Production Schedule Report
Our schedule for the next Star Citizen Alpha releases, up to date.

Welcome,

Below you will find the Current Milestone Schedule. These are the very same schedules we update daily and are circulated internally on our intra-studio hand-offs with a few exceptions: the individual developer names assigned to the tasks will be omitted (for obvious reasons), we’ll remove the JIRA details and we’ll modify the technical wording to make it readable for a wider audience, but otherwise, when something changes, slips or is completed, you will know.

What you are seeing here is the result of our scheduling and planning process. We have a high level feature and content set that we want to achieve for Star Citizen and Squadron 42. The first step is to break these features into higher level tasks with which we populate Microsoft Project, JIRA and Shotgun (the three tools we use for project scheduling and tasking). Then, as we approach a task, Production works with the relevant developer(s) to make sure the task is broken up with enough detail to allow completion. Sometimes this means adjusting the initial task estimate, as things tend to come into a clearer focus when coming up on a task, but it almost always means breaking down the big task into a bunch of smaller tasks that have their own individual sub tasks that possibly are distributed to multiple developers.

Both tasks and sub-tasks get created in JIRA, linked under an Epic (which is a high level task or feature) and are then pulled into Microsoft Project to manage with granular detail providing us global visibility through Gantt charts and visual timelines. No developer works on a task unless it has been created in JIRA, prioritized and assigned by a lead or a member of the Production Team.

Then as the developers work on the tasks, Production will adjust the schedule and JIRA tickets to reflect the work being done.

In the schedule below, you will first find a master schedule that covers the broad departments/disciplines that are being developed. Each department will then have its own dedicated sub-schedule, briefly explaining the various features that are being developed and their current status.

CAVEATS

But also, we would like to establish some ground rules before proceeding:

I.Quality will always be our number one goal. We set out on this journey by looking at the gaming landscape and asking: can we do better? We continue to ask that question about everything we do. As a result, we will ALWAYS extend timelines or re-do features and content if we do not feel they are up to our standards. The freedom to fight for a new level of quality in game development is what crowd funding has allowed us, and we will continue to fight to make sure Star Citizen is the best possible game it can be.

II.The estimates we provide are just that: estimates. They are based on our knowledge and experience, but there are many aspects of game development that are impossible to predict because they literally cover uncharted territory. You will see the same estimates we use in our internal planning, but it is important to understand that in many cases (especially with groundbreaking engineering tasks) these estimates are often subject to change due to unforeseen complexity in implementing features.

III.The time expected for bug fixing and polishing is also very hard to estimate, increasingly so in online and multiplayer situations. The complexity and the difficulty in testing at a large scale make it harder to reproduce and isolate bugs in order to fix them. We base our estimates, again, on our experience, but we also know that it’s possible for a single bug to cause a delay of days or weeks when a hundred others might be fixed instantly.

IV.Internal schedules, the ones you will now be privy to, tend to have aggressive dates to help the team focus and scope their tasks, especially in the case of tech development. Every team, even a team blessed with the kind of support and freedom you have allowed us, needs target dates in order to focus and deliver their work.

WELCOME TO THE PROCESS

The community has always been integral to Star Citizen, so we will be updating this page weekly to keep you informed about our development. We hope that this page will not only help explain our latest status, but also provide some explanations in the event that updates are delayed.

Last update : Jan 20th, 2017

2.6.1 Overview

The following lists and charts show our progress towards releasing 2.6.1, with all remaining major tasks listed.

Tasks are either feature complete, or have an ETA for completion.

Some tasks may require further QA, bug-fixing and iteration.

Tasks that delay beyond our target dates might cause the release of 2.6.1 to be delayed, or might be excluded from 2.6.1 if appropriate to maintain the release date target.

2.6.1 work is separated into Subsections: Star Marine, Ship Balance / Improvements, Network, UI and Content.

2.6.1 is intended to be a bugfixing/polish patch rather than a larger content patch, with the main aim of improving the player experience and building upon the foundations for features we introduced in 2.6.0. Because of this, we’re aiming for a closer release date than for our larger patches since there are fewer features being worked on. What we have represented in the schedule below are the smaller improvements to improve the player experience, such as further balancing to ship speeds, improvements to grenades in Star Marine, and some new additions to the menus.

Bug Progress

Since the release of 2.6.0, we continued to make fixes for bugs in preparation for this 2.6.1 patch. Below is an overview of the kinds of issues that we have fixed since releasing Live:

  • Crashes
    • Fixed crash in CEntityAttachment::OnAttach
    • Fixed crash in CParticleContainer::UpdateState()
    • Fixed crash with SZoneBBox::operator AABB_tpl
    • Fixed crash due to missing elite archetypes
    • Fixed crash in StarCitizen!HUD::CSeatReticlesContextComponent::Enter()
    • Fixed crash in StarCitizen!CHomeScreenComponent::Enter()
  • Main Menu
    • Players in a party will now all be returned to the lobby
    • Players are now able to enter a game as a pure spectator
  • Arena Commander
    • Killed pirates in Pirate Swarm no longer appear twice in the feed
    • Best lap time was inconsistent across multiple players in Race mode
    • Fixed infinite load screen when entering Arena Commander as a spectator
  • Star Marine
    • Weapon sights now being correctly positioned after respawn
    • Control terminal now shows the correct screen when joining a game in progress
    • Revenge kill now resets on round end
    • Dead player was able to capture a control point
    • Thrown grenade impacts now have audio
    • Fixed issue where players could remain on a black screen when joining an Elimination game
  • Ships
    • All Auroras can now equip a Size 2 missile rack
    • Fixed animations in the Caterpillar that could be interrupted
    • Fixed and issue with vehicle bodies falling through the floor when destroyed in gravity
    • Fixed an issue with incoming missile warning do not disappear from the HUD
  • Network
    • Fixed various issues with the GIM
    • Various fixes to improve overall network stability
  • Cameras
    • Added “Pure Spectator Mode” which allows users to spectate a game rather than participate in it
    • Added persistent save/load of cameras between game sessions and the 1st person spectator mode
  • Misc
    • Improvements to various ship and environment LODs within the game
    • Missile POV camera now deactivates when releasing the missile fire button (Middle Mouse)
    • Improvements to atmospheric audio throughout the game and certain spot SFX in Crusader
    • General fixes to reduce log spam

Here’s the current list of bugs and changes that are considered a priority to fix before releasing 2.6.1:

  • Crashes
    • GPU crashes and hangs
  • Networking
    • Client disconnects (code 7, 8, and 0)
    • Memory leaks and corruption
    • Desynchronization
  • Arena Commander
    • Missiles not inheriting velocity from ships
    • Missiles travelling erratically
  • Ship Balance
    • Allow max AB on all axis
    • Adjust fuel consumption rates
    • Adjust weapon health
    • Further adjustments to ship speeds
  • Star Marine
    • Audio corruption during multiplayer matches
    • Level layout changes to improve balance between the team spawn points

Breakdown by Subsection

Star Marine

Weapon Balance

  • We are adjusting the damage output of the shotgun and the sniper rifle, which both feel to be lacking the punch we would like from these weapons
  • ETA is 27th January

Map Improvements

  • We are making some adjustments to the maps in order to make the map layout more balanced between the teams
  • ETA is 27th January

Ship Balance / Improvements

Review of Ship Speeds

  • After seeing feedback from 2.6.0 we feel that further changes need to be made to the speeds of ships in SCM to create a wider spread that is in line with the ship role.
  • ETA is 25th January

Fuel Consumption Tweaks

  • An extension of the above. This is intended to make fuel more of an expendable commodity that has to be managed.
  • ETA is 25th January

Weapon and Mount Health Balance

  • After reviewing feedback, we’ve found that weapons and their mounts can be too easily destroyed with splash damage. We are increasing the health of both components to combat this.
  • Complete

Weapon Projectile Speed Balance

  • We’ve found that weapon projectiles have a varied speed across the game, which makes aiming with certain weapon setups in flight a challenge due to the position of the lag pips. Adjusting projectile speeds should bring these pips closer together in more setups to reduce the current extreme offsets we’re seeing.
  • Initial pass Complete
    • More tuning may be needed after internal testing

Allow Max Afterburn on all Axis

  • Allowing the ability to reach maximum afterburn speeds on all ship axis when strafing, but at a reduced acceleration rate on any other axis than Y (straight ahead) as regular maneuvering thrusters don’t have the power to reach those speeds at the same rate,
  • ETA is 24th January

Network

Serialized Variable

  • Originally moved out of the 2.6.0 goals due to the time required to complete this.
  • ETA is 25th January

Message Ordering

  • Originally moved out of the 2.6.0 goals due to the time required to complete this.
  • ETA is Today
    • This will require the completion of the Serialized Variable work, and a thorough round of testing before being considered as properly completed

UI

Bug Fixing

  • Since 2.6.0 went Live, we’ve identified a number of issues with the new main menu, and also other bugs with the UI in general that we would want to fix for 2.6.1. This bugfixing is where the bulk of the time is going to be spent for the UI team
  • ETA is 9th February

In-Game Leaderboards

  • Adding the current website based leaderboards into the game.
  • ETA is 30th January

In-Game Loadout Customisation

  • Adding the ability to change the loadout of your character in between respawns in Star Maine.
  • ETA is 1st February

Grenade Indicator

  • Adding an indicator to visually mark the position if thrown grenades.
  • ETA is 24th January

Content

Super Hornet Update

  • Updating to new damage state system, new Shaders, bug Fixing, and optimisation pass to bring it in line with more current ships.
  • ETA is 27th January