{"data":{"id":13909,"title":"Arena Commander Launched!","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/13909-Arena-Commander-Launched","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/13909","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/13909","channel":"Undefined","category":"Undefined","series":"None","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":1646,"name":"StarCitizenDev-2014-04-11-14-13-01-25.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/ucrr9rlir7zu9r\/source\/StarCitizenDev-2014-04-11-14-13-01-25.jpg","alt":"","size":350213,"mime_type":"image\/jpeg","last_modified":"2014-05-13T22:14:23+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/1646","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/1646\/similar"},{"id":1647,"name":"StarCitizenDev-2014-04-11-16-05-04-40.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/d71fw1c99n550r\/source\/StarCitizenDev-2014-04-11-16-05-04-40.jpg","alt":"","size":216949,"mime_type":"image\/jpeg","last_modified":"2014-05-13T22:14:29+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/1647","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/1647\/similar"},{"id":24978,"name":"Arena-Commander-Pilots-Guide-V0-8-02.pdf","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/uumid5gut1b3mr\/source\/Arena-Commander-Pilots-Guide-V0-8-02.pdf","alt":"","size":14610946,"mime_type":"application\/pdf","last_modified":"2014-06-05T13:41:16+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/24978","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/24978\/similar"}],"images_count":6,"translations":{"en_EN":"Greetings Citizens!\nWe are very happy to finally share with you the first public build of Arena Commander!\n\nThe build we are releasing today is what we\u2019re calling Version 0.8. You can download it by either updating your existing Hangar through the launcher or by accessing the Star Citizen Download page. V0.8 will give every qualified backer access to the Vanduul Swarm and Freeflight modes and includes the ability to fly the Aurora, 300i and Hornet. If you haven\u2019t pledged for one of these ships, we\u2019ll give you a loaner that is the closest in class to what you fly; we want everyone with Alpha access (or an Arena Commander pass) to get their first taste of spaceflight!\n\nWARNING: the updated version of the Star Citizen launcher will replace the USER folder when it patches. If you have any saved screenshots or other content, please move them before downloading Arena Commander.\n\nArena Commander V0.8 also includes multiplayer functionality for the Battle Royale and Team modes. These modes will be available for a small number of players today. As we hunt down lag and synch issues and spin up servers, we will open these modes up to more and more players in the coming weeks.\n\nRemember: V0.8 is just the beginning. It\u2019s the start of a hard push for the development team as we head towards V0.9 and finally V1.0, at which point Arena Commander will be \u2018feature complete\u2019 with the modes, maps and options promised at PAX. By the time V1.0 drops, we aim for the entire community to have access to the multiplayer game modes!\n\nAs we move forward to Version 0.9, we will focus on adding the following improvements:\n\nImproved client and multiplayer server stability\n\nGeneral performance optimizations and fixes for hardware specific issues discovered during community testing\n\nAudio improvements with additional SFX, music, mix, and improvements to the dynamic music system\n\nImprovements to the HUD to better differentiate the manufacturers, improve ITTS, and add mouse control functionality\n\nAdditional character animations to add immersion to the cockpit and resolve outstanding animation issues\n\nFurther flight model upgrades to better handle unique thruster power combinations and refine the control of each ship\n\nAdditional ship, weapon, item, and thruster tuning to improve the balance of Arena Commander based on community testing\n\nNew multiplayer game mode for public testing along with AI improvements and updates to Vanduul Swarm.\n\nHangar bug fixing along with enhanced visuals and animations.\n\nCockpit polish with improved damage effects and more dynamic lighting that responds to gameplay events and ship status.\n\nSome additional weapons and items for use with Arena Commander.\n\nUpdate player breathing sound effects and responses to incoming impulses and g-forces\n\nExtras\nI\u2019m also excited to announce that we\u2019ve created some special extras to go with Arena Commander. Click here to check out the Arena Commander manual, which teaches you how to play the game and gets you further into the Star Citizen \u2018verse. There\u2019s also a cool new trailer available below! And stay tuned: the manual and other content will be updated as the game evolves.\n\nTesting Arena Commander\nIt\u2019s been a longer wait than many of you would have liked, and the team and I share your impatience as we all wanted to have this in your hands a lot sooner. I can assure you though, it has not been from lack of effort or focus. A significant portion of our world-wide teams have been working around the clock to finish off the first set of features and get the build stabilized enough that we feel comfortable in releasing it to a wider testing pool.\n\nI have heard the sentiment from portions of the community that indicate a desire to have the build in their hands sooner in order to help with testing efforts. The team and I appreciate the eagerness to help out, but I want to take a few minutes to explain why we have been following our present course.\n\nNormally in game development you have staged testing. When you have a build that already has far more issues and instability than can be easily fixed, it\u2019s inefficient to open it up for quality assurance testing as you consume a lot of extra management and team bandwidth sifting through the issues, many of which will already be known and be duplicates of previously reported issues, or issues the team just can\u2019t get to because there are higher priority problems that have to be addressed first. Once the build becomes more stable and has most of the intended features in place, you then open it up to full QA to really hammer on it and find issues that aren\u2019t immediately obvious or provide gameplay feedback now that the game isn\u2019t crashing every five minutes.\n\nRemember: you ARE our full QA department! Thus far, we\u2019ve been testing Arena Commander with a team of seven dedicated QA testers (plus anyone else in the company with time to dogfight.) We\u2019re releasing today because we feel the game is at a point where it\u2019s stable enough to go out to a wider audience. That\u2019s not because it\u2019s done, but because it\u2019s ready for testing on a bigger scale. There are still plenty of known issues we\u2019re working and there are likely many you will discover that we haven\u2019t seen yet. What you play today will crash, it will have slowdowns, installation issues and other problems.\n\nYou can help make sure we get this right by reporting your bugs on the forums. We\u2019ve added two new bug reporting forums, one for the single player modes and one for multiplayer (visible only to users with access to those modes.) I\u2019m including the list of known bugs at the bottom of this post so you know what we\u2019re already tracking internally. These are the issues we know about but don\u2019t consider big enough to block the release. We\u2019re working to fix them right now, and then we need to know what you\u2019re running into! Don\u2019t just report crashes and animation errors, though; let us know in the general Arena Commander area what you think of the flight model, how you\u2019d improve balance and so on. You\u2019re helping to build this game!\n\nPlease post everything to the forums; the Customer Support team isn\u2019t able to assist with Arena Commander bugs with you at this time (remember, this is pre-alpha!) We\u2019re working on expanding this process, too: the team at Turbulent is building an external bug tracking system; in future builds, you\u2019ll be able to submit bugs that will go right to the team instead of via the forums!\n\nThe Future of Open Development\nYour part in testing Arena Commander is the heart of what I think makes the approach to how we are building Star Citizen so strong for the long term health and fun of the game. We are deliberately sharing the game at a much earlier stage than any traditional AAA game and also much earlier than a lot of other crowd funded games. We want to get aspects of the game, even if they only represent one facet, into the hands of the people who made this game possible in the first place. These builds are early enough that the feedback from people who love this genre so much they\u2019ve been willing to put their money up way in advance of getting the finished product can be actioned on, allowing us to build a better, more stable game in the long run.\n\nSo I encourage you all to have patience and if there is something that you like or don\u2019t like, voice your opinion on the forums. I can\u2019t promise we will act on every comment but like all things with Star Citizen we actively listen to the community\u2019s feedback, both positive and negative, and then act on the issues that resonate with us. You just don\u2019t get this opportunity in the traditional publisher model when a Beta release is really a pre-release marketing ploy!\n\nWe are deliberately making our development process much more open and transparent. This is why we started the monthly reports from the numerous studios working on the game. There are now more than 250 people working on all aspects of the game of which Arena Commander is only one facet. The level of ambition with Star Citizen is unprecedented in the independent world and has only been made possible by your commitment and excitement. Not everything will go smoothly or on time, as a project of this size and complexity will always present unforeseen issues, which is why we have been endeavoring to share information with you that anyone in the traditional publishing model would not. The dates that we shared are a good example of this.\n\nAs soon as we had an internal target that we were hopeful of making, we shared it with you, with the caveat \u201cif everything goes according to plan.\u201d In ordinary development, such dates would never be shared with the public. Publishers take these dates from their teams and build in large lead times. And even then, unforeseen issues can still arise that cause further delays. But we view you, the community, as part of the team. We know how keen you are to get your hands on Arena Commander and so we\u2019ve decided to share our current projections with you.\n\nMy question to you is: should we continue to do this? I\u2019m given pause not by internal cricisim from frustrated backers who really just want to get into space (which we completely understand!) but by sensationalistic headlines that imply we\u2019re not working hard or that the game is some sort of scam. I can assure you that the whole team is committed to making the best game possible, so it is disheartening when our attempts at transparency are used against us to paint a negative picture of this amazing project.\n\nSince we\u2019re a community driven game, I\u2019m going to leave it up to you whether you want the same level of visibility with regards to dates (knowing that they are estimates and are subject to change) or would rather just be given hard, long-term dates like a publisher. If you choose the former, we\u2019ll just have to put the word \u201cTENTATIVE\u201d in caps for the benefit of everyone that doesn\u2019t follow the project as closely as all you. You can vote to decide in the poll below!\n\nTake Off!\nI hope you all enjoy Arena Commander V0.8. I\u2019m very proud of what the team has achieved with all of their hard work. Despite being pre-alpha and a build that\u2019s earlier than anything I\u2019ve ever shared with the public before, I think it looks spectacular and that it\u2019s a great foundation to build on. There will be many updates over the coming months adding features and content \u2014 We\u2019re going to be adding in all the ships you pledged for\u2026 and plenty you haven\u2019t seen yet. There will be new game modes, environments and equipment. We\u2019re going to work on performance, stability and improve the technology: the loading screens you see today won\u2019t be present in the finished game!\n\nFor now, though, enjoy your first taste of space combat in Star Citizen\u2019s developing world; I look forward to hearing your feedback.\n\nTogether we will follow our collective dream: to build the BDSSE!\n\n\u2014 Chris Roberts\n\nKnown Issues\nGlobal\nNo way to easily distinguish dogfighting eligible ships from ineligible ones.\n\nThere are multiple issues with the persistence system that can cause ship loadouts to not appear and bugs with the helmet in the hangar. Easy workaround for most issues is to delete your \u201cUSER\u201d folder inside the game client.\n\nHaving multiple input devices connected (I.E. Joystick + Gamepad) will cause conflicts between the throttle settings when certain actions are performed like changing flight modes or receiving damage with hit impulses\n\nHangar \u2013 Art \u2013 X55 debug text appears in key bindings menu\n\nSome combinations of computer hardware can sometimes experience graphical glitches and artifacts.\n\nShip collisions with environmental objects needs tuning and refinement for proper damage attribution.\n\nAll Maps \u2013 Gameplay \/ Weapons \u2013 The flare countermeasure doesn\u2019t always cause missiles to miss and follow it\n\nPlayer cockpit animations and enter\/exit animations still need some improvements\n\nInfrequent crashes still occur during gameplay in special circumstances and after extended periods of play\n\nIssues with scoreboard display when awaiting respawn or in 3rd person perspective.\n\nRadar and signature system still needs improvement for occlusion handling and a balance pass to increase the variability of radar effectiveness.\n\nWhen ejecting from the ship after the character pulls the ejection handle he tposes for a few frames before ejecting\n\nWhen ejecting at high speeds you go into the cockpit a little bit before impulsing up\n\nParticle effect remains indefinitely after gatling gun is destroyed\n\nSome users are reporting a bypassable \u201cNo Disk in Drive\u201d error when updating\n\nRender thread spikes could cause performance issues\n\nBitching Betty may announce \u2018system overheating\u2019 at incorrect times\n\nMissing chair whilst the player is ejecting in first person view\n\nCamera transitions between the three animation states of ejection have large glitching issues.\n\nSome foot IK animation errors when walking inside Constellation\n\nCamera spins wildly when third person is activated after ejecting\n\nOn the Aurora the fixed weapon aiming reticule turns green when pointing directly at the target or behind the target\u2019s direction\n\nBlacking out can happen too easily sometimes\n\nBuggy can sometimes slide around and flip over\n\nBuggy can sometimes not accelerate unless turbo is applied (Shift)\n\nBadger Repeater weapon geometry becomes offset when fired from the firing range\n\nNear impossible to navigate Arena Commander UI using Oculus Rift\n\nSome users can experience an issue of falling through the elevator floor when using lower spec machines\n\nThe Outfit Changer has been temporarily disabled\n\nClicking the launch button on the Arena Commander UI multiple times can cause undesired behavior\n\nVanduul Swarm\nAll Maps \u2013 Vanduul Swarm \u2013 Gameplay \u2013 If pausing as the game loads into the level, the player will be left on a black screen indefinitely\n\nAll Ships \u2013 Vanduul Swarm \/ DFM_Survival \u2013 Art \u2013 There is a green, occasionally graphically corrupt, bar present when the player kills an enemy\n\nVanduul Swarm \/ DFM_Survival \u2013 AI \u2013 The Ai controlled wingmen are too quickly overheating their own Gatling guns to the point of destroying them\n\nDying Star \u2013 Vanduul Swarm \u2013 Gameplay \u2013 Wave 7 didn\u2019t spawn in during Vanduul Swarm (only once)\n\nNo HUD element to show remaining lives\n\nFree Flight\nAll Maps \u2013 Freeflight \u2013 Gameplay \u2013 Difficult to get back onto the landing platform if running and jumping off it in EVA mode\n\nLanding gear will not deploy correctly when attempting to land on landing platform\n\nMultiplayer\nRarely the server will crash at the end of a round.\n\nMultiplayer synchronization issues still present under certain conditions\n\nMatchmaking and load balancing server technology still needs improvement to ensure fair matches and properly distributed player loads.\n\nPlayer is not told who killed them when killed in any game type\n\nSometimes the client will crash on respawn\n\nSometimes the client will crash on game join\n\nSometimes the server will crash when two players slam into each other and both ships are fully destroyed.\n\nBoth clients will crash if they crash into each other after the end of the round.\n\nPlayer is unable to respawn if flying through the map boundary while waiting for other players to join.\n\nShip corpse can sometimes rubberband\n\nMultiplayer server crashes infrequently occur in particular situations based on gameplay.\n\nLow repro crash when you die in Multiplayer\n\nServer takes too long to realize a player has left\/crashed. Can\u2019t get back on until it has cleared\n\nGatling guns destroy themselves after firing","de_DE":"Gr\u00fc\u00dfe B\u00fcrger!\nWir freuen uns sehr, endlich den ersten \u00f6ffentlichen Bau von Arena Commander mit Ihnen zu teilen!\n\nDer Build, den wir heute ver\u00f6ffentlichen, ist das, was wir Version 0.8 nennen. Sie k\u00f6nnen es herunterladen, indem Sie entweder Ihren bestehenden Hangar \u00fcber den Launcher aktualisieren oder indem Sie auf die Star Citizen Download-Seite zugreifen. V0.8 gibt jedem qualifizierten Geldgeber Zugang zu den Vanduul Swarm und Freeflight Modi und beinhaltet die M\u00f6glichkeit, die Aurora, 300i und Hornet zu fliegen. Wenn Sie sich nicht f\u00fcr eines dieser Schiffe verpflichtet haben, geben wir Ihnen einen Leihger\u00e4t, das dem, was Sie fliegen, am n\u00e4chsten kommt; wir m\u00f6chten, dass jeder mit Alpha-Zugang (oder einem Arena Commander Pass) seinen ersten Eindruck von der Raumfahrt bekommt!\n\nWARNUNG: Die aktualisierte Version des Star Citizen Launcher wird den Ordner USER ersetzen, wenn er Patches erstellt. Wenn Sie gespeicherte Screenshots oder andere Inhalte haben, verschieben Sie diese bitte, bevor Sie Arena Commander herunterladen.\n\nArena Commander V0.8 enth\u00e4lt auch Mehrspielerfunktionalit\u00e4t f\u00fcr die Modi Battle Royale und Team. Diese Modi werden heute f\u00fcr eine kleine Anzahl von Spielern verf\u00fcgbar sein. W\u00e4hrend wir Lag- und Synchronisationsprobleme jagen und Server hochfahren, werden wir diese Modi in den kommenden Wochen f\u00fcr immer mehr Spieler \u00f6ffnen.\n\nDenkt daran: V0.8 ist nur der Anfang. Es ist der Beginn eines harten Vorsto\u00dfes f\u00fcr das Entwicklungsteam, wenn wir uns auf den Weg zu V0.9 und schlie\u00dflich V1.0 machen, woraufhin Arena Commander mit den in PAX versprochenen Modi, Karten und Optionen das Feature komplett\" sein wird. Wenn V1.0 f\u00e4llt, wollen wir, dass die gesamte Community Zugang zu den Multiplayer-Spielmodi hat!\n\nIm Zuge der Weiterentwicklung der Version 0.9 werden wir uns auf die folgenden Verbesserungen konzentrieren:\n\nVerbesserte Client- und Multiplayer-Serverstabilit\u00e4t Allgemeine Leistungsoptimierung und Behebung von hardwarespezifischen Problemen, die bei Community-Tests entdeckt wurden Audio-Verbesserungen mit zus\u00e4tzlichen SFX-, Musik-, Mix- und Verbesserungen am dynamischen Musiksystem Verbesserungen am HUD zur besseren Differenzierung der Hersteller und Verbesserung der ITTS, und f\u00fcgen Sie Maussteuerungsfunktionen hinzu Zus\u00e4tzliche Charakteranimationen, um dem Cockpit Immersion hinzuzuf\u00fcgen und offene Animationsprobleme zu l\u00f6sen Weitere Flugmodell-Upgrades, um einzigartige Triebwerksleistungskombinationen besser zu handhaben und die Steuerung jedes Schiffes zu verfeinern Zus\u00e4tzliche Schiffe, Waffen, Gegenst\u00e4nde und Triebwerkstuning, um die Balance des Arena Commander zu verbessern, basierend auf Community-Tests Neuer Mehrspielerspielmodus f\u00fcr \u00f6ffentliche Tests zusammen mit KI-Verbesserungen und Updates f\u00fcr Vanduul Swarm. Behebung von Hangarfehlern sowie verbesserte Visualisierungen und Animationen. Cockpit-Politur mit verbesserten Schadenseffekten und dynamischerer Beleuchtung, die auf Gameplay-Ereignisse und Schiffsstatus reagiert. Einige zus\u00e4tzliche Waffen und Gegenst\u00e4nde f\u00fcr den Einsatz mit dem Arena Commander. Aktualisieren Sie die Ger\u00e4uscheffekte und Reaktionen des Spielers auf eingehende Impulse und g-Kr\u00e4fte Extras.\nIch freue mich auch, Ihnen mitteilen zu k\u00f6nnen, dass wir einige spezielle Extras f\u00fcr Arena Commander entwickelt haben. Klicken Sie hier, um das Arena Commander-Handbuch zu lesen, das Ihnen das Spielen des Spiels beibringt und Sie weiter in den Vers des Star Citizen f\u00fchrt. Es gibt auch einen coolen neuen Trailer, der unten verf\u00fcgbar ist! Und bleiben Sie dran: Das Handbuch und andere Inhalte werden im Laufe der Entwicklung des Spiels aktualisiert.\n\nArena Commander testen\nEs war eine l\u00e4ngere Wartezeit, als viele von euch sich gew\u00fcnscht h\u00e4tten, und das Team und ich teilen eure Ungeduld, denn wir alle wollten das viel fr\u00fcher in den H\u00e4nden halten. Ich kann Ihnen jedoch versichern, dass dies nicht aus mangelnder Anstrengung oder Konzentration erfolgt ist. Ein bedeutender Teil unserer weltweiten Teams hat rund um die Uhr daran gearbeitet, den ersten Satz von Funktionen abzuschlie\u00dfen und den Build so stabilisiert zu bekommen, dass wir uns wohl f\u00fchlen, ihn in einen breiteren Testpool zu stellen.\n\nIch habe die Stimmung aus Teilen der Community geh\u00f6rt, die auf den Wunsch hindeuten, das Build fr\u00fcher in ihren H\u00e4nden zu haben, um bei den Testaufgaben zu helfen. Das Team und ich sch\u00e4tzen die Bereitschaft zu helfen, aber ich m\u00f6chte mir ein paar Minuten Zeit nehmen, um zu erkl\u00e4ren, warum wir unseren jetzigen Kurs fortgesetzt haben.\n\nNormalerweise in der Spieleentwicklung hast du das Testen inszeniert. Wenn Sie einen Build haben, der bereits weitaus mehr Probleme und Instabilit\u00e4ten aufweist, als leicht behoben werden k\u00f6nnen, ist es ineffizient, ihn f\u00fcr Qualit\u00e4tssicherungs-Tests zu \u00f6ffnen, da Sie viel mehr Management und Teambandbreite ben\u00f6tigen, um die Probleme zu durchsuchen, von denen viele bereits bekannt sind und Duplikate von zuvor gemeldeten Problemen sind, oder Probleme, zu denen das Team einfach nicht kommen kann, weil es Probleme mit h\u00f6herer Priorit\u00e4t gibt, die zuerst gel\u00f6st werden m\u00fcssen. Sobald der Build stabiler wird und die meisten der beabsichtigten Features an Ort und Stelle hat, \u00f6ffnen Sie ihn dann bis zur vollst\u00e4ndigen QA, um wirklich darauf zu h\u00e4mmern und Probleme zu finden, die nicht sofort offensichtlich sind, oder um Gameplay-Feedback zu liefern, jetzt, da das Spiel nicht alle f\u00fcnf Minuten abst\u00fcrzt.\n\nDenken Sie daran: Sie sind unsere gesamte QA-Abteilung! Bisher haben wir Arena Commander mit einem Team von sieben engagierten QA-Testern getestet (plus allen anderen in der Firma, die Zeit f\u00fcr Luftk\u00e4mpfe haben). Wir ver\u00f6ffentlichen heute, weil wir das Gef\u00fchl haben, dass das Spiel an einem Punkt ist, an dem es stabil genug ist, um ein breiteres Publikum anzusprechen. Das liegt nicht daran, dass es erledigt ist, sondern daran, dass es f\u00fcr Tests in gr\u00f6\u00dferem Ma\u00dfstab bereit ist. Es gibt noch viele bekannte Probleme, an denen wir arbeiten, und es gibt wahrscheinlich viele, die Sie entdecken werden, die wir noch nicht gesehen haben. Was Sie heute spielen, wird abst\u00fcrzen, es wird zu Verz\u00f6gerungen, Installationsproblemen und anderen Problemen kommen.\n\nSie k\u00f6nnen dazu beitragen, dass wir das richtig machen, indem Sie Ihre Fehler im Forum melden. Wir haben zwei neue Bug-Reporting-Foren hinzugef\u00fcgt, eines f\u00fcr den Einzelspieler-Modus und eines f\u00fcr den Mehrspieler-Modus (nur f\u00fcr Benutzer mit Zugriff auf diese Modi sichtbar.) Ich f\u00fcge die Liste der bekannten Fehler am Ende dieses Beitrags hinzu, damit Sie wissen, was wir bereits intern verfolgen. Dies sind die Probleme, die wir kennen, aber nicht gro\u00df genug sind, um die Ver\u00f6ffentlichung zu blockieren. Wir arbeiten gerade daran, sie zu reparieren, und dann m\u00fcssen wir wissen, worauf Sie sto\u00dfen! Melden Sie jedoch nicht nur Abst\u00fcrze und Animationsfehler; lassen Sie uns im allgemeinen Arena Commander-Bereich wissen, was Sie von dem Flugmodell halten, wie Sie die Balance verbessern w\u00fcrden und so weiter. Du hilfst beim Aufbau dieses Spiels!\n\nBitte posten Sie alles in die Foren; das Kundendienstteam ist derzeit nicht in der Lage, mit Ihnen bei Arena Commander-Bugs zu helfen (denken Sie daran, das ist Pre-Alpha!) Wir arbeiten auch daran, diesen Prozess zu erweitern: Das Team von Turbulent baut ein externes Bug-Tracking-System auf; in zuk\u00fcnftigen Builds k\u00f6nnen Sie Bugs einreichen, die direkt an das Team und nicht \u00fcber das Forum gehen!\n\nDie Zukunft der offenen Entwicklung\nIhr Teil beim Testen von Arena Commander ist das Herzst\u00fcck dessen, was ich denke, macht den Ansatz daf\u00fcr, wie wir Star Citizen so stark f\u00fcr die langfristige Gesundheit und den Spa\u00df am Spiel aufbauen. Wir teilen das Spiel bewusst viel fr\u00fcher als jedes traditionelle AAA-Spiel und auch viel fr\u00fcher als viele andere von der Menge finanzierte Spiele. Wir wollen Aspekte des Spiels, auch wenn sie nur eine Facette darstellen, in die H\u00e4nde der Menschen bringen, die dieses Spiel \u00fcberhaupt erst erm\u00f6glicht haben. Diese Builds sind fr\u00fch genug, dass das Feedback von Leuten, die dieses Genre so sehr lieben, dass sie bereit waren, ihr Geld in die Waagschale zu werfen, bevor sie das fertige Produkt erhalten haben, umgesetzt werden kann, was es uns erm\u00f6glicht, langfristig ein besseres, stabileres Spiel zu entwickeln.\n\nDeshalb ermutige ich euch alle, Geduld zu haben, und wenn es etwas gibt, das euch gef\u00e4llt oder nicht gef\u00e4llt, dann gebt eure Meinung in den Foren ab. Ich kann nicht versprechen, dass wir bei jedem Kommentar handeln werden, aber wie bei allen Dingen mit Star Citizen h\u00f6ren wir aktiv auf das positive und negative Feedback der Community und handeln dann auf die Themen, die bei uns ankommen. Sie erhalten einfach nicht diese Gelegenheit im traditionellen Publisher-Modell, wenn eine Beta-Version wirklich ein Marketing-Trick vor der Ver\u00f6ffentlichung ist!\n\nWir machen unseren Entwicklungsprozess bewusst viel offener und transparenter. Deshalb haben wir die monatlichen Berichte aus den zahlreichen Studios, die an dem Spiel arbeiten, gestartet. Inzwischen arbeiten mehr als 250 Personen an allen Aspekten des Spiels, von denen Arena Commander nur eine Facette ist. Der Ehrgeiz mit Star Citizen ist beispiellos in der unabh\u00e4ngigen Welt und wurde nur durch Ihr Engagement und Ihre Begeisterung erm\u00f6glicht. Nicht alles wird reibungslos oder p\u00fcnktlich verlaufen, denn ein Projekt dieser Gr\u00f6\u00dfe und Komplexit\u00e4t wird immer unvorhergesehene Probleme mit sich bringen, weshalb wir uns bem\u00fcht haben, Informationen mit Ihnen zu teilen, die jeder im traditionellen Ver\u00f6ffentlichungsmodell nicht teilen w\u00fcrde. Die Daten, die wir geteilt haben, sind ein gutes Beispiel daf\u00fcr.\n\nSobald wir ein internes Ziel hatten, das wir hofften zu erreichen, teilten wir es mit Ihnen, mit dem Vorbehalt \"wenn alles nach Plan l\u00e4uft\". In der normalen Entwicklung w\u00fcrden solche Daten nie mit der \u00d6ffentlichkeit geteilt werden. Verlage nehmen diese Daten aus ihren Teams und bauen gro\u00dfe Lieferzeiten ein. Und auch dann k\u00f6nnen unvorhergesehene Probleme auftreten, die zu weiteren Verz\u00f6gerungen f\u00fchren. Aber wir sehen Sie, die Community, als Teil des Teams. Wir wissen, wie sehr es Ihnen am Herzen liegt, Arena Commander in die Finger zu bekommen, und deshalb haben wir uns entschieden, Ihnen unsere aktuellen Prognosen mitzuteilen.\n\nMeine Frage an Sie lautet: Sollen wir das weiterhin tun? Ich bekomme eine Pause nicht durch interne Kribbeln von frustrierten Geldgebern, die wirklich nur in den Weltraum wollen (was wir v\u00f6llig verstehen!), sondern durch sensationelle Schlagzeilen, die bedeuten, dass wir nicht hart arbeiten oder dass das Spiel eine Art Betrug ist. Ich kann Ihnen versichern, dass sich das gesamte Team f\u00fcr das bestm\u00f6gliche Spiel einsetzt. Es ist daher entmutigend, wenn unsere Bem\u00fchungen um Transparenz gegen uns eingesetzt werden, um ein negatives Bild von diesem erstaunlichen Projekt zu zeichnen.\n\nDa wir ein Community-gesteuertes Spiel sind, \u00fcberlasse ich es dir, ob du die gleiche Sichtbarkeit in Bezug auf Daten w\u00fcnschst (da du wei\u00dft, dass es sich um Sch\u00e4tzungen handelt und sie sich \u00e4ndern k\u00f6nnen) oder ob du lieber einfach harte, langfristige Daten wie ein Publisher erhalten m\u00f6chtest. Wenn Sie sich f\u00fcr das erstere entscheiden, m\u00fcssen wir nur das Wort \"TENTATIV\" in Gro\u00dfbuchstaben schreiben, zum Nutzen aller, die das Projekt nicht so genau verfolgen wie Sie alle. Du kannst in der untenstehenden Umfrage abstimmen, um zu entscheiden!\n\nVerschwindet!\nIch w\u00fcnsche euch allen viel Spa\u00df mit Arena Commander V0.8. Ich bin sehr stolz auf das, was das Team mit all seiner harten Arbeit erreicht hat. Obwohl es Pre-Alpha und ein Build ist, das fr\u00fcher ist als alles, was ich je zuvor mit der \u00d6ffentlichkeit geteilt habe, denke ich, dass es spektakul\u00e4r aussieht und dass es eine gro\u00dfartige Grundlage ist, auf der man aufbauen kann. In den kommenden Monaten wird es viele Updates geben, die Funktionen und Inhalte hinzuf\u00fcgen - Wir werden alle Schiffe hinzuf\u00fcgen, f\u00fcr die Sie sich verpflichtet haben.... und viele, die Sie noch nicht gesehen haben. Es wird neue Spielmodi, Umgebungen und Ger\u00e4te geben. Wir werden an Leistung, Stabilit\u00e4t und Verbesserung der Technologie arbeiten: Die Ladebildschirme, die Sie heute sehen, werden im fertigen Spiel nicht mehr vorhanden sein!\n\nGenie\u00dfen Sie vorerst jedoch Ihren ersten Eindruck vom Weltraumkampf in der Entwicklungswelt von Star Citizen; ich freue mich auf Ihr Feedback.\n\nGemeinsam werden wir unserem gemeinsamen Traum folgen: den BDSSE zu bauen!\n\n- Chris Roberts\n\nBekannte Probleme\nGlobal\nEs gibt keine M\u00f6glichkeit, die f\u00fcr den Luftkampf zugelassenen Schiffe von den nicht zugelassenen zu unterscheiden. Es gibt mehrere Probleme mit dem Persistenzsystem, die dazu f\u00fchren k\u00f6nnen, dass Schiffsladungen nicht auftreten und Fehler mit dem Helm im Hangar auftreten. Eine einfache L\u00f6sung f\u00fcr die meisten Probleme ist es, den Ordner \"USER\" im Spiel-Client zu l\u00f6schen. Wenn mehrere Eingabeger\u00e4te angeschlossen sind (z.B. Joystick + Gamepad), kommt es zu Konflikten zwischen den Drosselklappeneinstellungen, wenn bestimmte Aktionen wie das \u00c4ndern von Flugmodi oder das Empfangen von Sch\u00e4den mit Trefferimpulsen durchgef\u00fchrt werden. Hangar - Art - X55 Debugtext erscheint im Men\u00fc Tastenbelegungen Einige Kombinationen von Computerhardware k\u00f6nnen manchmal grafische St\u00f6rungen und Artefakte aufweisen. Schiffskollisionen mit Umweltobjekten m\u00fcssen abgestimmt und verfeinert werden, um eine korrekte Schadenszuordnung zu gew\u00e4hrleisten. Alle Karten - Gameplay \/ Waffen - Die Flare-Gegenma\u00dfnahme l\u00e4sst nicht immer Raketen \u00fcbersehen und folgen Spieler-Cockpit-Animationen und Enter\/Exit-Animationen m\u00fcssen noch verbessert werden Unregelm\u00e4\u00dfige Abst\u00fcrze treten w\u00e4hrend des Gameplays unter besonderen Umst\u00e4nden und nach l\u00e4ngeren Spielzeiten auf Probleme mit der Anzeigetafel auf, wenn sie auf einen Wiederbefall warten oder aus der Perspektive der dritten Person. Das Radar- und Signatursystem muss noch verbessert werden, um die Okklusionsverarbeitung und einen Balance-Pass zur Erh\u00f6hung der Variabilit\u00e4t der Radarwirkung zu verbessern. Beim Auswerfen aus dem Schiff, nachdem der Charakter den Auswurfgriff gezogen hat, den er f\u00fcr ein paar Frames auswirft, bevor er auswirft Beim Auswerfen mit hoher Geschwindigkeit gehen Sie ein wenig ins Cockpit, bevor Sie den Impuls ausl\u00f6sen Partikel-Effekt bleibt auf unbestimmte Zeit erhalten, nachdem die Gatling-Pistole zerst\u00f6rt wurde Einige Benutzer berichten von einem umgehbaren \"Nein\". Disk in Drive\"-Fehler bei der Aktualisierung von Render-Threadspitzen k\u00f6nnte zu Leistungsproblemen f\u00fchren Bitching Betty kann zu falschen Zeiten eine \u00dcberhitzung des Systems melden Fehlender Stuhl, w\u00e4hrend der Spieler in der ersten Person auswirft Kamera\u00fcberg\u00e4nge zwischen den drei Animationszust\u00e4nden des Auswurfs haben gro\u00dfe Probleme. Einige Fu\u00df-IK-Animationsfehler beim Betreten der Sternbild-Kamera drehen sich wild, wenn die dritte Person nach dem Auswerfen aktiviert wird. Auf der Aurora wird das feste Waffenziehkreuz gr\u00fcn, wenn es direkt auf das Ziel zeigt oder hinter der Richtung des Ziels, in der es dunkel wird, kann zu leicht passieren, manchmal kann der Buggy manchmal umherrutschen und der Buggy kann manchmal nicht beschleunigen, wenn kein Turbo angewendet wird. (Shift) Badger Repeater Waffengeometrie wird versetzt, wenn aus dem Schie\u00dfstand abgefeuert wird Fast unm\u00f6glich, Arena Commander UI mit Oculus Rift zu navigieren Einige Benutzer k\u00f6nnen ein Problem des Fallens durch den Aufzugsboden erleben, wenn sie Maschinen mit niedrigerer Spezifikation verwenden Der Outfit Changer wurde vor\u00fcbergehend deaktiviert Klicken Sie mehrmals auf die Starttaste auf der Arena Commander UI kann zu unerw\u00fcnschtem Verhalten Vanduul Swarm f\u00fchren.\nAlle Karten - Vanduul Schwarm - Gameplay - Wenn das Spiel in den Level l\u00e4dt, bleibt der Spieler auf einem schwarzen Bildschirm auf unbestimmte Zeit Alle Schiffe - Vanduul Schwarm \/ DFM_Survival - Kunst - Es gibt einen gr\u00fcnen, gelegentlich grafisch korrupten, Bar anwesend, wenn der Spieler einen gegnerischen Vanduul-Schwarm t\u00f6tet \/ DFM_Survival - KI - Die von der KI kontrollierten Fl\u00fcgelm\u00e4nner \u00fcberhitzen zu schnell ihre eigenen Gatling-Gesch\u00fctze, bis sie zerst\u00f6rt sind Sterbender Stern - Vanduul-Schwarm - Gameplay - Welle 7 ist w\u00e4hrend des Vanduul-Schwarms nicht eingetreten (nur einmal) Kein HUD-Element, um die verbleibenden Leben zu zeigen Freier Flug\nAlle Karten - Freiflug - Gameplay - Schwierig, wieder auf die Landeplattform zu gelangen, wenn man im EVA-Modus l\u00e4uft und abspringt Fahrwerk wird beim Versuch, auf der Landeplattform zu landen, nicht richtig ausfahren Mehrspieler-Modus\nSelten st\u00fcrzt der Server am Ende einer Runde ab. Mehrspieler-Synchronisationsprobleme, die unter bestimmten Bedingungen immer noch auftreten, Matchmaking und Lastausgleichsservertechnologie m\u00fcssen noch verbessert werden, um faire Spiele und richtig verteilte Spielerlasten zu gew\u00e4hrleisten. Dem Spieler wird nicht gesagt, wer ihn get\u00f6tet hat, wenn er in einem Spiel get\u00f6tet wurde. Manchmal st\u00fcrzt der Client beim Wiederbeleben ab. Manchmal st\u00fcrzt der Client beim Beitritt zum Spiel ab. Manchmal st\u00fcrzt der Server ab, wenn zwei Spieler gegeneinander schlagen und beide Schiffe vollst\u00e4ndig zerst\u00f6rt sind. Beide Clients st\u00fcrzen ab, wenn sie nach dem Ende der Runde aneinander sto\u00dfen. Der Spieler kann nicht wiederbelebt werden, wenn er \u00fcber die Kartengrenze fliegt, w\u00e4hrend er auf die Teilnahme anderer Spieler wartet. Schiffskadaver kann manchmal Gummiband Mehrspieler-Serverabst\u00fcrze selten auftreten, in bestimmten Situationen, die auf Gameplay basieren. Ein Absturz mit geringer Reproduktion, wenn Sie im Multiplayer Server sterben, dauert zu lange, um zu erkennen, dass ein Spieler gegangen ist oder abgest\u00fcrzt ist. Kann nicht weitermachen, bis es gekl\u00e4rt ist Gatling Waffen zerst\u00f6ren sich selbst nach dem Schuss.","zh_CN":"Greetings Citizens!\nWe are very happy to finally share with you the first public build of Arena Commander!\n\nThe build we are releasing today is what we\u2019re calling Version 0.8. You can download it by either updating your existing Hangar through the launcher or by accessing the Star Citizen Download page. V0.8 will give every qualified backer access to the Vanduul Swarm and Freeflight modes and includes the ability to fly the Aurora, 300i and Hornet. If you haven\u2019t pledged for one of these ships, we\u2019ll give you a loaner that is the closest in class to what you fly; we want everyone with Alpha access (or an Arena Commander pass) to get their first taste of spaceflight!\n\nWARNING: the updated version of the Star Citizen launcher will replace the USER folder when it patches. If you have any saved screenshots or other content, please move them before downloading Arena Commander.\n\nArena Commander V0.8 also includes multiplayer functionality for the Battle Royale and Team modes. These modes will be available for a small number of players today. As we hunt down lag and synch issues and spin up servers, we will open these modes up to more and more players in the coming weeks.\n\nRemember: V0.8 is just the beginning. It\u2019s the start of a hard push for the development team as we head towards V0.9 and finally V1.0, at which point Arena Commander will be \u2018feature complete\u2019 with the modes, maps and options promised at PAX. By the time V1.0 drops, we aim for the entire community to have access to the multiplayer game modes!\n\nAs we move forward to Version 0.9, we will focus on adding the following improvements:\n\nImproved client and multiplayer server stability\n\nGeneral performance optimizations and fixes for hardware specific issues discovered during community testing\n\nAudio improvements with additional SFX, music, mix, and improvements to the dynamic music system\n\nImprovements to the HUD to better differentiate the manufacturers, improve ITTS, and add mouse control functionality\n\nAdditional character animations to add immersion to the cockpit and resolve outstanding animation issues\n\nFurther flight model upgrades to better handle unique thruster power combinations and refine the control of each ship\n\nAdditional ship, weapon, item, and thruster tuning to improve the balance of Arena Commander based on community testing\n\nNew multiplayer game mode for public testing along with AI improvements and updates to Vanduul Swarm.\n\nHangar bug fixing along with enhanced visuals and animations.\n\nCockpit polish with improved damage effects and more dynamic lighting that responds to gameplay events and ship status.\n\nSome additional weapons and items for use with Arena Commander.\n\nUpdate player breathing sound effects and responses to incoming impulses and g-forces\n\nExtras\nI\u2019m also excited to announce that we\u2019ve created some special extras to go with Arena Commander. Click here to check out the Arena Commander manual, which teaches you how to play the game and gets you further into the Star Citizen \u2018verse. There\u2019s also a cool new trailer available below! And stay tuned: the manual and other content will be updated as the game evolves.\n\nTesting Arena Commander\nIt\u2019s been a longer wait than many of you would have liked, and the team and I share your impatience as we all wanted to have this in your hands a lot sooner. I can assure you though, it has not been from lack of effort or focus. A significant portion of our world-wide teams have been working around the clock to finish off the first set of features and get the build stabilized enough that we feel comfortable in releasing it to a wider testing pool.\n\nI have heard the sentiment from portions of the community that indicate a desire to have the build in their hands sooner in order to help with testing efforts. The team and I appreciate the eagerness to help out, but I want to take a few minutes to explain why we have been following our present course.\n\nNormally in game development you have staged testing. When you have a build that already has far more issues and instability than can be easily fixed, it\u2019s inefficient to open it up for quality assurance testing as you consume a lot of extra management and team bandwidth sifting through the issues, many of which will already be known and be duplicates of previously reported issues, or issues the team just can\u2019t get to because there are higher priority problems that have to be addressed first. Once the build becomes more stable and has most of the intended features in place, you then open it up to full QA to really hammer on it and find issues that aren\u2019t immediately obvious or provide gameplay feedback now that the game isn\u2019t crashing every five minutes.\n\nRemember: you ARE our full QA department! Thus far, we\u2019ve been testing Arena Commander with a team of seven dedicated QA testers (plus anyone else in the company with time to dogfight.) We\u2019re releasing today because we feel the game is at a point where it\u2019s stable enough to go out to a wider audience. That\u2019s not because it\u2019s done, but because it\u2019s ready for testing on a bigger scale. There are still plenty of known issues we\u2019re working and there are likely many you will discover that we haven\u2019t seen yet. What you play today will crash, it will have slowdowns, installation issues and other problems.\n\nYou can help make sure we get this right by reporting your bugs on the forums. We\u2019ve added two new bug reporting forums, one for the single player modes and one for multiplayer (visible only to users with access to those modes.) I\u2019m including the list of known bugs at the bottom of this post so you know what we\u2019re already tracking internally. These are the issues we know about but don\u2019t consider big enough to block the release. We\u2019re working to fix them right now, and then we need to know what you\u2019re running into! Don\u2019t just report crashes and animation errors, though; let us know in the general Arena Commander area what you think of the flight model, how you\u2019d improve balance and so on. You\u2019re helping to build this game!\n\nPlease post everything to the forums; the Customer Support team isn\u2019t able to assist with Arena Commander bugs with you at this time (remember, this is pre-alpha!) We\u2019re working on expanding this process, too: the team at Turbulent is building an external bug tracking system; in future builds, you\u2019ll be able to submit bugs that will go right to the team instead of via the forums!\n\nThe Future of Open Development\nYour part in testing Arena Commander is the heart of what I think makes the approach to how we are building Star Citizen so strong for the long term health and fun of the game. We are deliberately sharing the game at a much earlier stage than any traditional AAA game and also much earlier than a lot of other crowd funded games. We want to get aspects of the game, even if they only represent one facet, into the hands of the people who made this game possible in the first place. These builds are early enough that the feedback from people who love this genre so much they\u2019ve been willing to put their money up way in advance of getting the finished product can be actioned on, allowing us to build a better, more stable game in the long run.\n\nSo I encourage you all to have patience and if there is something that you like or don\u2019t like, voice your opinion on the forums. I can\u2019t promise we will act on every comment but like all things with Star Citizen we actively listen to the community\u2019s feedback, both positive and negative, and then act on the issues that resonate with us. You just don\u2019t get this opportunity in the traditional publisher model when a Beta release is really a pre-release marketing ploy!\n\nWe are deliberately making our development process much more open and transparent. This is why we started the monthly reports from the numerous studios working on the game. There are now more than 250 people working on all aspects of the game of which Arena Commander is only one facet. The level of ambition with Star Citizen is unprecedented in the independent world and has only been made possible by your commitment and excitement. Not everything will go smoothly or on time, as a project of this size and complexity will always present unforeseen issues, which is why we have been endeavoring to share information with you that anyone in the traditional publishing model would not. The dates that we shared are a good example of this.\n\nAs soon as we had an internal target that we were hopeful of making, we shared it with you, with the caveat \u201cif everything goes according to plan.\u201d In ordinary development, such dates would never be shared with the public. Publishers take these dates from their teams and build in large lead times. And even then, unforeseen issues can still arise that cause further delays. But we view you, the community, as part of the team. We know how keen you are to get your hands on Arena Commander and so we\u2019ve decided to share our current projections with you.\n\nMy question to you is: should we continue to do this? I\u2019m given pause not by internal cricisim from frustrated backers who really just want to get into space (which we completely understand!) but by sensationalistic headlines that imply we\u2019re not working hard or that the game is some sort of scam. I can assure you that the whole team is committed to making the best game possible, so it is disheartening when our attempts at transparency are used against us to paint a negative picture of this amazing project.\n\nSince we\u2019re a community driven game, I\u2019m going to leave it up to you whether you want the same level of visibility with regards to dates (knowing that they are estimates and are subject to change) or would rather just be given hard, long-term dates like a publisher. If you choose the former, we\u2019ll just have to put the word \u201cTENTATIVE\u201d in caps for the benefit of everyone that doesn\u2019t follow the project as closely as all you. You can vote to decide in the poll below!\n\nTake Off!\nI hope you all enjoy Arena Commander V0.8. I\u2019m very proud of what the team has achieved with all of their hard work. Despite being pre-alpha and a build that\u2019s earlier than anything I\u2019ve ever shared with the public before, I think it looks spectacular and that it\u2019s a great foundation to build on. There will be many updates over the coming months adding features and content \u2014 We\u2019re going to be adding in all the ships you pledged for\u2026 and plenty you haven\u2019t seen yet. There will be new game modes, environments and equipment. We\u2019re going to work on performance, stability and improve the technology: the loading screens you see today won\u2019t be present in the finished game!\n\nFor now, though, enjoy your first taste of space combat in Star Citizen\u2019s developing world; I look forward to hearing your feedback.\n\nTogether we will follow our collective dream: to build the BDSSE!\n\n\u2014 Chris Roberts\n\nKnown Issues\nGlobal\nNo way to easily distinguish dogfighting eligible ships from ineligible ones.\n\nThere are multiple issues with the persistence system that can cause ship loadouts to not appear and bugs with the helmet in the hangar. Easy workaround for most issues is to delete your \u201cUSER\u201d folder inside the game client.\n\nHaving multiple input devices connected (I.E. Joystick + Gamepad) will cause conflicts between the throttle settings when certain actions are performed like changing flight modes or receiving damage with hit impulses\n\nHangar \u2013 Art \u2013 X55 debug text appears in key bindings menu\n\nSome combinations of computer hardware can sometimes experience graphical glitches and artifacts.\n\nShip collisions with environmental objects needs tuning and refinement for proper damage attribution.\n\nAll Maps \u2013 Gameplay \/ Weapons \u2013 The flare countermeasure doesn\u2019t always cause missiles to miss and follow it\n\nPlayer cockpit animations and enter\/exit animations still need some improvements\n\nInfrequent crashes still occur during gameplay in special circumstances and after extended periods of play\n\nIssues with scoreboard display when awaiting respawn or in 3rd person perspective.\n\nRadar and signature system still needs improvement for occlusion handling and a balance pass to increase the variability of radar effectiveness.\n\nWhen ejecting from the ship after the character pulls the ejection handle he tposes for a few frames before ejecting\n\nWhen ejecting at high speeds you go into the cockpit a little bit before impulsing up\n\nParticle effect remains indefinitely after gatling gun is destroyed\n\nSome users are reporting a bypassable \u201cNo Disk in Drive\u201d error when updating\n\nRender thread spikes could cause performance issues\n\nBitching Betty may announce \u2018system overheating\u2019 at incorrect times\n\nMissing chair whilst the player is ejecting in first person view\n\nCamera transitions between the three animation states of ejection have large glitching issues.\n\nSome foot IK animation errors when walking inside Constellation\n\nCamera spins wildly when third person is activated after ejecting\n\nOn the Aurora the fixed weapon aiming reticule turns green when pointing directly at the target or behind the target\u2019s direction\n\nBlacking out can happen too easily sometimes\n\nBuggy can sometimes slide around and flip over\n\nBuggy can sometimes not accelerate unless turbo is applied (Shift)\n\nBadger Repeater weapon geometry becomes offset when fired from the firing range\n\nNear impossible to navigate Arena Commander UI using Oculus Rift\n\nSome users can experience an issue of falling through the elevator floor when using lower spec machines\n\nThe Outfit Changer has been temporarily disabled\n\nClicking the launch button on the Arena Commander UI multiple times can cause undesired behavior\n\nVanduul Swarm\nAll Maps \u2013 Vanduul Swarm \u2013 Gameplay \u2013 If pausing as the game loads into the level, the player will be left on a black screen indefinitely\n\nAll Ships \u2013 Vanduul Swarm \/ DFM_Survival \u2013 Art \u2013 There is a green, occasionally graphically corrupt, bar present when the player kills an enemy\n\nVanduul Swarm \/ DFM_Survival \u2013 AI \u2013 The Ai controlled wingmen are too quickly overheating their own Gatling guns to the point of destroying them\n\nDying Star \u2013 Vanduul Swarm \u2013 Gameplay \u2013 Wave 7 didn\u2019t spawn in during Vanduul Swarm (only once)\n\nNo HUD element to show remaining lives\n\nFree Flight\nAll Maps \u2013 Freeflight \u2013 Gameplay \u2013 Difficult to get back onto the landing platform if running and jumping off it in EVA mode\n\nLanding gear will not deploy correctly when attempting to land on landing platform\n\nMultiplayer\nRarely the server will crash at the end of a round.\n\nMultiplayer synchronization issues still present under certain conditions\n\nMatchmaking and load balancing server technology still needs improvement to ensure fair matches and properly distributed player loads.\n\nPlayer is not told who killed them when killed in any game type\n\nSometimes the client will crash on respawn\n\nSometimes the client will crash on game join\n\nSometimes the server will crash when two players slam into each other and both ships are fully destroyed.\n\nBoth clients will crash if they crash into each other after the end of the round.\n\nPlayer is unable to respawn if flying through the map boundary while waiting for other players to join.\n\nShip corpse can sometimes rubberband\n\nMultiplayer server crashes infrequently occur in particular situations based on gameplay.\n\nLow repro crash when you die in Multiplayer\n\nServer takes too long to realize a player has left\/crashed. Can\u2019t get back on until it has cleared\n\nGatling guns destroy themselves after firing"},"links_count":4,"comment_count":873,"created_at":"2014-06-04T00:00:00+00:00","created_at_human":"11 years ago"},"meta":{"processed_at":"2026-05-08 05:18:38","valid_relations":["images","links"],"prev_id":13908,"next_id":13910}}