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{{Infobox commlink
|title = Monthly Report: June 2016
|url = https://robertsspaceindustries.com/comm-link/transmission/15408-Monthly-Studio-Report-June-2016
|type = Transmission
|image = |publicationdate = 2016-07-08
|series = Monthly Reports
}}


'''Greetings Citizens!'''

Welcome to the June 2016 monthly report! June was a most excellent month for Star Citizen, with the release of Star Citizen Alpha 2.4.0 and the 2.4.1 followup patch. 2.4 added a number of forward-facing elements to the game, including shopping and our first large flyable ship (the Starfarer)… but it was even more important ‘under the hood’ as it introduced persistence to Star Citizen! Persistence is essential to making a constantly-evolving multiplayer world, and there’s a lot for us to build on in future patches.

We also launched the Drake Dragonfly this month, our so-called ‘space motorcycle’ and the community responded with excitement! These cool, little ships are going to be so much fun to play, we’re eager to see them running around Port Olisar (and then across the surface of our planets!)

We hope you’re enjoying your time in Crusader, and we appreciate the incredible effort the community has put into helping test these game builds. With a game as complex as Star Citizen, intended to be played by pilots around the world, there’s so much in the way of architecture and systems that needs thorough testing in the real world… so the thousands upon thousands of players who’ve submitted bug reports are truly appreciated. Here’s the monthly report:


== CIG LOS ANGELES ==
[[File:MonthlyReport-1606-MR LA Header June2016.jpg|300px]]

'''Go West, Young Citizen'''

[[File:MonthlyReport-1606-MR Team Photo LA.jpg|thumb]]
Summer is finally come and the heat is on; not just in Los Angeles but in the ‘Verse as well. We are already half way through 2016 and just like the changing of the seasons, there has been quite a bit of change in Star Citizen. So let us take a gander at what the Los Angeles office has been up to for the month of June.


=== Engineering ===
For the Los Angeles Engineering team, the ItemSystem has been the number one priority across the team. However, over the course of any software development, bugs arise and decisions need to be made whether and when to divert resources to address them. Working on Star Citizen is no different. The Engineering team did get a boost in headcount with the addition of Steven Humphreys, an engineer from the UK office who has transferred to Los Angeles.

Lead Paul Reindell has always led by example. Not only is he involved with programming the game, he finds time to conduct interviews, training and mentoring the Engineering team’s newest members, and still is able to fix and close out multiple game bugs. That leadership is reflected in how industrious the Engineering team is.

Ariel Xu over the past few months has been steadily working on developing the PortEditor tool which drastically assists with how designers edit content by allowing dynamic adding/editing of the contents of the Port. Previously, it was necessary to edit the asset offline and reload it manually into the editor for every change. It’s easy to take something like that for granted by expecting that it should exist, but remember – tools don’t build themselves! Engineers Chad McKinney and Patrick Mathieu have completed major steps in improving the Use/Interaction system of Star Citizen.

Chad Zamzow’s focus includes implementing revised, component-specific IR/EM signatures, cooling systems, and shield emitter changes. While Mark Abent has been implementing features for the power plants, ship seat interactions, and also spent a large amount of time fixing bugs for the 2.4.0 release.

=== Tech Design ===
The Tech Design team is where many of the cool features you see in-game are fleshed out and implemented after the Engineering team has created the code and Art the assets. Being a part of the Tech Design team is more than just coming up with brand new ideas to implement in the game. The technical aspect is being able to understand the tools and capabilities of the game engine and being able to design features while remaining within the boundaries of what the tools are capable of. This is what makes our Tech Design team incredibly valuable to the development of Star Citizen. With that in mind, let’s take a look at what the Los Angeles Tech Design team has been up to in the month of June.

Starting with Tech Design Lead Kirk Tome, the number of tasks and bugs he has closed out is on the right side of hilarious. A total of 28 bugs and tasks have been resolved this month by Kirk alone of all shapes, sizes and durations. Many of the features completed this month are fundamental design tasks such as updating new information regarding the Cooling/Heat functionality of ships, balancing such as increasing the fuel tank size for the Xi’An Khartu-al, and fixing clipping or collision issues with the Mustang Delta and Drake Cutlass. This is on top of running the Los Angeles Tech Design team!

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