🟢 41ST ELITE CORPS — FEBRUARY STARSIM DEVELOPMENT UPDATE Public Systems & Infrastructure Announcement

Hello StarSim community, As we move through February, the 41st Elite Corps wanted to share a transparent update on what we’ve been developing and where our unit is heading long-term.

Over the past year, our focus has shifted from simply running missions to building sustainable, in-house systems that support a deeper and more immersive Clone Wars StarSim experience.

This update covers three major systems currently in development. 🪖 CLONE HUD (IN DEVELOPMENT) Full stand alone system. We are developing a custom Clone Wars–style HUD built specifically for the 41st. • Helmet-mounted, clean, and non-intrusive • Performance-friendly and readable • Multiple profiles: Infantry, Pilot, Medical, Engineering • TFAR pip comms • Medical triage info panel • Zeus info panel • 41st Radar system • 41st Compass • Starwars Icon's for friendly and enemy • Fully intergraded for Starsim Medical, and Engineer systems

🧬 STARSIM MEDICAL SYSTEM (IN DEVELOPMENT) Our Medical system is being rebuilt as a dedicated StarSim medical platform. Full stand alone system with out ACE. Medical system will have all the same intracity of KAT medical but made for starwars.

Key goals: • Meaningful triage • Clear medical roles • Cause-and-effect treatment • Consequences that matter • Starwars immersive injuries • Custom clone wars full UI medical support on a medical Data pad

⚙️ STARSIM ENGINEERING SYSTEM (IN DEVELOPMENT) An Arma 3 First Full stand alone system with out ACE as well. Much like the Medical system and its intracity parallel of KAT medical engineers will now have that same love and feel.

Engineering is being developed as a stand-alone gameplay system, not a background mechanic — pushing into new territory for Arma 3 StarSim. Unlike traditional single-button repairs from ACE, engineering actions are: • Diagnostic-driven (engineers scan before acting) • Repair Section-based (mobility, weapons, power, hull, avionics) • Tool- and part-dependent • Time-based, with partial or temporary outcomes for IED disarms. • Custom clone wars full UI Engineer support on a Engineer Data pad

Much like a medical working on the human body they will also have the same intricacy in Repair, Rearm, and EOD IED disarm mini games in Arma 3.

Refueling and rearming are controlled. Fortifications are built and salvaged deliberately. STAWARS style IED disarms with 256 different scenarios of 4 domains Electrical mechanical chemical and biological.

💣 EOD & Explosives — Procedural, Not Random Explosive handling uses a multi-phase procedural system: • Devices must be assessed, isolated, stabilized, and neutralized • Each phase unlocks the next • Incorrect tools or rushed actions escalate risk • Emergency options exist — with consequences Medical stabilizes lives. Engineering stabilizes the battlefield.

🔧 WHY WE’RE DOING THIS Across StarSim, immersion is often achieved through large stacks of third-party mods. While effective, this can introduce instability and long-term maintenance without innovation. The 41st is working toward: • Fewer dependencies (20+ mods removed) • Greater internal control • Improved stability and performance • Systems designed specifically for Clone Wars StarSim

As part of this effort, we are gradually reducing our standard mod list and consolidating functionality. Currently 75 mods to ~50 mods at this point in time.

🟢 LOOKING AHEAD This is a long-term development effort. These systems are being built carefully, tested deliberately, and integrated slowly.

We’ll continue to share updates as milestones are reached and features move closer to public visibility. Thank you to the wider StarSim community for the continued collaboration and shared passion for immersive Clone Wars gameplay. — 41st Elite Corps Command