Skocz do zawartości
Nebthtet

RSI.com Monthly Studio Report: July 2017

Rekomendowane odpowiedzi

Monthly Studio Report: July 2017

Greetings Citizens!


Welcome to the Monthly Report for July 2017, our collection of studio updates and reports that showcase the progress we’ve made. This month, the team crunched in preparation for a pair of internal 3.0 milestone reviews to assess the state of the build and player experience.

CIG Los Angeles

Starmap_01.jpg

CLOUD IMPERIUM: LOS ANGELES


ENGINEERING


Nox_landing_get_it_02.jpg Nox_landing_get_it_01.jpg

Our engineering team worked towards completing the core 3.0.0 persistence and entity system features. This included finishing a large refactor of the persistent data manager which changes the way data is stored, modified, and accessed while playing the game. The game can now distinguish between physical and legal ownership, a distinction that is an important requirement for systems such as Criminality, Missions, and Persistent Spawning.

This new physical ownership feature is also being used to develop persistence tracking and management which will allow for parking vehicles within other ships. For example, with this system if you park a Dragonfly inside a Cutlass then land at a station, it will remain in the Cutlass’ hold when you recall your ship.

Cargo_to_shopping_02.jpg Cargo_to_shopping_01.jpg

Our engineers have also been working on cargo debris generation upon a ship exploding, migrating lifetime policy into gamerules the information stays attached to the player, and the placement of cargo crates onto your ship’s cargo grids. Once you’ve purchased cargo, your ship will generate a certain percentage of cargo onto the cargo grid. When it comes time to sell the cargo, the team have integrated the newly complete shop code with the Solar System Shopping Service, allowing shop inventories to populate dynamically. This system also allows items and commodities’ stock to be influenced by the purchases and sales of other players.

The new insurance system is almost complete and will allow players to make insurance claims on their ship, pay deductibles, and select expedited processing time to get their ships back quicker. There is also now a deductible decay, which allows you to wait for a bit of time and pay less if you happen to be short of the credits. The system has been designed so deductible prices are calculated based on the number of other insurance claims stored in your persistence for the last 24 hours.

Landing_01.jpg Gravity_lev_01.jpg

Over on planets, we’ve put the finishing touches on our gravity level which was needed for some ground vehicles. Specifically, as changes to planets, physics zones, IFCS (or intelligent flight system) and some other necessary improvements, left the hover vehicles dragging more than hovering. This new GravLev system is an improvement over the original system in many important ways. For example, the last time we showed GravLev, it only supported hover heights from 1 to 5 meters based on velocity. In tests, we’ve now managed to get the Nox hovering at a half a meter at speeds up to 223 miles per hour on moderately rough terrain. This was quite challenging, considering that the simulation uses a realistic spring-based model for hover lift, as opposed to hidden collision or other common tricks.

We’ve also provided a set of 10 tuning parameters for designers to customize the GravLev control system, including minimum and maximum hover height (min at stop, max at full velocity), banking angle in turns, and maximum lift acceleration. Also, our designers can set a minimum gravity level which the system uses to generate downward thrust to augment gravity on low-gravity planets so the vehicle isn’t too floaty. This can be set to 1 G to guarantee that hover vehicles always feel about as heavy as they would on Earth, or even higher to really force the vehicle to hug the terrain.

Next up, we’ll add tuning parameters for designers to control how steep a surface a hover vehicle can climb, and how high an obstacle it can elevate over so your future hovering adventures are only going to get better and better.



TECH CONTENT


Landing_02.jpg Tumbler_02.jpg

The Tech Content team spent some time working on our mission giver, Miles Eckhart, specifically with his drink. They set up up run-time simulations so the liquid in his glass not only follows his animated movements, but also respects planetary gravity. This will ultimately apply to all sorts of liquids across the universe.

The team also introduced the springy landing gear technology for ships. This new mechanic incorporates landing springs and compression technology to allow for a cushioned landing experience especially on uneven terrain, allowing it to react naturally to the weight of the ship relative to the planet’s gravity as you touch down.

Exporter_02.jpg Exporter_01.jpg

On the tools front, the team improved several tools to expedite various processes including usable requests, maya loadouts, vertex reordering, character requests, playblasts and so on. They also made huge updates on our Exporter tool, taking the latest LumberYard updates and bug fixes, and incorporated them along with some of our own improvements to the new exporter UI. Now everyone working within our Maya pipeline can benefit from these fixes to their overall workflow.

The last phase of prepping for a release is performance profiling and optimization. As Star Citizen is an art-heavy game, there can be a lot of waste when it comes to textures, so the Graphics and Tech Art teams devise clever solutions to save on texture memory without sacrificing the visual quality. This month, the Tech Art team’s main focus was to bring our texture memory back under the allocated budget, so we’ve made measurable savings to help everyone experience better frame rates.



SHIP TEAM


Exterior_001.jpg Pilot_POV.jpg

Another ship has entered production since our last update. The Anvil Hurricane is now in the whitebox phase of the pipeline and we’ve already completed temp exterior and interior lighting, proxy animations, temp interactive cockpit control layout, setting up the almost final hierarchy of the ship, temp proxies and initial break damage points. The enter, exit and seated templates for the turret and the pilot seat are also set up, and the ship item breakouts have also been completed.



CHARACTER TEAM


Combat_pilot_01.jpg Bridge_officer_01.jpg

The character team spent the month knocking out high quality work for both Squadron 42 and Star Citizen. They moved more bridge officer uniforms from concept into the high-poly phase. Our newest combat pilot flightsuit for Shubin security is also going through the high-poly phase and will be moving into in-game modeling and texturing in the near future. Another combat flightsuit is in the high-poly phase and will soon move into in-game modeling and texturing as well. Our medical corpsman has gone through high-poly and into in-game modeling and will soon be ready to start working at our various medstations.

070517_SHIPJACKER_CONCEPT_V1.jpg 070317_TATTOOS_STUDY.jpg

With the introduction of the Levski landing zone, the team created a few civilian costumes to help populate the People’s Alliance of Levski.

The team also made a lot of progress on several concepts like the shipjacker gang members and our battle-damaged costumes to provide visual feedback of how you are doing. With regards to customization, the team has also started to explore a new potential opportunity in character tattoos.

070617_MOBIGLAS2_CIV_V1_BACK.png 070617_MOBIGLAS2_V2.png

Finally, the team worked on redesigning the new mobiGlas. While many games get away with obvious HUD projection or holographic displays, our mobiGlas has to come from a piece that’s physically placed on the character, which means it needs to be present on a naked wrist, a wrist with long sleeves, a wrist with a jacket, and also fit on undersuits and armor. They have taken a few passes on the new mobiGlas with these requirements in mind and are really excited by the prospects of this new piece.



NARRATIVE


This past month, the Narrative team jumped headfirst into working directly with the engine. After some intensive training from the Tech Content team, they’ve taken over the integration of text for many of the game items in the engine. The first task was to go through all the clothes, armor pieces and even hairstyles to make sure that they had accurate names and descriptions written and hooked up in Dataforge. Meanwhile, the time had come to tackle procedural mission text for the various contracts that the players can pick up in 3.0. To assist in the writing, Will created a spreadsheet that would draw the lists variables needed for a mission (item being transported, Client Name, Destination, etc.) to automatically generate samples of the text that would appear in game. This allowed us to quickly randomize all of the variables to make sure that the sentences read organically, regardless of their configuration. As the new player experience has been a focal point of our 3.0 reviews, the team has been working with the Art and UI teams to looking at various signage and environmental storytelling opportunities for the locations.



QA


Starmap_02.jpg Starmap_01.jpg

Our QA team was focused upon the now completed conversion of all ships to Item 2.0, and testing other new features for 3.0 such as the updated Quantum Travel system, new planetary missions, and the new mobiGlas functionality. They also supported the global team with various test requests as new features continue to come online.

CIG Austin

Bartender_01.jpg

CLOUD IMPERIUM: AUSTIN


DESIGN


Buying_and_selling_02.jpg Buying_and_selling_01.jpg

The ATX Design Team was able to start plugging the items back into the shops thanks to fixes to the shopping code. In addition, this allowed the Kiosks to get up and running for commodity trading. The goal has been to get all of the shops related to the PU stations/landing zones functional first, and then go back to make a pass through the Area18 shops if time permits. The armor sets were separated into individual pieces, so that will be added to the feature list.

We’ve also added the remaining ships into the PriceFixer spreadsheet which outlines each ship’s physical loadout to determine the overall cost of each ship and allows us to assign them respawn values (which covers the cost and respawn timers) This tool is also used to gauge whether the ships we’re building are over/under powered for their intended purpose. Once complete, the team will move onto balancing the shop inventories and item prices for 3.0.

Subsumption_02.jpg Subsumption_01.jpg

Lead Designer Rob Reininger flew to the Frankfurt Office to work with the AI and Subsumption team, and get Miles Eckhart set up as a mission giver. They made huge strides with the feather blending system and got him working with a small subset of his animations. Since then, additional code support has allowed Rob to incorporate the player’s reputation into the conversation to dictate Eckhart’s conversation paths. The team also received the ability to assign specific missions with mission brief tags, so Eckhart can play different lines depending on what missions are available. Beyond this, the team has focused on trying to make the mission giver experience as good as possible for the 3.0 release.



SHIP TEAM


Cutlass_black_01.jpg Cutlass_black_02.jpg

Josh Coons finished images and videos for the Cutlass Black and moved onto the base material/ white box meshes for the Cutlass Red and Blue. Design is still iterating on the key gameplay systems for the Cutlass variants, so although he will continue to work on the first pass of the exterior looks, he will also begin work on the Constellation Phoenix. Chris Smith worked on bugs for the Hornet and Constellation Andromeda, and started creating on a promo video for the Constellation Aquila.



ANIMATION


Button_presses_01.jpg Button_presses_02.jpg

This month the Animation team did research and development on how to implement our Wildline system. A wildline, broadly speaking, is a dialogue fragment spoken by an NPC that could include greetings, cheers, shouts, barks and other verbal expressions that are not associated with a specific scene, but rather specific scenarios.

The team also worked on a new technology called feather blending which allows the blending of our wildline performance capture with a large number of usable animations. This will allow us to stay as close to our actor’s performance as possible while still keeping the functionality of what the NPC is doing. They also went through all our existing animations to look for gaps in the original performance with the intent to capture new transition animations to fill those gaps.

The Ship Animation Team continued their efforts to refine the cockpit and turret experiences. They are in the midst of an R&D phase of implementing button presses, utilizing the Item 2.0 features which has helped finalize dashboard and cockpit metrics for any ship that uses the same cockpit type.

Aside from ongoing bug fixing, the team was able to fully implement base g-force pose blendspaces, allow additive animations for button presses, and play different hit reactions based off of hit direction, damage amount, and overall health of the ship.



IT/DEV OPS


The Backend Services team spent the month supporting 3.0 features and preparing for the deployment of Diffusion. The game servers now have full access to the Diffusion API and will start using it with the shopping service in 3.0. In addition, they started converting our two monolithic services (Persistence Cache and General Instance Manager) into smaller, stateless, fully Diffusionized services. These two services will create nearly a dozen smaller services, each with very specific roles that can be scaled independently to provide more reliability and performance. The team also plotted the path beyond 3.0 and started to build many small services to provide functionality and support for a large number gameplay features and help unload work from all the dedicated game servers into our distributed infrastructure.

The DevOps team continued to increase capacity within our build and deployment pipelines in preparation for 3.0. They also made additional changes and bug fixes to support the new Delta patcher and the internal tests have been really promising. Our Corporate Technology Team (IT Department) also completed another major upgrade to the Austin network and added more hardware to the build system, so we can deliver more builds in parallel.



AUDIO


Garage_sessions_02.jpg Garage_sessions_01.jpg

Our resident Audio team member, Jason Cobb, has had his hands full this month as well. He has continued work on derelict crash site sound design for the different moon environments, performed a variety of particle audio implementation experiments for revamped ship debris noises, playtested and mixed refinements for ship emergency state audio, and captured sound effects source for various props and materials as opportunities arose.



QA


Kiosks_02.jpg Kiosks_01.jpg

ATX QA had a very busy month. A few things they’ve been testing include the new Cutlass Black, new missions in the Stanton system, as well as an ongoing focus on wrecks and NPCs.

Ship testing continued as more ship families were converted to Item 2.0. The team conducted weekly cross-studio playtests with QA departments in LA and the UK for weekly large scale playtests of Arena Commander, Star Marine and Crusader.

Run_away_run_away.jpg Cargo_testing_01.jpg

The team also tested more mobiGlas applications like the Star Map, the Personal Manager, the Contract Manager and the Job Board as they’ve become available.

The team also had fun testing character gravity and free fall, while also testing cargo mechanics. The team continued to provide support to the animation team by cleaning up mocap files.

Our engine and editor testers tried out new tech for the developers such as the capsule-based actor entity, the entity component update scheduler and the director actor animation control. Some features, like the new stamina and oxygen-breathing systems, went through some balance changes after QA talked with designers.



PLAYER RELATIONS


The Player Relations team expanded this month, adding four new team members to the Austin office in anticipation for 3.0. The team also started to expand the ranks of our Evocati testing group.

Foundry 42 UK

62.jpg

FOUNDRY 42: UK


SHIP TEAM


Eclipse_03.png Eclipse_02.png

Work is progressing smoothly on the Eclipse with current focus on the moving areas of the ship, specifically the torpedo bay, entry ladder, cockpit canopy and flight mode variations. The cockpit was finished and the surrounding area is in the process of being resolved. Attention has been given to the torpedo bay due to the size and space it occupies within the ship.

On the concept side this month, we finished the first buggy, the Tumbril Cyclone, and the Origin 600i. For the 600i, the exterior has been fleshed out with the correct proportions. The interior was designed in conjunction with the exterior work. In building these areas, they looked at the best way to model and light the interior to establish aesthetics and methods that will be used throughout the Origin fleet.

Vanduul_fleet_03.jpg Vanduul_fleet_02.jpg

This month, the team also made significant progress on some Vanduul ships. The Void bomber greybox has been finalized and is now onto material work, where most of the surface details of the ship will be defined. There are still a few smaller areas to resolve, but the ship can be now seen in its full glory. A big part of the task was to resolve how the smaller boarding ships are stored within it and keeping the main forms from the old concept recognizable while adopting the new Vanduul style. The Blade is also coming along well. Most of the basic shapes on the exterior have been blocked in and are currently being refined.

Tractor-Beams.jpg Bridge_room.jpg

In Reclaimer news, work was wrapped up on the salvage room, bridge area and lifts. The team did a polish pass throughout the ship, concentrating on lighting and consistency, so the ship is now art complete and the team have moved into an optimization and LOD pass. While this is happening, tech design will start working on their setup pass for the ship.

Hull_C_Exterior_1.jpg

The Hull C exterior nearly completed its detail pass, and will soon move on to the final stages of having its proxies, LODs and damage setup. The interior is also well on its way to completion; all that’s left is the final room in the back of the ship, which is nearly complete, while the collapsible tunnel section is up next.

We also started two new ships and a personal transport vehicle. We also worked on Squadron 42 mission areas, Hurston shop interiors and landscape development. For Orison, we did initial development on landing zone gameplay areas. Plus, we spent time on all visual targets for surface outpost wear and tear, moons and Shubin’s exterior.



GRAPHICS


This month the graphics team worked on four different features. The first is the continuing work on the secondary viewport and render-to-texture technology that was recently featured on Around the Verse, with the primary focus of improving the performance of video comms for things like air-traffic-control. The sun shadow system is being improved to better cope with the extreme shadow ranges on our planets and moons to ensure that we get the best possible lighting results, especially at sunset when shadows can stretch 10km or more. Our work on volumetric rendering continued as well, with a move towards creating a fully hierarchical system. This will open the door to model gas clouds of any scale, but also allow the team to stream and LOD the gas clouds so that this great tech can be incorporated into the PU. It also allows artists to import volumetric data from external art packages, which should help achieve some really impressive results. Finally, our GPU particle system has been making quick progress with several new features added every week, with the latest addition being a looping ‘dust’ effect for both space and interiors that can achieve 50x the density of our older CPU effect.



AUDIO


The Audio team was focused on Gamescom and 3.0 related feature work and bugfixing. The ship computers needed to be converted to the new Item 2.0 system, so the team took the chance to refactor and improve the ship computers in general. New assets were created for foley and footsteps using a better system to give our players a much more realistic experience. All of the locations for the upcoming release are now in a polished audio state, giving the players a great visual and audible experience when they are exploring.

As usual, all audio team members are involved in a lot of different sprints. In cooperation with other departments, they worked to improve the cockpit experience and quantum travel, brought 3.0 mission givers to life by delivering dialogue assets and attaching sound effects to them, and polished derelict ships and outposts for the release as well.



FACIAL ANIMATION


The Derby Studio has been busy as ever. The Facial Team finished off all the animations needed for the 3.0 Mission Givers while continuing SQ42 work. Eckhart alone has over 47,000 frames (26 minutes) of bespoke facial animation and is one of over 13+ mission givers currently in production for the PU.

After the recent 3-day Audio/Headcam shoot in London, all data has been tracked in Faceware and retargeted onto our face rigs in Maya. This is a great achievement for the team as there were over 125,000 frames or almost 70 minutes of footage shot.

The team recently welcomed 3 Teesside University Interns to the studio. They’re currently on their Summer break after their second year studying on the Computer Games Animation BaHons Degree and have been helping with Facial Tracking and Retargeting, and also attended a 3.0 mission giver mocap shoot

Construction work started on the new Derby Studio and is expected to take 6 weeks. This will be a great relief to the team as they are currently spread over two sites, and are eager to be back together under one roof. The new office will also have space for the motion capture system to be erected, enabling easy pick up shoots and any other new capture sessions needed. The face scanner is also going to be rebuilt with the plan of extending our library of head scans by capturing a greater age range and ethnic groups.

We also hired another Facial Animator, bringing the headcount to nineteen, and we’re looking forward to welcoming her to the team



ENVIRONMENT ART


62.jpg 56.jpg

This month, the final polish on the huge range of locations featured in the imminent 3.0 release has been underway. This includes final passes on branding and corporate colour theming across the outposts on the moons of Yela, Daymar and Cellin. Particular focus has been paid to making sure they integrate to the planetary surface with all the wear and accumulated dust expected of something that’s spent a lot of time on a moon’s surface. We have also improved how our large scale ‘spacescaping’ dust clouds look and feel, particularly around Delamar which now features its own compliment of asteroid clusters and a discreet atmospheric flavor.

Andy_b_refuelling_pad_wip.jpg 55.jpg

Bug fixing and optimization has been another major part of getting things ready for 3.0. Things such as reducing texture memory usage by optimizing materials, decreasing unnecessary entity counts, optimizing LODs and physics proxies, and consolidating asset usage across various locations all help boost performance and are an essential part of the process before a release.

In Squadron 42, the Shubin layout is being wrapped up. Both design and art are happy with the space and can start final implementations. There’s been specific scrutiny on making the whole facility a believable and functional location, with its own transit systems, worker routes, refineries, security and medical facilities, and hangars connected in a logical way. This helps convince the player they are in a working, active environment with its own set of logic and rules. We also worked to get a section of the exterior to a final visual target. This will help solve questions of scale read and material definition. Besides Shubin, a lot of work has gone into the Gainey map. Recent tweaks to the layout and focus on final visual targets have considerably improved the flow and art direction of the space.



WEAPON TEAM


Camo_render.jpg APAR_bal_sca_all.jpg

The Weapon Art team were hard at work building the Apocalypse Arms Scattergun, Klaus & Werner Laser Repeaters and MaxOx Neutron Repeaters. They also worked on the Gemini Pistol, Gemini H29, NVTAC and Gemini optics, and some additional work to the Kastak SMG.

In an effort to constantly push the boundaries on new ideas for ship weapons, the team continued to work out VFX styles for each energy type and make improvements to Gallenson Tactical Systems S1-S3.



ANIMATION


The animation team completed the implementation pass for Miles Eckhart and has moved on to refining the hand gestures. We started a pass on the AI combat cover assets to improve the mocap implementation, and did further refinements to the knife takedown animation set.

The team also worked on weapon bug fixes for the 3.0 release, alongside very early previs animation for the Custodian SMG and R97 shotgun. Work continues on both the code and animation for the jump system. Plus, new mocap assets are being readied to replace the player placeholder locomotion animation stop assets.



TECH ANIMATION


The Tech Animation team worked on a new source control application for Maya. This tool intelligently grabs assets that animators are missing in the currently open scene, so they’ll never be without their textures, audio, rigs and pipeline. The nicest part of this feature is that the silent syncing will not interrupt the user’s workflow.

The team worked with the Props team to deliver a great looking glass tumbler asset with a cheap and robust physics solution. There was no way to drive or afford a true liquid simulation in engine, so this turned out to be a good, cost efficient solution.

There are many, many assets that require the correct setup (the initial batch of wildline anims for Old Man alone came to over 200 assets), so the team developed batchable code solutions for the setup. With this new tool, one person can finish this off in less than a day.

There has been a consistent issue from the tech department where object animations were created in the objects folder, rather the animations folder. This means that the build needed to pull these assets from the objects folder into the animations pak at build time, which conflicted with the pipelines in place for all other animations. To rectify this, the team moved all the animations, as well as make chrparams for all affected assets and dba entries, while re-factoring the current build code to not pool anims from the objects folder.

The team began an R&D exploration of why the animation rig in Maya has had a negative effect on the playback framerate. This system drives many additional joints that we use for deformation in engine, so the team is looking for ways to negate this slowdown and bring us back up to 30fps.

The old cryTools installer is very out-of-date (there have been many other pipelines built since its last iteration and each of them has its own installation procedure) and the team is hoping to create a new installer that will do all the heavy lifting for the user, one which will install every relevant pipeline and be updated in every build. The R&D is promising, watch this space!

The Mocap team updated the Motion Builder reviewer tool to have better functionality and a generic script runner which allows you to run selected Python scripts on a batch of requested files.

Along with all of this, the team continued to track and solve 1500+ motion capture files, which included: gameplay, Old Man, Eckhart, and some others.

This month, they also welcomed Oli Cooke, a new Motion Editor, which brings the Motion Capture team up to four.



PROGRAMMING


This month, the team worked on the jumping mechanic in cooperation with the animation department. This covered the look and feel of jumping when idle, walking, running, and included jumping and landing from different heights. The landing presented an interesting challenge as it can change depending on what state the player wants to go into next. Does the player want to land and stop? Land and continue running? Then we have to consider what foot you’ve landed on, and so forth.

More work went into the usables tech for the AI to determine all the different scenarios where an AI might use something and in what way. One situation that was solved this month has been making the operator seats, which have very specific functionality, but also work as a usable. That gives operator seats a much wider range of things the AI can do with them, such as turning around to the player and having a conversation.

Speaking of usables, there was locomotion sprint to make AI entering a usable as seamless as possible. Since most usables will have one or more entry animations, in order for an NPC to look right when either walking or running up to use it, we need to ensure it hits not only the right point for the start of the animation, but also the right speed, direction, with the correct foot placement. Getting all those factors to line up on approach, without making the walk/run animation look odd, has been a challenge.

The team also started a wildlines sprint. As mentioned earlier, these could be simple greetings as the player walks down a corridor or taunts when in a FPS battle. While this may sound simple, they are more complicated than just playing a line with some facial animation. If a NPC greets the player, you’d expect them to briefly glance at them whilst saying the line, so the NPC needs to utilize the head look tech. Also, most of the lines are captured with full body animation, but we don’t always want to play back all of it. For example, if the NPC is standing idle, then you would want to play the animation back on the full body. However, if the NPC is seated, then the rig should only play back the upper body. If they’re running, just the neck upwards. This is where our feather blending tech comes into play, but it still requires each situation to know which type of blending it needs to use.

Other than that, the team proceeded on a number of ongoing sprints supporting both Squadron 42 and 3.0 which include player persistence, cockpit experience, missions support, ATC and communications, and personal inner thought refinements.



PU LIVE DESIGN


The Live team entered its final mission sprint and hopes to receive the final pieces of code to finish the remaining missions. Code recently delivered a much needed boon to mission entity placement. An example of how we would use this would be to easily place corpses in hundreds of possible locations and poses throughout a derelict ship; perfect for creating the gruesome aftermath of a crash landing. Finally, the player vs player version of Bounty Hunter missions was completed with a proper code system that expands the previously Flowgraphed version found in 2.6.

Foundry 42 DE

Cinematics_02.jpg

FOUNDRY 42: DE


VFX


Vfx_airlock_02.jpg Vfx_airlock_01.jpg

The Frankfurt VFX team dedicated time improving existing systems for the 3.0 release. This review checked all the existing vehicles and systems to make sure everything is still working as initially intended, and doing a polish pass on any effects if needed.

With new systems coming online, such as the oxygen system for rooms, they remade some of the old effects for both the high-tech and low-tech airlocks. This month they also started shifting more focus towards the Squadron 42 cinematic scenes.



WEAPON TEAM


Scattergun.jpg DE_ATV_StudioUpdate_Weapons_Gemini.jpg

The FPS Weapons team completed passes on the last two legacy weapons that were using our old system, which included a first art pass on the Gemini L86 Ballistic Pistol and a final pass on the Behring P4AR Ballistic Rifle.

On Ship Weapons, the team finished all the work for sizes 1-3 Klaus & Werner Laser Repeaters and started work on sizes 4-6. They also finished the Apocalypse Arms Ballistic Scatterguns sizes 1-3. Finally, they worked on some general tasks focused towards 3.0, including polishing, optimizing, and bug fixing.



TECH ART


Vfx_exporter_02.jpg Vfx_exporter_01.jpg

The Tech Art team finished multiple animation implementation tasks for both the recent usable sprint as well as cinematics. They continued to debug weapon animation issues and did some adjustments to a few of the weapons rigs to make them even more realistic and believable.

They also did some work on a VFX Exporter which was made to export simulated objects from within Maya, as having an active simulation on objects was causing problems. The best way to work around this was to bake the simulation and export the animation, but that’s time consuming and leaves the scene in a state where the VFX artist can’t do any changes to the simulation. The new Exporter takes care of the whole process. It bakes the simulation, exports all the necessary stuff for the engine and restores the scene, so the artist can continue iterating. The tool also creates all the necessary in-engine files, so the artists can hit the export button and see the result immediately in the engine. Tech Art also continued to support the animation code with Ground Alignment R&D. The progress is going well and we’ll be able to show it off in the very near future.



PROGRAMMING


Weapon_skins.jpg Ads_01.jpg

Game Programming spent time fixing outstanding issues and polishing up existing code. The new airlocks and elevators had a few issues where game and engine code conflicted with one another. Those items were identified and work has begun to sort them out.

They also added a small feature to weapons to hide the weapon from the 1st person view during Aim-Down-Sight. This falls in line with the design and will make things easier while in the heat of combat.

In addition, the team used work previously done for character customization to complete the technology to apply weapon skins. There’s still some UI work to be done, but it now allows for simple and fast setups of Weapon Skins in DataForge. Finally, work continues on the Weapon System 2.0 and additional feature polish geared for 3.0.



AI


Mission_broker_02.jpg Mission_broker_01.jpg

That AI team worked on more mission broker and mission system features, mostly for PU 3.0 but also supporting S42. The mission broker has been adapted to support multiple players accepting the same mission. The team also added the ability for mission instances to share information (which means players accepting the same collection mission will be sent after the same item, rather than having their own distinct item to collect). They’re building on that work by adding support for abandoning missions, as well as unlawful/lawful asymmetric missions for multiple players.

Ai_takeoff_01.jpg Ai_buddy_01.jpg

The team added support for the take-off and landing of AI ships on surfaces. This includes landing pads, ship hangars, other ships, and celestial surfaces. They also added Quantum Travel functionality for the new non-Kythera AI as part of an ongoing effort to create all functionalities needed for Subsumption-based ship AI. Also, they focused on adding more Subsumption AI support, like using NavSplines and correct AI behavior when entering / exiting all vehicles and seats.

Finally, they finished the second sprint for buddy AI. Designers can now specify if they want to keep the AI in front or on the side of the leader or player. This sprint also brings the ability for an AI buddy to take cover in front of the player and move from cover to cover point while following the player. This is the first step in having a companion AI that will intelligently follow and help you out in combat.



ENGINE TEAM


The Frankfurt Engine team, in cooperation with UK, refined the handling of GPU crashes and proper reporting via the public crash handler. As the engine render frames, it now includes tokens into the command stream to more easily pinpoint what the GPU was last doing if it starts hanging. This info is sent along with other crash information for post mortem analysis via our public crash handler service. These steps should make it easier for us to more quickly react on GPU issues that are otherwise hard to reproduce because of specific machine setup, OS and driver versions, etc. They also did a large amount of performance analysis and engine optimizations geared towards the 3.0 release.

Roads_02.jpg Roads_01.jpg

Another item they focused on was a new road system to work in conjunction with the planetary terrain. The legacy roads were not suitable for our large-scale terrain, as there was a large performance hit along with z-fighting and flickering issues from long distances. The new system is extremely fast and efficient, cache friendly, and fully multithreaded to send draw commands to the GPU in the most efficient way.

The new system uses a screen space approach. Instead of drawing the geometry conventionally, it’s powered by a projective technique, like what we use on deferred decals, and has two distinct rendering passes. First, we draw the road geometry as a 3D volume that intersects the terrain. In this pass, a stencil mask is generated to outline borders of the road. The same mask is then used in the next render pass to clip all pixels of the volumes that are not affecting the terrain. Finally, to generate UVs and fetch material textures, each pixel’s position is reconstructed in camera space, and then in local space, by sampling the depth. All material attributes are then finally written in the GBuffer to compute lighting. Thanks to the nature of projection, this technique doesn’t suffer any z-fight or flickering related issues.

They also created a new toolset to give designers the ability and flexibility to quickly lay down the new roads and modify them as needed. It’s still a work in progress, but the progress is going well. It will be a nice addition to our growing toolset for planets.



LEVEL DESIGN


The Level Design team took a pass on the room system for Levski, ensuring that the player won’t unnecessarily suffocate in random places. They also did a general polish and some bug fixing for 3.0. Finally, they worked on Lorville, which is the next flagship Landing Zone on our list to tackle.



QA


Subsumption_02.jpg Subsumption_01.jpg

Testing continued with new features and bug fixes going into the Subsumption tool on a weekly basis. The team worked closely with design and Tony Zurovec to ensure that the tool is tested to their satisfaction. Performance testing is also underway for the Persistent Universe. They used the Performance Profiler tool from Visual Studio to gather very specific data in areas of low performance, and did weekly cross-studio playtests to increase the stress on the servers and simulate an actual live environment as much as possible.

Gravity_02.jpg Gravity_01.jpg

Melissa Estrada, our QA technical Lead, also had fun testing various gravity conditions on the new moons.

The Frankfurt QA team also wrapped up multiple test requests from the Engine team. They included a change to the Entity Component Update Scheduler, which affects how parts of entities are updated, as well as the particle code which was changed to run on threads. All code changes have the potential to introduce new issues to an already functional build, so thorough comparison testing was performed to ensure that nothing new would be introduced into the Game-Dev stream.

They also had test requests for Area Optimizations. Recent code changes to things such as doors and elevators gave us roughly 1.5 ms frametime back and are a definite improvement.



SYSTEM DESIGN


System Design worked on items for 3.0 with a lot of focus on the Levski landing zone, particularly experimenting with it having a full AI population. The AI behaviours needed some work to ensure they didn’t overcrowd any given area. System Design also spent time stress testing our servers to determine what AI populations we can currently support to make sure Levski is full of life. During the process they worked closely with the Tech team to optimize what we could to keep performance as solid as possible.



CINEMATICS & LIGHTING


Cinematics_02.jpg Lighting_01.jpg

The Cinematics team continued work on scenes across all chapters of Squadron 42. They also spent time working with the Graphics engineers on the two-dimensional Render-To-Texture display screens and Holographic Volume Rendering.

This month our Lead Lighting Artist was solely focused on applying the final touches on our 3.0 content. This included color grading for each moon, integrating lighting between the outposts and the moons, bug fixing, and polishing on the Levski landing zone.



ENVIRONMENT ART


DE_ATV_StudioUpdate_Lighting.jpg Levski_01.jpg

The Environment team worked on polishing and bug-fixing existing content in the PU. With all the various components coming together we wanted to make sure the visual experience for the players is as good as possible.

On Levski, new areas and locations were added that will increase the number of things the players can do and explore, including a new store and an administration office. The newly added garages received a final polish and dressing pass making them ready to be used. They also put a lot of effort into research and development by looking at new features going into the game after 3.0. This included work on ArcCorp, procedural cities, and the planet Hurston. An important element of the research phase is that we find smart and scalable solutions that will allow us to create more content as efficiently as possible moving forward.

Turbulent

Launcher_02.jpg

TURBULENT



SHIP MATRIX


Ship_matrix_02.jpg Ship_matrix_01.jpg

This month, Turbulent restructured the Ship Matrix so that it reflects the design intentions for all the ships with the release of Item 2.0. It is now able to display details about ship loadouts that previously weren’t available on the site. In the propulsion category, they added details about fuel tanks, fuel intake, quantum drives and jump modules. The ship team also added some categories in Avionics and Weaponry, including countermeasures. It had been years since the ship matrix had been revisited, and they needed to adjust the stats to allow for additional details.

With the Ursa becoming drivable in 3.0, you will also find ground vehicles listed in the ship matrix. The team also standardized the sizing on all components to five size variables. Weapons will keep a size range from 1-12.

On the ship detail page, they redesigned the ship loadout icons to give you a better indication of available slots on a ship, while the item details will outline how to upgrade your ship. They also improved the backend to ensure that ship statistics from the design team can be easily updated. This means they will be able to get ship balance changes on the site much sooner than in previous iterations.



SPECTRUM


Post_count.jpg Text_editor_01.jpg

Spectrum 0.3.6 is coming soon and is currently being tested on the PTU. One big feature in 0.3.6 is the text editor update that makes forums post much easier and more malleable. Soon, it will have draft mode, so if you stop writing midway through a post and navigate away from the page, you can come back later to finish it. This is great for those times you forgot to hit enter or were distracted by something else.

The updated and redesigned mini-profile brings many new features. It even tracks your post count, including those from the old forums. When viewing an account mini-profile, the karma feature allows you to see how many up votes a user has. With the mini-profile, the team is trying to squeeze in an additional block feature. This is a mod tool that the community has asked for and they really hope to include it in the next iteration.

Lastly, they are introducing a track feature that allows you to jump between staff posts. Previously, you had to scroll to find all the staff posts. The track post feature is a faster way to find information from Star Citizen developers or community team. Orgs can also use it by enabling a role to be tracked in the settings. Custom roles are still being worked on. The biggest design challenge has been with very large orgs and finding the appropriate filter/search function to allow members to find each other.



LAUNCHER


Launcher_02.jpg Launcher_01.jpg

The team worked very hard with CIG engineering on the new Delta launcher which comes with the Delta patcher. They also worked on refreshing some of the UI elements with new 3.0 imagery. They are essentially changing the entire core of the application, so they have to test on multiple platforms and installation paths. At the same time, our engineering team worked on getting the digital distribution channels ready, so they can disburse those objects as fast as possible when the game version is requested. This also required additional security reviews and deployment scripts.

Community

Tumbril-Buggy-Piece-02-Cockpit-V011.jpg

Community



Tumbril-Buggy-Piece-04-Desert-V012.jpg Tumbril-Buggy-Piece-01-Showroom-V009.jpg

This month, they introduced a new ship that’s … a little buggy! The Cyclone buggy is our first ground vehicle built with our procedural planets expressly in mind. It was available in five different options (regular, recon, racing, turret and anti-air) and will come online in a future patch. A new kind of vehicle also called for a new kind of manufacturer, so Tumbril was created. No, it’s not a social network media sharing service. It’s Star Citizen’s first dedicated ground vehicle manufacturer. The team had a great time putting together the ‘launch’ brochure, complete with a stock certificate, and they’re already looking forward to the NEXT Tumbril vehicle which will come online later this year.

To help promote the Cyclone sale, they worked with Narrative and the team at Turbulent to create an interactive 2947 drivers license test. You can take the multiple choice test to earn a license to be shared on social media. They love doing promotions like this because it lets everybody have fun, though perhaps only in the Star Citizen ’verse can taking a drivers test be considered fun!

This month’s videos covered many aspects of Star Citizen’s development, with sights and sounds aplenty on AtV. Bugsmashers showed you some of the incredible work going into Star Citizen Alpha 3.0, Loremakers took us around the galaxy to some of the systems we will be building, and Happy Hour even created a star system live using SolEd!

JumpPoint_05-07_Jul-17_It-Was-A-Dark-And Scout_06.jpg

July’s Jump Point covered the development of the game’s second space bike, the Aopoa Nox, which will be in Alpha 3.0. The team even got to sit down and share a little bit about how they plan our ship promotions.

Speaking of subscribers, July’s ship of the month was the RSI Constellation, which saw plenty of backers put it to good use. Next month, it will be the Xi’an Scout (or Khartu-al) and they’re eager to see you put it through its paces. The team also rounded out the Subscriber flare space station series with the station that’s closest to all our hearts: Port Olisar.

Thanks to Subscribers, they held a live town hall Q&A with the VFX team at Foundry 42. The VFX team is doing spectacular work on the effects and it was a true pleasure to be able to share it with you. Plus, when you have effects guys on, they bring their own clips to show off!

IMG_6733.jpg

There were Bar Citizens aplenty this month, including one attended by over 100 people in Lyon France. And on the subject of fan-organized events, be sure to check out ‘Verse Con, which, while not a CIG event, is going to be a great way for backers in the US to get together during CitizenCon. You can find out more details at versecon.com.

Far and away the biggest job this month has been getting ready for Gamescom. Putting together an event is no small feat, and the team is lucky to have a very dedicated events manager coordinating the show floor booth, developing marketing material to give out, and planning how to spend as much time as possible with the community.



Conclusion

WE’LL SEE YOU NEXT MONTH



Przeczytaj całość


Jakiś post jest interesujący, pomocny, zabawny, denerwujący? Skorzystaj z systemu reakcji - autor będzie mieć większą motywację, by napisać kolejne lub się poprawić! Masz pytanie do admina? Zajrzyj tutaj.

:miecio: :ad: sig_neb.png :ad: :miecio: 

banner-discord-ga-ad-scpl.png
Power tends to corrupt; absolute power corrupts absolutely. - Lord Acton
Frankly, my dear, I don't give a damn. - Rhett Butler

I am the Law. - Judge Dredd

Udostępnij tę odpowiedź


Odnośnik do odpowiedzi
Udostępnij na innych stronach

Jeśli chcesz dodać odpowiedź, zaloguj się lub zarejestruj nowe konto

Jedynie zarejestrowani użytkownicy mogą komentować zawartość tej strony.

Zarejestruj nowe konto

Załóż nowe konto. To bardzo proste!

Zarejestruj się

Zaloguj się

Czy masz już konto? Zaloguj się poniżej.

Zaloguj się

  • Podobna zawartość

    • Przez Game Armada
      Hello everyone,
      Hopefully you all had as great of a weekend as those who attended BritizenCon in Manchester. The team members fortunate enough to visit the Museum of Science and Industry, where the event took place, are still talking about the fun they had, and the amazing members of the community they met. A big thank you to the organizers for putting on such a great community-lead convention.
      Last week, we announced the winners of our Easter Screenshot Contest on Spectrum. Make sure to check out the fantastic screen shots taken at Benny Henge, the Javelin Wreck, and Jump Town. Big thanks to everyone who submitted an entry and congratulations to the winners!
      Also last week, we introduced our new Thursday show Inside Star Citizen, taking you inside Star Citizen’s development first hand with a new name and a revamped format. Let us know in the comments if you enjoyed this makeover and what we can do to make the show even better.
      Now, let’s see what’s going on this week:
      Tuesday, the Lore Team takes a look at a controversial vote that kept the UEE capital on Earth instead of moving it to Terra following the fall of the Messers.
      Thursday welcomes a new episode of Inside Star Citizen, our weekly look inside the world of Star Citizen development.
      Friday sees a Roadmap update and the RSI Newsletter delivered right to your inbox. We also welcome a new episode of Star Citizen Live, which broadcasts LIVE on our Star Citizen Channel. Stay tuned and keep an eye on Spectrum for more information about who this week’s guest will be!
      See you in the ‘verse!
      Ulf Kuerschner
      Senior Community Manager
      *Screenshot by Angaeda



      The Weekly Community Content Schedule
      MONDAY, APRIL 29TH, 2019
                  -   
      TUESDAY, APRIL 30TH, 2019
                  Lore Post – This Day in History   (https://robertsspaceindustries.com/comm-link/spectrum-dispatch)
      WEDNESDAY, MAY 1ST, 2019
                  -   
      THURSDAY, MAY 2ND, 2019
                  Inside Star Citizen    (https://www.youtube.com/user/RobertsSpaceInd)
                  Vault Update   
      FRIDAY, MAY 3RD, 2019
                  Star Citizen Live   (https://www.twitch.tv/StarCitizen)
                  Roadmap Update   (https://robertsspaceindustries.com/roadmap/board/1-Star-Citizen)
                  RSI Newsletter   




      Community MVP: April 29TH, 2019

      We are constantly amazed by the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, a YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub. Don’t forget to submit your content to our Community Hub for a chance at seeing it here!




      I need a hero by RocketElf

      RocketElf’s character was stuck on a ledge when an unsung hero came to the rescue. He decided to create a FOIP tribute to honor his savior.

      Check out the video on the Community Hub.



      Przeczytaj całość
    • Przez Game Armada
      This week we played though the Pacheco mission with Lead Designer Luke Pressley and Senior Live Designer Gareth Bourn along with a few guests.


      To watch Reverse the Verse LIVE each and every week, tune into http://twitch.tv/starcitizen.
      Przeczytaj całość
    • Przez Game Armada
      Jump Point Now Available!
      Attention development subscribers: the April 2019 issue of Jump Point is now available in your subscription area. You’ll learn all about developing the updated flight model which premiered in Alpha 3.5, track the history of flight controls in the RSI Museum and find out everything you ever wanted to know about Leyland’s Tortoise in an all-new Galactapedia. Plus a lore featuring MaxOx!
      Interested in becoming a development subscriber? You can learn more here.
      Przeczytaj całość
    • Przez Game Armada
      Welcome to Inside Star Citizen, the triumphant return of our weekly development update show. In this episode we learn about a new particle lighting system, public telemetry, Crusader’s city in the clouds, and upcoming improvements to a classic ship.


      To watch Reverse the Verse LIVE each and every week, tune into http://twitch.tv/starcitizen.
      Przeczytaj całość
    • Przez Game Armada
      Writer’s Note: Brothers In Arms: Part Four was published originally in Jump Point 3.8. Read Part One here, Part Two here, and Part Three here.
      A recorded hymn played as they sent Arun “Boomer” Ains­ley into whatever great adventure awaits in the everafter. Gavin set the service in the Rhedd Alert hangar, and the recording sounded terrible. The last somber note rebounded off the room’s hard surfaces and harsh angles.
      He wished they could have had a live band. He would have paid for an orchestra, if one were to be had on the orbit­al station. Even a bugle would have been a better tribute for the man who had brought Dell into his life. For the man who taught him and Walt so much about living a free life.
      Dell’s arm felt small around his waist and Gavin pulled her in close to him, unsure if that was the right thing to do. He turned to kiss her hair and saw Walt’s lean form looming beside them. Walt’s face was fixed in a grim mask.
      Gavin knew his brother well enough to know that Walt was berating himself inside. He didn’t deal well with guilt or re­sponsibility, and Gavin suspected that was a big part of why Walt always ran.
      The gathering started to break up. Pilots and the hangar crew busied themselves with tasks around Rhedd Alert’s battered fleet of fighters. Dell didn’t move, so he stayed there with her. Walt rested a hand on his shoulder.
      “Gavin. Oh gods, Dell. I can’t tell you how sorry I am.”
      Jazza leaned in and spoke in a low tone, almost a whisper. “Landing gear up in ten, boss. Your rig is on the buggy.” She motioned with her chin to where his ship waited.
      Dell turned into him and squeezed. “Be careful.”
      “I will, babe.”
      “You come home to me, Gavin Rhedd. I’ll kill you myself if you make me run this outfit on my own.”
      He pressed his lips to the top of her head. Held them there.
      “Wait. What?” Walt’s jaw was slack, his eyes wide. “Tell me you aren’t going back out there.”
      Jazza bumped Walt with her shoulder, not so much walking past him as through him. “Damn right we are, Quitter.”
      “You know what? Screw you, Jazz. All right? You used to quit this outfit, like . . . twice a month.”
      “Not like you. Not like some chicken sh—”
      “Jazz,” Gavin said, “go make sure the team is ready to roll, would ya?” With a nod to Gavin and a parting glare at Walt, she moved away into the hangar.
      “Let it be, Walt. We really do need to go. After last time, we can’t risk being late for the pickup.”
      “Screw late!” Walt’s eyes were wide and red-rimmed around the edges. “Why the happy hells are you going at all?”
      “Walt —”
      “Don’t ‘Walt’ me, Gavin. There is a pack of psychopaths out there trying to kill you!”
      “Walt, would you shut up and listen for two seconds? We don’t have a choice, okay? We’ve got everything riding on this job. We’re months behind on this place and extended up to our necks on credit for fuel, parts, and ammo.”
      “They can damn well bill me!”
      “No,” Gavin said, “they can’t. Your shares reverted back to the company when you quit. But I’m legit now. You think we lived life on the run before? Just you watch if I try to run from this.”
      Walt turned to Dell for assistance, “Dell, come on. You gotta make him listen to reason.”
      “Boomer’s shares transferred to me when he died,” Dell said. “We’re in this together.”
      “Okay, boss,” Jazza called. The three of them looked to where she stood with a line of determined crew. “It’s time.”
      Walt watched the big bay doors close as the last of Gavin’s team left the hangar. His fighter and the few remaining ships looked small and awkwardly out of place in the big room. Standing alone next to Dell gave him a great appreci­ation for that awkwardness.
      “I’m so sorry, Dell. If I’d been there —”
      “Don’t,” she stopped him with a word, and then contin­ued with a shake of her blue-tipped hair. “Don’t do that to yourself. I’ve been over the tactical logs. He got beat one-on-one, and then they OK’d him. There was nothing you could have done.”
      “I still feel rotten,” he said. “Like, maybe if I hadn’t left . . . I don’t know.”
      “Gavin blames himself, too. That’s just the way you two are built. But believe me, there was never a soul alive able to keep my dad out of the cockpit. He was flying long before you Rhedd boys tumbled into our lives.”
      That gave him a smile. A genuine smile. It seemed to bright­en Dell’s mood, so he did his best to hang onto it.
      “Come on,” she said. “It’s been a long couple of weeks. Join me for some coffee?”
      He did, and for a time they spoke softly at the tall tables in the hangar’s kitchenette. Dell caught him up on life aboard Vista Landing since he had left. She was clearly exhausted and not simply from a sleepless night and her father’s funeral. Her shoulders sagged, and dark circles under her eyes were the product of weeks of labor and worry. The constant apprehension of the Hornets’ vi­cious attacks had apparently exhausted more than just the pilots. It seemed odd that the attacks felt strangely personal.
      “You know what I can’t figure out?” he mused aloud. Dell looked at him, tired eyes politely expectant. “What the hell are these guys after?”
      She nodded, “Yeah. There’s been a lot of speculating on that question.”
      “And?”
      “Hard to say, isn’t it? Could be political wackos opposed to the research in Haven. Or maybe it’s one of the old gangs that don’t like us going legit. Could be it’s a group of Tevarin lashing out against UEE targets. Who knows?”
      “Naw. If they were Tevarin, we could tell by how they fly.”
      “Then you tell me, if you’re so smart. I mean, you were out there. You fought them.”
      Walt shrugged and took a sip of cooling coffee. Something she said nagged at him. “Hey, you said you had navsat tac­tical logs from the fight, right?”
      “Yeah.” What remained of her energy seemed to drain away with that one word. Walt cursed himself for the insensitive ass that he was. He’d just asked her about re­corded replays of her father’s murder.
      “Dell. Ah, hell . . . I’m sorry. I shouldn’t have asked.”
      “It’s okay,” she said. “I’ve been over and over them already. Really, I don’t mind.”
      They moved to a console and the lights dimmed automat­ically when she pulled up the hangar projection. She se­lected a ship, and oriented the view so that the hologram of Boomer’s Avenger filled the display. No, Walt reminded himself, it wasn’t Boomer’s ship any more. Dell was his heir and — along with his debt — Boomer’s assets now belonged to her.
      Dell bypassed the default display of the structural hard­points and dove into the ship’s systems. Something caught his eye and he stopped her. “Wait, back up.” She did, and Walt stopped the rotating display to look along the under­carriage of the ship. He let out a low whistle.
      “That, Walter Rhedd, is a Tarantula GT-870 Mk3.”
      “I know what it is. But where did you get it?”
      “Remember those pirates that gave us so much trouble in Oberon? I pulled it before we sold the salvage.”
      He certainly did remember, and the bastards had kicked the crap out of two of their ships with their Tarantulas. “How’d you get it mounted on an Avenger?”
      “Hammer therapy,” she said. He gave her a confused look, and she held up one arm, curling it to make a muscle. “I beat the hell out of it until it did what I wanted.”
      “Damn, girl.”
      “Did you want to see the flight recorder?”
      They watched the navsat replays together in silence. It looked like one hell of a fight. Chaotic. Frantic. The Rhedd Alert fighters were hard pressed.
      Jazza had moments of tactical brilliance. As much as she rubbed him the wrong way, Walt had to admit that she made her Cutlass dance steps for which it wasn’t de­signed. Gavin orchestrated a coherent strategy and had committed extra fighters to drive off the attack. Some­thing was wrong, though. Something about the fight didn’t make sense.
      Walt had Dell replay the scene so he could focus on the marauders. It didn’t look like much of a fight at all from that perspective. It looked more like a game and only one team understood how all the pieces moved. The Hornets flew to disrupt, to confuse. They knew Gavin would send a force forward to protect the transport. He’d done it every time they had met.
      “See that?” he said. “They break apart there and get called immediately back into formation. They never leave a flank exposed. Our guys never get a real opening.” He pointed out one of the attacking Hornets. “That one calls the shots.”
      “That’s the one that OK’d Boomer.”
      Reds and greens from the navsat display sparkled in Dell’s eyes. Her voice was emotionless and flat. Walt didn’t want to see her like that, so he focused again on the display.
      The marauder he’d identified as the leader broke from the melee. Gavin gave chase, but from too far behind. Boomer intercepted, was disabled, and his PRB flashed red on the display. The Hornet took a pass at the transport before turning to rejoin its squad. Then it decelerated, pausing before the overkill on Boomer.
      “Why take only one pass at the transport? They’ve hit us, what? Six times? Seven? And once they finally get a shot at the target, they bug out?”
      “You said, ‘us’,” Dell teased. “You back to stay?”
      Walt huffed a small laugh. “We’ll see.”
      “We’ve been lucky,” Dell offered in answer to his question. “So far, we’ve chased them off.”
      “You really believe that? They had this fight won if they wanted it. And how do they keep finding us? It’s like they’ve taken up permanent residence in our damned flight path.”
      That was it. He had it. The revelation must have shown on his face.
      “What?” Dell asked. “What is it?”
      “Back it up to the strafe on the Aquila.”
      Dell did, and they watched it again. He felt like an ass for making her watch the murder of her father over again, but he had to be sure of what he saw.
      And there it was. Strafe. Turn. Pause. A decision to com­mit. An escalating act of brutality. And then they were gone.
      “She’s not after the transport at all. We were her target this whole time.”
      “Wait,” Dell said, “what she? Her who?”
      “Please tell me your ex hasn’t drunk himself out of a job with the Navy.”
      “Barry? Of course not, why?”
      “Because I just figured out who killed your father.”
      Morgan Brock called the meeting to a close and dismissed her admin team. Riebeld caught her eye and lifted one hand off the table — a request for her to stay while the others shuffled out of the conference room.
      Riebeld kept her waiting until they were alone, and then stood to close the door.
      “I take it,” Brock said, “that our Tyrol problem persists despite the escalation?”
      “I got word during the meeting” — he took a seat beside her at the table, voice pitched low — “that they should be making the jump to Nexus soon.”
      “Our discreet pilots? Are they deployed or here at the sta­tion?”
      His answer was slow in coming, his nod reluctant. “They are here.”
      Brock checked the time. Did some mental math. “Disguise the ships. We will leave at 1700 and meet them in Nexus just inside the gate from Min.”
      “Morgan,” Riebeld’s eyes roamed the room, “these guys aren’t taking the hint. I don’t know what losses we have to hand them before they back down, but . . . I don’t know. Part of doing business is losing bids, am I right?” She didn’t disagree and he continued. “Maybe . . . Maybe we ought to write this one off?”
      “A comfortable position to hold in your seat, Riebeld. Your commission is based on the contract value. I barely turned a profit on that job for years. I did it willingly, with the expected reward of windfall profits when traffic to Haven surges.”
      “I get that,” he said. “I really do. But at some point we have to call it a loss and focus on the next thing, right?”
      “Then suppose that we let the Tyrol job go, and Greely and Navy SysCom see what they want to see from bou­tique contractors. I can already imagine anti-establishment politicians pushing for more outsourced work. Hell, they will probably promise contracts to buy votes in their home systems.”
      She watched him squirm. It wasn’t like him to wrestle with his conscience. Frankly, she was disappointed to learn that he’d found one.
      “If Rhedd Alert won’t withdraw willingly,” she said, “then they will have to fail the hard way. Prep the ships, Rie­beld. We have done very well together, you and I. You should know that I won’t back away from what is mine.” He seemed to appreciate her sincerity, but Brock wanted to hear the cocksure salesman say it. “Are we clear?”
      “Yes, ma’am,” Riebeld swallowed and stood. “Perfectly clear.”
      “Any luck?” Walt pulled up Barry’s record in his mobiGlas and hit connect.
      Dell sat at the hangar console trying to reach Gavin and the team. Her brow furrowed in a grimace and she shook her head.
      “Damn. Okay, keep trying.”
      Barry connected. The accountant wore his uniform. He was on duty, wherever he was, and his projected face looked genuinely mournful. “Hey,” he said, “long time no see, man. Listen, I can’t tell you how sad I am about Boomer.”
      “Thanks.” Barry had known Dell and Boomer for most his life. He’d probably been torn between attending the service and allowing the family to grieve in privacy. Regardless, commiseration would have to wait. “We need your help, Barry. Please tell me that you have access to the propos­als for the Tyrol contract.”
      “Of course I do. And who’s we? Are you back with Dell and Gavin?”
      “I am,” he felt Dell’s eyes on him when he said it. “Anyway, we need a favor. I need to know the ship models and con­figurations proposed by the incumbent.”
      “Morgan Brock’s outfit, sure. No can do on the ship data, though. That information is all confidential. Only the price proposals are available for public review, and those only during the protest period.”
      “Come on, Barry. We’re not talking trade secrets here. I could figure this out with a fly-by of their hangar in Kilian. I just don’t have time for that. I need to know what ships those guys fly.”
      Barry breathed out a heavy sigh, “Hold on. But I can’t send you the proposals, okay? You guys are already on thin ice with this contract as is.”
      “Tell me about it. And thanks, I owe you huge for this.”
      Walt waited, throat dry. He scratched at a chipped edge on his worn mobiGlas with a fingernail.
      “All right,” Barry read from something off-screen, “it looks like they’re flying a variety of Hornets. Specifically, F7As. I can send you a list of the proposed hardpoints, and I hap­pen to know that Brock herself flies a Super Hornet.”
      The mobiGlas shook on Walt’s wrist. His face felt hot, and he forced his jaw to relax. “Barry, if you have any pull with the Navy, get some ships to Tyrol. It’s been Brock this whole time. She’s been setting us up to fail. And she’s the bitch that OK’d Boomer.”
      “I’m going, Walt. That’s final.”
      Walt rubbed at his eyes with the flat part of his fingers. How did Gavin ever win an argument her? Forbidding her involvement was a lost cause. Maybe he could reason with her. “Listen. When’s the last time you were even in a cockpit?”
      “I know this ship. I was practically born in these things.”
      “Dell —”
      She threw his helmet at him. He caught it awkwardly, and she had shed her coveralls and was wriggling into her flight suit before he could finish his thought. She stared at him with hard eyes and said, “Suit up if you don’t want to get left behind.”
      Dell was as implacable as gravity. Fine. It was her funeral, and he realized there was no way his brother had ever won an argument with her.
      They finished prepping in silence. Walt pulled the chocks on her Avenger when she climbed up into the cockpit. He gave the hulking muzzle of the Tarantula an appreciative pat. “You have ammo for this bad boy?”
      “I have a little.”
      “Good,” he smiled. “Let’s hope Brock isn’t ready to handle reinforcements.”
      Walt mulled that thought over. It was true that Gavin had split their team in each fight, but Rhedd Alert had never sent in reserves. Each engagement had been a fair and straightforward fight. Brock wasn’t likely to know anything about their resources, however limited, beyond the escort team. That could work to their advantage.
      In fact, “Hey, Dell. Hop out for a tick, will you?”
      “Like hell I will.” The look she shot down at him was pure challenge. “I said I’m going and that’s that.”
      “Oh, no. I’ve already lost that fight. But you and your cannon here got me thinking about those pirates in Oberon. Tell me, did we ever find a buyer for that old Idris hull?”
      “No. It’s buoyed in storage outside the station, why?”
      Dell looked at him skeptically and he grinned. “We’re going to introduce these military-types to
      some ol’ smugglers’ tricks.”
      Gavin held the team at the edge of the jump gate between Min and Nexus. “All right gang, listen up. You know the drill and what might be waiting for us on the other side. Jazza, I want you and Rahul up on point for this jump. I’ll bring Cassiopeia over after you and the rest of the team are in. Anyone not ready to jump?”
      His team was silent as they arranged themselves into position with professional precision. The pilot aboard Cassiopeia sounded the ready and Gavin sent Jazza through. The others were hard on her heels, and Gavin felt the always-peculiar drop through the mouth of the jump gate.
      Light and sound stretched, dragging him across the inter­space. Another drop, a moment’s disorientation, and then Nexus resolved around him.
      Without warning, Mei’s fighter flashed past his forward screen. Incandescent laser fire slashed along the ghost grey and fire-alarm red ship, crippling Mei’s shields and shearing away sections of armored hull. Mei fired back at a trio of maddeningly familiar Hornets in a tight triangular formation.
      Jazza barked orders. “Mei. Rahul. Flank Gavin and get Cassiopeia out of here. Gavin, you copy that? You have the package.”
      He shook his head, willing the post-jump disorientation away. He didn’t remember bringing up his shields, but they flashed on his HUD and his weapon systems were armed.
      “Copy that.” Gavin switched to the transport channel, “Cassiopeia. Let’s get you folks out of here.”
      The crew onboard the UEE transport didn’t need any more encouragement. Gavin accelerated to keep pace with the larger ship as two Rhedd Alert fighters dropped into posi­tion above and below him. Together, they raced toward the jump gate to Tyrol.
      The Hornets wheeled and dropped toward them from one side. Gavin’s HUD lit up with alerts as Jazza sent a pair of rockets dangerously close over his head to blast into one of the attacking ships. Her ship screamed by overhead, but the Hornets stayed in pursuit of the fleeing transport.
      Alarms sounded. They needed more firepower on the Hornets to give Cassiopeia time to get clear. He yelled a course heading, and Cassiopeia dove with Mei and Rahul on either flank.
      Gavin pulled up, turned and fired to pull the attention of the attackers. He spun, taking the brunt of their return fire on his stronger starboard shields.
      The impact shook the Cutlass violently, and his shield integ­rity bar sagged into the red. Gavin turned, took another wild shot with his lasers, and accelerated away from Cassiopeia with the Hornets in close pursuit.
      Navsat data for the jump into Nexus crept onto the edge of Walt’s HUD. Several seconds and thousands of kilometers later, the first of the embattled starships winked onto the display. His brother and the Rhedd Alert team were hard-pressed.
      Walt watched Brock and her crew circle and strike, corralling the Rhedd Alert ships. Gavin tried to lead the attackers away, but Brock wouldn’t bite. By keeping the fight centered on the UEE transport, she essentially held the transport hostage.
      Time to even the odds.
      Jazza tore into one of the Hornets. Walt saw the enemy fighter’s superior shields absorb the impact. He marked that Hornet as his target, preparing to strike before its defenses recharged.
      He killed his primary drive and spun end to end, slash­ing backward through the melee like a blazing comet. His targeting system locked onto the enemy Hornet, and his heavy Broadsword blasted bullets into it.
      Mei’s battered fighter dove through the streaming wreck­age, but the Super Hornet, presumably Brock, waited for her on the other side. A blast from her neutron cannon tore through the Rhedd Alert ship. Mei ejected safely, but their team was down a ship.
      “Gods,” Gavin’s voice was frantic. “Get the hell out of here, Walt. Form up with the transport and get them away from the fight.”
      Walt ignored him. He came around for another pass and triggered his mic to an open-area channel. “The game’s up, Brock.”
      His words cut across the thrust and wheel of close com­bat, and for a moment the fighters on all sides flew in quiet patterns above the fleeing Cassiopeia.
      “You know,” Walt said, “if you wanted us to believe you were after the transport, you should have saved your big guns for Cassiopeia instead of overkilling our friend.”
      “I suppose I should be disappointed that you have found me out,” Brock’s voice was a pinched sneer, and every bit as cold and hard as Gavin had described. “On the other hand, I’m glad you’ve shared this with me. I might have been content disabling the majority of your so-called fleet. Now, it seems that I will have to be more thorough.”
      She fired, he dodged, and the fight was on again in earnest. Walt switched his comms to Rhedd Alert’s squad channel. “Brock was never after Cassiopeia, Gav. She’s been after us.”
      “Maybe I’m a little distracted by all the missiles and the neutron cannon, but I’m failing to see how that is at all relevant right now.”
      “We’re no match for the tech in her ships. If she goes after the transport, they’re toast.” He rolled into position next to Gavin. Together, they nosed down to strafe at a Hornet from above.
      “Great,” Gavin said, “then why did you tip her off?”
      Walt suppressed a wicked grin. “Because,” he said, “she can’t afford to let any of us get away, either.”
      “If you have any brilliant ideas, spit ’em out. I’m all ears.”
      “Run with me.” For all Walt knew, Brock could hear every word they were saying. She would tear them apart if they stayed. He had to get Gavin to follow him. “Run with me, Gavin.”
      “Damn it, Walt! If you came to help, then help. I’ve got a pilot down, and I’m not leaving her here to get OK’d like Boom­er.”
      “This ain’t about doing the easy thing, Gav. Someone I truly admire once told me that this game is all about trust. So ask yourself . . . do you trust me?”
      Gavin growled his name then, dragging out the word in a bitter, internal struggle. The weight of it made Walt’s throat constrict. Despite all of their arguments, Boomer’s death and his own desertion when things got hard — in spite of all of that — his brother still wanted to trust him.
      “Trust me, Gavin.”
      Brock and her wingman swept low, diving to corral Cassiopeia and its escorts. Jazza redirected them with a blazing torrent of laser fire and got rocked by the neutron cannon in return. The shields around her battered Cutlass flashed, dimmed and then failed.
      Walt gritted his teeth. It was now or never.
      “Jazz,” Gavin’s voice sounded hard and sharp, “rally with Cassiopeia and make a break for it.”
      Walt pumped his fist and accelerated back the way he’d come in.
      “Walt,” Gavin sounded angry enough to eat nails, but he followed, “I’m on your six. Let’s go, people! Move like you’ve got a purpose.”
      Walt pulled up a set of coordinate presets and streaked away with Gavin close behind him. The two remaining Hor­nets split, with Brock falling in behind Gavin to give pursuit. Even together he and Gavin didn’t have much chance of getting past her superior shields. Instead, he set a straight course for the waypoint marked at the edge of his display. When incoming fire from Brock drove them off course, he corrected to put them directly back in line with the mark.
      Brock was gaining. Gavin’s icon flashed on his display. She was close enough to hit reliably with her repeaters. As they approached the preset coordinates, Walt spotted a rippling distortion of winking starlight. Correcting his course slightly, he headed straight for it. Gavin and Brock were hard behind him.
      “Come on,” Walt whispered, “stay close.”
      On the squad display, he saw Gavin’s shield integrity dropped yet again. Brock was scoring more frequent hits.
      “A little farther.”
      Walt focused on the rippling of starlight ahead, a dark patch of space that swallowed Nexus’ star. He made a slight course correction and Gavin matched it. Together, they continued their breakneck flight from Brock’s deadly onslaught.
      The small patch of dark space grew as the three ships streaked forward. Walt opened the squad channel on his mic and shouted, “Now!”
      On his HUD, a new ship flared onto the display. It appeared to materialize nearly on top of them as Dell’s Avenger dropped from her hiding place inside the blackened hull of the derelict Idris.
      Walt punched his thrusters. The lift pressed him into his seat as he pushed up and over their trap. He heard Dell shouting over the squad channel, and he turned, straining to see behind him. Bright flashes from Brock’s muzzles accompanied a horrible pounding thunder. Dell had left her mic open and it sounded like the massive gun was threat­ening to tear her ship apart.
      “Heads up, Gav!”
      Dell’s voice hit Gavin like a physical blow.
      He saw his brother climb and suddenly disappear behind an empty, starless expanse. Then Boomer’s Avenger materi­alized from within that blackness, and Gavin knew that his wife was inside the cockpit. She was with him, out in the black where veteran pilots outgunned them.
      His body reacted where his mind could not. He shoved down, hard. Thrusters strained as he instinctively tried to avoid colliding with her. A brilliant pulse like flashes of light­ning accompanied a jarring thunder of sound.
      Gavin forced his battered ship to turn. The Cutlass shud­dered from the stress, and Gavin was pressed into the side of the cockpit as the nose of his ship came around.
      He saw the first heavy round strike Brock. The combined force of the shell and her momentum shredded her for­ward shields. Then round after round tore through the nose of Brock’s ship until the air ignited inside.
      “Dell” — the flaming Hornet tumbled toward his wife like an enormous hatchet — “look out!”
      Brock ejected.
      Dell thrust to one side, but the Hornet chopped into the hull where she had hidden. The explosion sent ships and debris spinning apart in all directions.
      “Dell!”
      He swept around to intercept her spinning ship. Walt beat him there. Thrusters firing in tightly controlled move­ments, Walt caught her Avenger, slowed it and stopped the spin.
      Gavin rolled to put himself cockpit to cockpit with his wife.
      “Dell?”
      She sat in stillness at the controls, her head down and turned to one side.
      “Come on, baby. Talk to me.”
      She moved.
      With the slow deliberateness of depressurized space, she rolled her head on her shoulders. When she looked up, their eyes met. Dell gave him a slow smile and a thumbs-up. He swallowed hard, and with one hand pressed to his heart, he shut his eyes silently in thanks.
      Gavin spun his Cutlass and thrust over to where Brock floated nearby, his weapons systems still hot. He paused then, looming above her as she had hesitated over Boomer.
      Her comms were still active. “What now, Rhedd?”
      He remembered her from the meeting with Greely. Tall, lean, and crisp. She seemed small now, drifting not more than a meter away from the battle-scarred nose of his Cutlass.
      “Gavin?” Dell’s voice sounded small after the ruckus of the fight.
      Walt eased into view alongside him. His voice was low and calm, “Easy, buddy. We weren’t raised to OK pilots.”
      “She’s not worth it,” Dell said.
      Brock snarled, “Do it already.”
      He had studied Brock’s reports for months. She had more ships and more pilots than he could ever imagine employing. What drove her to harass them and kill one of his crew for this job?
      “I just want to know why,” he asked. “You’ve got other contracts. You’ve probably made more money than any of us will see in our lives. Why come after us?”
      He held Brock’s eye, the lights from the Cutlass reflecting from her visor.
      “Why?” she repeated. “Look around you, Rhedd. There’s no law in these systems. All that matters here is courage to take what you want, and a willingness to sacrifice to keep it.”
      “You want to talk sacrifice?” he said. “That pilot you killed was family.”
      “You put him in harm’s way,” she said, “not me. What little order exists in these systems is what I brought with me. I carved my success from nothing. You independents are thieves. You’re like rodents, nibbling at the edges of others’ success.”
      “I was a thief,” he said, “and a smuggler. But we’re building our own success, and next time you and I meet with the Navy,” Gavin fired his thrusters just enough to punch Brock with the nose of his ship, “it’ll be in a court­room.”
      She spun and tumbled as she flew, growing smaller and smaller until the PRB on his HUD was all he could see.
      A pair of Retaliators with naval designations were moored outside the Rhedd Alert hangar when Gavin and the crew finally limped back to Vista Landing.
      Crew aboard Cassiopeia had insisted on helping with medical care and recovery after the fight. The team scheduled for pick-up at Haven was similarly adamant that Rhedd Alert take care of their own before continuing. Technically, no one had checked with Navy SysCom.
      Did the Navy fire contractors face to face? For all he knew, they did.
      Gavin saw to the staging of their damaged ships while the others hurried the wounded deeper into Vista Landing. When he’d finished, he exchanged a quick nod with Barry Lidst who stood at ease behind Major Greely.
      “Major,” Gavin held out his hand, “I assume someone would have told me already if I was fired.”
      His hand disappeared in the major’s massive paw. “I sup­pose they would have, at that.”
      “Then to what do we owe the honor?” Dell and Walt joined them, and Gavin made introductions.
      “‘I’ first, then ‘we,’ ” Greely repeated, “I like that, Rhedd. I appreciate a man who accepts consequence personally but insists on sharing accolades with his team. Tell me, son. How’d you get Brock?”
      Gavin nudged his wife. With a roguish grin, Dell pulled her arm from around Gavin’s waist and stepped over to pat the Tarantula on her battered Avenger.
      “Nice shooting, miss.”
      Dell shrugged, “Walt pulled my tags, nav beacon and flight recorder before we left. I was sitting dark inside a decoy when the boys flew her right down the barrel.”
      Barry leaned toward Greely and in a completely audible whisper said, “It might be best if we ignore the illegal parts of that.”
      Greely waved him off. “This is what the ’verse needs. Men and women with the courage to slap their name up on the side of a hangar. A chance for responsible civilians to create good, honest jobs with real pay for locals. That an ex-military contractor tried to muck that up . . .”
      Gavin and the team got a good, close look at what angry looked like on a Navy officer. It was the kind of scowl that left an impression.
      “Anyway,” Greely composed himself, “not a soul in the ’verse would blame you for writing us off as a bit of bad business. I’m here to ask that you stick with it.”
      Gavin was reluctant to bring their financial situation up in front of their one paying client, but they were tapped out. Rhedd Alert didn’t have the cred to buy ammo, much less repair their downed fighters. “Actually, sir. I think we may need to find something a little more lucrative than getting shot up by disgruntled incumbents.”
      “About that,” Greely rested his hand on Gavin’s shoulder. He led him to look out one of the large hangar windows at the Retaliators buoyed outside. “My accountant tells me there may be some room to renegotiate certain parts of the Tyrol contract. But that job won’t be enough to keep your team busy now that Brock’s out of the way.”
      Gavin laughed. “On that point, I most certainly hope you are right.”
      “Well . . . I’ve got more work for an outfit like yours. I hope you’ll accept, because you folks have surely earned it. Tell me, Rhedd, are you familiar with the Oberon system?”
      Behind them, Walt dropped his helmet.
      The End
      Przeczytaj całość
×
×
  • Dodaj nową pozycję...

Powiadomienie o plikach cookie

Umieściliśmy na Twoim urządzeniu pliki cookie, aby pomóc Ci usprawnić przeglądanie strony. Możesz dostosować ustawienia plików cookie, w przeciwnym wypadku zakładamy, że wyrażasz na to zgodę. Polityka prywatności