{"data":{"id":14258,"title":"Arena Commander 0.9.2 Released!","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/14258-Arena-Commander-092-Released","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/14258","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/14258","channel":"Undefined","category":"Undefined","series":"None","images":[{"id":2515,"name":"092.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/ouwm1alykr9dor\/source\/092.png","alt":"","size":264425,"mime_type":"image\/png","last_modified":"2014-10-31T19:07:39+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2515","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2515\/similar"},{"id":2516,"name":"StarCitizen-2014-10-27-18-52-43-65.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/p3j1mj011rqjur\/source\/StarCitizen-2014-10-27-18-52-43-65.png","alt":"","size":2136752,"mime_type":"image\/png","last_modified":"2014-10-31T17:52:09+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2516","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2516\/similar"},{"id":2517,"name":"StarCitizen-2014-10-27-18-43-02-40.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/1k8paizboegwvr\/source\/StarCitizen-2014-10-27-18-43-02-40.png","alt":"","size":2049369,"mime_type":"image\/png","last_modified":"2014-10-31T17:52:06+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2517","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2517\/similar"},{"id":2518,"name":"StarCitizen-2014-10-24-19-02-42-02.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/4q1knwk4qhj1ir\/source\/StarCitizen-2014-10-24-19-02-42-02.png","alt":"","size":1085760,"mime_type":"image\/png","last_modified":"2014-10-31T17:51:54+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2518","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2518\/similar"},{"id":2519,"name":"StarCitizen-2014-10-24-19-19-18-19.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/jxb5d2f9xt3lir\/source\/StarCitizen-2014-10-24-19-19-18-19.png","alt":"","size":2025975,"mime_type":"image\/png","last_modified":"2014-10-31T17:51:56+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2519","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2519\/similar"},{"id":2520,"name":"StarCitizen-2014-10-27-18-14-20-38.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/1yhc9pzhvzysnr\/source\/StarCitizen-2014-10-27-18-14-20-38.png","alt":"","size":2079475,"mime_type":"image\/png","last_modified":"2014-10-31T17:51:58+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2520","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2520\/similar"},{"id":2522,"name":"350r-VS-BM.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/ulhmn31jbnzqbr\/source\/350r-VS-BM.png","alt":"","size":1893951,"mime_type":"image\/png","last_modified":"2014-10-31T18:29:46+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2522","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2522\/similar"},{"id":2523,"name":"ScreenShot0011.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/ol77bpd9uk1rar\/source\/ScreenShot0011.jpg","alt":"","size":739791,"mime_type":"image\/jpeg","last_modified":"2014-10-31T18:30:04+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2523","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2523\/similar"}],"images_count":8,"translations":{"en_EN":"Greetings Citizens,\nArena Commander 0.9.2 (aka Star Citizen 13.2) is here!\n\nAs far as updates go this one feels pretty special. This is the first time I\u2019ve felt that the control and targeting in Arena Commander is beginning to achieve the level of control and sense of dogfighting that I had in my head when I first pictured how the space combat should \u201cfeel\u201d back when I started the journey that is Star Citizen.\n\nOver the past months, I\u2019ve been observing the ongoing debate about Arena Commander\u2019s control setup\u2026 and if there\u2019s one thing I\u2019ve learned is that Star Citizen\u2019s backers are passionate about their flight control mechanism of choice! The long term goal is to make Star Citizen fun to play regardless of the tool you use to fly your ship\u2026 and today\u2019s build represents some major changes aimed to help realize this goal.\n\nThe biggest issue that the team and I have struggled with is how to balance the feeling \/ ability for fine control of your ship with the full physical simulation of how a spaceship would really behave when you change its orientation and velocity via maneuvering thrusters. The inertia inherent in a correct simulation of spaceship movement makes precise control much more challenging.\n\nIn the first Arena Commander release, v0.8 we had given all ships gimbaled weapons and auto-aim (where the gimbaled weapons would automatically aim towards you target as long the target was within a certain field of view). This made it fairly easy to hit your targets but wasn\u2019t particularly skillful. This was always a stop gap solution and so for v0.9 we switched to a system that took away the auto-aiming and forced you to lead your target to score hits. This was definitely more skillful but combined with the clumsy fine control on joysticks and gamepads made lining up a target very frustrating on anything but a mouse and a ship with gimbaled weapons (like the Hornet).\n\nSince the release of v0.9 the team in both the UK and in Santa Monica have been hard at work at making the control and targeting feel better and smoother across all input devices.\n\nI\u2019m happy to say that v0.9.2 achieves this via something we\u2019re calling ESP. It\u2019s not for reading your brain waves, though! Enhanced Stick Precision is our attempt at improving controls for flight stick and gamepad users that feel they have problems in lining up their target without overshooting. You can find a full description of what ESP does and how it works below. We also use ESP for the new virtual joystick mode of the mouse.\n\nIn addition to this we have introduced a number of new flight mode control options and have also made significant changes to the ITTS system and the HUD. How predicted impact points are displayed is calculated differently, as is how you target ships. More details are available in the FAQ below. There have also been a host of community-demanded fixes to the controls: joystick device sorting has been improved, the throttle and strafe-forward no longer conflict, roll on pedals with yaw and pitch on mouse now works, aiming on the gamepad\/joystick no longer automatically re-centers and we\u2019ve switched the default joystick X-axis to yaw instead of roll!\n\nBeyond this we\u2019ve made one other big change. The Arena Commander map sizes have been doubled! This means there is a lot more room to engage other players or AI. We plan to increase the map size again once the 64 bit world space engine changes are completed, but for now having double the size will allow for more interesting engagements.\n\nYou can find the complete patch notes, which include numerous bug fixes and other changes, here. And please, give your ships a shakedown cruise and then let us know what you think on the forums.\n\n\u2014 Chris Roberts\n\nITTS Enhancements\nA significant change has been made in the way the targeting computer predicts the impact points of each weapon equipped on a ship. Rather than displaying lead targeting indicators that extend out from the target ship, the targeting computer now projects a Predicted Impact Point (PIP) for each distinct weapon. These PIPs lag behind your fixed gun cross or line-of-sight (LOS) reticle depending on if the weapon has fixed or gimbaled convergence.\n\nThe lagged PIPs refers to where the projectile of that particular weapon will intercept given the distance, vector, and speed of the target ship, as well as the projectile speed of that weapon. Pilots should direct these PIPs to be over the target ship before firing.\n\nThere are very good reasons for showing the PIPs in this way. First, the pilot\u2019s focus is directed onto the actual target object itself instead of an icon extending out from it. This will allow the pilot to keep track of the target\u2019s orientation and movement more effectively in addition to hit impulses and damage effects.\n\nThe lagged PIPs also allow a pilot to easily call out individual parts of the target ship in order to perform sub-targeting, such as directing fire toward a wing, cockpit, or power plant. This will come in handy especially when we start to introduce larger capital ships into the fight.\n\nEach PIPs also conveys weapon status through different visual states. If the color of the pip is in the critical color space with a line through it, that means that particular weapon is out of range and will not be able to intercept the target. The pip will also switch to the positive color space if it is in range and has been placed directly over the target and is therefore certain that the projectile of that weapon will intercept.\n\nWhen firing a weapon, an element sitting just outside of the PIP will flash which indicates that particular weapon is currently firing. If the projectile fired from that weapon intercepts the ship, a hit impulse will briefly display in place of the PIP to indicate that the target was hit by that weapon\u2019s projectile. Finally, the shape of the PIP is differentiated for each weapon type. This will allow pilots to be more strategic in deciding which firing groups to engage at certain times in order to minimize heat output and wasted ammo.\n\nImprovements to the Targeting HUD\nWe have made some much needed improvements to the targeting HUD in order to give pilots a much clearer view of their focus target. The new targeting reticle is now comprised of four individual brackets which align along the longitudinal axis of the target ship, along with a forward cone. This will give a clearer indication of the target\u2019s orientation. As the target draws nearer, the brackets will expand out along the bounding box of the ship. This will give pilots a better sense of how fast the target is approaching which should go toward reducing unintentional collisions, and this also gives more visibility on the target object as it gets nearer because the brackets \u201copen up\u201d.\nUnscanned target markers no longer show identities next to it. This removes a major contributor to the clutter in the HUD and will also now encourage pilots to scan and utilize their targeting dock system in order to keep track of known targets.\nThe look reticle been revised to be made less prominent, but it also now contextually fades out of view when you\u2019re looking straight ahead at your fixed center reticle. This goes toward further reducing unnecessary elements in the HUD to only what is needed.\n\nEnhanced Stick Precision\nWhat is Enhanced Stick Precision (E.S.P.)?\nE.S.P. (Enhanced Stick Precision), a little bit of magic created by John Pritchett our resident flight model and physics expert, bridges the gap between the pilot\u2019s intended input and the input device\u2019s ability to accurately register that intent. As a result, the players are better able to track their targets and perform finer precision movements when aiming. E.S.P. was designed primarily for the gamepad sticks and joystick devices, but it has also been adapted for both virtual joystick and relative mouse modes as well. By balancing the strength of E.S.P. across these various input devices, we should be able to achieve and maintain better controller balance overall.\n\nHow does E.S.P. work?\nE.S.P. works by calculating an ideal pair of input values (typically pitch and yaw) relative to a goal (typically moving an aim reticle over a target point), then scoring the actual input against the ideal input and, depending on how closely these two pairs match, blending the two. What this does is effectively deaden the sensitivity of your input which allows for much finer aiming control when very close to a target and prevents accidental overshoot. If the input values are not well matched to the ideal values, either on direction or magnitude, the input values passes through unmodified. This allows you to still break away from a target without any kind of deadened control or \u201cstickiness\u201d since input values that are clearly not intended for fine aiming are not deadened. As the input values approach the ideal values, the blend amount increases. As a result, E.S.P. doesn\u2019t move for you or prevent you from moving anyway you want, it merely magnifies your intended input and rewards accuracy. The better your input, the more E.S.P. will magnify your intent. Also, because E.S.P. doesn\u2019t force your input to any particular value, you can easily adjust your actual aim point relative to the ideal aim point. This is important with lag pip aiming where you\u2019re often aiming at a specific part of a ship rather than just at its center.\n\nNew Flight Controls & Mod\nDynamic Zoom\nActivate: Mouse Wheel \/ Left Trigger+Dpad up-down \/ (JOYSTICK \/ HOTAS mapping?) (1st person view)\nWhen this mode is active (i.e. when zooming in on geometry or targets) your focal point changes depending on what you are looking at. This mimics and expands on the optics of the human eye, to give a clearer image and removing other distances from focus.\nVeteran\u2019s Tip: With the increased zoom and focus, it can be used to hit specific parts of an enemy ship. Want to slow them down? Pew-pew, destroyed engine! Too much firepower? Aim for the guns. Who said don\u2019t play with your food, eh?\n\nDrag to Move\nActivate: Ctrl+C (Toggle)\nA mode for Keyboard and Mouse; this is where the mouse only turns the ship, and the guns fire toward where the ship is facing.\nVeteran\u2019s Tip: Great for fine shooting or precision maneuvers, as the ship will become more controlled\/less \u2018floaty\u2019. Also useful in ships like the Aurora, with non-gimbaled weapons.\n\nTarget Focus\nActivate: \u2018L\u2019 \/ R3 \/ Button 11 (rebindable)\nWhen enabling this mode your view will drift to focus on your currently selected target. All you need to do is keep your target within set view constraints. If the target moves out of your view for more than 3 seconds you will lose your \u201cfocus\u201d on the target. Target Focus is very useful for pilots that use joysticks (or gamepads) as their primary input method as it allows the player \/ pilot to keep eyes on target as long as the flying skill of the pilot keeps the target within his field of view, allowing for greater situational awareness and tracking.\nVeteran\u2019s Tip: Good to use with ships with gimbaled weapons when you have an input device such as a joystick or gamepad as it allows you to bring your gimbaled guns onto the target with a little help of your flying skills.\n\nLook Ahead\nActivate: Right-Alt (Toggle)\nThis mode turns the pilots\u2019 head and reticule in the direction that you\u2019re pitching or yawing, offering a better view in that direction. This gives a more natural feel to piloting, and makes it easier to keep targets in your sights. This mode works with Joystick and Gamepad users, whereas the Keyboard and mouse users already have this feature as default (for instance, when using the hornet)\n_Veteran\u2019s Tip: Ideal for users who prefer look and ship direction being linked, in conjunction with a greater field of view. Ships like the M50 or Hornet benefit from this mode. _\n\nHOMAS\nActivate: Right-Shift (Toggle)\nAlso known as \u2018Aim-only Virtual Joystick\u2019, is primarily intended for joystick users. It was introduced in a previous release as part of the CIG2 keyboard preset but can now be use in the default layout by pressing the right-shift to enable. Great for ambidextrous pilots who love flying and using gimbaled weapons as separate entities, to offer greater combat potential.\nVeteran\u2019s Tip: Particularly good to use with the hornet and other gimbaled ships.\n\nGimbal Lock\nActivate: Right-CTRL (Toggle)\nAlso known as Move-Only Mode. This means you fire directly ahead with all weapons including gimbaled ones whilst being able to use the mouse to look\/control the ships pitch and yaw.\nVeteran\u2019s Tip: Love it or hate it, there will always be a use for this as it allows you to bring both your fixed weapons and gimbaled weapons to bear on the target when flying using a mouse.","de_DE":"Gr\u00fc\u00dfe B\u00fcrger,\nArena Commander 0.9.2 (auch bekannt als Star Citizen 13.2) ist da!\n\nWas Updates betrifft, so f\u00fchlt man sich ziemlich besonders. Dies ist das erste Mal, dass ich das Gef\u00fchl habe, dass die Kontrolle und das Zielen in Arena Commander beginnt, das Niveau der Kontrolle und des Gef\u00fchls des Luftkampfes zu erreichen, das ich in meinem Kopf hatte, als ich mir zum ersten Mal vorgestellt habe, wie sich der Weltraumkampf \"anf\u00fchlen\" sollte, als ich die Reise begann, die Star Citizen ist.\n\nIn den letzten Monaten habe ich die laufende Debatte \u00fcber die Steuerungskonfiguration von Arena Commander beobachtet.... und wenn es eine Sache gibt, die ich gelernt habe, ist, dass die Unterst\u00fctzer von Star Citizen leidenschaftlich an ihrem Flugkontrollmechanismus interessiert sind! Das langfristige Ziel ist es, Star Citizen Spa\u00df am Spielen zu machen, unabh\u00e4ngig davon, mit welchem Werkzeug Sie Ihr Schiff fliegen.... und der heutige Build stellt einige wichtige \u00c4nderungen dar, die dazu beitragen sollen, dieses Ziel zu erreichen.\n\nDas gr\u00f6\u00dfte Problem, mit dem das Team und ich zu k\u00e4mpfen hatten, ist, wie man das Gef\u00fchl \/ die F\u00e4higkeit zur Feinsteuerung seines Schiffes mit der vollst\u00e4ndigen physischen Simulation ausbalancieren kann, wie sich ein Raumschiff wirklich verhalten w\u00fcrde, wenn man seine Ausrichtung und Geschwindigkeit \u00fcber Man\u00f6vriertriebwerke \u00e4ndert. Die Tr\u00e4gheit, die einer korrekten Simulation der Raumschiffbewegung innewohnt, macht eine pr\u00e4zise Steuerung viel schwieriger.\n\nIn der ersten Arena Commander Version, v0.8, hatten wir allen Schiffen kardanische Waffen und Auto-Ziel gegeben (wobei die kardanischen Waffen automatisch auf Ihr Ziel zielen w\u00fcrden, solange sich das Ziel in einem bestimmten Sichtfeld befand). Das machte es ziemlich einfach, deine Ziele zu treffen, war aber nicht besonders geschickt. Dies war immer eine Stop-L\u00fccke L\u00f6sung und so wechselten wir f\u00fcr v0.9 zu einem System, das das automatische Zielen wegnahm und Sie zwang, Ihr Ziel zu Treffern zu f\u00fchren. Dies war definitiv geschickter, aber in Kombination mit der ungeschickten Feinsteuerung von Joysticks und Gamepads bildete es ein Ziel, das auf nichts anderem als einer Maus und einem Schiff mit kardanischen Waffen (wie der Hornet) sehr frustrierend war.\n\nSeit der Ver\u00f6ffentlichung von v0.9 hat das Team sowohl in Gro\u00dfbritannien als auch in Santa Monica hart daran gearbeitet, dass sich die Kontrolle und das Targeting auf allen Eingabeger\u00e4ten besser und reibungsloser anf\u00fchlen.\n\nIch freue mich sagen zu k\u00f6nnen, dass v0.9.2 dies \u00fcber etwas erreicht, das wir ESP nennen. Es geht aber nicht darum, deine Gehirnstr\u00f6me zu lesen! Enhanced Stick Precision ist unser Versuch, die Steuerung f\u00fcr Flugstock- und Gamepadbenutzer zu verbessern, die das Gef\u00fchl haben, dass sie Probleme haben, ihr Ziel ohne \u00dcberschwingen zu erreichen. Eine vollst\u00e4ndige Beschreibung dessen, was ESP leistet und wie es funktioniert, finden Sie im Folgenden. Wir verwenden ESP auch f\u00fcr den neuen virtuellen Joystick-Modus der Maus.\n\nDar\u00fcber hinaus haben wir eine Reihe neuer Flugmodus-Steuerungsoptionen eingef\u00fchrt und auch das ITTS-System und das HUD grundlegend ver\u00e4ndert. Wie die vorhergesagten Aufprallpunkte angezeigt werden, wird anders berechnet, ebenso wie die Art und Weise, wie Sie Schiffe anvisieren. Weitere Informationen finden Sie in den folgenden FAQs. Es gab auch eine Vielzahl von von von der Community geforderten Korrekturen an den Bedienelementen: Die Sortierung der Joystick-Ger\u00e4te wurde verbessert, das Gaspedal und die einfache Vorw\u00e4rtsbewegung widersprechen sich nicht mehr, das Rollen auf den Pedalen mit Gieren und Pitch auf der Maus funktioniert jetzt, wobei das Gamepad\/Joystick nicht mehr automatisch neu ausgerichtet wird, und wir haben die standardm\u00e4\u00dfige Joystick-X-Achse auf Gieren statt Rollen umgestellt!\n\nDar\u00fcber hinaus haben wir eine weitere gro\u00dfe Ver\u00e4nderung vorgenommen. Die Kartengr\u00f6\u00dfe der Arena Commander wurde verdoppelt! Das bedeutet, dass es viel mehr Raum gibt, um andere Spieler oder die KI zu engagieren. Wir planen, die Kartengr\u00f6\u00dfe wieder zu erh\u00f6hen, sobald die \u00c4nderungen an der 64-Bit-Weltraum-Engine abgeschlossen sind, aber jetzt, da wir die doppelte Gr\u00f6\u00dfe haben, werden wir interessantere Eins\u00e4tze erm\u00f6glichen.\n\nDie kompletten Patch-Notes, die zahlreiche Bugfixes und andere \u00c4nderungen enthalten, finden Sie hier. Und bitte, geben Sie Ihren Schiffen eine Shakedown-Kreuzfahrt und lassen Sie uns dann im Forum wissen, was Sie davon halten.\n\n- Chris Roberts\n\nITTS-Verbesserungen\nEine wesentliche \u00c4nderung wurde in der Art und Weise vorgenommen, wie der Zielcomputer die Treffpunkte jeder Waffe, die auf einem Schiff ausger\u00fcstet ist, voraussagt. Anstatt Lead-Targeting-Indikatoren anzuzeigen, die sich vom Zielschiff aus erstrecken, projiziert der Targeting-Computer nun f\u00fcr jede einzelne Waffe einen Predicted Impact Point (PIP). Diese PIPs liegen hinter Ihrem festen Pistolenkreuz oder Sichtlinienabsehen (LOS-Absehen), je nachdem, ob die Waffe eine feste oder kardanische Konvergenz aufweist.\n\nDie verz\u00f6gerten PIPs beziehen sich darauf, wo das Projektil dieser bestimmten Waffe aufgrund der Entfernung, des Vektors und der Geschwindigkeit des Zielschiffes sowie der Geschossgeschwindigkeit dieser Waffe abfangen wird. Piloten sollten diese PIPs so anweisen, dass sie vor dem Abfeuern \u00fcber dem Zielschiff liegen.\n\nEs gibt sehr gute Gr\u00fcnde, die PIPs so darzustellen. Zuerst wird der Fokus des Piloten auf das eigentliche Zielobjekt selbst gerichtet und nicht auf ein aus ihm herausragendes Symbol. Auf diese Weise kann der Pilot neben Trefferimpulsen und Schadenseffekten auch die Orientierung und Bewegung des Ziels besser verfolgen.\n\nDie verz\u00f6gerten PIPs erm\u00f6glichen es einem Lotsen auch, einfach einzelne Teile des Zielschiffes anzurufen, um Subtargeting durchzuf\u00fchren, wie z.B. das Richten des Feuers auf einen Fl\u00fcgel, ein Cockpit oder ein Kraftwerk. Dies wird sich als n\u00fctzlich erweisen, besonders wenn wir anfangen, gr\u00f6\u00dfere Kapitalschiffe in den Kampf einzuf\u00fchren.\n\nJedes PIPs vermittelt auch den Waffenstatus durch verschiedene visuelle Zust\u00e4nde. Wenn sich die Farbe des Pip im kritischen Farbraum mit einer Linie durch ihn befindet, bedeutet das, dass eine bestimmte Waffe au\u00dferhalb des Bereichs liegt und das Ziel nicht abfangen kann. Der Pip wechselt auch in den positiven Farbraum, wenn er sich in Reichweite befindet und direkt \u00fcber dem Ziel platziert wurde und somit sicher ist, dass das Projektil dieser Waffe abfangen wird.\n\nWenn Sie eine Waffe abfeuern, blinkt ein Element, das sich direkt au\u00dferhalb des PIP befindet, was anzeigt, dass die jeweilige Waffe gerade feuert. Wenn das von dieser Waffe abgefeuerte Projektil das Schiff abf\u00e4ngt, wird anstelle des PIP kurz ein Trefferimpuls angezeigt, der anzeigt, dass das Ziel von dem Projektil dieser Waffe getroffen wurde. Schlie\u00dflich wird die Form des PIP f\u00fcr jeden Waffentyp differenziert. Dies wird es den Piloten erm\u00f6glichen, strategischer zu entscheiden, welche Schie\u00dfgruppen zu bestimmten Zeiten eingesetzt werden sollen, um die W\u00e4rmeabgabe und die Verschwendung von Munition zu minimieren.\n\nVerbesserungen am Targeting HUD\nWir haben einige dringend erforderliche Verbesserungen am Targeting-HUD vorgenommen, um den Piloten eine viel klarere Sicht auf ihr Fokusziel zu erm\u00f6glichen. Das neue Zielabsehen besteht nun aus vier einzelnen Halterungen, die entlang der L\u00e4ngsachse des Zielschiffes ausgerichtet sind, sowie einem vorderen Kegel. Dies wird einen klareren Hinweis auf die Ausrichtung des Ziels geben. Wenn sich das Ziel n\u00e4hert, dehnen sich die Halterungen entlang des Begrenzungsrahmens des Schiffes aus. Dies gibt den Piloten ein besseres Gef\u00fchl daf\u00fcr, wie schnell sich das Ziel n\u00e4hert, was dazu f\u00fchren sollte, dass unbeabsichtigte Kollisionen reduziert werden, und das gibt auch mehr Sicht auf das Zielobjekt, wenn es n\u00e4her kommt, weil sich die Halterungen \"\u00f6ffnen\".\nUngescannte Zielmarker zeigen keine Identit\u00e4ten mehr daneben an. Dies beseitigt einen wesentlichen Anteil an der Unordnung im HUD und ermutigt die Piloten nun auch, ihr Ziel-Docksystem zu scannen und zu nutzen, um bekannte Ziele im Auge zu behalten.\nDas Look-Absehen wurde \u00fcberarbeitet, um weniger auff\u00e4llig zu sein, aber es verschwindet auch kontextuell aus dem Blickfeld, wenn Sie geradeaus auf Ihr festes zentrales Absehen schauen. Dies geht in Richtung einer weiteren Reduzierung unn\u00f6tiger Elemente im HUD auf das Notwendigste.\n\nVerbesserte Stickpr\u00e4zision\nWas ist Enhanced Stick Precision (E.S.P.)?\nE.S.P. (Enhanced Stick Precision), ein wenig Magie, die von John Pritchett, unserem residenten Flugmodell- und Physikexperten, entwickelt wurde, schlie\u00dft die L\u00fccke zwischen der vom Piloten beabsichtigten Eingabe und der F\u00e4higkeit des Eingabeger\u00e4tes, diese Absicht genau zu registrieren. Dadurch sind die Spieler besser in der Lage, ihre Ziele zu verfolgen und feinere Pr\u00e4zisionsbewegungen beim Zielen auszuf\u00fchren. E.S.P. wurde in erster Linie f\u00fcr die Gamepad-Sticks und Joystick-Ger\u00e4te entwickelt, wurde aber auch f\u00fcr virtuelle Joystick- und relative Mausmodi angepasst. Durch das Ausbalancieren der St\u00e4rke von E.S.P. \u00fcber diese verschiedenen Eingabeger\u00e4te hinweg, sollten wir in der Lage sein, insgesamt ein besseres Gleichgewicht der Controller zu erreichen und aufrechtzuerhalten.\n\nWie funktioniert E.S.P.?\nE.S.P. berechnet ein ideales Paar von Eingabewerten (typischerweise Neigung und Gieren) in Bezug auf ein Ziel (typischerweise Bewegen eines Zielabsehens \u00fcber einen Zielpunkt), bewertet dann den tats\u00e4chlichen Input gegen den idealen Input und mischt, je nachdem, wie eng diese beiden Paare \u00fcbereinstimmen, die beiden. Was dies tut, ist, die Empfindlichkeit Ihrer Eingabe effektiv zu verringern, was eine viel feinere Zielkontrolle erm\u00f6glicht, wenn sie sehr nah an einem Ziel ist, und ein versehentliches \u00dcberschwingen verhindert. Wenn die Eingangswerte weder in Richtung noch in Gr\u00f6\u00dfe den Idealwerten gut angepasst sind, durchlaufen die Eingangswerte unver\u00e4ndert. Auf diese Weise k\u00f6nnen Sie sich dennoch ohne jegliche abgestumpften Kontrolle oder \"Klebrigkeit\" von einem Ziel l\u00f6sen, da Eingabewerte, die eindeutig nicht f\u00fcr Feinziele bestimmt sind, nicht abgestumpft werden. Wenn sich die Eingangswerte den Idealwerten n\u00e4hern, steigt die Mischungsmenge. Infolgedessen bewegt sich E.S.P. nicht f\u00fcr Sie oder hindert Sie daran, sich so zu bewegen, wie Sie es w\u00fcnschen, sondern vergr\u00f6\u00dfert lediglich Ihren beabsichtigten Input und belohnt die Genauigkeit. Je besser Ihr Input, desto mehr wird E.S.P. Ihre Absicht vergr\u00f6\u00dfern. Da E.S.P. Ihre Eingabe nicht auf einen bestimmten Wert zwingt, k\u00f6nnen Sie Ihren tats\u00e4chlichen Zielpunkt leicht relativ zum idealen Zielpunkt anpassen. Dies ist wichtig bei Lag-Pip-Zielen, bei denen man oft auf einen bestimmten Teil eines Schiffes und nicht nur auf dessen Zentrum zielt.\n\nNeue Flugsteuerungen & Modifikationen\nDynamischer Zoom\nAktivieren: Mausrad \/ Linker Ausl\u00f6ser+Pad aufw\u00e4rts\/abw\u00e4rts \/ (JOYSTICK \/ HOTAS Mapping?) (1st Person View)\nWenn dieser Modus aktiv ist (d.h. wenn Sie auf Geometrie oder Ziele zoomen), \u00e4ndert sich Ihr Fokuspunkt je nachdem, was Sie gerade sehen. Dies imitiert und erweitert die Optik des menschlichen Auges, um ein klareres Bild zu erhalten und andere Entfernungen vom Fokus zu entfernen.\nVeteranen-Tipp: Mit dem vergr\u00f6\u00dferten Zoom und Fokus kann es verwendet werden, um bestimmte Teile eines gegnerischen Schiffes zu treffen. Willst du sie verlangsamen? Kirchenstuhl, zerst\u00f6rter Motor! Zu viel Feuerkraft? Zielt auf die Waffen. Wer hat gesagt, dass man nicht mit dem Essen spielt, was?\n\nZiehen zum Bewegen\nAktivieren: Strg+C (Umschalten)\nEin Modus f\u00fcr Tastatur und Maus; hier dreht die Maus nur das Schiff, und die Kanonen schie\u00dfen in Richtung des Schiffes.\nVeteranen-Tipp: Ideal f\u00fcr Feinsch\u00fcsse oder Pr\u00e4zisionsman\u00f6ver, da das Schiff immer kontrollierter und weniger \"schwebend\" wird. Auch n\u00fctzlich auf Schiffen wie der Aurora, mit nicht kardanischen Waffen.\n\nZielfokus\nAktivieren:'L' \/ R3 \/ Button 11 (wiederbindungsf\u00e4hig)\nWenn Sie diesen Modus aktivieren, wird Ihre Ansicht verschoben, um sich auf das aktuell ausgew\u00e4hlte Ziel zu konzentrieren. Alles, was Sie tun m\u00fcssen, ist, Ihr Ziel innerhalb der festgelegten Ansichtsbeschr\u00e4nkungen zu halten. Wenn sich das Ziel f\u00fcr mehr als 3 Sekunden aus Ihrer Sicht bewegt, verlieren Sie Ihren \"Fokus\" auf das Ziel. Target Focus ist sehr n\u00fctzlich f\u00fcr Piloten, die Joysticks (oder Gamepads) als prim\u00e4re Eingabemethode verwenden, da es dem Spieler \/ Piloten erlaubt, das Ziel im Auge zu behalten, solange die Flugf\u00e4higkeit des Piloten das Ziel in seinem Sichtfeld h\u00e4lt, was eine bessere Situationswahrnehmung und Verfolgung erm\u00f6glicht.\nVeteranen-Tipp: Gut zu verwenden mit Schiffen mit kardanischen Waffen, wenn Sie ein Eingabeger\u00e4t wie einen Joystick oder ein Gamepad haben, da es Ihnen erlaubt, Ihre kardanischen Gesch\u00fctze mit ein wenig Hilfe Ihrer Flugf\u00e4higkeiten auf das Ziel zu bringen.\n\nVorausschauend\nAktivieren: Rechts-Alt (Umschalten)\nDieser Modus dreht den Kopf und das Fadenkreuz der Piloten in die Richtung, in die Sie neigen oder gieren, und bietet eine bessere Sicht in diese Richtung. Dies gibt dem Piloten ein nat\u00fcrlicheres Gef\u00fchl und erleichtert es, Ziele im Visier zu behalten. Dieser Modus funktioniert mit Joystick- und Gamepad-Benutzern, w\u00e4hrend die Benutzer von Tastatur und Maus diese Funktion bereits als Standard haben (z.B. bei Verwendung der Hornisse).\nTipp von Veteran: Ideal f\u00fcr Benutzer, die eine Verkn\u00fcpfung von Look und Schiffsrichtung in Verbindung mit einem gr\u00f6\u00dferen Sichtfeld bevorzugen. Schiffe wie die M50 oder Hornet profitieren von diesem Modus. _\n\nHOMAS\nAktivieren: Rechtsschaltung (Umschalten)\nAuch bekannt als \"Nur-Ziel-Virtual-Joystick\", ist in erster Linie f\u00fcr Joystick-Benutzer gedacht. Es wurde in einer fr\u00fcheren Version als Teil der CIG2-Tastaturvoreinstellung eingef\u00fchrt, kann aber nun im Standardlayout verwendet werden, indem Sie die Rechtsschaltung dr\u00fccken, um es zu aktivieren. Ideal f\u00fcr beidh\u00e4ndige Piloten, die das Fliegen lieben und kardanische Waffen als separate Einheiten verwenden, um ein gr\u00f6\u00dferes Kampfpotenzial zu bieten.\nVeteranen-Tipp: Besonders gut geeignet f\u00fcr die Hornisse und andere kardanische Schiffe.\n\nKardangelenkschloss\nAktivieren: Rechts-STRG (Umschalten)\nAuch bekannt als Move-Only-Modus. Das bedeutet, dass du mit allen Waffen, einschlie\u00dflich der kardanischen, direkt voraus feuerst und gleichzeitig mit der Maus die Neigung und den Gierwinkel des Schiffes beobachten\/kontrollieren kannst.\nVeteranen-Tipp: Lieben oder hassen Sie es, es wird immer einen Nutzen daf\u00fcr geben, da es Ihnen erlaubt, sowohl Ihre festen Waffen als auch Ihre kardanischen Waffen auf das Ziel zu bringen, wenn Sie mit einer Maus fliegen.","zh_CN":"Greetings Citizens,\nArena Commander 0.9.2 (aka Star Citizen 13.2) is here!\n\nAs far as updates go this one feels pretty special. This is the first time I\u2019ve felt that the control and targeting in Arena Commander is beginning to achieve the level of control and sense of dogfighting that I had in my head when I first pictured how the space combat should \u201cfeel\u201d back when I started the journey that is Star Citizen.\n\nOver the past months, I\u2019ve been observing the ongoing debate about Arena Commander\u2019s control setup\u2026 and if there\u2019s one thing I\u2019ve learned is that Star Citizen\u2019s backers are passionate about their flight control mechanism of choice! The long term goal is to make Star Citizen fun to play regardless of the tool you use to fly your ship\u2026 and today\u2019s build represents some major changes aimed to help realize this goal.\n\nThe biggest issue that the team and I have struggled with is how to balance the feeling \/ ability for fine control of your ship with the full physical simulation of how a spaceship would really behave when you change its orientation and velocity via maneuvering thrusters. The inertia inherent in a correct simulation of spaceship movement makes precise control much more challenging.\n\nIn the first Arena Commander release, v0.8 we had given all ships gimbaled weapons and auto-aim (where the gimbaled weapons would automatically aim towards you target as long the target was within a certain field of view). This made it fairly easy to hit your targets but wasn\u2019t particularly skillful. This was always a stop gap solution and so for v0.9 we switched to a system that took away the auto-aiming and forced you to lead your target to score hits. This was definitely more skillful but combined with the clumsy fine control on joysticks and gamepads made lining up a target very frustrating on anything but a mouse and a ship with gimbaled weapons (like the Hornet).\n\nSince the release of v0.9 the team in both the UK and in Santa Monica have been hard at work at making the control and targeting feel better and smoother across all input devices.\n\nI\u2019m happy to say that v0.9.2 achieves this via something we\u2019re calling ESP. It\u2019s not for reading your brain waves, though! Enhanced Stick Precision is our attempt at improving controls for flight stick and gamepad users that feel they have problems in lining up their target without overshooting. You can find a full description of what ESP does and how it works below. We also use ESP for the new virtual joystick mode of the mouse.\n\nIn addition to this we have introduced a number of new flight mode control options and have also made significant changes to the ITTS system and the HUD. How predicted impact points are displayed is calculated differently, as is how you target ships. More details are available in the FAQ below. There have also been a host of community-demanded fixes to the controls: joystick device sorting has been improved, the throttle and strafe-forward no longer conflict, roll on pedals with yaw and pitch on mouse now works, aiming on the gamepad\/joystick no longer automatically re-centers and we\u2019ve switched the default joystick X-axis to yaw instead of roll!\n\nBeyond this we\u2019ve made one other big change. The Arena Commander map sizes have been doubled! This means there is a lot more room to engage other players or AI. We plan to increase the map size again once the 64 bit world space engine changes are completed, but for now having double the size will allow for more interesting engagements.\n\nYou can find the complete patch notes, which include numerous bug fixes and other changes, here. And please, give your ships a shakedown cruise and then let us know what you think on the forums.\n\n\u2014 Chris Roberts\n\nITTS Enhancements\nA significant change has been made in the way the targeting computer predicts the impact points of each weapon equipped on a ship. Rather than displaying lead targeting indicators that extend out from the target ship, the targeting computer now projects a Predicted Impact Point (PIP) for each distinct weapon. These PIPs lag behind your fixed gun cross or line-of-sight (LOS) reticle depending on if the weapon has fixed or gimbaled convergence.\n\nThe lagged PIPs refers to where the projectile of that particular weapon will intercept given the distance, vector, and speed of the target ship, as well as the projectile speed of that weapon. Pilots should direct these PIPs to be over the target ship before firing.\n\nThere are very good reasons for showing the PIPs in this way. First, the pilot\u2019s focus is directed onto the actual target object itself instead of an icon extending out from it. This will allow the pilot to keep track of the target\u2019s orientation and movement more effectively in addition to hit impulses and damage effects.\n\nThe lagged PIPs also allow a pilot to easily call out individual parts of the target ship in order to perform sub-targeting, such as directing fire toward a wing, cockpit, or power plant. This will come in handy especially when we start to introduce larger capital ships into the fight.\n\nEach PIPs also conveys weapon status through different visual states. If the color of the pip is in the critical color space with a line through it, that means that particular weapon is out of range and will not be able to intercept the target. The pip will also switch to the positive color space if it is in range and has been placed directly over the target and is therefore certain that the projectile of that weapon will intercept.\n\nWhen firing a weapon, an element sitting just outside of the PIP will flash which indicates that particular weapon is currently firing. If the projectile fired from that weapon intercepts the ship, a hit impulse will briefly display in place of the PIP to indicate that the target was hit by that weapon\u2019s projectile. Finally, the shape of the PIP is differentiated for each weapon type. This will allow pilots to be more strategic in deciding which firing groups to engage at certain times in order to minimize heat output and wasted ammo.\n\nImprovements to the Targeting HUD\nWe have made some much needed improvements to the targeting HUD in order to give pilots a much clearer view of their focus target. The new targeting reticle is now comprised of four individual brackets which align along the longitudinal axis of the target ship, along with a forward cone. This will give a clearer indication of the target\u2019s orientation. As the target draws nearer, the brackets will expand out along the bounding box of the ship. This will give pilots a better sense of how fast the target is approaching which should go toward reducing unintentional collisions, and this also gives more visibility on the target object as it gets nearer because the brackets \u201copen up\u201d.\nUnscanned target markers no longer show identities next to it. This removes a major contributor to the clutter in the HUD and will also now encourage pilots to scan and utilize their targeting dock system in order to keep track of known targets.\nThe look reticle been revised to be made less prominent, but it also now contextually fades out of view when you\u2019re looking straight ahead at your fixed center reticle. This goes toward further reducing unnecessary elements in the HUD to only what is needed.\n\nEnhanced Stick Precision\nWhat is Enhanced Stick Precision (E.S.P.)?\nE.S.P. (Enhanced Stick Precision), a little bit of magic created by John Pritchett our resident flight model and physics expert, bridges the gap between the pilot\u2019s intended input and the input device\u2019s ability to accurately register that intent. As a result, the players are better able to track their targets and perform finer precision movements when aiming. E.S.P. was designed primarily for the gamepad sticks and joystick devices, but it has also been adapted for both virtual joystick and relative mouse modes as well. By balancing the strength of E.S.P. across these various input devices, we should be able to achieve and maintain better controller balance overall.\n\nHow does E.S.P. work?\nE.S.P. works by calculating an ideal pair of input values (typically pitch and yaw) relative to a goal (typically moving an aim reticle over a target point), then scoring the actual input against the ideal input and, depending on how closely these two pairs match, blending the two. What this does is effectively deaden the sensitivity of your input which allows for much finer aiming control when very close to a target and prevents accidental overshoot. If the input values are not well matched to the ideal values, either on direction or magnitude, the input values passes through unmodified. This allows you to still break away from a target without any kind of deadened control or \u201cstickiness\u201d since input values that are clearly not intended for fine aiming are not deadened. As the input values approach the ideal values, the blend amount increases. As a result, E.S.P. doesn\u2019t move for you or prevent you from moving anyway you want, it merely magnifies your intended input and rewards accuracy. The better your input, the more E.S.P. will magnify your intent. Also, because E.S.P. doesn\u2019t force your input to any particular value, you can easily adjust your actual aim point relative to the ideal aim point. This is important with lag pip aiming where you\u2019re often aiming at a specific part of a ship rather than just at its center.\n\nNew Flight Controls & Mod\nDynamic Zoom\nActivate: Mouse Wheel \/ Left Trigger+Dpad up-down \/ (JOYSTICK \/ HOTAS mapping?) (1st person view)\nWhen this mode is active (i.e. when zooming in on geometry or targets) your focal point changes depending on what you are looking at. This mimics and expands on the optics of the human eye, to give a clearer image and removing other distances from focus.\nVeteran\u2019s Tip: With the increased zoom and focus, it can be used to hit specific parts of an enemy ship. Want to slow them down? Pew-pew, destroyed engine! Too much firepower? Aim for the guns. Who said don\u2019t play with your food, eh?\n\nDrag to Move\nActivate: Ctrl+C (Toggle)\nA mode for Keyboard and Mouse; this is where the mouse only turns the ship, and the guns fire toward where the ship is facing.\nVeteran\u2019s Tip: Great for fine shooting or precision maneuvers, as the ship will become more controlled\/less \u2018floaty\u2019. Also useful in ships like the Aurora, with non-gimbaled weapons.\n\nTarget Focus\nActivate: \u2018L\u2019 \/ R3 \/ Button 11 (rebindable)\nWhen enabling this mode your view will drift to focus on your currently selected target. All you need to do is keep your target within set view constraints. If the target moves out of your view for more than 3 seconds you will lose your \u201cfocus\u201d on the target. Target Focus is very useful for pilots that use joysticks (or gamepads) as their primary input method as it allows the player \/ pilot to keep eyes on target as long as the flying skill of the pilot keeps the target within his field of view, allowing for greater situational awareness and tracking.\nVeteran\u2019s Tip: Good to use with ships with gimbaled weapons when you have an input device such as a joystick or gamepad as it allows you to bring your gimbaled guns onto the target with a little help of your flying skills.\n\nLook Ahead\nActivate: Right-Alt (Toggle)\nThis mode turns the pilots\u2019 head and reticule in the direction that you\u2019re pitching or yawing, offering a better view in that direction. This gives a more natural feel to piloting, and makes it easier to keep targets in your sights. This mode works with Joystick and Gamepad users, whereas the Keyboard and mouse users already have this feature as default (for instance, when using the hornet)\n_Veteran\u2019s Tip: Ideal for users who prefer look and ship direction being linked, in conjunction with a greater field of view. Ships like the M50 or Hornet benefit from this mode. _\n\nHOMAS\nActivate: Right-Shift (Toggle)\nAlso known as \u2018Aim-only Virtual Joystick\u2019, is primarily intended for joystick users. It was introduced in a previous release as part of the CIG2 keyboard preset but can now be use in the default layout by pressing the right-shift to enable. Great for ambidextrous pilots who love flying and using gimbaled weapons as separate entities, to offer greater combat potential.\nVeteran\u2019s Tip: Particularly good to use with the hornet and other gimbaled ships.\n\nGimbal Lock\nActivate: Right-CTRL (Toggle)\nAlso known as Move-Only Mode. This means you fire directly ahead with all weapons including gimbaled ones whilst being able to use the mouse to look\/control the ships pitch and yaw.\nVeteran\u2019s Tip: Love it or hate it, there will always be a use for this as it allows you to bring both your fixed weapons and gimbaled weapons to bear on the target when flying using a mouse."},"links_count":1,"comment_count":279,"created_at":"2014-10-31T00:00:00+00:00","created_at_human":"11 years ago"},"meta":{"processed_at":"2026-05-13 23:26:44","valid_relations":["images","links"],"prev_id":14257,"next_id":14259}}