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Sq42 in 2026 huh? I’ll hold my breath.
I’ll be updating this as I watch but I’ll stick to the main points. If you want a full picture just watch the archive.
Partial TL;DW:
- “Monthly” patches with fixes and new content (in quotation because they aim for 9-10 actual releases this year).
- Less frequent feature releases, longer testing on a separate channel.
- “Inside Star Citizen” and “Star Citizen Live” will be released together on Thursdays.
- New regular “Behind the Ship” series alternating with one of the above (depending on the topic of the week).
- The decision to release 4.0 when it did came to be because CIG couldn’t get enough players on the PTU servers.
- This release allowed them to compare the loads between 3.24 and 4.0 servers.
- Before 4.0 release stuff:
- They were finishing 4.0 features until October, upon merging this work and running Server Meshing in Pyro they were met with major issues with the systems.
- “There was a new change in the engine were we tried do optimize some of the way we deal with streaming radius (…) the way we compound and aggregate objects would inflate the bounds of things and the new locations in Pyro would have radius of several thousand kilometers so every client in Pyro ended up loading a very large part of the environment. (…) Upwards of 15-20Mb per client per message.”
- During this testing they also established the player count for launch of 4.0 (500 players per shard soft cap, 600 hard cap).
- Lots of network optimization.
- They had to modify the teleport API for Server Meshing (used for teleporting players when they die for example).
- They didn’t managed to finish the culling of instanced interiors (the cause of seeing and hearing other people instanced hangars).
- They mobilized all engineers to focus on the optimization before release. Came up with a special initiative to cut through red tape and push for improvements.
- The initial target for this process was to stabilize server performance between 15-20FPS and prevent it from going below 10.
- Some of the physics issues fixed during this process:
- Resolving collision bugs persisting in the database.
- Destroying AA turrets “collapsed” them instead of removing, then added new ones on top of those, compounding the issue.
- Between 3.24 and 4.0.1 teams fixed 2900 bugs (3300 tasks).
- More resources (devs, including seniors) committed for fixes rather than new features.
- Increasing bug fixing quotas for teams.
- They want to improve observability of issues (some systems like ATC don’t report issues as much as the newer ones).
- They’re (re?)establishing resource budgets (CPU, GPU etc.) for all teams.
- They try to assign bug fixes and changes to a system to their original creators, that said it’s not always possible and they want keep things balanced as to not keep someone purely on bug fixing for years.
- They’ll try to stick to the promise of releasing only the stuff that’s actually ready for release. Both Jared and Benoit acknowledged this didn’t really pan out in the past.
- They were feature focused developer until now, changing to less flashiness and more bug fixing is a scary prospect for the whole company (especially marketing).
- Seniors will be assigned the most important, difficult and time consuming fixes more often (they used to keep them strictly on working on the major new features).
- Dev split between Star Citizen and Squadron 42 is flexible for the most part. Some fixes to one project obviously improve both as well.
- Squadron 42 development has a pretty aggressive pace as the want to finish the game this year and be truly ready for 2026 release.
- They try to minimize ping-ponging people between the projects, swaps should happen after finishing milestones.
- Neither 4.0.1 nor upcoming 4.0.2 will be a silver bullet patch. Improvements will happen as the year progresses.
- 4.0.1 improved a lot on the infrastructural level but there was a bunch of regression on the player facing side.
- They know a lot of this was said before and the real worth of these promises will depend on the results.
- They’ll try to reduce the risk but there will be times this year when they try something new which may break things.
- They are talking about a scheduled maintenance window when they could deploy fixes more regularly and do maintenance.
Edit: added notes for hour 2.
Edit 2: Better split for the whole thing.Part 2:
- Status update on some of the major issues and common questions:
- Login issues and being stuck at position 1 - they’re still investigating, authorization call during matchmaking (selecting server/shard) sometimes takes minutes to close.
- Increased load times - they’re still investigating, it seems to be related to the game waiting for an entity without authority waiting to get it (it can happen when server reboots after crash).
- Restarting the game or trying to change shards is something CIG haven’t included in their testing before. Doing so helped them find a lot of issues with the player spawning/authorization process.
- Shard locks can happen when your character doesn’t get stowed before your next login and the shard it’s assigned to is no longer available. Most of the time this gets fixed automatically after a while.
- Elevators and trams (the transit system) are a very old feature. As it is the streaming system destroys and recreates the carriages (elevators, trams) if there’s no one in the vicinity. This system requires fundamental changes how these things work to prevent losing orders (“go to x”) and allow “self-healing” (fixing the state while recreating the carriage).
They’re are also making fixes to the current system until the rewrite is complete. - Benoit is responsible for ships getting destroyed when stowing (it was caused by his back-end fix, they weren’t actually destroyed just couldn’t be called back).
- One of the issues with ship calling into the hangar happens due to elevator being moved by code while the ship is moved through physics (causes “the flapping”). They’re still deciding which way to go (move both through code or physics).
- There’s a possibility right now that when leaving the station before your ship is stowed it’ll get stowed alongside the hangar instead of on its own. This can lead to a situation when ATC doesn’t recognize the ship as being on the pad when trying to leave the hangar on another shard.
- They made a fix to how the hangar queues are managed. It should help with long wait times or short availability times to leave/enter.
- Hangars being assigned incorrectly - seems like there is a possibility of player having hangars of multiple size in the same location which should not happen. This can lead to the system being unable to select one to assign to the player. They’re still investigating.
- Vehicles exploding after being clipped by the hangar elevator happen due to a cleanup system trying to resolve a collision error. This should only happen for long abandoned vehicles in the future.
- Inventory and item persistence issues - also caused by a cleanup system/item setup. Items flagged for cleanup and didn’t lose the flag after pick up which lead to the system removing them on next trigger.
There was also an issue where inventory caching (for UI) wouldn’t update properly in some locations so they revamping the system to improve on that (items are actually stored, it’s just a display issue). - They aren’t really happy with the current Long Time Persistence system due to how it deals with item and ship storing which leads to items disappearing between patches. They’re creating a new system to split permanent and runtime data of items/ships. They are also patching the current system in the mean time to resolve some of the issues.
- Unique item recovery is prioritized this year. “The talk has stopped and the work has started.”
There will be a short, medium and long term solutions - this topic will be discussed next week on the show. - Aggressive ship de-spawning - cleanup system should keep the passenger count even if players aren’t piloting to prevent this from happening. There are couple reasons why this happens, some should be solved other still need to be fixed.
- They pretty much completely reworked the mission system for 4.0. Initially they focused on just making it work with Server Meshing, next they reworked how markers work (in general, i.e. party, mission etc.). The remaining work for missions and the main reason all the old issues still persist is reworking how the missions are built (mission team has to use tools that aren’t updated for SM).
They started engineering work to rethink how missions are made to improve and automate the tools. - Quantum Travel issues have multiple causes.
One of them has to do with the fact that each ship component consists of smaller entities (responsible for health, power etc.) and sometimes some of these disappear/break from Quantum Drive when moving between shards, leaving people stranded or with inconsistent fuel levels. - Prison is actually a mission (and an old one at that). There was a bug which broke the missions logic leading to desync of the mission state and making the escape/legal exit impossible. They have a fix which should prevent the issue from happening again (as long as the elevator works).
- They’re still identifying the reason for the long delay of mineables rendering but they know where to look.
- Shared missions paying full rewards to all people in the part was technically a bug. Rich Tyrer did confirm however that this is the direction of how they wants this system to work so they will implement something similar in the future.
- They’re still investigating the issues between Vulkan renderer and Nvidia drivers but they think it has to do with Nvidia’s new vulkan drivers.
- Issue Council is important even if players don’t feel like it matters much. They want to rework the duplication system to limit similar issues.
They don’t think there is an issue with malicious dupe marking to farm rewards but they promise to look into it to confirm. - Error popups (the ones with error codes) have not bee touched in ages but will be updated. They want to display more information whenever an error happens in the future.
- The black screen during preview happened because a fix to a bug consisted of fading to black and hiding the UI (which included the error popups).
- “I want players to know we know about the state of the game. (…) We’re gonna work our ass of to get this game stable and solid, and to be the game we want to be. It’s about time we do that change.”
- Status update on some of the major issues and common questions: