and Boomer play goalie. If these guys take a run at the Cassiopeia, make them reconsider.”

A chorus of “copy that” erupted on comms and Gavin switched channels to address the UEE crew aboard the transport. “Cassiopeia, this is Red One. Accelerate in line with my mark and do not deviate from course.”

“Contact,” Jazza sounded calm, clinical. “They’ve got three F7 Hornets in a variety of configurations. They’re beat to hell with patchwork armor, but coming in fast.”

“They have any markings or insignia? What are their tags?”

“Nothing I can see through the mismatch of weapons and scrap parts.”

“Look out, they’re firing!” Mei said. “Holy hells, these guys are quick.”

“Gav,” Walt asked, “do we run?”

The After Action Reports from Brock showed a steady decrease in aggressive actions over time. Letting a new pi­rate outfit establish a foothold at one of their critical jump points seemed like a very bad idea.

“We fight,” he said. “We can’t afford to retake this ground every two weeks if we run scared now.”

“Whatever you’re going to do, do it fast,” Jazza said. “It’s three-on-three over here, and it seems these guys like to play with their food.”

“Walt,” Gavin said. “Take point. If they have friends, I don’t want to get herded into a trap.”

“Copy that.”

“All right, Jazz. I’m on my way to you.” Gavin pulled up hard, inverted over the Cassiopeia and accelerated toward the jumble of fighters.

Gavin had survived dozens of scraps before starting Rhedd Alert, but always as the aggressor. Being on the defensive was something new. It seemed strange that these crazy bastards were hitting six armed escorts.

“Jazza,” he was a couple hundred clicks out and had a good look at the scrum, “I’m coming up underneath you. Time to make this an unfair fight.”

“These guys are good, Gavin.” She grunted and her Cut­lass rolled in a loose corkscrew, putting her behind one of the marauders. She fired and its shields blazed. It pitched, nose down and thrusters reversing, to push up and above Jazza’s ship. The other two marauders swung into position on either side, and the three of them slashed toward Gavin like a knife blade.

He rolled to his port side and tried to accelerate around them. At least they couldn’t all fire on him at once that way. Rahul strafed overhead, pouring fire into one of the Hornets, but the marauders held their formation.

“Jazza, form up on me. Let’s split these bastards up.”

“Got it.”

They met and swept around to rush the trio of mis­matched Hornets. The marauders found Mei before he and Jazza were in firing range.

“Ah, hell . . .”

A barrage of precise bursts from wing-mounted laser cannons tore into Mei’s ship. It ripped entire sections from the hull, and escaping oxygen belched out in a roiling ball of flame.

“Damn it!” Gavin couldn’t see if Mei got out. He and Jaz­za blasted their way through the marauders’ formation. The Hornets scattered and reformed again behind them. “We’ve got a man down. Walt, we might need your help over here.”

“That’s what you get for staying to fight, Gav. We should have made a run for it.”

“We can talk about ‘shoulda’ later,” he said. “Get back here and . . . wait. Belay that.”

“They’re running,” Jazza sounded bemused. “Feels like they had us on the ropes, but they’re bugging out.”

Gavin watched thruster trails from the retreating ships. In moments, they winked out of Nexus space.

Cassiopeia is secure,” Walt said. “Are you guys clear?”

Jazza didn’t exactly answer him. “Now what do you think that was all about?”

Gavin’s HUD looked clear. Relieved, he found Mei’s PRB. Everyone was alive and they appeared to be alone on the Nexus side of the gate. Walt and the Cassiopeia were nearing the extreme range of his display.

“Walt, hold where you are. Stay sharp and sweep ahead. I can’t for the life of me figure out why they attacked three-on-six.”

“Maybe,” Jazza said, “they knew they’d kick our ass.”

“Or maybe this was a feint,” Gavin said. “Let’s not get caught with our pants down if there are more of them out here. Jazz, you and Rahul watch my back while I get Mei. We’re taking the first shots if they come back through.”

There was a general clamor of agreement. Gavin was beginning to suspect that military comm-chatter was much more sparse and far less democratic than Rhedd Alert’s constant banter. Still, aside from Walt second-guessing his every move, Gavin was proud of the team.

“I wonder if they’re waiting on the other side?” Jazza asked.

Walt was quick to respond. “We are not going through that gate to check.”

“Relax, Walt,” Gavin said. “A win is a win. And good rid­dance.”

At this point, Walt’s objection wasn’t a surprise. “Lucky win, you mean. In a fight we didn’t need to have.”

Gavin ignored him.

Though she was unconscious, the biometrics in Mei’s suit reported only minor damage. Her ship, on the other hand, was another story completely. Gavin started running some mental math, tallying the costs of parts, labor, and med tech fees. The results were cringe-worthy.

The attack would make this mission a financial loss, but the contract was still the leg-up Rhedd Alert needed. And the attack was probably an aberration, Gavin reflected, re­minding himself that Brock’s After Action Reports showed a steady decrease in hostilities over the past several years.

Unfortunately, they were about to find out just how little those reports meant.

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$(‘.parallax-2’).parallax(“50%”, 0.1, true);
$(‘.parallax-3’).parallax(“50%”, 0.1, true);
$(‘.parallax-4’).parallax(“50%”, 0.1, true);
$(‘.parallax-5’).parallax(“50%”, 0.1, true);
$(‘.parallax-6’).parallax(“50%”, 0.1, true);
$(‘.parallax-7’).parallax(“50%”, 0.1, true);
Source: https://robertsspaceindustries.com/comm-link/serialized-fiction/16986-Brothers-In-Arms-Part-Two

Squadron 42 Monthly Report: January 2019

Squadron 42 Monthly Report: January 2019

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.

Attention Recruits,

What you are about to read is the latest information on the continuing development of Squadron 42 (SCI des: SQ42).

Read on for classified details from every corner of the planet, collected over the course of the last month, concerning Squadron 42-related work. The information contained in this communication is extremely sensitive and it is of paramount importance that it does not fall into the wrong hands. Purge all records after reading.

Over and out,

UEE Naval High Command


The AI Team worked on the perception system, which was expanded to handle damage stimuli. AI characters now have proper perception of damage, so they can figure out the location of the source and will behave accordingly by tracking enemies and updating the knowledge they have about them.

Progress was made on the Usable Builder, a tool that’s used to create and debug all usables. It allows the team to easily visualize usables, edit their properties, and test the different use channels. For the mission system, they exposed several new functionalities to the designers, such as a variety of task nodes, new variable types, and new core functionalities. A ‘group’ variable was introduced that can automatically be filled, for example, when spawning AI characters so that designers can easily track the dynamic elements they’re interested in. They’re currently implementing global callbacks to help designers track environmental events specific to the data they’re interested in without the need to explicitly create variables for each entity.


The new year began with Character Art supporting the SQ42 iteration of the DNA feature, which allows players to create their own unique avatar to play through the game as. They also began modeling various other characters and clothing, including the Basilisk Advocacy Agent armor. The character artists continue to create new outfits and update old ones to tie into specific in-game events.


The Cinematics Team completed a master and subsequence workflow for Track View sequences, which had become a necessity due to how the game is structured around object containers. They can now work on both master and multiple subsequence scenes at the same time.

The groundwork was laid for the most crucial step in the cross-object-container cinematic pipeline: accessibility of interior sequences and their entity nodes from an exterior master level. This means the team is still able to work on interior scenes (e.g. a Bengal carrier’s bridge) while the ship is flying around in battle and banking on a navigation spline. This is crucial for camera movement as lighting and exterior vistas play a huge role in how bridge scenes appear. It also makes it easier to adjust the timing on a master sequence that brings together interior and exterior subsequences.

A key sequence was brought into the current Shubin Coil pocket, as the placement of asteroids and clouds had changed due to the evolution of gas cloud tech, so there was a need to adjust framing and lighting.

Time was spent working on fire track improvements with the engineers, as weapons were overheating during heavy scene work and back and forth timeline scrubbing. This was addressed, and the team can now endlessly fire the Idris’ turrets at targets without any issues. Another change allows them to adjust the weapon fire-rate, so cinematics can be independent of whatever design changes may come in the future. Some scenes were adjusted in the Shubin Foundry, Gainey base, and other places across the game. Camera passes for other key scenes were completed, including one involving the Vanduul.

Priority planning was also finished for scenes scheduled to finish in the first quarter of 2019.


The US Engine Team made improvements to crash handling, including various thread safety improvements to enable more robust handling of obscure crashes, and the addition of extra information into minidumps to allow the better debugging of fibers.

In the UK, the Actor Feature Team started work on a new visual tool for setting up carriable items. Similar to the usables editor tool, it’s designed to lessen the time it takes to add new items to the game and make it easier to debug when testing picking, carrying, and inspecting. They also improved the vault and mantling mechanic by making it work better with different height obstacles and angles, automatically detecting whether to vault or mantle, and enabling mantle when crouched.

Video comm calls can now be triggered by the track view editor, which allows video comms with NPC characters to be easily implemented within larger cinematic sequences. Because track view gives control over things like the camera, lighting, and particle effects, it offers much more control over how comms are presented. Another feature implemented for the track-view-triggered video comms was to allow pre-rendered video to be played in place of any animation. Primarily, this is used for development, so the team can see placeholder video while waiting for final character animations to be supplied, but it can also be used as part of the game if a complicated video would be prohibitive to render dynamically.

On the AI side, the team adapted the ship’s AI to work with the New Flight Model and in the process took advantage of the changed handling to allow closer and more rewarding dogfighting.

Environment Art

Lighting work continued on the Javelin, with the first takes done for several of the states the ship cycles through as the story progresses. The blend shader is now fully up and running and rolled out to the team, giving them far more opportunity to texture large assets while maintaining pixel density.

Two key areas seen within the campaign are now approaching greybox completion and are in the final weeks of ‘soft-gate’ review (playable and traversable spaces with close-to-final geometry). They’ll then roll into ‘hard-gate’ review once all feedback is accounted for.

As mentioned before the holidays, significant effort has been put into destructible and deformable objects that will be placed around every area of the campaign. This work is currently being rolled out into a single ‘hero’ area to give the team a better idea of the overall costs involved and to help them establish a visual language understood by the player (e.g. allowing the player to easily recognize which items can be destroyed, deformed, or moved).

Work continues on Archon Station. With its exterior ‘watertight’, the team is now tying up loose ends where sections of the exterior may intersect with the interior. While easy to hide things like this, the entire station is being constructed with correct interior and exterior dimensions as the ships are.

Transport systems are being placed into Archon Station, with final art for each section currently being worked on.


The Graphics Team’s SQ42 focus has been predominately on performance:

This included fixing various multi-CPU issues which were limiting the performance by sometimes forcing a CPU to wait for the other due to the way they accessed specific areas of memory. The CPU-intensive technique used to clip volumetric fog to interior rooms has been completely replaced with a GPU compute shader which frees up further CPU time. The final improvement was to re-write how they merge drawcalls, with the aim to increase efficiency and support multi-threading. This will take load from the CPU used for the submission of GPU work and move it to the graphics driver.

On top of the performance work, the team made various improvements to the gas cloud tech, such as unifying the gas cloud and standard lighting systems. They also finalized the signed-distance-field tech to allow the game code to efficiently query the shape of the gas cloud to simulate pressure, turbulence, and procedurally spawn natural-looking lightning.

Level Design

To streamline communication between the numerous feature teams, the Design Team has been split into four:

One is responsible for the FPS-heavy chapters and will work closely with the actor and AI feature teams. A spaceflight team will work with the Ship AI and New Flight Model/QT team, and a dedicated social team will focus on all social AI, usables, and NPC activity. Lastly, the tech team will work alongside the gameplay story and cinematic teams to prepare motion-capture and conversations.

This change has not altered the chapter responsibilities as each still has a design owner but has improved communication and allows for more-focused meetings and less wasted time. This new format is the best way to facilitate the new feature work coming in from sprint work that now has direct SQ42 use cases.


The Narrative Team returned from the holidays and jumped straight into planning for the first quarter of the year. They also started work on a handful of additional lines and story points.

The team is also excited to welcome a new producer to the group; not only will he help keep the team organized, he’ll also act as the point of contact for other teams to partner with.


The SQ42 Props Team has been working towards finalizing item sub-sets while continuing to assist the Gameplay Story Team by creating props used in motion capture shoots and generally making assets animation-friendly.


QA testers built tools to help test multiple aspects of expansive levels more effectively. The AI feature tester performed regular checks on the various AI in the SQ42 chapters, focused on Cinematic scenes and delivered additional debug info for any reported issues.

System Design

System Design worked with the SQ42 Mission Team to explore the specific needs of FPS AI for the campaign, and research was done on how to improve the overall accuracy of FPS AI.

Gunship behavior was modified to enable ships to circle targets and bring the maximum number of turrets to bear. Fighter behaviors were also modified to get the most out of the New Flight Model.

Tech Animation

Tech Animation supported the various teams working on female animations with tool development, asset conversion, and batch processes. The team also created new head assets for mission givers while refining current ones. The team’s currently refining head assets at the foundation of player face customization.

Additionally, they created a raft of new tools to help skinning assets. This is a ground-up rework of the rudimentary tools already available in the authoring packages and will provide greater speed and flexibility to the Technical Art Team in their daily workload.

New weapon attachments are starting to make an appearance internally and have required the authoring of a new set of weapon systems and a tools base that can support attachments in the animation packages.

Tech Art

Tech Art made steps to finalize the implementation and pipeline of the new facial customization tech, which was previewed at CitizenCon 2018. They switched the system’s source data format from the CDF-based system (which was used during R&D) to the newer component-based loadout currently used throughout the game. This system allows players’ customized faces to be stored persistently in the database and the corresponding data packets to transfer efficiently over the network and be applied to the correct avatar at runtime. Likewise, it allows all NPCs (every shopkeeper, security guard, civilian and eventually mission givers) to have a unique face built internally by our designers. While R&D on the new ‘DNA’ system was done using male faces, the ‘face pool’ for female characters is being populated and is planned to come online at the same time.

Tech Art also supported the Weapons Team with animation debugging, weapon rigging, in-engine setup, and debugging multiple render and resource compiler issues. They added a new system for weapons in Maya to allow animators to quickly attach different attachments, making it easier for them to author specific animations. They also updated the underlying metasystem in the weapon rigs to help the animators export weapons without double transforms on the root or magazine controls.

Tech Art also supported the Cinematic Animation Team with various new tools and helped them debug several issues with animations in Maya and the engine. They continued to implement animations into Mannequin to make them available for the designers. They also updated the way cinematic animations are listed for different skeletons to support female players.

Vehicle Features

The Vehicle Team spent time with SQ42 Design to implement various Subsumption callbacks for mission-specific requirements.

They also completed modifications to the vehicle targeting system so that external items, such as ship engines, can be specifically targeted. Improvements to ship combat systems continued via automated gimbals, HUD improvements to support Ping & Scanning, and the vehicle ‘XML to DataForge’ migration began. Also, a vehicle gimbal aim assist feature is nearing completion.


VFX starting to focus on quality-of-life enhancements to their toolset. For example, a simple interface change with the option to reset an emitter strength curve with the click of a button, instead of having to manually delete each key. Although seemingly a minor thing, it makes a huge difference to productivity in the long run.

They continued to work on gas cloud tech, working even more closely with the art and design teams to make sure it provides them with everything they need to build something as incredible (and huge) as The Coil! This also included continued iteration on lightning effects, making use of the new lightning editor which speeds up the workflow compared to the previous XML set up.

They also began their first pass on the Xi’an ballistic rocket launcher because the trickiest part of this weapon is getting the balance right between traditional ballistic effects and the overtly-sci-fi Xi’an effects.


The Weapon Art Team worked on the Multi-Tool rework, Kastak Arms Ravager-212, and the level 2 and 3 upgrades for the Hurston Dynamics Laser Repeaters. They also made minor adjustments to iron sights on a handful of weapons to improve the sight picture and make them more user-friendly. They completed work on the Behring Sawbuck repeaters and kicked off work on Gemini S71 assault rifle and Kastak Arms Coda pistol.

Covert Intel



   $(function() {      Page.init();
 window.Page = new RSI.Game.About();      });
   Source: https://robertsspaceindustries.com/comm-link/transmission/16966-Squadron-42-Monthly-Report-January-2019

DataCache: Life Insurance Policy


To: scire_facias
From: Guvnoir
Subject: Sec Sweep


I’m in desperate need of your expertise.

Since we last crossed paths, I’ve been laying low. Was even earning an honest day’s wage until an old connect tracked me down in Stanton. They offered me a security gig at a secluded “trading” outpost on Yela and the pay was too sweet to pass up. Since the outpost was remotely operated, they wanted me on site to make sure everyone behaved themselves. I knew from rep that they’d become serious players from the days when we’d been running together, but the straight life wasn’t exactly the most comfortable, so against my better judgement I took the gig.

Everything went smoothly until an uptick in activity brought extra scrutiny to the place. Soon bounty hunters and other damn do-gooders started sitting on the place, looking to earn a few creds or make a name for themselves. All the action made it clear that the spot wasn’t much of a secret anymore. Of course, right around this time, I noticed the trading console they used for all their transactions was acting a bit strange. Sometimes it didn’t display the correct available inventory and other times it didn’t work at all. I tried a deep dive into the code to see what was wrong and discovered a backdoor. A skillfully placed one too. Even I missed it on my first sweep.

I haven’t slept since I discovered it. My employer is demanding a full report soon, but considering their reputation for very imaginative punishments, I’m not telling them a damn thing except that their system is locked up tight. I’ve closed the breach but am still frantically pouring over the code convinced I’ve missed more. No hacker this knowledgeable leaves themselves only one way in.

I need fresh eyes on this. Strange as this may sound, you’re the only one with the right skillset that I trust. If you can’t sniff out any further issues with the system, then I’ll finally feel confident that it’s secure.

I can pay. Can’t offer you much but it’s enough to make it worth your while. Plus, while you’re poking around, I’m sure you can gather some info on the facility that an enlightened individual like yourself can put to good use.

What do you say to helping an old acquaintance?



To: Guvnoir
From: scire_facias
Re: Sec Sweep

u shoulda stayed retired.

whatever few piddling creds u can ofr and details on 1 damn facility arent worth my effort. plenty of other work on the table.

happy to dish out some advice though – get the hell out of there while u can



To: scire_facias
From: Guvnoir
Re: Sec Sweep

Oh, I already considered disappearing, but I can’t spend the rest of my life on the run. I’ve worked for some brutes before, but this group has reach. I can’t live like that. I already have trouble sleeping.

My only option is to secure this system, play it cool for a bit, and then find a way to leave on good terms. The straight and narrow may pay piss poor but the chances of slowly being tortured to death are relatively slim in comparison.

I get your point about info on one facility not being enough for you. Would details on my employer’s larger network of WiDoW facilities do the trick?

Jumptown is only one of many such spots they’ve got spread across numerous systems. Before accepting the job, I snooped around to gauge the size of their operation. It was bigger than even I expected.

Anyways, I’ve been compiling a dossier on their network as a bargaining chip in case something went wrong. Never expected to have to use it so soon. It’s a lot of leg work, and nothing you couldn’t do yourself, but there’s enough here to make it a valuable get for their rivals.

That sweet enough for you?



To: Guvnoir
From: scire_facias
Re: Sec Sweep

send the file and access details and ill clean up the mess u made.



To: scire_facias
From: Guvnoir
Re: Sec Sweep

I knew we were friends for a reason!

Let me know when your clean up work is done so I can claim everything’s locked up tight. Once I’ve got some cover, I can begin to plan my exit strategy.


< attachment: LifeInsurancePolicy.ssp >


To: Guvnoir
From: scire_facias
Re: Sec Sweep


u were right u missed a few. tht was 1 crafty bastard accessing the system. ur employer has some powerful well funded enemies. good luck with phz 2. ull need it.



To: 671OitnO554401
From: scire_facias
Subject: audit

told u ur security was shit. ive hacked vending machines that put up more resistance.

to make matters worse, only 1 administrator realized they’d been hacked. he removed 1 of the backdoors and ws smart enough to know there were more. id give him a gold star except he was so scared to report the problem that he went behind ur back looking for help. u r so lucky he came to me.

as ull see in my report, his opening ofr was complete access to his system. minor prodding got him to turn over info on ur wider network of facilities. the cost of buying back his dossier from me is included in my report.

if this isnt proof that u need me keeping ur systems secure then i dont know what is.


< attachment: ubscrewdwoutme.ssp >

Source: https://robertsspaceindustries.com/comm-link/spectrum-dispatch/16978-DataCache-Life-Insurance-Policy

Space is for Lovers

Happy Valentine’s Day

Blazing Hearts and Burning Passion

From Aberdeen to Port Olisar, love is in the air (and the vacuum of space) and we want you to share it however you see fit. Whether you create an original Valentine and send it to your loved ones or blast them out of the sky, if it comes from the heart (or Heartseeker), it’s a beautiful thing.

Love Letters from the Void

Share the Love

Last week, we invited the community to design their own Star Citizen Valentine. Check out the charming results and share your love with that special someone, no matter how many star systems separate you.

View the Spectrum post here.

From Anvil With Love

Hearts Afire

Rekindle your love affair with space combat in Anvil’s limited-edition Hornet F7C-M Heartseeker. Blast your enemies halfway across the universe with its quartet of imposing Behring laser cannons. Isn’t it romantic?

The Heartseeker will be flyable in Alpha 3.5. For more details visit the complete Hornet F7C-M Heartseeker Ship Page

If dogfights don’t get you in the mood for love, grab your significant other and tour the galaxy in comfort and style in Origin’s starship built for two, the 85X.

Or maybe you’re looking for a more down-to-earth relationship. In that case, race at the speed of love in a cherry red Cyclone RC.


We offer pledge ships to help fund Star Citizen’s development. The funding received from events such as this allows us to include deeper features in the Star Citizen world. These ships will be obtainable through play in the final universe and are not required to start the game.

Source: https://robertsspaceindustries.com/comm-link/transmission/16940-Space-Is-For-Lovers

Portfolio: Koa e Ko’ia

This portfolio originally appeared in Jump Point 5.1.

Exhausted yet intensely focused pilots speed their ships towards a checkpoint. Once there, their flight logs receive the coordinates for the next destination. The pilots check their scans and pick a route before blasting off into the blackness of space. For the Xi’an pilots who step up to the challenge of the Koa e Ko’ia, this is their life for the next 200-250 hours.

The Koa e Ko’ia is an epic endurance race that’s wildly popular among the Xi’an. Although the race has been contested in various systems across the Xi’an Empire for centuries, it only recently came to Human attention when competitors appeared in the former Perry Line system of Hadur. One day, in 2881, previously open sectors of the system were suddenly off limits, and remained that way for the next week and a half (Standard Time). Famed Terra Gazette travel journalist Jan Sharrock happened to be in-system at that time. After being diverted off her intended course, she landed at a nearby space station to find groups of Xi’an gathered around wallscreens in rapt attention. She had to find out why.

Sharrock wrote, “I’d gone up to a shop owner to buy a Surluk, but he was more interested in the serene images of Xi’an pilots and their ships than serving me a drink. When I asked what he was watching, he mumbled a Xi’an word I was unfamiliar with, but which roughly translates to ‘holy, distance race’.”

Sharrock spent the following days on the space station. She learned everything she could about the Koa e Ko’ia, interviewed observers, and witnessed an incredible finish that had three racers speeding toward one last checkpoint as time expired. The subsequent articles produced from Sharrock’s writings generated great interest from xenophiles and ship enthusiasts who were intrigued by the extreme length of the race. Her travelogues lead to a sharp spike in Human visitors to the Hadur system, fueled by their interest in learning more about the Koa e Ko’ia.

Despite not hosting the sporting endurance event since 2881, Hadur is still seen by Humanity as the home of the race. Canny Xi’an vendors play into this perception by keeping their store shelves stocked with Koa e Ko’ia trinkets. MISC, who has a special lend-lease agreement with the Xi’an, has persistently advocated bringing the race back to Hadur to capitalize on Human interest. Following years of debate, the Xi’an government decided to return the race to Hadur in 2947 and even established a special division specifically for Humans to compete in.

The Spiritual Sport

The basics of the Koa e Ko’ia are easy to understand. Though lengthy, the race is contained to one system. A number of Xi’an-controlled systems are certified to host the race, but the only one Humanity has access to is Hadur.

Before each race, various checkpoints and destinations are chosen by a governing body within the Xi’an government. Participants do not know the specifics of the course until the race begins. Once under way, racers receive the coordinates of the first checkpoint. Only when that checkpoint is reached do they receive the coordinates for the next one, and so on. The racer who reaches the most checkpoints at the end of the set period, which can vary anywhere between 200-250 standard Earth hours, is named the winner. If two or more ships pass the same number of checkpoints, it triggers tie-breaker conditions too lengthy and detailed to succinctly describe here.

When racers receive the coordinates for the next checkpoint they are also provided with the location of waystations located between the two. Pilots must coordinate with their crews about when and where to meet to rest, repair, and refuel. This communication is key and more complicated than most expect, since teams must plan with enough flexibility to allow the crew time to reach the proper waystation and prepare for the racer’s landing. Unprepared pit crews have been the downfall of more than one racer over the race’s history.

At its heart, the Koa e Ko’ia is an endurance test for both a ship and its pilot. The race’s extraordinary length tests the concentration and fortitude of the pilots. As ectotherms, the Xi’an can lower their metabolism while inactive to reduce their need for sustenance. Yet, doing so while achieving rapid focus in high-stress situations requires intense training and carries a toll both mentally and physically. Xi’an racers train to overcome these roadblocks, and if done successfully, the lowered metabolism, combined with intense concentration, leads to a euphoric state that has been described as deeply spiritual. Winners of the Koa e Ko’ia are believed to have transcended into an advanced spiritual state to achieve their victory and are treated as cultural celebrities thereafter.

The race also tests the speed, agility, and reliability of the participating ships by incorporating unique features of each system in which it takes place. For Hadur, this included a number of checkpoints hidden within the system’s asteroid belt that require careful and precise navigation to reach, and one located on the sunward side of the tidally-locked Hadur I, testing the ship’s ability to handle extreme temperatures.

The race must also include both space and atmospheric flight. According to race experts, this is where Hadur’s 2947 Koa e Ko’ia course is unique. Its atmospheric flight occurs somewhere over Hadur II and Hadur III, which are both being terraformed. The uncertain atmospheric conditions make picking an entry point extremely important, as flying into a high-density pocket not only increases drag on the ship but could even damage it.

The Human Factor

Following decades of increased Human interest, the Xi’an decided to allow other species to participate in Hadur’s Koa e Ko’ia. The process to implement this change took even longer, as the race’s extensive rule book had to be modified to accommodate the many differences between species. According to Daniel Gordon, who hopes to qualify with his Mustang Beta, “the race’s real endurance test is getting through the rule book.”

Until race officials understand how the Human body reacts to the stresses of the race, independent medical examiners will be assigned to each Human team to track the pilot’s vital signs. If the medical examiners determine the pilot’s health or safety is in danger, they will have the authority to force them to stop at the nearest waystation for further evaluation and could even remove them from the race.

After years of advocating for the race’s return to Hadur, MISC will be one of the major sponsors of the system’s 2947 Koa e Ko’ia. MISC spokesperson Federica Zabel believes the race will be another step towards improved Human and Xi’an relations. “The Koa e Ko’ia represents the perfect opportunity to bring the Xi’an and UEE Empires closer together,” Zabel said at the press conference announcing the race. “We believe our shared love of pushing finely-crafted and tuned spaceships to the extreme can be a gateway for both species to better understand each other.”

It’s also bound to bring MISC a surge of publicity. According to reports, MISC has spent years training and funding teams exclusively for this race. One of those pilots, Brian Blitz, claims that certain aspects of the MISC Razor were even designed with the Koa e Ko’ia in mind. “The more I’ve trained for the race, the more a lot of these design choices just make sense. From the layout of the cockpit to the ease of being able to swap out components, I fully believe the design of this ship already gives me a leg up.”

MISC appears determined to ensure that a Razor places first in the Human division of Hadur’s Koa e Ko’ia. Whether or not MISC gets the outcome it wants, of course, is yet to be determined. Regardless of the winner, if the race proves to be a success, there are rumors the Xi’an would consider making Hadur’s Koa e Ko’ia a regular event. That outcome would be a victory for race fans across the galaxy.

Source: https://robertsspaceindustries.com/comm-link/spectrum-dispatch/16968-Portfolio-Koa-E-Ko-ia

February 2949 Subscriber Flair

February 2949 Subscriber Flair


Centurions will receive the Rust Society Venture Helmet. The RSI’s Venture helmet is built from impact-resistant composites and designed to weather the harshest of environments. It also features an anti-scuff laminate face-plate that offers an unparalleled upward field of view, providing unobstructed sight lines to whatever wonders you discover. The Rust Society edition adds a red and tan color scheme so you look good while working hard.

Imperator Subscribers

Imperator-level subscribers get the RSI Beacon Helmet in addition to the Venture edition. RSI’s Horizon helmet is a durable and robust environmental enclosed work helmet. The single sheet laminate dome gives you an extremely wide field of view. A pair of side-mounted LED light modules provide additional illumination to make sure you can see what you’re doing. The Rust Society edition celebrates blue-collar workers with an exclusive red and tan coloration that hides dirt and wear and tear well.

If you’re an active subscriber, these items will be added to your account on February 18th.

If you aren’t a subscriber yet but want to don these helmets, make sure you subscribe no later than February 17th.

More information about subscriptions can be found here

Source: https://robertsspaceindustries.com/comm-link/transmission/16970-February-2949-Subscriber-Flair

Star Citizen Monthly Report: January 2019

The first Persistent Universe monthly report of the year details all the work done by the Star Citizen team throughout December and January. While the devs and studio teams took a break for the holidays, the early winter months saw a ton of tasks completed, progress made, and new ideas seeded.

Star Citizen Monthly Report: December 2018 – January 2019


The AI Team put effort into stability and optimization for the recent alpha releases and patches.

AI gunships gained new tactical options, including the introduction of a new behavior that allows them to circle enemies and use their turrets to attack from a constant distance. Designers can easily modify this behavior to change things like the optimal attack range and when to disengage the target. The ‘fly-by’ and ‘breakaway’ tactics were also amended to make better use of the predicted hit position and allow ships to better evaluate the environment to determine the optimal direction for evasion.

An ongoing focus for the team is converting all new movement logics to utilize the new Intelligent Flight Control System in preparation for its upcoming release.

For human combat, the team worked to improve the behaviors released in Alpha 3.4, making sure basic structures were in place to enable AI to decide which cover location to use, when to shoot, and when to relocate. The cover selection has been expanded to order the query based on the amount of protection it gives when multiple targets are taken into account. They also implemented an improved way to debug behaviors and can now visualize the debug tree on multiple characters at the same time as well as use the Subsumption debug draw in a server/client environment.

Time was spent on the perception system, which was expanded to handle damage stimuli; AI characters now have proper awareness of damage, so they know the exact location of the source and will behave accordingly, tracking if a specific enemy they lost sight of is the source of damage and updating the knowledge they have about them.

Progress was made on the Usable Builder, which allows the team to easily visualize usables, edit their properties, and test the different use channels. For the mission system, they exposed several new functionalities to the designers, such as a variety of task nodes, new variable types, and new core functionalities. A ‘group’ variable was introduced that can automatically be filled up when spawning AI characters to let designers track the dynamic elements they’re interested in.

Currently, the AI Team is implementing global callbacks to help the designers track environmental events specific to the data they’re interested in without the need to explicitly create variables for each entity.


The PU Animation Team spent the pre-holiday period finalizing mission givers, including Constantine Hurston and Tecia Pacheco, and are currently working on ship dealers to give players a salesman-like experience when buying vehicles in-game. They’re also continuing to actualize the emotes shot at CitizenCon.


The team worked hard to improve the ship audio experience in-line with the new flight model, which included implementing improvements to thrusters, powerplants, and the overall sound mix. They’re also integrating greater levels of complexity via new components, including ship vibration and environmental feedback variants, that deliver greater feedback from turbulence, impact, and atmospheric flight.

Physicalized props and physical objects received audio support recently to ensure they have appropriate impact, role, slide, and topple sound effects. A recent addition to this is the team’s work on implied contents for carriable items, such as crates.

The Foley system is continually being iterated on, with the team improving the footstep and cloth systems in relation to various contexts, e.g. material/surface types and pressurized/unpressurized environments. The sounds will all vary for the upcoming female player character, too.

Working closely with the PU music composer, Pedro Camacho, the team has been laying the groundwork for various upcoming locations, including ArcCorp and Area 18. This includes creative conversations with the Narrative, Art, and the wider Audio Team to establish appropriate sound pallets, instrumentation, styles, and motifs.

The Audio Code Team drove significant progress on the new CIG Audio System, which will hugely improve the audio implementation pipelines and consolidate functionality into a single tool with much wider scope and flexibility.

In other news, the Audio Department is hiring! They are looking to fill two sound design and one dialog specialist positions. This is in line with the team’s planned expansion and all talented audio professionals are encouraged to apply.

Backend Services

Backend Services completed a large portion of the foundation work for the new diffusion backend architecture. This includes the continued break-up of the general instance manager into smaller scalable services. The dedicated game server needs to communicate properly with the new services, so hooks and proper calls have been set up between them.

Support was also given to the Alpha 3.4 release and subsequent smaller releases to ensure communication on the backend was as efficient as possible.

Plans were laid out in January for the new diffusion network and work was done to ensure the services scripting language continues to function efficiently. Finally for Backend Services, a handful of alterations were made to the various new services and existing databases for increased efficiency.

Character Art

Character Art brought the Shipjacker Armor to players along with the holiday-themed Shipjacker skull helmet. They also set out to unify all armors and undersuits for female playable characters and finalized the concept for mission-giver Tecia ‘Twitch’ Pacheco.

After a nice holiday break, the team started on tasks for the upcoming DNA feature. For this, the team needed to convert, mark-up, and unify all head assets to work with the male and female protos, including the unification of all Data Forge assets.

DNA is a major feature that affects the entire facial setup and pipeline for characters in Star Citizen. This significant feature touches a lot of teams, and through a lot of dedicated collaborative work, is progressing very well. The teams are currently updating mesh formats to support the data sets required, wrapping up and fixing any bugs relating to GPU skinning, and updating all the attachments in the game with the mark-up required for DNA compatibility. The system has begun to roll out in the PU on NPC characters and is already yielding performance wins. Lots of cooperation and iteration between all DNA teams has resulted in a fun and intuitive interface that allows the player to easily create their own face for their player character. The DNA feature is on track to meet its scheduled release.

Finally, The team is also concepting new mission givers and outfits to bring more life to the Persistent Universe.


The Community Team held two holiday-themed competitions: One invited Citizens to create greetings cards to express their love and gratitude and wish each other happy holidays. The other put the festive helmet and cargo to good use by asking everyone to show how they celebrate the holidays in the ‘verse.

The new Star Citizen Fankit was released that offers a wealth of free assets along with a style guide to help content creators use them at their best. Looking for wallpapers, manufacturer logos, music, and more? Download the kit and check out the FAQ answering all the questions about what a content creator can and can’t do with official Star Citizen assets.

In January, the team celebrated Australia Day with a screenshot contest that had everyone showing off their best flight formations in the Gladius Valiant (which was made available to all backers for the occasion). They also kicked off another contest highlighting Tumbril’s rough and rugged Cyclone series that challenged content creators to take their filmmaking skills off-road.

A few of the Community Team members spent a weekend exploring PAX South and attended the annual Bar Citizen event on the River Walk. Selfies were taken, stories shared, and friendships made.

Have you checked out your hangar lately? The ‘One Empire Anniversary Coin’ was distributed to all backers who pledged before to the $200 million milestone.

Lastly, the Daymar Rally took place on January 27th, with three different divisions (Rover, Buggy, and Bike) battling it out for glory and rewards. Everyone involved should feel very proud of themselves, as seeing the filthiest race in the ‘verse come together was an incredible experience for everyone. Well done!


The Economy Features Team focused on adding new weapons to the various shops around the ‘verse. Once complete, shop inventories were set up for all the new locations and various bugs were squashed. Tweaks to missions and the overall economy were also made to move the game closer to the end economic goals of the team.

In January, testing began on a new formula that dynamically alters certain commodity parameters within the wider economy. A new approach is also being taken towards vehicle components to help create interesting choices for players when in shops – even if they have enough money to buy anything they want.

Polish was added to various NPCs throughout the ‘verse, with the aim to make them as realistic and believable as possible.

The design was complete for a new nav marker ruleset that makes how and when players see destination markers more intuitive. Rulesets were also created to add functionality to the Quantum Travel and Service Beacon systems to give players more options when traveling in a party and choosing a location for service beacon transport respectively.


DevOps broke their previous record of the number of internal builds published to the PTU and live service.

“One of the most satisfying things for the team is seeing the results of our work. The Alpha 3.4 publish was one of those times we really felt proud.”

2018 was the first year that scaling automation was used on the live service, which allows the servers to keep up with demand when needed but cut back as necessary. The new system exceeded all expectations and led to one of the smoothest holiday seasons ever.

Build Operations was hard at work developing new systems to support a major pipeline upgrade to the overall game development process and continues to build new systems and improve on old ones.


The Engine Team supported the Alpha 3.4 release and subsequent patches with general assistance, profiling, optimization, and bug fixes. For compute skinning, they made tangent reconstruction optimizations for character faces, data optimizations and compression to lower bandwidth requirements, separated static and dynamic GPU data, and moved bone-remapping to the GPU (to save CPU memory and provide more flexibility).

Work began on HDR color grading and output on supported displays, while splat map support for planet terrain was added, as was an improved film grain with unified dithering. The development of planetary ground fog began along with significant improvements to temporal sample anti-aliasing (TSAA).

The physics engineers enabled joint limits on driven ragdolls and fixed instability caused by a threshold in the solver. They also made the first steps in exposing the spatial grid structure for walking and exploring and added physics support for planetary oceans.

Improvements were made to crash handling, including various thread-safety improvements to enable more robust handling of obscure crashes, and the addition of extra information into minidumps to allow for better debugging of fibres.

Environment Art

Winter saw work begin on the Environment Art Team’s next big target: microTech and its landing zone, New Babbage. In preparation, designs were trialled for the ‘Hi-Tech’ common elements, which include habs, garages, and hangars in an all-new architectural style. These new sets will help the team build New Babbage and ensure the visual style feels fresh and different.

Recent improvements to the organics shaders and pipeline will improve the look of geology and planets. This update has been a long time in the making and the team is looking forward to giving all planet assets a visual upgrade.

The team is currently moving from whitebox towards release for both the planet ArcCorp and its main landing zone, Area 18. Some necessary changes have been made to Area 18’s original layout, mainly for performance reasons but also to improve the general layout and city ‘feel’.

“The task of creating a planet-wide city that players can circumnavigate which also blends well into the major landing zone remains a constant challenge, but one that’s bearing impressive fruit. Progress has been good on improvements to the believability and read of ArcCorp as a city, with the space taking a huge visual step forward from when it was last seen.”

Gameplay Feature

Like many others, the Gameplay Feature Team put in a concentrated effort to fix as many bugs as possible for the Alpha 3.4 release. Specifically, they overcame issues with FoIP & VoIP, Comms, and the Group System. They also supported the US Vehicle Feature Team with their UI-needs for item sub-targeting and the ongoing turret improvements.

The team kicked off 2019 supporting patches for Alpha 3.4.0 before moving straight into feature work for 3.5, including the UI for DNA face customization, continued improvements to Comms video streaming, and a refactor of shop population.


The Graphics Team’s focus has been on performance and memory saving:

The performance gains mainly came from improvements to shadow culling and optimization to video comms, especially on lower-spec machines (though there are some quality issues still to address).

The largest memory saving came from fixing a particularly nasty bug in the mesh streaming code which could result in all levels-of-detail loading for a mesh rather than just the ones needed. Other savings came from increasing the sharing textures used by various effects and improvements to the logic in which textures should be streamed in (interestingly, the game can now run with as little as 400mb of textures!).

On top of this, the team resurrected the water volume tech and made it compatible with the zone system so it can be used on planets, space stations, and ships.

Level Design

Level Design finished the current iteration of Lorville’s Central Business District (CBD) and added it to the city. They are now looking into the trainlines that connect it to Teasa spaceport.

However, the majority of the team is currently focussing on ArcCorp and Area18, with the hangar, shop, vendor, spaceport, and overall layout now finalized. They also gave the planet and its moons a necessary design setup, began an investigation into quantum traveling AI, and introduced a variety of new narcotics during the prototyping of a new mission from ‘Twitch’ Pacheco.


The Lighting Team focused on finishing the CBD and supported the addition of mission-giver Klim to Levski for the Alpha 3.4.0 release. They also looked at the small and medium-sized common elements for the player hangars and created different lighting variations for the Rest Stop, Lorville, and upcoming Area 18 styles.

They’re currently fleshing out the development tools by creating an asset zoo for all current ‘utilitarian-style’ lighting fixtures in use throughout the PU to help them quickly and efficiently add lighting to new locations.


The Narrative Team returned from the holidays to tackle the Alpha 3.5 update, including developing ideas for the branding of street and food stalls in Area 18 and outlining the NPC archetypes needed to populate the city and mission content.

The team is also excited to welcome a new producer to the group; not only will he help keep the team organized, he’ll act as the point of contact for the other teams to make requests through.

Player Relations

Player Relations busily wrapped up the Alpha 3.4 publishes along with all of the work created over the holiday period. They teamed up with the Evocati for several builds to make sure everything was properly tested and completed several rounds of PTU publishing and testing. Progress was also made on an internal quality-of-life feedback report that comes straight from backers’ experiences.

“As always, we can’t thank our volunteers enough for the effort they put into helping us build this game (especially our wonderful Avocados!).”

Planning has already begun for the upcoming Alpha 3.5 release – particularly the testing of the new flight model.


From the small dressing items on Constantine’s desk to the giant Hurston statue, Props mainly spent December finishing up Lorville’s CBD. New mission props were created that focused on the illegal drug trade and surface relay kit. Finally, for December, ideas were floated for cockpit flair and work began on ship sub-items.

In January, some of the team moved onto looking at the ship items themselves, initially taking stock of where they’re up to and looking at how they can integrate sub-items into interiors. The majority of the team have now shifted onto the new Area 18 landing zone and are looking into white-boxing props and supplying basic block outs so other teams can start to build and dress the level.


QA tackled some of the more difficult-to-reproduce issues in the run-up to the Alpha 3.4 release. Dedicated feature testers for both AI and the Gameplay Feature Teams continued to test their respective areas (combat AI, ship AI, non-combat AI, and transit system) via sanity and smoke tests along with standard testing and regression.

QA now provide dedicated support to the Locations Team to ensure that current and new locations are set up and working as expected by Art and Design. A few notable requests involved testing fixes for server deadlock and various changes to the physics of jumping and going down stairs. Changes to the Entity IDs in Track View were tested in the editor to make sure they were seamless and bug-free. A new restricted area for ground vehicles was also added to Lorville, which was thoroughly tested by both the German and UK teams.

Further investigation was made into the issue of Ship AI idling during mercenary and Emergency Communication Network (ECN) missions to ascertain whether it was AI or network related. The team could only reproduce it during ship AI missions in the live environment and encountered something close to it during a 20-player playtest. The one consistent factor was that it only seemed to occur when performance took a dip. So, it was deemed not an AI issue and will be further investigated by the Network Team.

On the publishing side, QA tested the Alpha 3.4 builds before they reached the Evocati and Live service. In January, they worked through the 3.4.# fixes. Recently, attention turned to preparing for Alpha 3.5.

The holiday period saw four new testers join the extended QA family, too.


The UK Ship Team continued developments of the Origin 890 Jump, with further greybox work done on the atrium, master suite, guest suites, and engineering deck. They also refined the exterior hull styling to try and move a few areas closer to the original concept and make the overall ship less ‘cartoon-looking’.

Everyone’s favorite pathfinder, the Anvil Carrack, has progressed since it was last seen. It’s currently in greybox, with the team tackling the feedback generated from the discussions on RTV, particularly the controversial landing gear changes and bridge layout.

Finally, the team made steady progress with the updates to the Aegis Vanguard in preparation for the Harbinger and Sentinel, with focus primarily on interior adjustments along with some quality-of-life fixes for those aboard. Greybox is progressing nicely, so the team will be moving onto the exterior and tackling feedback points to ensure the base Warden model is properly prepared to accommodate the variants.

Ship Art

Ship Art is currently hard at work to bring the new 300i series to life. They’re in the process of getting the damage and customization pass complete, finishing up detail work on various parts, and finalizing the materials.

Alongside the 300i, they’re chugging away on the Defender; the first in-game asset from the mysterious Banu alien race. Extra care was taken to ensure the Defender represents the overall Banu design aesthetic and can be built on in the future. The exterior is currently going through the greybox modeling process and is nearly complete. Afterwards, it moves to interior greybox modeling.

System Design

The System Design Team investigated how to improve the FPS AI experience and social AI was introduced to the Lorville CBD. Gunships piloted by AI now circle their targets and orient themselves to maximize their firepower, while fighter AI was updated to take full advantage of the new flight model.

Tech Art

Tech Art made steps to finalize the implementation and pipeline of the new facial customization tech, which was previewed at CitizenCon 2018. They switched the system’s source data format from the CDF-based system (which was used during R&D) to the newer component-based loadout currently used throughout the game. This system allows players’ customized faces to be stored persistently in the database and the corresponding data packets to transfer efficiently over the network and be applied to the correct avatar at runtime. Likewise, it allows all key NPCs (every shopkeeper, security guard, civilian, and eventually mission giver) to have a unique face built internally by the designers. While R&D on the DNA system was done using male faces, the face pool for female characters is being populated and is planned to come online at the same time.

Tech Art also supported the Weapons Team with animation debugging, weapon rigging, in-engine setup, and debugging multiple render and resource compiler issues. They added a new system for weapons in Maya to allow animators to quickly attach different attachments, making it easier for them to author specific animations. They also updated the underlying metasystem in the weapon rigs to enable animators to export weapons without double transforms on the root or magazine controls.


Turbulent supported the release of the 2018 holiday promotion, featuring a new giftable pledge called ‘For Your Friends’. This new pledge allows a customizable message to be sent along with the gift, making it ideal for friends and family. The holiday promotion also featured screenshot and greeting card contests.

The team supported the availability of the Alpha 3.4 flyable ships on the website, including the Anvil Hawk, Origin 600i Touring, MISC Freelancer series, and the MISC Reliant Kore.

The Cloud Imperium Games corporate website was released in December. Its slick new look is a much better representation of the company’s values and mission and properly communicates the vision behind Star Citizen. The ‘Join Us’ section has details of each location and over 100 job postings across 9 different categories, so see if there’s something to suit you at your nearest studio! Updates are continually being made to the latest news and job postings sections.

Long overdue, the website navigation was improved with a new and improved platform bar and footer. Additional efforts went into creating the bar as a component to make future updates to the site easier. The Starmap is now accessible via the Apps menu to make it easier to find too!

There were major updates to the Squadron 42 Roadmap, which is now tied into the internal project management tool, Jira. A new chapter design was introduced, showing the development progress as phases and chapters, while descriptions for each expose the details of what it actually takes to build the game.

Turbulent supported the release of the Gladius Valiant Free-Fly promotion in celebration of Australia Day. A screenshot contest was available with prizes to be won.

A customizable preference feature was added to the Group, Lobby, and Voice services to allow custom properties to be set for each user with each respective entity. The Voice service can start a call within a channel, inviting all those allowed to join. The new mobiGlas service will allow single endpoints that will appropriately gather the information from the Group, Lobby, and Voice service with a single call. Options can be passed that will select the type of information returned.

The error catching software, Sentry, has also been added to each service to allow previously-uncaught errors to be tracked and reported to the appropriate Sentry project.


During December and January, UI supported the Environment Team with in-fiction advertisements and branding for ArcCorp. They implemented new features on the tech-side to enable the designers to create ‘user variables’, which are used internally but can still persist on the entity the UI is bound to. For example, a designer may want to capture game-data values and store them internally within the UI to gain reference to previous values when the data changes. This functionality fulfills certain presentational needs that contribute to improving the user-experience. Another interesting implication is that, because they are sent across the network, they open up the potential for players to see each other’s UI state (what app they’re currently on, which particular item in a list they’ve highlighted, etc.).

The team also implemented a new node allowing the ability to set up switch logic on a variable (as well as a widget) to dynamically load images on the fly. Together, these features enable the designers to build out a fully-functioning in-world weapon UI screen with an ammo counter, charge levels, and fire mode states.

Vehicle Features

To help ensure that Alpha 3.4 was released in December, the team spent a lot of time supporting the release (and subsequent patches) by fixing bugs, including turret, vehicle, and crash problems. The team also completed modifications to the vehicle targeting system so that external items, such as ship engines, can be specifically targeted.

Improvements to ship combat systems continued via automated gimbals, HUD changes to support Ping & Scanning, and the vehicle ‘XML to DataForge’ migration began. Wrapping up January, a vehicle gimbal aim-assist feature is on its way to completion.

Vehicle Content

The Vehicle Content Team’s 2018 wrapped up with the launch of the Anvil Hawk and improvements to the Reliant Kore, which entailed a rework of the cargo section, ramp, and landing gear. A number of vehicle bugs were also fixed for the 3.4 release. Additionally, the team worked on the three Reliant variants for Alpha 3.5, while the designers have been working with the ship artists in Austin on the Origin 300 series rework.


For much of December, the VFX Team focused heavily on polish and optimization for the Alpha 3.4 release. In particular, significant effort was put into making sure Hurston and Lorville’s environmental effects were optimized while remaining as high-quality as possible.

In early January, they re-evaluated their sprint planning practices and implemented some simple production-led changes to improve overall workflow. Following on from that, they began R&D work on the Tachyon cannon; a weapon type with faster-than-light projectiles.

They began implementing thruster damage effects in keeping with the new flight model planned for Alpha 3.5 and began R&D on how to use particle effects to help make Area 18’s volumetrics more visually interesting. They also worked on effects for the new Kahix rocket launcher – a handheld anti-vehicle rocket launcher with a unique tech style.

New tools were created within Houdini to help design various assets. This includes a new, more accurate way to generate signed distance fields (SDF) on the surface of the gas cloud. These SDFs are used as an arbitrary surface that enable the ability to spawn and manipulate effects with, such as lightning crawling along the surface.


The Weapon Art Team worked on the Multi-Tool rework, Kastak Arms Ravager-212, and the level two and three upgrades for the Hurston Dynamics Laser Repeaters. They also made minor adjustments to the iron sights on a handful of weapons to improve the sight picture and to make them more user-friendly when no optics are attached.



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   Source: https://robertsspaceindustries.com/comm-link/transmission/16963-Star-Citizen-Monthly-Report-January-2019