{"data":{"id":13249,"title":"Letter from the Chairman: $18 Million!","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/13249-Letter-From-The-Chairman-18-Million","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/13249","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/13249","channel":"Transmission","category":"General","series":"From the Chairman","images":[{"id":8,"name":"ChrisRobertsDirecting-300x201.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/1voadjmwj49znr\/source\/ChrisRobertsDirecting-300x201.jpg","alt":"","size":14938,"mime_type":"image\/jpeg","last_modified":"2013-07-19T05:30:42+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/8","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/8\/similar"},{"id":742,"name":"Terralandingcut.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/444vit339ao9tr\/source\/Terralandingcut.png","alt":"","size":1185828,"mime_type":"image\/png","last_modified":"2013-09-06T15:11:43+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/742","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/742\/similar"},{"id":743,"name":"Aurora_hangar2.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/r1p2vjq7eal3zr\/source\/Aurora_hangar2.jpg","alt":"","size":166116,"mime_type":"image\/jpeg","last_modified":"2013-09-04T17:05:04+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/743","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/743\/similar"}],"images_count":3,"translations":{"en_EN":"Greetings Citizens,\n\nThanks to your incredible support, we have reached $18 million less than a week after hitting $17 million!\n\nThese numbers are amazing, and the credit goes entirely to the community that has come together to make Star Citizen happen. The best news in all of this is that the Hangar Module has inspired thousands of new fans to join the effort. The bigger our community, the better the game experience will be and greater chance we will have of making Star Citizen a game that continues for many years.\n\nWhen we first proposed Squadron 42 and Star Citizen, the goal was to bring back space sims and prove that PC games never died. We thought that was an important goal worthy of our effort and your support. We never dreamed that you would take that even farther and become our partners in changing how games are developed. As always, thank you.\n\nFor hitting $18 million, you unlock the \u201cexclusive star system for backers.\u201d There\u2019s been some confusion about what exactly this means. To clarify, what it means is that backers that got us to the $18 million goal will have the ability to start their journey in a system that is unavailable to others as a starting point. The only home base hangars there will belong to those that supported us early in the process! It would be immersion-breaking if backers couldn\u2019t eventually share the jump coordinates of the system with other users\u2026 but no one else will have the option of starting a character there.\n\nReaching this point also means that it\u2019s time to reveal our penultimate planned stretch goal, the $20 million level. While goals will continue after $21 million, they will take a new form representative of what additional funding can add to the game!\n\n$20 million\nFirst person combat on select lawless planets. Don\u2019t just battle on space stations and platforms\u2026 take the fight to the ground!\n\nI would also like to take a moment to follow up on the Voyager Direct poll from Saturday. As you know, we put the solution in the hands of the community. It was a surprise that the largest group (43%) were happy with the way the store had been set up.\n\nThat said, as I mentioned on Saturday, I personally felt that perhaps some of the store items were overpriced relative to other ones and with 29% of backers that answered the poll (statistically the poll had enough respondents to be representative of the full Star Citizen population) thought that prices for certain items were too high I feel that\u2019s a large enough block of our community to not ignore. Starting immediately, the prices for the decorative items like the posters and buggy will be reduced. If you paid the original price for these items, you will receive the difference in the form of additional UEC credited to your account in the near future (it will take a little time to develop the correct script, but we will have your accounts credited soon.)\n\nWe are making the following price changes as a result of your feedback:\n\nCot \u2013 2,000 UEC (was 5,000 UEC)\n\nRSI Zeus Model \u2013 5,000 UEC (was 10,000 UEC)\n\nLamp \u2013 2,000 UEC (was 5,000 UEC)\n\nGreycat PTV \u2013 15,000 UEC (was 20,000 UEC)\n\nPosters \u2013 1,000 UEC each (was 5,000 UEC each)\n\n(Note that we have not included the workbench; that\u2019s because it will be a useful gameplay element in the future. It will be needed for pilots seeking to overclock their own ship components!)\n\nWe created the decorative items as an easy way for you to support the game and as a result their prices do not impact the overall economy. I believe that is one of the largest points of confusion about the store: in the Star Citizen world it seems unlikely that a poster would cost the same amount as a laser cannon. The prices for ship upgrades will not change, as they represent the final price we imagine they will be in the game: a laser cannon you buy today will be one you have access to in Star Citizen when it launches. Much of our system, including the daily purchase limit and the overall balance limit is intended to prevent users from stockpiling money before the game goes live and have an undue impact on the economy.\n\nAlso you should know that the current \u201cdollar\u201d price of a ship does not reflect its actual in-game value in UEC, so comparing the value of a gun against the UEC equivalent of an Aurora is not an accurate comparison. We intended backers to get a benefit for backing early rather than waiting for a finished game and one way was by obtaining ships that ultimately will be more expensive once the game is \u201clive\u201d. A $25 Aurora may cost 75,000 UEC in the finished universe!\n\nAs the game world takes shape, we will balance your starting credits \u2013 which is one of the reasons we are not allowing you to spend them on Voyager Direct items at this present time. If we find that you don\u2019t have enough to begin the game (you should be able to start off buying a full load of cargo and several missions worth of fuel and landing fees and the higher packages should allow you to buy a couple of basic weapons in addition) then we will increase the amount included.\n\nThis balancing act is an ongoing process and I\u2019m sure there will be adjustments along the way BUT we\u2019re committed to delivering a game that doesn\u2019t require grinding, is fun and balanced while allowing us to generate enough ongoing revenue to support the servers and continued content without requiring a subscription.\n\nAs we already are planning on implementing the ability to have \u201ctest\u201d items and credits for the Dogfighting Module we\u2019ve decided it is not worth re-prioritizing work by our web and game teams to bring this feature in earlier. As much as we appreciate everyone\u2019s enthusiasm to help out not enough people requested this option to make it something we felt we needed to do right now\u2026 but when the time comes, we\u2019re going to need help balancing how it performs in combat!\n\nFinally, let me again stress that any purchases you make beyond your starter package are optional.\n\nWe deployed the Voyager Direct store before there was a way to earn credits in the game for two reasons; one, to allow people an additional way to support the game without having to buy ships (which are much more significant investments!). The second reason was to allow us to deploy a lot of game items as they are created allowing them the possibility to be used in the various modules that will need them \u2013 Hangar, Dogfighting, Planetside. We wanted these to be priced in game credits to underline the fact that everything available through Voyager Direct is ultimately a game item that will be purchasable with game credits that can be earned via gameplay when Star Citizen launches.\n\nI hope this makes everything clear.\n\nIf you\u2019re logging into your hangar tonight, expect a new patch! This week\u2019s patch focuses on many of the bugs you\u2019ve helped us identify on the forums, although the live team is also starting to work on some exciting new features to help keep the hangar interesting! Here are the release notes:\n\nKNOWN ISSUES: Tractor beam item does not appear in hangar\n\n325a missile mounts missing collision\n\nEngine not shown in Holo-table interface for Aurora, Aurora LX and 315p\n\nWhen entering right side of Aurora, door latch clips into ship and steps are not visible\n\n\n\nINSTALLER: BUG FIX: Installer now properly installs DirectX and Visual C++ redistributables on fresh copies of Windows 7 and 8\n\nBUG FIX: Installer now properly installs on windows machine with multiple user accounts\n\nNEW FEATURE: Installer now detects if new installer has already been installed \u2013 not compatibile with old installer installation\n\n\n\nLAUNCHER: BUG FIX: Launcher no longer tries to load the electrolize font from Google\n\nTWEAK: Publish date of patch more human readable\n\nTWEAK: Audio fader tweaks\n\nTWEAK: Optimizations to lower CPU usage\n\n\n\nHANGAR: BUG FIX: Buggy will now spawn even when max ship count in hangar is reached\n\nBUG FIX: Removed CryEngine 3 metrics \u2013 stops game client from hitting EA and Crytek websites\n\nBUG FIX: Ladder mounting\/dismounting\n\nBUG FIX: \u2018Use\u2019 message no longer appears in the main menu\n\nBUG FIX: Foot IK issues fixed in deluxe hangar\n\nBUG FIX: Some ships appeared to be floating in the Business and Deluxe hangars\n\nBUG FIX: Missing walls and ladders should now show up\n\nBUG FIX: Environment sound updates and fixes\n\nBUG FIX: Ambient sound would stop when walking into certain parts of the Deluxe hangar\n\nTWEAK: More environment lighting and fog tweaks\n\nTWEAK: Decals and grunge in some of the hangars\n\nTWEAK: Glass shaders\n\nTWEAK: Business hangar spawn points\n\nTWEAK: Animation tweaks for most enter\/exit and cockpit animations\n\nNEW FEATURE: Added dialog telling user to restart when graphics quality is changed\n\n\n\nSHIPS: Hornet BUG FIX: Missing floor in hornet cockpit\n\nBUG FIX: Hornet wings no longer explode if hit\n\n\n\nAurora BUG FIX: Right door now works for entering\/exiting\n\nBUG FIX: Should no longer beable to enter the pilot seat from outside the ship\n\n\n\nFreelancer BUG FIX: Teleport issue related to turrets (yet to be implemented)\n\nUPDATE: Lighting and Textures\n\n\n\nConstellation BUG FIX: Crash when changing seats\n\n\n\nCUTLASS TWEAK: Geometry, Texture and lighting changes\n\n\n\n\n\nDATA (since last patch): Patch Data transfered: 107.19TB\n\nInstaller downloads: 55,860\n\nAmount of successful hangar logins: Over 240,000\n\nBug Issues Recorded: 99\n\nBug Issues Resolved: 89\n\n\n\nFinally, we would like to share a very early work in progress video that we think is pretty cool. This footage of the Terra spaceport being built by the team at Void Alpha is the first indication of the kind of things you\u2019ll find when you leave your hangar. The level isn\u2019t finished and the lighting isn\u2019t set up yet, but it\u2019s very exciting to see our concept art becoming a living, breathing in-game world!\n\nThank you all for the incredible support. The community manages to surprise and amaze me every single day. Working with you all in the open has been the best experience in my game development career, far superior and more satisfying than working behind closed doors for a publisher has ever been.","de_DE":"Gr\u00fc\u00dfe B\u00fcrger,\n\nDank Ihrer unglaublichen Unterst\u00fctzung haben wir 18 Millionen Dollar weniger als eine Woche erreicht, nachdem wir 17 Millionen Dollar erreicht haben!\n\nDiese Zahlen sind erstaunlich, und die Anerkennung geb\u00fchrt ganz der Gemeinschaft, die sich zusammengeschlossen hat, um Star Citizen zu verwirklichen. Die beste Nachricht in all dem ist, dass das Hangarmodul Tausende von neuen Fans inspiriert hat, sich der Initiative anzuschlie\u00dfen. Je gr\u00f6\u00dfer unsere Community, desto besser wird das Spielerlebnis sein und desto gr\u00f6\u00dfer ist die Chance, Star Citizen zu einem Spiel zu machen, das viele Jahre andauert.\n\nAls wir zum ersten Mal Squadron 42 und Star Citizen vorschlugen, war das Ziel, Weltraumsimulationen zur\u00fcckzubringen und zu beweisen, dass PC-Spiele nie gestorben sind. Wir hielten das f\u00fcr ein wichtiges Ziel, das unserer Bem\u00fchungen und Ihrer Unterst\u00fctzung w\u00fcrdig ist. Wir h\u00e4tten nie gedacht, dass Sie das noch weiter bringen und unsere Partner bei der Ver\u00e4nderung der Spieleentwicklung werden w\u00fcrden. Wie immer, danke.\n\nUm 18 Millionen Dollar zu erreichen, schalten Sie das \"exklusive Sternensystem f\u00fcr Geldgeber\" frei. Es gab einige Unklarheiten dar\u00fcber, was genau das bedeutet. Um zu verdeutlichen, was es bedeutet, ist, dass Geldgeber, die uns zum 18-Millionen-Dollar-Ziel gef\u00fchrt haben, die M\u00f6glichkeit haben werden, ihre Reise in einem System zu beginnen, das f\u00fcr andere als Ausgangspunkt nicht verf\u00fcgbar ist. Die einzigen Homebase-Hangars dort werden zu denen geh\u00f6ren, die uns fr\u00fch im Prozess unterst\u00fctzt haben! Es w\u00e4re immersionsbrechend, wenn Backer nicht irgendwann die Sprungkoordinaten des Systems mit anderen Benutzern teilen k\u00f6nnten.... aber niemand sonst wird die M\u00f6glichkeit haben, dort einen Charakter zu starten.\n\nDas Erreichen dieses Punktes bedeutet auch, dass es an der Zeit ist, unser vorletzten geplanten Stretch-Ziel, das 20-Millionen-Dollar-Niveau, zu enth\u00fcllen. W\u00e4hrend die Ziele nach 21 Millionen Dollar fortgesetzt werden, werden sie eine neue Form annehmen, die zeigt, was zus\u00e4tzliche Mittel f\u00fcr das Spiel bedeuten k\u00f6nnen!\n\n20 Millionen Dollar\nKampf der ersten Person auf ausgew\u00e4hlten gesetzlosen Planeten. K\u00e4mpfe nicht nur auf Raumstationen und Plattformen.... nimm den Kampf auf den Boden! Ich m\u00f6chte mir auch einen Moment Zeit nehmen, um die Umfrage von Voyager Direct vom Samstag zu verfolgen. Wie Sie wissen, legen wir die L\u00f6sung in die H\u00e4nde der Community. Es war eine \u00dcberraschung, dass die gr\u00f6\u00dfte Gruppe (43%) mit der Art und Weise, wie der Laden eingerichtet wurde, zufrieden war.\n\nWie ich bereits am Samstag erw\u00e4hnt habe, war ich pers\u00f6nlich der Meinung, dass einige der Ladenartikel im Vergleich zu anderen \u00fcberteuert waren und 29% der Befragten (statistisch gesehen hatte die Umfrage gen\u00fcgend Befragte, um die gesamte Star Citizen-Bev\u00f6lkerung zu repr\u00e4sentieren) der Meinung waren, dass die Preise f\u00fcr bestimmte Artikel zu hoch waren, ich glaube, das ist ein gro\u00dfer Block unserer Gemeinschaft, den man nicht ignorieren sollte. Ab sofort werden die Preise f\u00fcr die Dekorationsartikel wie Poster und Buggy gesenkt. Wenn Sie den urspr\u00fcnglichen Preis f\u00fcr diese Artikel bezahlt haben, erhalten Sie die Differenz in Form von zus\u00e4tzlichen UECs, die Ihrem Konto in naher Zukunft gutgeschrieben werden (es wird etwas Zeit in Anspruch nehmen, das richtige Skript zu entwickeln, aber wir werden Ihre Konten bald gutgeschrieben haben).\n\nWir nehmen die folgenden Preis\u00e4nderungen aufgrund Ihres Feedbacks vor:\n\nCot - 2.000 UEC (war 5.000 UEC) RSI Zeus Modell - 5.000 UEC (war 10.000 UEC) Lampe - 2.000 UEC (war 5.000 UEC) Greycat PTV - 15.000 UEC (war 20.000 UEC) Poster - 1.000 UEC je (war 5.000 UEC je) (Beachten Sie, dass wir die Werkbank nicht mit einbezogen haben; das liegt daran, dass es in Zukunft ein n\u00fctzliches Gameplay-Element sein wird. Es wird f\u00fcr Piloten ben\u00f6tigt, die versuchen, ihre eigenen Schiffskomponenten zu \u00fcbertakten!\n\nWir haben die dekorativen Gegenst\u00e4nde als eine einfache M\u00f6glichkeit f\u00fcr Sie geschaffen, das Spiel zu unterst\u00fctzen, und deshalb beeinflussen die Preise nicht die Gesamtwirtschaft. Ich glaube, das ist einer der gr\u00f6\u00dften Punkte der Verwirrung \u00fcber den Laden: In der Welt von Star Citizen scheint es unwahrscheinlich, dass ein Poster den gleichen Betrag kosten w\u00fcrde wie eine Laserkanone. Die Preise f\u00fcr Schiffsupgrades werden sich nicht \u00e4ndern, da sie den Endpreis darstellen, von dem wir uns vorstellen, dass sie im Spiel sein werden: Eine Laserkanone, die Sie heute kaufen, wird eine sein, zu der Sie beim Start in Star Citizen Zugang haben. Ein Gro\u00dfteil unseres Systems, einschlie\u00dflich des t\u00e4glichen Kauflimits und des Gesamtguthabenlimits, soll verhindern, dass die Nutzer vor dem Start des Spiels Geld aufstocken und sich \u00fcberm\u00e4\u00dfig auf die Wirtschaft auswirken.\n\nAu\u00dferdem sollten Sie wissen, dass der aktuelle \"Dollar\"-Preis eines Schiffes nicht seinen tats\u00e4chlichen Wert im Spiel in UEC widerspiegelt, so dass der Vergleich des Wertes einer Waffe mit dem UEC-\u00c4quivalent einer Aurora kein genauer Vergleich ist. Wir wollten, dass die Geldgeber einen Vorteil f\u00fcr die fr\u00fchzeitige Unterst\u00fctzung erhalten, anstatt auf ein fertiges Spiel zu warten, und eine M\u00f6glichkeit bestand darin, Schiffe zu erhalten, die letztendlich teurer werden, sobald das Spiel \"live\" ist. Ein $25 Aurora kann 75.000 UEC im fertigen Universum kosten!\n\nWenn die Spielwelt Gestalt annimmt, werden wir Ihre Startguthaben ausgleichen - was einer der Gr\u00fcnde ist, warum wir es Ihnen derzeit nicht erlauben, diese f\u00fcr Voyager Direct-Artikel auszugeben. Wenn wir feststellen, dass du nicht genug hast, um das Spiel zu beginnen (du solltest in der Lage sein, eine volle Ladung Ladung und mehrere Missionen im Wert von Treibstoff und Landegeb\u00fchren zu kaufen und die h\u00f6heren Pakete sollten es dir erm\u00f6glichen, zus\u00e4tzlich ein paar Grundwaffen zu kaufen), dann werden wir den Betrag erh\u00f6hen.\n\nDieser Balanceakt ist ein fortlaufender Prozess und ich bin sicher, dass es Anpassungen auf dem Weg dorthin geben wird, ABER wir sind bestrebt, ein Spiel zu liefern, das kein Schleifen erfordert, Spa\u00df macht und ausgewogen ist, w\u00e4hrend wir gleichzeitig gen\u00fcgend laufende Einnahmen generieren k\u00f6nnen, um die Server und den weiteren Inhalt zu unterst\u00fctzen, ohne ein Abonnement zu ben\u00f6tigen.\n\nDa wir bereits die Implementierung der M\u00f6glichkeit planen, \"Test\"-Items und Credits f\u00fcr das Dogfighting Module zu haben, haben wir beschlossen, dass es sich nicht lohnt, die Arbeit unserer Web- und Spieleteams neu zu priorisieren, um dieses Feature fr\u00fcher einzubringen. So sehr wir auch die Begeisterung aller sch\u00e4tzen, nicht gen\u00fcgend Leuten zu helfen, die diese Option angefordert haben, um sie zu etwas zu machen, von dem wir dachten, dass wir es jetzt tun m\u00fcssten.... aber wenn die Zeit kommt, werden wir Hilfe brauchen, um auszugleichen, wie es im Kampf funktioniert!\n\nAbschlie\u00dfend m\u00f6chte ich noch einmal betonen, dass alle Eink\u00e4ufe, die Sie \u00fcber Ihr Starterpaket hinaus t\u00e4tigen, optional sind.\n\nWir haben den Voyager Direct Store eingesetzt, bevor es eine M\u00f6glichkeit gab, Credits im Spiel zu verdienen, und zwar aus zwei Gr\u00fcnden: Erstens, um den Leuten eine zus\u00e4tzliche M\u00f6glichkeit zu geben, das Spiel zu unterst\u00fctzen, ohne Schiffe kaufen zu m\u00fcssen (was viel bedeutendere Investitionen sind!). Der zweite Grund war, dass wir viele Spielgegenst\u00e4nde bereitstellen k\u00f6nnen, w\u00e4hrend sie erstellt werden, so dass sie in den verschiedenen Modulen verwendet werden k\u00f6nnen, die sie ben\u00f6tigen - Hangar, Luftkampf, Planetenseite. Wir wollten, dass diese in Spielguthaben eingepreist werden, um die Tatsache zu unterstreichen, dass alles, was \u00fcber Voyager Direct erh\u00e4ltlich ist, letztendlich ein Spielgegenstand ist, der mit Spielguthaben gekauft werden kann, die per Gameplay verdient werden k\u00f6nnen, wenn Star Citizen startet.\n\nIch hoffe, das macht alles klar.\n\nWenn du dich heute Abend in deinen Hangar einloggst, erwarte einen neuen Patch! Der Patch dieser Woche konzentriert sich auf viele der Fehler, die Sie uns geholfen haben, in den Foren zu identifizieren, obwohl das Live-Team auch beginnt, an einigen aufregenden neuen Features zu arbeiten, um den Hangar interessant zu halten! Hier sind die Release Notes:\n\nWISSEN ISSUES: Traktorstrahl Element erscheint nicht in Hangar 325a Raketenhalterungen fehlende Kollision Motor nicht in Holo-Table-Schnittstelle f\u00fcr Aurora, Aurora LX und 315p Beim Betreten der rechten Seite von Aurora, T\u00fcrklinke Clips in Schiff und Schritte sind nicht sichtbar INSTALLATEUR: BUG FIX: Installateur jetzt richtig installiert DirectX und Visual C++ Redistributables auf frischen Kopien von Windows 7 und 8 BUG FIX: Installer installiert jetzt ordnungsgem\u00e4\u00df auf Windows-Maschine mit mehreren Benutzerkonten NEUE FUNKTIONEN: Installer erkennt nun, ob der neue Installer bereits installiert wurde - nicht kompatibel mit der alten Installer-Installation LAUNCHER: BUG FIX: Launcher versucht nicht mehr, die Elektroschrift von Google TWEAK zu laden: Ver\u00f6ffentlichungsdatum des Patches menschenlesbarer ZWICKEL: Audio Fader optimiert ZWICKEL: Optimierungen zur Senkung der CPU-Nutzung HANGAR: BUG FIX: Der Buggy wird nun auch dann gelaicht, wenn die maximale Schiffszahl im Hangar erreicht ist BUG FIX: Entfernte CryEngine 3 Metriken - verhindert, dass der Spielclient die EA- und Crytek-Websites erreicht BUG FIX: Leitermontage\/Demontage BUG FIX: Die Meldung'Use' erscheint nicht mehr im Hauptmen\u00fc BUG FIX: Foot IK-Probleme im Deluxe-Hangar BUG FIX behoben: Einige Schiffe schienen in den Business und Deluxe-Hangars BUG FIX zu schwimmen: Fehlende W\u00e4nde und Leitern sollten nun BUG FIX anzeigen: Aktualisierung und Behebung von Umgebungsger\u00e4uschen BUG FIX: Umgebungsger\u00e4usche w\u00fcrden aufh\u00f6ren, wenn man in bestimmte Teile des Deluxe-Hangars ZWICKEN geht: Mehr Umgebungsbeleuchtung und Nebelanpassungen ZWICKEN: Aufkleber und Grunge in einigen der Hangars ZWICKEN: Glasschattierungen ZWICKEN: Business Hangar Spawn-Punkte ZWICKEN: Animation optimiert sich f\u00fcr die meisten Enter\/Exit- und Cockpit-Animationen NEUES FEATURE: Dialogf\u00fchrung f\u00fcr Benutzer hinzugef\u00fcgt, um neu zu starten, wenn die Grafikqualit\u00e4t ge\u00e4ndert wird: Hornet BUG FIX: Fehlender Boden im Hornissencockpit BUG FIX: Hornissenfl\u00fcgel explodieren nicht mehr, wenn sie auf Aurora BUG FIX treffen: Die rechte T\u00fcr funktioniert jetzt f\u00fcr den Ein- und Ausstieg aus BUG FIX: Sollte nicht mehr von au\u00dferhalb des Schiffes Freelancer BUG FIX in den Pilotensitz eintreten k\u00f6nnen: Teleport-Problem im Zusammenhang mit T\u00fcrmen (noch nicht implementiert) UPDATE: Beleuchtung und Texturen Konstellation BUG FIX: Absturz beim Sitzwechsel CUTLASS TWEAK: Geometrie, Textur und Beleuchtung \u00e4ndert sich DATA (seit dem letzten Patch): Patch-Daten \u00fcbertragen: 107.19TB Installer Downloads: 55.860 Anzahl erfolgreicher Hangar-Logins: \u00dcber 240.000 aufgezeichnete Fehler: 99 Fehler behoben: 89 Schlie\u00dflich m\u00f6chten wir ein sehr fr\u00fches Work in Progress Video teilen, das wir f\u00fcr ziemlich cool halten. Diese Aufnahmen des Raumhafens Terra, der vom Team von Void Alpha gebaut wird, sind der erste Hinweis darauf, welche Dinge Sie finden werden, wenn Sie Ihren Hangar verlassen. Das Level ist noch nicht fertig und die Beleuchtung ist noch nicht eingerichtet, aber es ist sehr aufregend zu sehen, wie unsere Konzeptkunst zu einer lebendigen, atmenden In-Game-Welt wird!\n\nVielen Dank an alle f\u00fcr die unglaubliche Unterst\u00fctzung. Die Community schafft es, mich jeden Tag aufs Neue zu \u00fcberraschen und zu verbl\u00fcffen. Mit euch allen im Freien zu arbeiten, war die beste Erfahrung in meiner Karriere als Spieleentwickler, viel besser und befriedigender als die Arbeit hinter verschlossenen T\u00fcren f\u00fcr einen Publisher.","zh_CN":"Greetings Citizens,\n\nThanks to your incredible support, we have reached $18 million less than a week after hitting $17 million!\n\nThese numbers are amazing, and the credit goes entirely to the community that has come together to make Star Citizen happen. The best news in all of this is that the Hangar Module has inspired thousands of new fans to join the effort. The bigger our community, the better the game experience will be and greater chance we will have of making Star Citizen a game that continues for many years.\n\nWhen we first proposed Squadron 42 and Star Citizen, the goal was to bring back space sims and prove that PC games never died. We thought that was an important goal worthy of our effort and your support. We never dreamed that you would take that even farther and become our partners in changing how games are developed. As always, thank you.\n\nFor hitting $18 million, you unlock the \u201cexclusive star system for backers.\u201d There\u2019s been some confusion about what exactly this means. To clarify, what it means is that backers that got us to the $18 million goal will have the ability to start their journey in a system that is unavailable to others as a starting point. The only home base hangars there will belong to those that supported us early in the process! It would be immersion-breaking if backers couldn\u2019t eventually share the jump coordinates of the system with other users\u2026 but no one else will have the option of starting a character there.\n\nReaching this point also means that it\u2019s time to reveal our penultimate planned stretch goal, the $20 million level. While goals will continue after $21 million, they will take a new form representative of what additional funding can add to the game!\n\n$20 million\nFirst person combat on select lawless planets. Don\u2019t just battle on space stations and platforms\u2026 take the fight to the ground!\n\nI would also like to take a moment to follow up on the Voyager Direct poll from Saturday. As you know, we put the solution in the hands of the community. It was a surprise that the largest group (43%) were happy with the way the store had been set up.\n\nThat said, as I mentioned on Saturday, I personally felt that perhaps some of the store items were overpriced relative to other ones and with 29% of backers that answered the poll (statistically the poll had enough respondents to be representative of the full Star Citizen population) thought that prices for certain items were too high I feel that\u2019s a large enough block of our community to not ignore. Starting immediately, the prices for the decorative items like the posters and buggy will be reduced. If you paid the original price for these items, you will receive the difference in the form of additional UEC credited to your account in the near future (it will take a little time to develop the correct script, but we will have your accounts credited soon.)\n\nWe are making the following price changes as a result of your feedback:\n\nCot \u2013 2,000 UEC (was 5,000 UEC)\n\nRSI Zeus Model \u2013 5,000 UEC (was 10,000 UEC)\n\nLamp \u2013 2,000 UEC (was 5,000 UEC)\n\nGreycat PTV \u2013 15,000 UEC (was 20,000 UEC)\n\nPosters \u2013 1,000 UEC each (was 5,000 UEC each)\n\n(Note that we have not included the workbench; that\u2019s because it will be a useful gameplay element in the future. It will be needed for pilots seeking to overclock their own ship components!)\n\nWe created the decorative items as an easy way for you to support the game and as a result their prices do not impact the overall economy. I believe that is one of the largest points of confusion about the store: in the Star Citizen world it seems unlikely that a poster would cost the same amount as a laser cannon. The prices for ship upgrades will not change, as they represent the final price we imagine they will be in the game: a laser cannon you buy today will be one you have access to in Star Citizen when it launches. Much of our system, including the daily purchase limit and the overall balance limit is intended to prevent users from stockpiling money before the game goes live and have an undue impact on the economy.\n\nAlso you should know that the current \u201cdollar\u201d price of a ship does not reflect its actual in-game value in UEC, so comparing the value of a gun against the UEC equivalent of an Aurora is not an accurate comparison. We intended backers to get a benefit for backing early rather than waiting for a finished game and one way was by obtaining ships that ultimately will be more expensive once the game is \u201clive\u201d. A $25 Aurora may cost 75,000 UEC in the finished universe!\n\nAs the game world takes shape, we will balance your starting credits \u2013 which is one of the reasons we are not allowing you to spend them on Voyager Direct items at this present time. If we find that you don\u2019t have enough to begin the game (you should be able to start off buying a full load of cargo and several missions worth of fuel and landing fees and the higher packages should allow you to buy a couple of basic weapons in addition) then we will increase the amount included.\n\nThis balancing act is an ongoing process and I\u2019m sure there will be adjustments along the way BUT we\u2019re committed to delivering a game that doesn\u2019t require grinding, is fun and balanced while allowing us to generate enough ongoing revenue to support the servers and continued content without requiring a subscription.\n\nAs we already are planning on implementing the ability to have \u201ctest\u201d items and credits for the Dogfighting Module we\u2019ve decided it is not worth re-prioritizing work by our web and game teams to bring this feature in earlier. As much as we appreciate everyone\u2019s enthusiasm to help out not enough people requested this option to make it something we felt we needed to do right now\u2026 but when the time comes, we\u2019re going to need help balancing how it performs in combat!\n\nFinally, let me again stress that any purchases you make beyond your starter package are optional.\n\nWe deployed the Voyager Direct store before there was a way to earn credits in the game for two reasons; one, to allow people an additional way to support the game without having to buy ships (which are much more significant investments!). The second reason was to allow us to deploy a lot of game items as they are created allowing them the possibility to be used in the various modules that will need them \u2013 Hangar, Dogfighting, Planetside. We wanted these to be priced in game credits to underline the fact that everything available through Voyager Direct is ultimately a game item that will be purchasable with game credits that can be earned via gameplay when Star Citizen launches.\n\nI hope this makes everything clear.\n\nIf you\u2019re logging into your hangar tonight, expect a new patch! This week\u2019s patch focuses on many of the bugs you\u2019ve helped us identify on the forums, although the live team is also starting to work on some exciting new features to help keep the hangar interesting! Here are the release notes:\n\nKNOWN ISSUES: Tractor beam item does not appear in hangar\n\n325a missile mounts missing collision\n\nEngine not shown in Holo-table interface for Aurora, Aurora LX and 315p\n\nWhen entering right side of Aurora, door latch clips into ship and steps are not visible\n\n\n\nINSTALLER: BUG FIX: Installer now properly installs DirectX and Visual C++ redistributables on fresh copies of Windows 7 and 8\n\nBUG FIX: Installer now properly installs on windows machine with multiple user accounts\n\nNEW FEATURE: Installer now detects if new installer has already been installed \u2013 not compatibile with old installer installation\n\n\n\nLAUNCHER: BUG FIX: Launcher no longer tries to load the electrolize font from Google\n\nTWEAK: Publish date of patch more human readable\n\nTWEAK: Audio fader tweaks\n\nTWEAK: Optimizations to lower CPU usage\n\n\n\nHANGAR: BUG FIX: Buggy will now spawn even when max ship count in hangar is reached\n\nBUG FIX: Removed CryEngine 3 metrics \u2013 stops game client from hitting EA and Crytek websites\n\nBUG FIX: Ladder mounting\/dismounting\n\nBUG FIX: \u2018Use\u2019 message no longer appears in the main menu\n\nBUG FIX: Foot IK issues fixed in deluxe hangar\n\nBUG FIX: Some ships appeared to be floating in the Business and Deluxe hangars\n\nBUG FIX: Missing walls and ladders should now show up\n\nBUG FIX: Environment sound updates and fixes\n\nBUG FIX: Ambient sound would stop when walking into certain parts of the Deluxe hangar\n\nTWEAK: More environment lighting and fog tweaks\n\nTWEAK: Decals and grunge in some of the hangars\n\nTWEAK: Glass shaders\n\nTWEAK: Business hangar spawn points\n\nTWEAK: Animation tweaks for most enter\/exit and cockpit animations\n\nNEW FEATURE: Added dialog telling user to restart when graphics quality is changed\n\n\n\nSHIPS: Hornet BUG FIX: Missing floor in hornet cockpit\n\nBUG FIX: Hornet wings no longer explode if hit\n\n\n\nAurora BUG FIX: Right door now works for entering\/exiting\n\nBUG FIX: Should no longer beable to enter the pilot seat from outside the ship\n\n\n\nFreelancer BUG FIX: Teleport issue related to turrets (yet to be implemented)\n\nUPDATE: Lighting and Textures\n\n\n\nConstellation BUG FIX: Crash when changing seats\n\n\n\nCUTLASS TWEAK: Geometry, Texture and lighting changes\n\n\n\n\n\nDATA (since last patch): Patch Data transfered: 107.19TB\n\nInstaller downloads: 55,860\n\nAmount of successful hangar logins: Over 240,000\n\nBug Issues Recorded: 99\n\nBug Issues Resolved: 89\n\n\n\nFinally, we would like to share a very early work in progress video that we think is pretty cool. This footage of the Terra spaceport being built by the team at Void Alpha is the first indication of the kind of things you\u2019ll find when you leave your hangar. The level isn\u2019t finished and the lighting isn\u2019t set up yet, but it\u2019s very exciting to see our concept art becoming a living, breathing in-game world!\n\nThank you all for the incredible support. The community manages to surprise and amaze me every single day. Working with you all in the open has been the best experience in my game development career, far superior and more satisfying than working behind closed doors for a publisher has ever been."},"links_count":0,"comment_count":407,"created_at":"2013-09-06T00:00:00+00:00","created_at_human":"12 years ago"},"meta":{"processed_at":"2026-05-08 08:01:12","valid_relations":["images","links"],"prev_id":13248,"next_id":13250}}