Dear Cloud Imperium Games Team, thank you very much for your hard work in developing Star Citizen and Squadron 42! I've been supporting the production of this great project since 2013. To date, I've tried out many released alpha versions and, especially this year, I'm looking forward to an incredible wave of new content. However, some changes in the past and announced improvements for the future have given me something to think about and I would be happy if you could provide some concrete answers. Firstly, it's about, for example, the lost biomes (at Arial, the acid-like mini-biomes or the ones at Lyria) and secondly also about, for example, non-optimal calculation / placement of the procedural objects. For the first theme I have already read a similar question in the forum, including great examples and answers. But despite current demand, I think it's a shame that there hasn't been any concrete information about the future and the next version of Panet-Tech (v5). I mean for example this thread: https://robertsspaceindustries.com/spectrum/community/SC/forum/3/thread/arial-and-the-lost-biome. Since I see my question in connection with my second question/theme about the procedural technique, I felt that posting it again in this thread would be inappropriate. I hope that's okay and understandable. My question in this regard is: If these fantastic mini-biomes could no longer be combined with the current procedural technology of Planet-Tech v4 (in my opinion it comes with some quite unfavorable issues), can they then be brought back as individual locations using Planet-Tech v5, which was originally announced for Q4 / 2024 – so that it doesn't get completely "lost"? Such as (for example) abandoned settlements or something similar? And will the placement of objects, which is sometimes too homogeneous and simply carried out, be optimized by a new procedural technology in future? Comparable to the fantastic geological surface of all planets and moons? Since the rework of the planets and moons in Alpha 3.8 and with the change from Planet-Tech v3 to v4 (4 years ago, in 2019), there have been many fantastic innovations (atmospheres, clouds, sandstorms, geological surface etc.) which greatly increase the immersion and which I really like. Unfortunately, much of the procedural technology on the near surface of the moons or planets is currently not working optimally and in my opinion counteracts the quite realistic other new technologies. For example, the lack of these biomes makes the near surface of the moon (or planet) appear rather artificial, in stark contrast to the distant representation. For example, up to ~1000m altitude if you don't yet see these procedural elements. If you fly to Arial, for example, you have an incredible immersion with the atmosphere, the clouds, the geological surface and of course the great light, but as soon as the fantastic shaped surface gets closer and closer under the spaceship, the procedural elements only pop up in narrow areas and you have the impression as if they were „just“ randomly scattered over the entire surface (always only a few hundred meters away), regardless of whether it is yellow or blue surface on Arial – or any other moon. In addition, in my opinion, these elements no longer seem detailed and like their own special ecosystem of a celestial body, like the earlier mini-acid biomes on Arial. Unfortunately, in my opinion, current procedural technology causes the mostly uniform distribution of random elements, which unfortunately also offer little variety. Can statements be made about how parts of the original, great procedural technology can be combined with the current one to create a new, improved procedural technology? It would certainly make many backers happy if such once truly fantastic and good-looking biomes and elements found their way back into the game - which would bring a lot more charm and individuality back to the surfaces. Important: It is completely clear to me that Star Citizen is still in development and the large amount of content limits the technology and compromises have to be found but RSI continues to develop unique and fantastic technologies as the years pass and new generations of hardware are also born. Despite all your own demands on Star Citizen and Squadron 42, I would be happy if the development team would also read such feedback and take note of it, because in my opinion it falls into the category of "small cause, big effect". Thank you for your time to read, reply and keep up the good work! Best regards Jack Aubrey Pictures: 1) Example image: Mostly stunning view at high altitude of all celestial bodies. 2-4) In low altitude strange looking procedural elements just a few meters around the ship. The continuous popping up of the procedural elements looks very strange and inconsistent. 5-7) In many places, procedural elements are currently hovering over the terrain. Sometimes the surface is also severely deformed with visual defects. The current procedural elements of Arial have unfortunately completely removed its former uniqueness and the fantastic acid biome of Palnet-Tech v3. Which I (and as the forum post quoted above shows) others also find very unfortunate.