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We?ve hit another record-setting crowd funding level: $41 million!
I?m incredibly happy to hit this goal as it green-lights a very important research project aimed at improving Star Citizen?s long term future. With this funding, we?ll be looking into procedural generation to help build the universe out in a greater detail and scope in ways we didn?t think possible when we started developing the game! We will have some exciting announcements to make down the line involving some of the talent we?ve been talking to about helping us with procedural system and planet building.
Procedural Generation R&D Team ? This stretch goal will allocate funding for Cloud Imperium to develop procedural generation technology for future iterations of Star Citizen. Advanced procedural generation will be necessary for creating entire planets worth of exploration and development content. A special strike team of procedural generation-oriented developers will be assembled to make this technology a reality.
Last time, we asked you to vote for the next stretch goal?s player reward? and the resounding winner was UEE Marine combat armor! You can read more about the armor, which will be unlocked at $43 million, now:
Omni Role Combat Armor (ORC) mk9
Manufacturer: CDS (Clark Defense Systems)
The ?standard? Marine armor for almost twenty years, ORC armor is prohibitively more expensive than standard-issue infantry body armor used by Army Ground Forces, but the Marines boast far fewer numbers and tend to make compelling arguments to get what they ask for. Clark Defense Systems? ORC armor is created of composite mesh of fibers reinforced with ablative plates, offering a modest protection against both energy and kinetic weapons. While it doesn?t offer the same protection of the Marines? proprietary Nail-armor or their SpecOps variants, ORCmk9 armor is a baseline solution for any number of situations the average Marine will encounter on any given day. Besides, in the words of Lt. Col Armin Trask, ?you wanna know the best armor? Not getting shot.?
We?ve eliminated the least popular reward (bonus UEC) and started a second poll; be sure to vote for what you?d like as the $44 million goal below!
more @
https://robertsspaceindustries.com/comm-lin...rman-41-Million

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CLOUD IMPERIUM SANTA MONICA
The HUD has moved forward by leaps and bounds. This has been one of our most collaborative pieces of work with other studios and it is really shaping up! Over the course of the past couple of months, we have been working hard to conceptualize and define the base functionality that will drive the HUD and peripheral user interfaces in many of the ships that you will be piloting in the Star Citizen universe.
In any ship, you will be able to manage and interact with many different systems, such as weapons configuration management, power and energy management, shields management, radar configuration, navigation, comms, target tracking, preset configuration, and much more. All of these components need to be quickly accessible to you at any given point in time, especially during heated situations such as combat.
Our goal in designing the cockpit UI was to present such complex components in a manner that is functionally intuitive, yet aesthetically consistent with the fiction in that you?re piloting a ship from the future. One of the biggest challenges in designing any sci-fi interface is striking the right balance between what looks / feels visually interesting and what is functionally efficient, both of which are equally important in driving the immersion as you?re piloting ships in Star Citizen.
CLOUD IMPERIUM AUSTIN
Our Engineers got the full universe cluster configured and deployed to our cloud servers autonomously through our build system, and while our initial tests would only allow 2 or 3 players to connect, we are now up to dozens of us battling every single day. Also, we have many new improvements and enhancements for the Oculus Rift coming in the next Hangar Patch, such as FOV fixes, and dual-screen rendering, which will greatly enhance the VR experience.
In addition, we?ve been working to support artists for enhancing visuals such as making PBR (or PBS) look as fantastic as possible and also greatly improved the shield effects, making them more configurable and now have a ?from cockpit? view of the shields.
We are also very busy integrating systems for the DFM, such as matchmaking, and leaderboards, which will be needed for our upcomming release.
Animation has been very busy cleaning up the data from our first full performance capture session. Now, we are busy integrating the animation curves generated into our in game body and faces. And of course, making sure that all the animations work for the ships coming up in the dogfighting module.
Audio has been busy getting the interactive music working correctly, as well as adding new sound effects for lasers, thrusters, cockpits, breakups and hits ? in addition, recording all the dialogue for the ?b****ing betty? or warning system for the space ships we will be flying soon.
Design has managed to fill 5 of the its open positions ? it was a great month for finding some talented & dedicated designers that will go that extra mile to make Star Citizen the best experience possible. We are moving full steam ahead with BHVR on the economy simulation which will be responsible for generating many of the player missions in the game. It goes without saying that we are knee deep in dogfighting testing, and we are busy assisting with PBR implementation in the hangars, as well as making the tools that will allow us to populate the systems that all of us are looking forward to visiting.
more @
https://robertsspaceindustries.com/comm-lin...port-March-2014