{"data":{"id":14040,"title":"Arena Commander Patch 12.5 Released!","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/14040-Arena-Commander-Patch-125-Released","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/14040","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/14040","channel":"Undefined","category":"Undefined","series":"None","images":[{"id":1753,"name":"AC_300i_cockpit.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/e2fzfv4lyhvsqr\/source\/AC_300i_cockpit.jpg","alt":"","size":308367,"mime_type":"image\/jpeg","last_modified":"2014-05-31T00:14:56+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/1753","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/1753\/similar"}],"images_count":1,"translations":{"en_EN":"Greetings Citizens,\nLast week we wrote to update you all on our work towards patch 12.5 and shared details about how we are going about solving the current multiplayer rubber banding, matchmaking, and connectivity issues. It is with a happy heart that we are able to announce today that patch 12.5 has been reviewed internally and is approved for release to the community. Before we get into what\u2019s new, changed, or otherwise different about 12.5 we would like to express our appreciation to the community. So, thank you for your assistance in finding and reporting on these issues as well as your patience and enthusiasm as we worked through the problems. Without further ado, here is what you can expect from patch 12.5\u2026\n\nAll ships and items have undergone heavy internal testing, we\u2019ve reviewed a bevy of player feedback, and we\u2019ve iterated on changes a number of times. Keep in mind that game balance is an ongoing process and will never be hit perfectly the first time, especially with the complexity of our ships and their simulated systems. With top to bottom changes of virtually every tweak-able value on every ship and item what we\u2019ve ended up with is the most balanced multiplayer dogfighting that we\u2019ve had to date and we look forward to your continued feedback on this.\n\nAs many of you know, when we released patch 12.4 we increased the number of backers participating in multiplayer testing eight fold. When we did, the increased community participation exposed many weaknesses in our nascent backend and matchmaking systems that did not manifest until we reached much higher numbers of concurrent players. For patch 12.5 we\u2019ve diagnosed and addressed most every problem that the increase in players had exposed. For players this means that you will connect successfully to a match much more often, experience far fewer random disconnects, and in the event you are disconnected you will be able to rejoin the match much more readily. On top of this we\u2019ve also better stabilized the game servers and resolved most all of the known crashes. Suffice to say that 12.5 should bring a much more stable and reliable multiplayer experience for you.\n\nSurely if you\u2019ve been reading our updates on 12.5 you\u2019ll know that one of our major focuses for this patch has been to resolve the persistent rubber banding issues that players are encountering in multiplayer. In our quest to resolve this particular issue we\u2019ve investigated down many paths and put in place many potential fixes. Over the course of the past weeks we\u2019ve been all through the IFCS code, network code, game server code, and many of the associated systems. We\u2019ve been resolving issues and improving\/hardening each system along with adding a menagerie of useful debug tools that we\u2019ll carry into the future. While not all of these fixes have been successful at addressing rubber banding specifically, they are all included in the current patch and do in fact resolve issues or otherwise improve the multiplayer game and improve the resilience of the systems.\n\nNow specifically to the solution for rubber banding. We are now at a point where we feel like we have made such a significant improvement to the rubber banding (position\/rotation\/velocity divergence) that we want to get it into player\u2019s hands. We\u2019ve significantly reduced the occurrence of the divergence and also implemented systems to correct it much more quickly and seamlessly. Throughout this process we have also identified areas in which we could further improve synchronization for future iterations of Arena Commander and eventually the Persistent Universe. These future changes include dead reckoning to increase the visual quality of ship movement while simultaneously reducing the amount of data sent to the game clients, along with adding time synchronization to allow the client to display the current game state sent from the server more accurately. In addition, we plan to expand the physics based prediction for dead reckoning by adding spline based prediction, making remote ship movement look even better. Getting this perfect (as humanly possible) is our goal for our players and for Star Citizen. So while patch 12.5 greatly improves the rubber banding issue and for most should hopefully reduce it to a point of being unnoticeable we aren\u2019t going to rest on our laurels.\n\nNow for some fun stuff! Patch 12.5 also includes the Jukebox for subscribers to listen to their favorite music in their hangar. There is also a new Vanduul to be on the lookout for, see if you can spot it. We have also included a variety of smaller bug fixes and tweaks to ship models, sound effects, damage states, and visual effects as well as hit\/impact reactions to generally improve the overall feel and experience.\n\nYou can find the full patch notes below and thank you again to all our community for your help in testing the game at such an early stage! Because of this amazing community we are not only able to build our collective dream game but also make sure that our game performs and lives up to our vision. We feel privileged to have a community that is so actively involved and truly appreciate everyone\u2019s ongoing support throughout the development process. Patch 12.5 is now released we hope that everyone enjoys the update and we hope to get the rest of the community into the multiplayer testing as quickly as possible following these improvements.\n\nCheers,\nTravis Day\n\nAdditions\/Improvements\nAdded subscriber jukebox\n\nAdding visual and auditory feedback for incoming fire and weapon impacts\n\nMissile sounds polished and improved\n\nAdditional shield sounds added (power down, power up, taking damage)\n\nAdded new Vanduul ship designated [REDACTED] by UEE Naval Command\n\nAdded Victory\/Defeat\/Draw messages on end of round scoreboard\n\nAdded voice over announcement to denote which team has won the round\n\nAdded additional Hornet top bar warning lights\n\nFreelancer bunk beds can now be used\n\nFreelancer bathroom and toilet can now be used\n\nRevised for Aurora interior to increase fidelity\n\nAdded Aurora warning indicator lights\n\nNetworking Improvements\/Fixes\nFixed issues that resulted in being kicked back to hangar during match load\n\nPositional correction fixes to reduce rubberbanding\n\nFailed connection attempts to HubServer will now timeout after 10 seconds\n\nRemoved socket disconnections due to login timeouts\n\nNetworked physics is now independent of framerate\n\nReduced server load caused by console logging\n\nCreation of http interface to capture server statistics\n\nFixed players not connecting to matchmaker\n\nAdded a handshake system to guarantee the correct initialization of servers\n\nServer-to-server connection improvements\n\nAdjusted ship network packet priorities\n\nFix for disconnections while in the hangar\n\nReworked network correction to use network sync\u2019d packets and direct physics pushes instead of IFCS system\n\nGreatly reduced hitching and performance issues associated with players joining or exiting a match\n\nFixes\nMantis cannons no longer takes damage without overheating\n\nPlayer can no longer zone into a match standing in the cockpit\n\nHelmet is no longer invisible\n\nFixed 300i landing gear placement\n\nFixed rare crash when loading into Vanduul Swarm\n\nFixed crash when receiving connection error\n\nFixed crash caused by players spawning on top of each other at beginning of map\n\nCPU optimizations to improve client performance\n\nGatling gun audio stops when no longer firing\n\nDestroying an asteroid no longer counts as a final kill\n\nEnergy bolts now scale properly when fired to the side\n\nWinning music no longer plays at match end for losing team. You get nothing, you lose, good day sir.\n\nFixed ships in holotable no longer showing hologram model\n\nNotifications, points, scoreboard and timer should now be shown in third person\n\nPlayer movement prevented when interacting with helmet stand\n\nFriendly killed audio no longer plays Hostile Eliminated, Target Destroyed or Enemy down\n\nRemoved use icon on ladder\n\nCorrect game mode descriptions added in Arena Commander UI\n\nAdjusted bloom of objects on radar\n\nProjectiles scale properly when firing in decoupled mode\n\nParticle emitters now properly destroy themselves, reducing lag\n\nShip Energy system optimizations\n\nFix for sound velocity\/speed being calculated incorrectly if its position is changed multiple times per frame.\n\nWhew! And that\u2019s the short list. You can find the complete list of updates and fixes in the official Release 12.5 patch notes.\n\nThe Star Citizen team will be observing the impact of today\u2019s patch on the general public over the weekend. If the improvement we\u2019re hoping for translates to Arena Commander \u2018in the wild\u2019 then we will prepare to make the multiplayer portion of the game available to further users. If there are further issues, we\u2019ll get to work patching them immediately. Until then\u2026 pilots, man your planes!","de_DE":"Gr\u00fc\u00dfe B\u00fcrger,\nLetzte Woche haben wir geschrieben, um euch \u00fcber unsere Arbeit an Patch 12.5 auf dem Laufenden zu halten und euch dar\u00fcber zu informieren, wie wir die aktuellen Probleme mit dem Multiplayer-Gummibanding, dem Matchmaking und der Konnektivit\u00e4t l\u00f6sen k\u00f6nnen. Es ist mit einem gl\u00fccklichen Herzen, dass wir heute bekannt geben k\u00f6nnen, dass Patch 12.5 intern \u00fcberpr\u00fcft wurde und zur Ver\u00f6ffentlichung in der Community freigegeben ist. Bevor wir uns mit dem Thema 12.5 befassen, was neu, ver\u00e4ndert oder anderweitig anders ist, m\u00f6chten wir der Community unsere Anerkennung aussprechen. Vielen Dank also f\u00fcr Ihre Unterst\u00fctzung bei der Suche und Berichterstattung zu diesen Themen sowie Ihre Geduld und Begeisterung bei der Bearbeitung der Probleme. Ohne weiteres k\u00f6nnen Sie folgendes von Patch 12.5 erwarten.....\n\nAlle Schiffe und Gegenst\u00e4nde wurden umfangreichen internen Tests unterzogen, wir haben eine Vielzahl von Spielerfeedback \u00fcberpr\u00fcft und wir haben mehrmals \u00fcber \u00c4nderungen nachgedacht. Denken Sie daran, dass die Spielbalance ein fortlaufender Prozess ist und nie beim ersten Mal perfekt getroffen wird, besonders angesichts der Komplexit\u00e4t unserer Schiffe und ihrer simulierten Systeme. Mit \u00c4nderungen von oben nach unten von praktisch jedem zweckbestimmten Wert auf jedem Schiff und Gegenstand haben wir das ausgewogenste Multiplayer-Durchhalteverh\u00e4ltnis, das wir bisher hatten, erreicht, und wir freuen uns auf Ihr weiteres Feedback dazu.\n\nWie viele von euch wissen, haben wir mit der Ver\u00f6ffentlichung von Patch 12.4 die Zahl der Geldgeber, die an Multiplayer-Tests teilnehmen, um das Achtfache erh\u00f6ht. Als wir es taten, offenbarte die verst\u00e4rkte Beteiligung der Community viele Schw\u00e4chen in unseren aufkommenden Backend und Matchmaking-Systemen, die sich erst manifestierten, als wir eine viel h\u00f6here Anzahl gleichzeitiger Spieler erreichten. F\u00fcr Patch 12.5 haben wir fast jedes Problem diagnostiziert und gel\u00f6st, das die Zunahme der Spieler aufgedeckt hatte. F\u00fcr die Spieler bedeutet dies, dass Sie sich viel h\u00e4ufiger erfolgreich mit einem Spiel verbinden, viel weniger zuf\u00e4llige Unterbrechungen erleben und im Falle einer Unterbrechung der Verbindung viel leichter wieder am Spiel teilnehmen k\u00f6nnen. Dar\u00fcber hinaus haben wir auch die Spielserver besser stabilisiert und die meisten der bekannten Abst\u00fcrze behoben. Es gen\u00fcgt zu sagen, dass 12.5 eine viel stabilere und zuverl\u00e4ssigere Mehrspielererfahrung f\u00fcr Sie bringen sollte.\n\nSicherlich, wenn Sie unsere Updates am 12.5. gelesen haben, werden Sie wissen, dass einer unserer Hauptschwerpunkte f\u00fcr diesen Patch darin besteht, die anhaltenden Probleme mit dem Gummiband zu l\u00f6sen, mit denen Spieler im Multiplayer konfrontiert sind. In unserem Bestreben, dieses spezielle Problem zu l\u00f6sen, haben wir viele Wege gegangen und viele m\u00f6gliche L\u00f6sungen gefunden. Im Laufe der letzten Wochen haben wir den IFCS-Code, den Netzwerkcode, den Spielservercode und viele der zugeh\u00f6rigen Systeme durchgesehen. Wir haben Probleme gel\u00f6st und jedes System verbessert und geh\u00e4rtet, zusammen mit einer Reihe n\u00fctzlicher Debug-Tools, die wir in die Zukunft mitnehmen werden. Obwohl nicht alle diese Korrekturen erfolgreich bei der spezifischen Behandlung von Gummib\u00e4ndern waren, sind sie alle im aktuellen Patch enthalten und beheben tats\u00e4chlich Probleme oder verbessern anderweitig das Mehrspielerspiel und verbessern die Widerstandsf\u00e4higkeit der Systeme.\n\nNun speziell zur L\u00f6sung f\u00fcr das Gummiband. Wir befinden uns nun an einem Punkt, an dem wir das Gef\u00fchl haben, dass wir das Gummiband (Position\/Rotation\/Geschwindigkeitsabweichung) so stark verbessert haben, dass wir es dem Spieler in die H\u00e4nde bekommen wollen. Wir haben das Auftreten der Abweichung deutlich reduziert und auch Systeme implementiert, um sie viel schneller und reibungsloser zu korrigieren. W\u00e4hrend dieses Prozesses haben wir auch Bereiche identifiziert, in denen wir die Synchronisation f\u00fcr zuk\u00fcnftige Iterationen des Arena Commander und schlie\u00dflich des Persistent Universe weiter verbessern k\u00f6nnten. Diese zuk\u00fcnftigen \u00c4nderungen beinhalten Dead Reckoning, um die visuelle Qualit\u00e4t der Schiffsbewegung zu erh\u00f6hen und gleichzeitig die Menge der an die Spielclients gesendeten Daten zu reduzieren, sowie das Hinzuf\u00fcgen einer Zeitsynchronisation, damit der Kunde den aktuellen Spielstatus, der vom Server gesendet wird, genauer anzeigen kann. Dar\u00fcber hinaus planen wir, die physikalisch basierte Vorhersage f\u00fcr die Totzonenberechnung um eine spline-basierte Vorhersage zu erweitern, damit die entfernte Schiffsbewegung noch besser aussieht. Dieses Perfekte (so menschlich wie m\u00f6glich) zu erreichen, ist unser Ziel f\u00fcr unsere Spieler und f\u00fcr Star Citizen. W\u00e4hrend Patch 12.5 also das Problem des Gummibandes stark verbessert und f\u00fcr die meisten hoffentlich auf einen Punkt reduziert, an dem sie unbemerkt bleiben, werden wir uns nicht auf unseren Lorbeeren ausruhen.\n\nNun zu ein paar lustigen Sachen! Patch 12.5 enth\u00e4lt auch die Jukebox f\u00fcr Abonnenten, die ihre Lieblingsmusik in ihrem Hangar h\u00f6ren k\u00f6nnen. Es gibt auch einen neuen Vanduul, nach dem man Ausschau halten muss, um zu sehen, ob man ihn erkennen kann. Wir haben auch eine Vielzahl kleinerer Bugfixes und Optimierungen an Schiffsmodellen, Soundeffekten, Schadenszust\u00e4nden und visuellen Effekten sowie Hit\/Impact-Reaktionen hinzugef\u00fcgt, um das allgemeine Gef\u00fchl und das Erlebnis zu verbessern.\n\nDu findest die vollst\u00e4ndigen Patch-Notizen unten und bedankst dich noch einmal bei unserer gesamten Community f\u00fcr deine Hilfe beim Testen des Spiels in einem so fr\u00fchen Stadium! Durch diese erstaunliche Community sind wir nicht nur in der Lage, unser gemeinsames Traumspiel aufzubauen, sondern auch sicherzustellen, dass unser Spiel funktioniert und unserer Vision gerecht wird. Wir f\u00fchlen uns privilegiert, eine Community zu haben, die so aktiv beteiligt ist und die die kontinuierliche Unterst\u00fctzung aller w\u00e4hrend des gesamten Entwicklungsprozesses wirklich sch\u00e4tzt. Patch 12.5 ist jetzt freigegeben, wir hoffen, dass jeder das Update genie\u00dft und wir hoffen, den Rest der Community so schnell wie m\u00f6glich nach diesen Verbesserungen in den Multiplayer-Test zu bringen.\n\nProst,\nTravis Day\n\nErg\u00e4nzungen\/Verbesserungen\nZus\u00e4tzliche Teilnehmer-Jukebox Hinzuf\u00fcgen von visuellem und akustischem Feedback f\u00fcr eingehende Feuer- und Waffenschl\u00e4ge Raketenger\u00e4usche poliert und verbessert Zus\u00e4tzliche Schildger\u00e4usche hinzugef\u00fcgt (Ausschalten, Einschalten), Schaden nehmend) Neues Vanduul-Schiff hinzugef\u00fcgt[REDACTED] durch UEE Naval Command Added Victory\/Defeat\/Draw messages on end of round Scoreboard Added Voice over Ank\u00fcndigung zu bezeichnen, welches Team die Runde gewonnen hat Added additional Hornet Top Bar Warnlichter Freelancer Etagenbetten k\u00f6nnen jetzt verwendet werden Freelancer Bad und WC k\u00f6nnen jetzt verwendet werden \u00dcberarbeitet f\u00fcr Aurora Innenraum, um die Treue zu erh\u00f6hen Added Aurora Warnanzeige Lichter Networking Improvements\/Fixes\nBehobene Probleme, die dazu f\u00fchrten, dass w\u00e4hrend der Match-Ladung die Positionskorrektur in den Hangar zur\u00fcckgeworfen wurde, um das Gummiband zu reduzieren Fehlgeschlagene Verbindungsversuche zum HubServer werden nun nach 10 Sekunden Timeout entfernt Socket-Trennungen aufgrund von Login-Timeout Netzwerkphysik ist jetzt unabh\u00e4ngig von der Framerate Reduzierte Serverlast durch Konsolenprotokollierung Erstellung einer http-Schnittstelle zur Erfassung von Serverstatistiken Feste Spieler, die sich nicht mit dem Matchmaker verbinden, haben ein Handshake-System hinzugef\u00fcgt, um die korrekte Initialisierung von Servern zu gew\u00e4hrleisten Server-Verbesserungen bei der Verbindung zum Server Angepasste Priorit\u00e4ten f\u00fcr Schiffsnetzwerke Beheben von Verbindungsabbr\u00fcchen w\u00e4hrend des Hangars \u00dcberarbeitete Netzwerkkorrekturen zur Verwendung von Netzwerksynchronisierungspaketen und direkte Physik-Pushes anstelle des IFCS-Systems Stark reduzierte Probleme beim Anh\u00e4ngen und bei der Leistung von Spielern, die einem Spiel beitreten oder es beenden Fixes\nMantis-Kanonen werden nicht mehr besch\u00e4digt, ohne zu \u00fcberhitzen Spieler kann nicht mehr in ein Match zonen, das im Cockpit steht Helm ist nicht mehr unsichtbar Fixed 300i Fahrwerksposition Fixed seltener Absturz beim Laden in Vanduul Swarm Fixed Absturz beim Empfangen von Verbindungsfehlern Fixed Absturz verursacht durch Spieler, die zu Beginn der Karte \u00fcbereinander spawnen CPU-Optimierungen zur Verbesserung der Client-Leistung Gatling gun Audio Stopps, wenn sie nicht mehr feuern Zerst\u00f6ren eines Asteroiden nicht mehr z\u00e4hlt als endg\u00fcltige t\u00f6ten Energiebolzen jetzt richtig skalieren, wenn sie zur Seite geschossen werden Winning Musik spielt nicht mehr am Spielende f\u00fcr den Verlust Team. Du bekommst nichts, du verlierst, guten Tag, Sir. Feste Schiffe im Holotable, die nicht mehr das Hologrammmodell anzeigen Benachrichtigungen, Punkte, Anzeigetafel und Timer sollten nun in der dritten Person angezeigt werden Spielerbewegung verhindert bei der Interaktion mit dem Helmst\u00e4nder Freundlich get\u00f6tetes Audio spielt nicht mehr Feindlich beseitigt, Ziel zerst\u00f6rt oder Feind nach unten entferntes Verwendungssymbol auf der Leiter Korrigieren Sie die Spielmodusbeschreibungen, die in der Arena Commander UI hinzugef\u00fcgt wurden Angepasste Bl\u00fcte von Objekten auf dem Radar Projektile skalieren richtig, wenn Sie im entkoppelten Modus feuern Teilchenemitter zerst\u00f6ren sich nun ordnungsgem\u00e4\u00df selbst, wodurch Verz\u00f6gerungen reduziert werden Schiff Energie-System Optimierungen Fix f\u00fcr Schallgeschwindigkeit\/Geschwindigkeit werden falsch berechnet, wenn seine Position mehrmals pro Frame ge\u00e4ndert wird. Puh! Und das ist die kurze Liste. Die vollst\u00e4ndige Liste der Updates und Korrekturen finden Sie in den offiziellen Release 12.5 Patch Notes.\n\nDas Star Citizen-Team wird am Wochenende die Auswirkungen des heutigen Pflasters auf die breite \u00d6ffentlichkeit beobachten. Wenn die Verbesserung, auf die wir hoffen, in Arena Commander'in the wild' \u00fcbersetzt wird, dann werden wir uns darauf vorbereiten, den Mehrspielerteil des Spiels weiteren Nutzern zur Verf\u00fcgung zu stellen. Wenn es weitere Probleme gibt, werden wir sofort mit der Reparatur beginnen. Bis dahin.... Piloten, bemannen Sie Ihre Flugzeuge!","zh_CN":"Greetings Citizens,\nLast week we wrote to update you all on our work towards patch 12.5 and shared details about how we are going about solving the current multiplayer rubber banding, matchmaking, and connectivity issues. It is with a happy heart that we are able to announce today that patch 12.5 has been reviewed internally and is approved for release to the community. Before we get into what\u2019s new, changed, or otherwise different about 12.5 we would like to express our appreciation to the community. So, thank you for your assistance in finding and reporting on these issues as well as your patience and enthusiasm as we worked through the problems. Without further ado, here is what you can expect from patch 12.5\u2026\n\nAll ships and items have undergone heavy internal testing, we\u2019ve reviewed a bevy of player feedback, and we\u2019ve iterated on changes a number of times. Keep in mind that game balance is an ongoing process and will never be hit perfectly the first time, especially with the complexity of our ships and their simulated systems. With top to bottom changes of virtually every tweak-able value on every ship and item what we\u2019ve ended up with is the most balanced multiplayer dogfighting that we\u2019ve had to date and we look forward to your continued feedback on this.\n\nAs many of you know, when we released patch 12.4 we increased the number of backers participating in multiplayer testing eight fold. When we did, the increased community participation exposed many weaknesses in our nascent backend and matchmaking systems that did not manifest until we reached much higher numbers of concurrent players. For patch 12.5 we\u2019ve diagnosed and addressed most every problem that the increase in players had exposed. For players this means that you will connect successfully to a match much more often, experience far fewer random disconnects, and in the event you are disconnected you will be able to rejoin the match much more readily. On top of this we\u2019ve also better stabilized the game servers and resolved most all of the known crashes. Suffice to say that 12.5 should bring a much more stable and reliable multiplayer experience for you.\n\nSurely if you\u2019ve been reading our updates on 12.5 you\u2019ll know that one of our major focuses for this patch has been to resolve the persistent rubber banding issues that players are encountering in multiplayer. In our quest to resolve this particular issue we\u2019ve investigated down many paths and put in place many potential fixes. Over the course of the past weeks we\u2019ve been all through the IFCS code, network code, game server code, and many of the associated systems. We\u2019ve been resolving issues and improving\/hardening each system along with adding a menagerie of useful debug tools that we\u2019ll carry into the future. While not all of these fixes have been successful at addressing rubber banding specifically, they are all included in the current patch and do in fact resolve issues or otherwise improve the multiplayer game and improve the resilience of the systems.\n\nNow specifically to the solution for rubber banding. We are now at a point where we feel like we have made such a significant improvement to the rubber banding (position\/rotation\/velocity divergence) that we want to get it into player\u2019s hands. We\u2019ve significantly reduced the occurrence of the divergence and also implemented systems to correct it much more quickly and seamlessly. Throughout this process we have also identified areas in which we could further improve synchronization for future iterations of Arena Commander and eventually the Persistent Universe. These future changes include dead reckoning to increase the visual quality of ship movement while simultaneously reducing the amount of data sent to the game clients, along with adding time synchronization to allow the client to display the current game state sent from the server more accurately. In addition, we plan to expand the physics based prediction for dead reckoning by adding spline based prediction, making remote ship movement look even better. Getting this perfect (as humanly possible) is our goal for our players and for Star Citizen. So while patch 12.5 greatly improves the rubber banding issue and for most should hopefully reduce it to a point of being unnoticeable we aren\u2019t going to rest on our laurels.\n\nNow for some fun stuff! Patch 12.5 also includes the Jukebox for subscribers to listen to their favorite music in their hangar. There is also a new Vanduul to be on the lookout for, see if you can spot it. We have also included a variety of smaller bug fixes and tweaks to ship models, sound effects, damage states, and visual effects as well as hit\/impact reactions to generally improve the overall feel and experience.\n\nYou can find the full patch notes below and thank you again to all our community for your help in testing the game at such an early stage! Because of this amazing community we are not only able to build our collective dream game but also make sure that our game performs and lives up to our vision. We feel privileged to have a community that is so actively involved and truly appreciate everyone\u2019s ongoing support throughout the development process. Patch 12.5 is now released we hope that everyone enjoys the update and we hope to get the rest of the community into the multiplayer testing as quickly as possible following these improvements.\n\nCheers,\nTravis Day\n\nAdditions\/Improvements\nAdded subscriber jukebox\n\nAdding visual and auditory feedback for incoming fire and weapon impacts\n\nMissile sounds polished and improved\n\nAdditional shield sounds added (power down, power up, taking damage)\n\nAdded new Vanduul ship designated [REDACTED] by UEE Naval Command\n\nAdded Victory\/Defeat\/Draw messages on end of round scoreboard\n\nAdded voice over announcement to denote which team has won the round\n\nAdded additional Hornet top bar warning lights\n\nFreelancer bunk beds can now be used\n\nFreelancer bathroom and toilet can now be used\n\nRevised for Aurora interior to increase fidelity\n\nAdded Aurora warning indicator lights\n\nNetworking Improvements\/Fixes\nFixed issues that resulted in being kicked back to hangar during match load\n\nPositional correction fixes to reduce rubberbanding\n\nFailed connection attempts to HubServer will now timeout after 10 seconds\n\nRemoved socket disconnections due to login timeouts\n\nNetworked physics is now independent of framerate\n\nReduced server load caused by console logging\n\nCreation of http interface to capture server statistics\n\nFixed players not connecting to matchmaker\n\nAdded a handshake system to guarantee the correct initialization of servers\n\nServer-to-server connection improvements\n\nAdjusted ship network packet priorities\n\nFix for disconnections while in the hangar\n\nReworked network correction to use network sync\u2019d packets and direct physics pushes instead of IFCS system\n\nGreatly reduced hitching and performance issues associated with players joining or exiting a match\n\nFixes\nMantis cannons no longer takes damage without overheating\n\nPlayer can no longer zone into a match standing in the cockpit\n\nHelmet is no longer invisible\n\nFixed 300i landing gear placement\n\nFixed rare crash when loading into Vanduul Swarm\n\nFixed crash when receiving connection error\n\nFixed crash caused by players spawning on top of each other at beginning of map\n\nCPU optimizations to improve client performance\n\nGatling gun audio stops when no longer firing\n\nDestroying an asteroid no longer counts as a final kill\n\nEnergy bolts now scale properly when fired to the side\n\nWinning music no longer plays at match end for losing team. You get nothing, you lose, good day sir.\n\nFixed ships in holotable no longer showing hologram model\n\nNotifications, points, scoreboard and timer should now be shown in third person\n\nPlayer movement prevented when interacting with helmet stand\n\nFriendly killed audio no longer plays Hostile Eliminated, Target Destroyed or Enemy down\n\nRemoved use icon on ladder\n\nCorrect game mode descriptions added in Arena Commander UI\n\nAdjusted bloom of objects on radar\n\nProjectiles scale properly when firing in decoupled mode\n\nParticle emitters now properly destroy themselves, reducing lag\n\nShip Energy system optimizations\n\nFix for sound velocity\/speed being calculated incorrectly if its position is changed multiple times per frame.\n\nWhew! And that\u2019s the short list. You can find the complete list of updates and fixes in the official Release 12.5 patch notes.\n\nThe Star Citizen team will be observing the impact of today\u2019s patch on the general public over the weekend. If the improvement we\u2019re hoping for translates to Arena Commander \u2018in the wild\u2019 then we will prepare to make the multiplayer portion of the game available to further users. If there are further issues, we\u2019ll get to work patching them immediately. Until then\u2026 pilots, man your planes!"},"links_count":1,"comment_count":278,"created_at":"2014-07-30T00:00:00+00:00","created_at_human":"11 years ago"},"meta":{"processed_at":"2026-05-12 18:43:07","valid_relations":["images","links"],"prev_id":14039,"next_id":14042}}