{"data":{"id":14390,"title":"(Updated) Arena Commander 1.0 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Citizens,\nArena Commander 1.0 is here! Today\u2019s release marks the most significant update to Arena Commander yet, adding both the long-awaited lobby system and more than tripling the number of flyable ships. Every variant of the Aurora, Mustang, 300 and Hornet are now flyable, as are the base models of the Cutlass and the Avenger. If you\u2019ve been waiting to fly one of Star Citizen\u2019s single-seaters, there\u2019s a good chance your ship has come in today!\n\nArena Commander 1.0 adds a host of new ship upgrades as well as significant enhancements to many of the game\u2019s systems. Included for the first time are a ship signature system, a thruster power system, and a lateral g-force system. It contains the first iteration of the game\u2019s lobby and we have launched a friends system in the game and on the RSI site to help you connect. Audio and visual effects have been updated throughout the game, with new animations, new textures, new cameras and more. You can find the complete list of changes, which range from the major updates below to dozens of game balancing changes and technical fixes, in the patch notes.\n\nAs you know, the team has been working very hard to release Arena Commander today and we\u2019re especially excited to publish this patch before our Holiday break. We would have ideally liked another 4-5 days of internal stress testing and polish but with everyone looking forward to some well-earned time off I didn\u2019t want to eat into people\u2019s break. That said, being cognizant of the fact that the upcoming holidays are a time when everyone (myself included) looks forward to playing their favorite games we wanted to make sure that we released Arena Commander 1.0 for all our backers to enjoy over the holidays. With that in mind, I\u2019ve opted to push today\u2019s build of Arena Commander 1.0 to all of our backers today. So please, enjoy this significant update, give us your feedback, and we\u2019ll come back in the New Year ready to continue polishing Arena Commander and developing the BDSSE!\n\nI would like to stress that today\u2019s release of Arena Commander 1.0 is a beginning, not an ending. This milestone does not denote the completion of Arena Commander, it kicks off an even more significant phase of its development. With this update, we\u2019ve added a significant number of ships, items, missiles, and systems which means more interconnected systems, more servers to stress and more bugs to squash. These future changes won\u2019t be limited to fixing technical glitches and balance issues.\n\nSome elements, like the initial Avenger and Cutlass, will be converted to the new modular ship component system, but we wanted long-waiting owners to get an early look at their ships. So I encourage you to experience everything we\u2019ve added to Arena Commander 1.0, but also to know that much, much more is in the works!\n\nAnd that is where you come in! With this update, there\u2019s a lot more for the community to help us test. So get on the forums and share your feedback and let us know your thoughts, criticisms, and ideas on everything that we\u2019ve added. Every experience you report today, positive or negative, will help us make a better game tomorrow and come January 2nd, we will go back to work making Arena Commander even better.\n\nThank you for your continued support, and I sincerely hope you enjoy Arena Commander 1.0. I think that it\u2019s a great indication of where we\u2019re going with the Star Citizen experience. I\u2019d like to close by saying Happy Holidays to backers everywhere. I wish you all the joy in the world and look forward to continuing our journey in the coming year.\n\n\u2014 Chris Roberts\n\nNew Manual\nThe Cloud Imperium publications team has produced an updated version of the Arena Commander manual in honor of 1.0! Check out the latest ships, learn about the new upgrades and how to use the game\u2019s new systems.\n\nGrab your PDF copy here:\n\nhttps:\/\/robertsspaceindustries.com\/media\/hwb5x45eghhelr\/source\/AC-Manual-1-0-V6.pdf\n\nNew Ships\nArena Commander 1.0 introduces fourteen ships to the dogfighting experience! From the jack-of-all-trades Aurora ES to the fearsome Avenger, Star Citizen\u2019s combat balance is going through a major revision. In addition to ships sold as concepts, we\u2019ve put a number of newly-available ships (including the Mustang lineup) for sale in the pledge store.\n\nUpdate : If you wish to explore the entire Starter Ship line ups, but want to keep you alpha access, LTI or other precious package items, you can use the following Ship and Cross-Chassis Upgrades :\n\nNew Components\nIn addition to new ships, Arena Commander 1.0 adds an assortment of additional ship components to the game. Now backers will be able to further customize their ship\u2019s loadout with a level of complexity unseen before. We are offering some of this additional equipment for UEC via the Voyager Direct store.\n\nNew guns\n\nNew missile racks\n\nMissile ammo!\n\nVisit your Voyager Direct dealer!\n\nPublic Test Universe\nArena Commander 1.0 isn\u2019t the only big launch for the team today! As you may have noticed on your accounts, we are also kicking off something we\u2019re calling the Public Test Universe. The Public Test Universe, or PTU, is a new server environment which will allow us to selectively push more experimental builds of Star Citizen to players who wish to assist with more hardcore testing of our game, balance and systems. With the PTU, we will be able to do more testing and get more feedback between patches, all while sharing more of Star Citizen\u2019s development with backers! PTU releases will be launched in \u201cphases,\u201d with varying amounts of players given access as are needed for tests. If your account is eligible, you can start the process under account settings in the My RSI > Settings > Public Test Universe panel.\n\nHUD\nWe\u2019re proud to introduce in Arena Commander 1.0 our initial implementation of the in-cockpit user-interface. We have designated the Aurora to be the \u201cprototype\u201d ship to host much of the HUD information and interaction you\u2019ve been seeing in the visor on the cockpit\u2019s display panels. This represents our first step towards diversifying the HUD \/ UI so that each ship can have a unique and immersive piloting experience. The technology that allows us to achieve this diegetic projection of interface elements is called Scaleform 3Di. 3Di allows us the ability to project any number of UI components anywhere we want within the game world with minimal effort in terms of setup. This technology, in conjunction with our robust UI framework provides us with a highly flexible system to create truly unique interfaces with their own visual languages and interaction rules. It also allows us to iterate very efficiently with regards to the positioning, scale, and rotation of these elements within the game-world.\nBut the Aurora isn\u2019t the only ship to receive an upgrade to the UI. We have also made some updates to the Combat Visor Interface (CVI) to have a more immersive feel when you\u2019re wearing your helmet. Now, when looking at your character in 3rd person, the HUD can be seen actually projected inside the helmet and conforming to the helmet\u2019s geometry.\n\nTo help address some of the complaints about visibility of certain UI elements on brighter backgrounds, we have introduced an additive blending mode for the HUD which essentially \u201cbrightens\u201d UI elements when displayed against bright backgrounds such as the planet on Broken Moon. This means that elements such as the reticle and hit predictors will be much more visible because they will always appear brighter than the backgrounds that they are projected against. This also has the benefit of making the HUD look much better visually and less \u201cflat\u201d, because its brightness and color is more reactive to the environment. Going forward, we will continue to improve on this blending to provide pilots with the best readability for a given environment while still retaining the nice visual look we want for the HUD.\n\nMissiles\nWe\u2019ve had missiles in the game before, but for 1.0 we went back to the basics of what missile gameplay could mean and created a unique mechanic that creates a variety of other potential uses outside of simply blowing a target up, such as the ability to lock multiple missiles onto a target (or multiple targets, if your ship can handle it).\n\nAdding these sorts of changes into missiles meant touching a whole host of other systems. The radar needed revamping to read all the signatures properly, the HUD had to be revisited to communicate any number of missiles, the controller\/keybound input had to be modified to accommodate missile management while also keeping the system available and useful in the heat of battle, and the targeting computer needed to be linked to each missile individually (rather than just the rack that fires them) to accommodate the wide range of missile types and behaviors that became available.\n\nThen we built the Rattler missile, the first example of many of our new missile behaviors to come, which carries its own salvo of Venom rockets to hunt down your enemies. It\u2019s a very satisfying weapon to use, try not to get so distracted watching it that you forget to stay in the fight! There\u2019s also the new rocket pods strapped to the Mustang Delta, presenting the first opportunity to use dumbfire ordnance. I look forward to seeing the videos of skillshots that come out of those things.\n\nThe final piece of the puzzle was a new look at countermeasures. In most games, the use of countermeasures would be effectively the same as using an accuracy debuff \u2013 thing enters the field, thing has trouble hitting the target, simple as that. Here, we actually have the countermeasures affecting the signal system directly, which means that you aren\u2019t playing against arbitrary data \u2013 you can just as easily escape an enemy radar as a missile as they are all part of a single data-driven system.\n\nSignature System\nOne major update to Arena Commander 1.0 is the launch of the Signature System, which we kick off with three measured signatures in today\u2019s build. The Signature System is an important new combat mechanic, which introduces a huge variable to how Arena Commander\u2019s ships face off.\n\nMost objects generate a detectable signature of some sort. These signals take on any number of forms: radio signals, electromagnetic signals, audio signals. Even visual reflectivity is a form of signal. It\u2019s through these signals that we detect objects, and an ability to track them is key in all forms of weapons targeting. Whether it\u2019s a heat-seeking missile homing in on the hottest jet exhaust or an image recognition warhead knocking something out of the sky based on its shape, signals are key to modern warfare.\n\nUnder this approach, it stands to reason that most objects in the Star Citizen environment must also generate detectable signals. Our challenge becomes: what signals do we simulate, how do we simulate them and, for the purposes of a variety of gameplay elements, how do we simulate their detection? (That is: how does a missile know that it sees you and how does that differ from how an NPC does the same?)\n\nSignal-to-Noise Ratio\nThe answer to this final question is that we create a signal-to-noise ratio (SNR) value for every objection. In science and engineering, signal-to-noise ratio is a value that compares the level of a given signal to the amount of background noise. More specifically, it is the ratio of a signal\u2019s power to the background noise\u2019s power. A ratio higher than 1:1 means that there is more signal than noise and that for our purposes an object is more readily detected. In simplest terms, SNR is a value that distinguishes an object from the background.\n\nHow do we calculate SNR for an individual situation, defined as targeting between two objects? The magic formula is SNR = 10 * log10( (S * (1-N\/100) * (A^Z) * O) \/ R ). In this equation, S is the target\u2019s signal emission, N is the overall level noise given as a percentage, A is your ship\u2019s radar amplitude, Z is your ship\u2019s radar amplitude power, R is your distance from the target and O is the occlusion influence percent (0 to 1.)\n\nNoise\nWhat, then, is noise in Star Citizen? It\u2019s not an arbitrary value and most importantly it is not a constant! At present, every Star Citizen map contains a default level of noise intended to mimic background cosmic radiation. That\u2019s the general noise present throughout the universe, the general static of the universe that is generated by countless of stars, black holes, quasars and the like. But in addition to a default level of cosmic radiation, Star Citizen is capable of altering the noise on a case by case basis. Imagine flying through an electromagnetic storm, or a gaseous nebula, or into a gravity well. The background noise will increase, often significantly. The SNR ratio will be impacted and the game will make it easier (or, occasionally, harder) for players to keep their ships undetected.\n\nThe noise value is determined by measuring the maximum amount of noise between two targets. If there\u2019s a disturbance somewhere between you and your opponent, that increases the measured noise as the two attempt to target one another. This gives rise to one more opportunity for gameplay: the ability to deploy chaff, which generates a temporary artificial field of noise. Upend the ratio yourself to avoid detection or missile locks! (This is essentially the basis upon which actual chaff functions. Instead of telling the computer \u2018if chaff is fired, decrease missile\u2019s chance\u2019 we\u2019ve created an overall logical system that autonomously creates the same functionality.)\n\nSignal\nNow that we have noise, including ways to both increase and decrease it, what constitutes a signal? At present, combat in Star Citizen measures three distinct types of signals: infrared, electromagnetic and cross section. Each of these signals, which factor into the overall \u2019S\u2019 value of your situation\u2019s SNR number, has a distinct set of rules and characteristics intended to emulate how they would function in actual combat.\n\nInfrared \u2013 With a ship\u2019s infrared signal, individual items have a heat pool which builds up based on certain actions. An item such as a weapon will generate heat in the pool briefly while firing, whereas an engine might output a steady stream of heat that constantly impacts your infrared signal. Items such as coolers will pull heat away from a given item\u2019s pool, reducing the infrared signature. The cooler impacts the infrared signature based on the amount of heat a ship was cooled (think of it like water cooling your PC!) Thrusters generate heat based on the amount of thrust generated at any given point, dumping this into the heat pool. Thus, thrusters will take time to cool off after use and the resulting infrared signature will take time to dissipate (like a hot car engine on a cold day.) Occlusion lowers the overall detected infrared signature.\n\nElectromagnetic \u2013 Electromagnetic energy is generated by a number of items on a standard ship, especially the shield systems and power plants. Shields require power to stay active and additional power during any regeneration. This power requirement generates the electromagnetic signature, meaning that a ship holding with shields active will generate a significant holding signature but that this signature will increase should the shields be damaged and begin recharging. A ship\u2019s power plant generates its electromagnetic signature based on the overall amount of power needed by the ship at a given time. Occlusion also lowers the detected electromagnetic signature.\n\nCross Section \u2013 The cross section signature is based on the actual volume of a given ship using offline calculations which determine the measurements based on each axis. It is our first ship signature to be in 3D. It is based on the view direction of a ship\u2019s cross-section, so the value will change constantly based on the angle from which you can view a target. A Scythe viewed directly head-on will have a significantly lower cross section signature than one viewed from above or below. Unlike electromagnetic and infrared signatures, a ship\u2019s cross section signature value cannot be detected through geometry (other objects that physically block a target.)\n\nWith the signature system, we hope to kick off a more complex sort of balance for Arena Commander. Hopefully you can see that, in addition to being the basis for how all objects lock on to one another, Star Citizen\u2019s stealth mechanics will spring directly from the development of this system. Pilots who wish to fly stealthy ships will arrange their upgrades and enhancements in such a way as to reduce power consumption, signal output and even visual size if they wish to score a low SNR. Some ships, such as the Hornet Tracker, will include enhanced functionality to detect and alter signals.\n\nWe\u2019re dedicated to making Arena Commander more than just shooting, and we\u2019re excited to expand and balance signals going forward!","de_DE":"Gr\u00fc\u00dfe B\u00fcrger,\nArena Commander 1.0 ist da! Die heutige Ver\u00f6ffentlichung markiert das bisher bedeutendste Update f\u00fcr Arena Commander, das sowohl das lang erwartete Lobby-System als auch die Anzahl der fliegbaren Schiffe mehr als verdreifacht. Jede Variante der Aurora, Mustang, 300 und Hornet ist nun flugf\u00e4hig, ebenso wie die Basismodelle des Cutlass und des Avenger. Wenn Sie darauf gewartet haben, einen der Einsitzer von Star Citizen zu fliegen, besteht eine gute Chance, dass Ihr Schiff heute eingetroffen ist!\n\nArena Commander 1.0 bietet eine Vielzahl neuer Schiffsupgrades sowie bedeutende Verbesserungen f\u00fcr viele der Systeme des Spiels. Erstmals enthalten sind ein Schiffssignatursystem, ein Triebwerksantriebssystem und ein laterales g-Kraft-System. Es enth\u00e4lt die erste Iteration der Lobby des Spiels und wir haben ein Freundessystem im Spiel und auf der RSI-Seite gestartet, um dir zu helfen, dich zu verbinden. Audio- und visuelle Effekte wurden im Laufe des Spiels aktualisiert, mit neuen Animationen, neuen Texturen, neuen Kameras und mehr. Die vollst\u00e4ndige Liste der \u00c4nderungen, die von den wichtigsten Updates unten bis hin zu Dutzenden von \u00c4nderungen der Spielbalance und technischen Korrekturen reicht, findest du in den Patch-Notizen.\n\nWie Sie wissen, hat das Team sehr hart daran gearbeitet, Arena Commander heute zu ver\u00f6ffentlichen, und wir freuen uns besonders, diesen Patch noch vor unserer Ferienpause zu ver\u00f6ffentlichen. Wir h\u00e4tten uns ideal weitere 4-5 Tage interne Stresstests und Polieren gew\u00fcnscht, aber da sich jeder auf eine wohlverdiente Auszeit freut, wollte ich nicht in die Pause der Leute gehen. In dem Bewusstsein, dass die bevorstehenden Feiertage eine Zeit sind, in der sich alle (auch ich) darauf freuen, ihre Lieblingsspiele zu spielen, wollten wir sicherstellen, dass wir Arena Commander 1.0 ver\u00f6ffentlicht haben, das alle unsere Geldgeber \u00fcber die Feiertage genie\u00dfen k\u00f6nnen. Vor diesem Hintergrund habe ich mich entschieden, den heutigen Build von Arena Commander 1.0 an alle unsere Geldgeber weiterzugeben. Also bitte, genie\u00dfen Sie dieses wichtige Update, geben Sie uns Ihr Feedback, und wir werden im neuen Jahr wiederkommen, um den Arena Commander weiter zu polieren und den BDSSE zu entwickeln!\n\nIch m\u00f6chte betonen, dass die heutige Ver\u00f6ffentlichung von Arena Commander 1.0 ein Anfang und kein Ende ist. Dieser Meilenstein bedeutet nicht den Abschluss des Arena Commander, er leitet eine noch bedeutendere Phase seiner Entwicklung ein. Mit diesem Update haben wir eine betr\u00e4chtliche Anzahl von Schiffen, Gegenst\u00e4nden, Raketen und Systemen hinzugef\u00fcgt, was bedeutet, dass mehr miteinander verbundene Systeme, mehr Server zum Stress und mehr Fehler zum Squashen vorhanden sind. Diese zuk\u00fcnftigen \u00c4nderungen werden sich nicht darauf beschr\u00e4nken, technische St\u00f6rungen und Balance-Probleme zu beheben.\n\nEinige Elemente, wie der anf\u00e4ngliche Avenger und Cutlass, werden auf das neue modulare Schiffskomponentensystem umgestellt, aber wir wollten, dass lang erwartete Besitzer einen fr\u00fchen Einblick in ihre Schiffe erhalten. Deshalb ermutige ich Sie, alles zu erleben, was wir Arena Commander 1.0 hinzugef\u00fcgt haben, aber auch zu wissen, dass noch viel, viel mehr in Arbeit ist!\n\nUnd da kommt ihr ins Spiel! Mit diesem Update gibt es noch viel mehr f\u00fcr die Community, die uns beim Testen helfen kann. Also geht in die Foren und teilt euer Feedback und lasst uns eure Gedanken, Kritiken und Ideen zu allem, was wir hinzugef\u00fcgt haben, wissen. Jede Erfahrung, von der du heute berichtest, ob positiv oder negativ, wird uns helfen, morgen ein besseres Spiel zu machen, und am 2. Januar werden wir wieder an die Arbeit gehen und Arena Commander noch besser machen.\n\nVielen Dank f\u00fcr Ihre anhaltende Unterst\u00fctzung und ich w\u00fcnsche Ihnen viel Spa\u00df mit Arena Commander 1.0. Ich denke, dass es ein gro\u00dfartiger Hinweis darauf ist, wohin wir mit dem Star Citizen Erlebnis gehen. Abschlie\u00dfend m\u00f6chte ich den Geldgebern \u00fcberall frohe Feiertage w\u00fcnschen. Ich w\u00fcnsche Ihnen alle Freude an der Welt und freue mich darauf, unsere Reise im kommenden Jahr fortzusetzen.\n\n- Chris Roberts\n\nNeues Handbuch\nDas Cloud Imperium Publikationsteam hat eine aktualisierte Version des Arena Commander Handbuchs zu Ehren von 1.0 erstellt! Informieren Sie sich \u00fcber die neuesten Schiffe, erfahren Sie mehr \u00fcber die neuen Upgrades und die Verwendung der neuen Systeme des Spiels.\n\nHolen Sie sich hier Ihre PDF-Kopie:\n\nhttps:\/\/robertsspaceindustries.com\/media\/hwb5\u00d745eghhelr\/source\/AC-Manual-1-0-V6.pdf\n\nNeue Schiffe\nArena Commander 1.0 bringt vierzehn Schiffe in den Luftkampf! Vom Allrounder Aurora ES bis zum furchterregenden Avenger durchl\u00e4uft die Kampfbilanz von Star Citizen eine umfassende Revision. Zus\u00e4tzlich zu den Schiffen, die als Konzepte verkauft werden, haben wir eine Reihe von neu erh\u00e4ltlichen Schiffen (einschlie\u00dflich der Mustang-Linie) im Pfandhaus zum Verkauf angeboten.\n\nUpdate: Wenn Sie die gesamte Starter Ship-Linie erkunden m\u00f6chten, aber dennoch Alpha Access, LTI oder andere wertvolle Paketartikel behalten m\u00f6chten, k\u00f6nnen Sie die folgenden Schiffs- und Cross-Chassis-Upgrades verwenden:\n\nNeue Komponenten\nZus\u00e4tzlich zu den neuen Schiffen erweitert Arena Commander 1.0 das Spiel um eine Reihe weiterer Schiffskomponenten. Jetzt k\u00f6nnen die Geldgeber die Auslastung ihres Schiffes mit einer bisher unerreichten Komplexit\u00e4t weiter anpassen. Wir bieten einige dieser zus\u00e4tzlichen Ger\u00e4te f\u00fcr UEC \u00fcber den Voyager Direct Store an.\n\nNeue Gesch\u00fctze Neue Raketenst\u00e4nder Raketenmunition! Besuchen Sie Ihren Voyager Direct H\u00e4ndler!\n\n\u00d6ffentliches Testuniversum\nArena Commander 1.0 ist nicht der einzige gro\u00dfe Start f\u00fcr das Team heute! Wie Sie vielleicht auf Ihren Konten bemerkt haben, starten wir auch etwas, das wir das Public Test Universe nennen. Das Public Test Universe, kurz PTU, ist eine neue Serverumgebung, die es uns erm\u00f6glichen wird, selektiv experimentellere Builds von Star Citizen an Spieler weiterzugeben, die bei Hardcore-Tests unseres Spiels, unserer Balance und unserer Systeme helfen m\u00f6chten. Mit der PTU k\u00f6nnen wir mehr Tests durchf\u00fchren und mehr Feedback zwischen den Patches erhalten, w\u00e4hrend wir gleichzeitig mehr von der Entwicklung von Star Citizen mit den Geldgebern teilen! PTU-Releases werden in \"Phasen\" mit unterschiedlichen Zugriffsm\u00f6glichkeiten f\u00fcr die Spieler, wie sie f\u00fcr Tests erforderlich sind, eingef\u00fchrt. Wenn Ihr Konto berechtigt ist, k\u00f6nnen Sie den Prozess unter den Kontoeinstellungen im Bereich Mein RSI > Einstellungen > \u00d6ffentliches Testuniversum starten.\n\nHUD\nWir sind stolz darauf, in Arena Commander 1.0 unsere erste Implementierung der In-Cockpit-Benutzeroberfl\u00e4che vorzustellen. Wir haben die Aurora als das \"Prototyp\"-Schiff bezeichnet, das einen Gro\u00dfteil der HUD-Informationen und -Interaktionen aufnimmt, die Sie im Visier auf den Anzeigetafeln des Cockpits gesehen haben. Dies ist unser erster Schritt zur Diversifizierung des HUD \/ UI, so dass jedes Schiff ein einzigartiges und immersives Pilotenerlebnis haben kann. Die Technologie, die es uns erm\u00f6glicht, diese diegetische Projektion von Oberfl\u00e4chenelementen zu erreichen, hei\u00dft Scaleform 3Di. 3Di erm\u00f6glicht es uns, beliebig viele UI-Komponenten \u00fcberall in der Spielwelt mit minimalem Aufwand bei der Einrichtung zu projizieren. Diese Technologie, in Verbindung mit unserem robusten UI-Framework, bietet uns ein hochflexibles System, um wirklich einzigartige Schnittstellen mit ihren eigenen visuellen Sprachen und Interaktionsregeln zu erstellen. Es erm\u00f6glicht uns auch, sehr effizient in Bezug auf die Positionierung, Skalierung und Rotation dieser Elemente innerhalb der Spielwelt zu iterieren.\nAber die Aurora ist nicht das einzige Schiff, das ein Upgrade auf die Benutzeroberfl\u00e4che erh\u00e4lt. Wir haben auch einige Aktualisierungen am Combat Visor Interface (CVI) vorgenommen, um ein immersiveres Gef\u00fchl beim Tragen des Helmes zu bekommen. Nun, wenn man sich seinen Charakter in der dritten Person ansieht, kann man das HUD tats\u00e4chlich im Helm projizieren und sich an die Geometrie des Helmes anpassen.\n\nUm einige der Beschwerden \u00fcber die Sichtbarkeit bestimmter Oberfl\u00e4chenelemente auf helleren Hintergr\u00fcnden zu beheben, haben wir einen additiven Mischmodus f\u00fcr das HUD eingef\u00fchrt, der die Oberfl\u00e4chenelemente bei der Darstellung vor hellen Hintergr\u00fcnden wie dem Planeten auf Broken Moon wesentlich \"aufhellt\". Das bedeutet, dass Elemente wie das Absehen und die Trefferpr\u00e4dikatoren viel besser sichtbar sind, da sie immer heller erscheinen als die Hintergr\u00fcnde, auf die sie projiziert werden. Dies hat auch den Vorteil, dass das HUD optisch viel besser und weniger \"flach\" aussieht, da seine Helligkeit und Farbe st\u00e4rker auf die Umgebung reagiert. In Zukunft werden wir diese Mischung weiter verbessern, um den Piloten die beste Lesbarkeit f\u00fcr eine bestimmte Umgebung zu bieten und gleichzeitig das sch\u00f6ne visuelle Aussehen des HUD zu erhalten.\n\nRaketen\nWir hatten schon einmal Raketen im Spiel, aber f\u00fcr 1.0 gingen wir zur\u00fcck zu den Grundlagen dessen, was Raketen-Gameplay bedeuten k\u00f6nnte, und schufen einen einzigartigen Mechanismus, der eine Vielzahl anderer m\u00f6glicher Anwendungen au\u00dferhalb des einfachen Sprengens eines Ziels schafft, wie z.B. die F\u00e4higkeit, mehrere Raketen auf ein Ziel zu fixieren (oder mehrere Ziele, wenn Ihr Schiff damit umgehen kann).\n\nDas Hinzuf\u00fcgen solcher \u00c4nderungen zu Raketen bedeutete, eine ganze Reihe anderer Systeme zu ber\u00fchren. Das Radar musste \u00fcberarbeitet werden, um alle Unterschriften richtig zu lesen, das HUD musste erneut besucht werden, um eine beliebige Anzahl von Raketen zu kommunizieren, der Controller\/Keybound-Eingang musste modifiziert werden, um das Raketenmanagement unterzubringen und gleichzeitig das System verf\u00fcgbar und n\u00fctzlich in der Hitze des Gefechts zu halten, und der Zielrechner musste mit jeder Rakete einzeln (und nicht nur mit dem Rack, das sie abfeuert) verbunden werden, um die gro\u00dfe Bandbreite an Raketentypen und Verhaltensweisen, die verf\u00fcgbar wurden, unterzubringen.\n\nDann bauten wir die Rattler-Rakete, das erste Beispiel f\u00fcr viele unserer neuen Raketenverhalten, die eine eigene Salve von Giftraketen tr\u00e4gt, um Ihre Feinde zu jagen. Es ist eine sehr befriedigende Waffe, die man benutzen kann, versuche nicht so abgelenkt zu werden, dass du vergisst, im Kampf zu bleiben! Es gibt auch die neuen Raketensch\u00e4chte, die am Mustang-Delta befestigt sind und die erste Gelegenheit bieten, Dumbfire-Munition einzusetzen. Ich freue mich auf die Videos von Skillshots, die aus diesen Dingen entstehen.\n\nDas letzte St\u00fcck des Puzzles war ein neuer Blick auf Gegenma\u00dfnahmen. In den meisten Spielen w\u00e4re der Einsatz von Gegenma\u00dfnahmen effektiv dasselbe wie die Verwendung eines Genauigkeitsschw\u00e4chungszaubers - das Ding kommt ins Spiel, das Ding hat Schwierigkeiten, das Ziel zu treffen, einfach so. Hier haben wir die Gegenma\u00dfnahmen, die das Signalsystem direkt betreffen, d.h. Sie spielen nicht gegen beliebige Daten - Sie k\u00f6nnen einem feindlichen Radar als Rakete genauso leicht entkommen, wie sie alle Teil eines einzigen datengesteuerten Systems sind.\n\nSignatursystem\nEin wichtiges Update f\u00fcr Arena Commander 1.0 ist die Einf\u00fchrung des Signatursystems, das wir mit drei gemessenen Signaturen im heutigen Build starten. Das Signatursystem ist ein wichtiger neuer Kampfmechaniker, der eine gro\u00dfe Variable in die Art und Weise einf\u00fchrt, wie sich die Schiffe des Arena-Commanders gegen\u00fcberstehen.\n\nDie meisten Objekte erzeugen eine erkennbare Signatur einer Art. Diese Signale nehmen eine Vielzahl von Formen an: Funksignale, elektromagnetische Signale, Audiosignale. Auch die visuelle Reflektivit\u00e4t ist eine Form des Signals. Durch diese Signale erkennen wir Objekte, und die F\u00e4higkeit, sie zu verfolgen, ist der Schl\u00fcssel zu allen Formen von Waffenzielen. Ob es sich nun um eine w\u00e4rmesuchende Rakete handelt, die sich auf den hei\u00dfesten D\u00fcsenaussto\u00df einl\u00e4sst, oder um einen Bilderkennungssprengkopf, der aufgrund seiner Form etwas vom Himmel wirft, Signale sind der Schl\u00fcssel zur modernen Kriegsf\u00fchrung.\n\nNach diesem Ansatz liegt es nahe, dass die meisten Objekte in der Star Citizen-Umgebung auch erkennbare Signale erzeugen m\u00fcssen. Unsere Herausforderung wird: Welche Signale simulieren wir, wie simulieren wir sie und wie simulieren wir deren Erkennung f\u00fcr eine Vielzahl von Spielelementen? (Das hei\u00dft: Woher wei\u00df eine Rakete, dass sie dich sieht und wie unterscheidet sich das von dem, was ein NSC tut?)\n\nSignal-Rausch-Verh\u00e4ltnis\nDie Antwort auf diese letzte Frage ist, dass wir f\u00fcr jeden Einwand einen Signal-Rausch-Verh\u00e4ltnis (SNR-Wert) erstellen. In Wissenschaft und Technik ist der Signal-Rausch-Abstand ein Wert, der den Pegel eines bestimmten Signals mit dem Betrag des Hintergrundger\u00e4usches vergleicht. Genauer gesagt, ist es das Verh\u00e4ltnis der Leistung eines Signals zur Leistung des Hintergrundger\u00e4usches. Ein Verh\u00e4ltnis gr\u00f6\u00dfer als 1:1 bedeutet, dass es mehr Signale als Rauschen gibt und dass f\u00fcr unsere Zwecke ein Objekt leichter erkannt wird. Einfach ausgedr\u00fcckt ist SNR ein Wert, der ein Objekt vom Hintergrund unterscheidet.\n\nWie berechnet man den SNR f\u00fcr eine individuelle Situation, definiert als Targeting zwischen zwei Objekten? Die Zauberformel lautet SNR = 10 * log10( (S * (1-N\/100) * (A^Z) * O) \/ R). In dieser Gleichung ist S die Signalausstrahlung des Ziels, N das prozentuale Gesamtpegelger\u00e4usch, A die Radaramplitude Ihres Schiffes, Z die Radaramplitudenleistung Ihres Schiffes, R die Entfernung vom Ziel und O der prozentuale Okklusionseinfluss (0 bis 1.).\n\nL\u00e4rm\nWas ist dann L\u00e4rm in Star Citizen? Es ist kein beliebiger Wert und vor allem keine Konstante! Derzeit enth\u00e4lt jede Sternenb\u00fcrgerkarte einen voreingestellten Ger\u00e4uschpegel, der die kosmische Hintergrundstrahlung nachahmen soll. Das ist das allgemeine Ger\u00e4usch, das im ganzen Universum vorhanden ist, die allgemeine Statik des Universums, die durch unz\u00e4hlige Sterne, schwarze L\u00f6cher, Quasare und dergleichen erzeugt wird. Aber zus\u00e4tzlich zu einem Standardpegel der kosmischen Strahlung ist Star Citizen in der Lage, den L\u00e4rm von Fall zu Fall zu ver\u00e4ndern. Stellen Sie sich vor, Sie fliegen durch einen elektromagnetischen Sturm, einen gasf\u00f6rmigen Nebel oder in einen Gravitationsschacht. Das Hintergrundger\u00e4usch nimmt zu, oft deutlich. Die SNR-Ratio wird beeintr\u00e4chtigt und das Spiel wird es den Spielern leichter (oder gelegentlich auch h\u00e4rter) machen, ihre Schiffe unentdeckt zu halten.\n\nDer Rauschwert wird durch Messen der maximalen Rauschmenge zwischen zwei Zielen bestimmt. Wenn es irgendwo eine St\u00f6rung zwischen dir und deinem Gegner gibt, erh\u00f6ht das das das gemessene Ger\u00e4usch, wenn die beiden versuchen, sich gegenseitig anzugreifen. Daraus ergibt sich eine weitere M\u00f6glichkeit f\u00fcr das Gameplay: die F\u00e4higkeit, Spreu zu entfalten, was ein tempor\u00e4res k\u00fcnstliches St\u00f6rfeld erzeugt. Heben Sie die \u00dcbersetzung selbst an, um Erkennungs- oder Raketenschl\u00f6sser zu vermeiden! (Dies ist im Wesentlichen die Grundlage, auf der die tats\u00e4chliche Spreu funktioniert. Anstatt dem Computer zu sagen: \"Wenn Spreu abgefeuert wird, verringern Sie die Chance der Rakete\", haben wir ein logisches Gesamtsystem geschaffen, das autonom die gleiche Funktionalit\u00e4t erzeugt.\n\nSignal\nJetzt, da wir Rauschen haben, einschlie\u00dflich M\u00f6glichkeiten, es sowohl zu erh\u00f6hen als auch zu verringern, was ist ein Signal? Derzeit misst der Kampf in Star Citizen drei verschiedene Arten von Signalen: Infrarot, elektromagnetisch und Querschnitt. Jedes dieser Signale, die in den Gesamtwert des S-Wertes der SNR-Nummer Ihrer Situation einflie\u00dfen, hat eine Reihe von Regeln und Merkmalen, die darauf abzielen, nachzuahmen, wie sie im tats\u00e4chlichen Kampf funktionieren w\u00fcrden.\n\nInfrarot - Mit dem Infrarotsignal eines Schiffes verf\u00fcgen die einzelnen Gegenst\u00e4nde \u00fcber einen W\u00e4rmepool, der sich aufgrund bestimmter Aktionen aufbaut. Ein Gegenstand wie eine Waffe erzeugt beim Schie\u00dfen kurzzeitig W\u00e4rme im Pool, w\u00e4hrend ein Motor einen stetigen W\u00e4rmestrom abgeben kann, der st\u00e4ndig auf Ihr Infrarotsignal wirkt. Gegenst\u00e4nde wie K\u00fchler entziehen dem Pool eines bestimmten Gegenstandes W\u00e4rme und reduzieren die Infrarotsignatur. Der K\u00fchler trifft die Infrarotsignatur basierend auf der W\u00e4rmemenge, die ein Schiff gek\u00fchlt wurde (denken Sie an die Wasserk\u00fchlung Ihres PCs!) Die Strahler erzeugen W\u00e4rme basierend auf der Menge des an einem bestimmten Punkt erzeugten Schubs und leiten diese in den W\u00e4rmepool ein. So brauchen Triebwerke Zeit, um sich nach dem Gebrauch abzuk\u00fchlen, und die daraus resultierende Infrarotsignatur braucht Zeit, um sich zu zerstreuen (wie ein hei\u00dfer Automotor an einem kalten Tag.) Okklusion senkt die insgesamt erkannte Infrarotsignatur.\n\nElektromagnetische - Elektromagnetische Energie wird durch eine Reihe von Gegenst\u00e4nden auf einem Standardschiff erzeugt, insbesondere durch die Abschirmsysteme und Kraftwerke. Schilde ben\u00f6tigen Energie, um aktiv zu bleiben, und zus\u00e4tzliche Energie w\u00e4hrend der Regeneration. Dieser Energiebedarf erzeugt die elektromagnetische Signatur, was bedeutet, dass eine Schiffshaltung mit aktiven Schilden eine signifikante Haltesignatur erzeugt, diese Signatur aber zunimmt, wenn die Schilde besch\u00e4digt werden und mit dem Aufladen beginnen. Das Kraftwerk eines Schiffes erzeugt seine elektromagnetische Signatur basierend auf der Gesamtmenge der vom Schiff zu einem bestimmten Zeitpunkt ben\u00f6tigten Leistung. Die Okklusion senkt auch die erkannte elektromagnetische Signatur.\n\nQuerschnitt - Die Querschnittsignatur basiert auf dem tats\u00e4chlichen Volumen eines bestimmten Schiffes unter Verwendung von Offline-Berechnungen, die die Messungen basierend auf jeder Achse bestimmen. Es ist unsere erste Schiffssignatur in 3D. Es basiert auf der Blickrichtung eines Schiffquerschnitts, so dass sich der Wert st\u00e4ndig \u00e4ndert, je nachdem, aus welchem Winkel Sie ein Ziel betrachten k\u00f6nnen. Eine Scythe, die direkt von vorne betrachtet wird, hat eine deutlich niedrigere Querschnittsignatur als eine von oben oder unten gesehene. Im Gegensatz zu elektromagnetischen und infraroten Signaturen kann der Signaturwert eines Schiffes nicht durch Geometrie erkannt werden (andere Objekte, die ein Ziel physisch blockieren.).\n\nMit dem Signatursystem hoffen wir, eine komplexere Art von Gleichgewicht f\u00fcr Arena Commander zu schaffen. Hoffentlich k\u00f6nnen Sie sehen, dass die Tarnmechanik von Star Citizen nicht nur die Grundlage daf\u00fcr ist, wie sich alle Objekte miteinander verbinden, sondern auch direkt aus der Entwicklung dieses Systems hervorgeht. Piloten, die heimliche Schiffe fliegen wollen, werden ihre Upgrades und Verbesserungen so gestalten, dass der Stromverbrauch, die Signalausgabe und sogar die visuelle Gr\u00f6\u00dfe reduziert werden, wenn sie einen niedrigen SNR erreichen wollen. Einige Schiffe, wie z.B. der Hornet Tracker, werden \u00fcber erweiterte Funktionen zur Erkennung und \u00c4nderung von Signalen verf\u00fcgen.\n\nWir haben es uns zur Aufgabe gemacht, den Arena Commander mehr als nur zu schie\u00dfen, und wir freuen uns, die Signale in Zukunft zu erweitern und auszugleichen!","zh_CN":"Greetings Citizens,\nArena Commander 1.0 is here! Today\u2019s release marks the most significant update to Arena Commander yet, adding both the long-awaited lobby system and more than tripling the number of flyable ships. Every variant of the Aurora, Mustang, 300 and Hornet are now flyable, as are the base models of the Cutlass and the Avenger. If you\u2019ve been waiting to fly one of Star Citizen\u2019s single-seaters, there\u2019s a good chance your ship has come in today!\n\nArena Commander 1.0 adds a host of new ship upgrades as well as significant enhancements to many of the game\u2019s systems. Included for the first time are a ship signature system, a thruster power system, and a lateral g-force system. It contains the first iteration of the game\u2019s lobby and we have launched a friends system in the game and on the RSI site to help you connect. Audio and visual effects have been updated throughout the game, with new animations, new textures, new cameras and more. You can find the complete list of changes, which range from the major updates below to dozens of game balancing changes and technical fixes, in the patch notes.\n\nAs you know, the team has been working very hard to release Arena Commander today and we\u2019re especially excited to publish this patch before our Holiday break. We would have ideally liked another 4-5 days of internal stress testing and polish but with everyone looking forward to some well-earned time off I didn\u2019t want to eat into people\u2019s break. That said, being cognizant of the fact that the upcoming holidays are a time when everyone (myself included) looks forward to playing their favorite games we wanted to make sure that we released Arena Commander 1.0 for all our backers to enjoy over the holidays. With that in mind, I\u2019ve opted to push today\u2019s build of Arena Commander 1.0 to all of our backers today. So please, enjoy this significant update, give us your feedback, and we\u2019ll come back in the New Year ready to continue polishing Arena Commander and developing the BDSSE!\n\nI would like to stress that today\u2019s release of Arena Commander 1.0 is a beginning, not an ending. This milestone does not denote the completion of Arena Commander, it kicks off an even more significant phase of its development. With this update, we\u2019ve added a significant number of ships, items, missiles, and systems which means more interconnected systems, more servers to stress and more bugs to squash. These future changes won\u2019t be limited to fixing technical glitches and balance issues.\n\nSome elements, like the initial Avenger and Cutlass, will be converted to the new modular ship component system, but we wanted long-waiting owners to get an early look at their ships. So I encourage you to experience everything we\u2019ve added to Arena Commander 1.0, but also to know that much, much more is in the works!\n\nAnd that is where you come in! With this update, there\u2019s a lot more for the community to help us test. So get on the forums and share your feedback and let us know your thoughts, criticisms, and ideas on everything that we\u2019ve added. Every experience you report today, positive or negative, will help us make a better game tomorrow and come January 2nd, we will go back to work making Arena Commander even better.\n\nThank you for your continued support, and I sincerely hope you enjoy Arena Commander 1.0. I think that it\u2019s a great indication of where we\u2019re going with the Star Citizen experience. I\u2019d like to close by saying Happy Holidays to backers everywhere. I wish you all the joy in the world and look forward to continuing our journey in the coming year.\n\n\u2014 Chris Roberts\n\nNew Manual\nThe Cloud Imperium publications team has produced an updated version of the Arena Commander manual in honor of 1.0! Check out the latest ships, learn about the new upgrades and how to use the game\u2019s new systems.\n\nGrab your PDF copy here:\n\nhttps:\/\/robertsspaceindustries.com\/media\/hwb5x45eghhelr\/source\/AC-Manual-1-0-V6.pdf\n\nNew Ships\nArena Commander 1.0 introduces fourteen ships to the dogfighting experience! From the jack-of-all-trades Aurora ES to the fearsome Avenger, Star Citizen\u2019s combat balance is going through a major revision. In addition to ships sold as concepts, we\u2019ve put a number of newly-available ships (including the Mustang lineup) for sale in the pledge store.\n\nUpdate : If you wish to explore the entire Starter Ship line ups, but want to keep you alpha access, LTI or other precious package items, you can use the following Ship and Cross-Chassis Upgrades :\n\nNew Components\nIn addition to new ships, Arena Commander 1.0 adds an assortment of additional ship components to the game. Now backers will be able to further customize their ship\u2019s loadout with a level of complexity unseen before. We are offering some of this additional equipment for UEC via the Voyager Direct store.\n\nNew guns\n\nNew missile racks\n\nMissile ammo!\n\nVisit your Voyager Direct dealer!\n\nPublic Test Universe\nArena Commander 1.0 isn\u2019t the only big launch for the team today! As you may have noticed on your accounts, we are also kicking off something we\u2019re calling the Public Test Universe. The Public Test Universe, or PTU, is a new server environment which will allow us to selectively push more experimental builds of Star Citizen to players who wish to assist with more hardcore testing of our game, balance and systems. With the PTU, we will be able to do more testing and get more feedback between patches, all while sharing more of Star Citizen\u2019s development with backers! PTU releases will be launched in \u201cphases,\u201d with varying amounts of players given access as are needed for tests. If your account is eligible, you can start the process under account settings in the My RSI > Settings > Public Test Universe panel.\n\nHUD\nWe\u2019re proud to introduce in Arena Commander 1.0 our initial implementation of the in-cockpit user-interface. We have designated the Aurora to be the \u201cprototype\u201d ship to host much of the HUD information and interaction you\u2019ve been seeing in the visor on the cockpit\u2019s display panels. This represents our first step towards diversifying the HUD \/ UI so that each ship can have a unique and immersive piloting experience. The technology that allows us to achieve this diegetic projection of interface elements is called Scaleform 3Di. 3Di allows us the ability to project any number of UI components anywhere we want within the game world with minimal effort in terms of setup. This technology, in conjunction with our robust UI framework provides us with a highly flexible system to create truly unique interfaces with their own visual languages and interaction rules. It also allows us to iterate very efficiently with regards to the positioning, scale, and rotation of these elements within the game-world.\nBut the Aurora isn\u2019t the only ship to receive an upgrade to the UI. We have also made some updates to the Combat Visor Interface (CVI) to have a more immersive feel when you\u2019re wearing your helmet. Now, when looking at your character in 3rd person, the HUD can be seen actually projected inside the helmet and conforming to the helmet\u2019s geometry.\n\nTo help address some of the complaints about visibility of certain UI elements on brighter backgrounds, we have introduced an additive blending mode for the HUD which essentially \u201cbrightens\u201d UI elements when displayed against bright backgrounds such as the planet on Broken Moon. This means that elements such as the reticle and hit predictors will be much more visible because they will always appear brighter than the backgrounds that they are projected against. This also has the benefit of making the HUD look much better visually and less \u201cflat\u201d, because its brightness and color is more reactive to the environment. Going forward, we will continue to improve on this blending to provide pilots with the best readability for a given environment while still retaining the nice visual look we want for the HUD.\n\nMissiles\nWe\u2019ve had missiles in the game before, but for 1.0 we went back to the basics of what missile gameplay could mean and created a unique mechanic that creates a variety of other potential uses outside of simply blowing a target up, such as the ability to lock multiple missiles onto a target (or multiple targets, if your ship can handle it).\n\nAdding these sorts of changes into missiles meant touching a whole host of other systems. The radar needed revamping to read all the signatures properly, the HUD had to be revisited to communicate any number of missiles, the controller\/keybound input had to be modified to accommodate missile management while also keeping the system available and useful in the heat of battle, and the targeting computer needed to be linked to each missile individually (rather than just the rack that fires them) to accommodate the wide range of missile types and behaviors that became available.\n\nThen we built the Rattler missile, the first example of many of our new missile behaviors to come, which carries its own salvo of Venom rockets to hunt down your enemies. It\u2019s a very satisfying weapon to use, try not to get so distracted watching it that you forget to stay in the fight! There\u2019s also the new rocket pods strapped to the Mustang Delta, presenting the first opportunity to use dumbfire ordnance. I look forward to seeing the videos of skillshots that come out of those things.\n\nThe final piece of the puzzle was a new look at countermeasures. In most games, the use of countermeasures would be effectively the same as using an accuracy debuff \u2013 thing enters the field, thing has trouble hitting the target, simple as that. Here, we actually have the countermeasures affecting the signal system directly, which means that you aren\u2019t playing against arbitrary data \u2013 you can just as easily escape an enemy radar as a missile as they are all part of a single data-driven system.\n\nSignature System\nOne major update to Arena Commander 1.0 is the launch of the Signature System, which we kick off with three measured signatures in today\u2019s build. The Signature System is an important new combat mechanic, which introduces a huge variable to how Arena Commander\u2019s ships face off.\n\nMost objects generate a detectable signature of some sort. These signals take on any number of forms: radio signals, electromagnetic signals, audio signals. Even visual reflectivity is a form of signal. It\u2019s through these signals that we detect objects, and an ability to track them is key in all forms of weapons targeting. Whether it\u2019s a heat-seeking missile homing in on the hottest jet exhaust or an image recognition warhead knocking something out of the sky based on its shape, signals are key to modern warfare.\n\nUnder this approach, it stands to reason that most objects in the Star Citizen environment must also generate detectable signals. Our challenge becomes: what signals do we simulate, how do we simulate them and, for the purposes of a variety of gameplay elements, how do we simulate their detection? (That is: how does a missile know that it sees you and how does that differ from how an NPC does the same?)\n\nSignal-to-Noise Ratio\nThe answer to this final question is that we create a signal-to-noise ratio (SNR) value for every objection. In science and engineering, signal-to-noise ratio is a value that compares the level of a given signal to the amount of background noise. More specifically, it is the ratio of a signal\u2019s power to the background noise\u2019s power. A ratio higher than 1:1 means that there is more signal than noise and that for our purposes an object is more readily detected. In simplest terms, SNR is a value that distinguishes an object from the background.\n\nHow do we calculate SNR for an individual situation, defined as targeting between two objects? The magic formula is SNR = 10 * log10( (S * (1-N\/100) * (A^Z) * O) \/ R ). In this equation, S is the target\u2019s signal emission, N is the overall level noise given as a percentage, A is your ship\u2019s radar amplitude, Z is your ship\u2019s radar amplitude power, R is your distance from the target and O is the occlusion influence percent (0 to 1.)\n\nNoise\nWhat, then, is noise in Star Citizen? It\u2019s not an arbitrary value and most importantly it is not a constant! At present, every Star Citizen map contains a default level of noise intended to mimic background cosmic radiation. That\u2019s the general noise present throughout the universe, the general static of the universe that is generated by countless of stars, black holes, quasars and the like. But in addition to a default level of cosmic radiation, Star Citizen is capable of altering the noise on a case by case basis. Imagine flying through an electromagnetic storm, or a gaseous nebula, or into a gravity well. The background noise will increase, often significantly. The SNR ratio will be impacted and the game will make it easier (or, occasionally, harder) for players to keep their ships undetected.\n\nThe noise value is determined by measuring the maximum amount of noise between two targets. If there\u2019s a disturbance somewhere between you and your opponent, that increases the measured noise as the two attempt to target one another. This gives rise to one more opportunity for gameplay: the ability to deploy chaff, which generates a temporary artificial field of noise. Upend the ratio yourself to avoid detection or missile locks! (This is essentially the basis upon which actual chaff functions. Instead of telling the computer \u2018if chaff is fired, decrease missile\u2019s chance\u2019 we\u2019ve created an overall logical system that autonomously creates the same functionality.)\n\nSignal\nNow that we have noise, including ways to both increase and decrease it, what constitutes a signal? At present, combat in Star Citizen measures three distinct types of signals: infrared, electromagnetic and cross section. Each of these signals, which factor into the overall \u2019S\u2019 value of your situation\u2019s SNR number, has a distinct set of rules and characteristics intended to emulate how they would function in actual combat.\n\nInfrared \u2013 With a ship\u2019s infrared signal, individual items have a heat pool which builds up based on certain actions. An item such as a weapon will generate heat in the pool briefly while firing, whereas an engine might output a steady stream of heat that constantly impacts your infrared signal. Items such as coolers will pull heat away from a given item\u2019s pool, reducing the infrared signature. The cooler impacts the infrared signature based on the amount of heat a ship was cooled (think of it like water cooling your PC!) Thrusters generate heat based on the amount of thrust generated at any given point, dumping this into the heat pool. Thus, thrusters will take time to cool off after use and the resulting infrared signature will take time to dissipate (like a hot car engine on a cold day.) Occlusion lowers the overall detected infrared signature.\n\nElectromagnetic \u2013 Electromagnetic energy is generated by a number of items on a standard ship, especially the shield systems and power plants. Shields require power to stay active and additional power during any regeneration. This power requirement generates the electromagnetic signature, meaning that a ship holding with shields active will generate a significant holding signature but that this signature will increase should the shields be damaged and begin recharging. A ship\u2019s power plant generates its electromagnetic signature based on the overall amount of power needed by the ship at a given time. Occlusion also lowers the detected electromagnetic signature.\n\nCross Section \u2013 The cross section signature is based on the actual volume of a given ship using offline calculations which determine the measurements based on each axis. It is our first ship signature to be in 3D. It is based on the view direction of a ship\u2019s cross-section, so the value will change constantly based on the angle from which you can view a target. A Scythe viewed directly head-on will have a significantly lower cross section signature than one viewed from above or below. Unlike electromagnetic and infrared signatures, a ship\u2019s cross section signature value cannot be detected through geometry (other objects that physically block a target.)\n\nWith the signature system, we hope to kick off a more complex sort of balance for Arena Commander. Hopefully you can see that, in addition to being the basis for how all objects lock on to one another, Star Citizen\u2019s stealth mechanics will spring directly from the development of this system. Pilots who wish to fly stealthy ships will arrange their upgrades and enhancements in such a way as to reduce power consumption, signal output and even visual size if they wish to score a low SNR. Some ships, such as the Hornet Tracker, will include enhanced functionality to detect and alter signals.\n\nWe\u2019re dedicated to making Arena Commander more than just shooting, and we\u2019re excited to expand and balance signals going forward!"},"links_count":1,"comment_count":331,"created_at":"2014-12-20T00:00:00+00:00","created_at_human":"11 years ago"},"meta":{"processed_at":"2026-05-08 20:54:25","valid_relations":["images","links"],"prev_id":14389,"next_id":14391}}