{"data":{"id":14513,"title":"Patch 1.0.3","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/\/14513-Patch-103","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/14513","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/14513","channel":"Transmission","category":"General","series":"Release Info","images":[],"images_count":0,"translations":{"en_EN":"Star Citizen Patch v1.0.3\n\nAdditions: Ships Added various Gladius audio\n\nUpdated textures for M50 tires\n\n\n\nComponents Added a new size 3 ballistic weapon: Gallenson Tactical Tarantula-870-Mk3\n\n\n\nUser Interface Added a power throttle to the power management UI to make reducing ship signature easier (currently doesn\u2019t work)\n\nAdded back end support for improved disconnection messages\n\n\n\n\n\nBalance\/Tweaks: Ships Replaced Avenger Suckerpunch cannons with CF-007 Laser Repeaters while Suckerpunch cannons are still being developed\n\n\n\nComponents Omnisky 3 recharge rate reduced\n\nOmnisky 6 recharge rate reduced\n\nKLWE Mass Driver heat generation increased\n\n60mm ammo mass increased\n\n60mm projectile speed increased\n\n60mm damage increased\n\n60mm energy damage reduced\n\nPanther cooling rate increased\n\nTigerstreik ammo size changed to 25mm\n\nTigerstreik ammo box adjusted to hold 800 rounds\n\nIncreased rotational acceleration for all missiles\n\nSlightly reduced the range at which all missiles can lock onto a target\n\nReduced the amount of noise chaff generates\n\nAdjusted shield hit points to scale with component size and number of quadrants\n\nAdjusted shield regen delay and time to fully recharge to scale with component size\n\nSplash shields now allow a portion of direct fire to penetrate the shield barrier\n\nSplash shields are absorbing more damage than intended\n\nDirect Damage shields now allow a portion of splash damage to penetrate the shield barrier\n\n\n\nGameplay Added a delay for when the next shot will be available if an energy weapon runs dry\n\nIncreased collision for the characters head to match the size of the head\n\nLateral G system will now cause diminishing returns if player doesn\u2019t allow pilot full recovery before engaging lateral G\u2019s again\n\n\n\n\n\nFixes: Ships Aurora CL ES LX ER \u2013 Weapons equipped to the wing hard points will now cool-down and recharge\n\nAuroras will now have shields when using the new shield generators\n\nAdjusted thrusters on the Avenger so that its deceleration is similar to its acceleration\n\nAvenger thruster effects are no longer green\n\nFixed an issue that was causing character to incorrectly attach to the Gladius when sitting in the cockpit\n\nArena commander menu will no longer appear when sitting in the back seat of a Super Hornet\n\nAdjusted materials so that broken m50 cockpit glass doesn\u2019t hamper visibility as much\n\nFixed an issue that was preventing the Cutlass wing hatch from being interacted with\n\nCutlass hardpoints will now show green bubbles if weapon mounts are removed\n\nFixed g-force animation system that was incorrectly transforming the g-force vector and causing characters to lean in the wrong direction\n\n\n\nComponents Fixed issue where ship paint components were telling the ship status HUD to show them when equipped\n\nVanduul energy weapons should now act like they are energy weapons\n\n\n\nGameplay Fixed an issue where the game would fail to detect input when slowly moving a joystick\n\nFixed an issue that was causing Joysticks to stay \u2018awake\u2019 when not in use\n\nConstant lateral acceleration values will no longer cause cumulative buildup of G pressure\n\n\n\nUser Interface Fixed an issue that occasionally caused the \u2018press x when ready\u2019 to be invisible for Vanduul Swarm Coop\n\nFixed an issue where multiple players persistently moving around in a lobby will cause their ship selections to overlap\n\n\n\nEnvironment Removed misplaced invisible collision in Aeroview Hangar\n\nFixed some backwards warning labels in the Aeroview Hangar\n\nPatched up some small holes in the Aeroview hangar geometry\n\nFixed some visible one sided geometry in the Self Land Hangar\n\nFixed some graphics that were popping in and out in the Self Land Hangar\n\nFixed some flickering textures in the VFG Industrial Hangar\n\nFixed some graphics that were popping in and out in the VFG Industrial Hangar\n\n\n\nOther issues Fixed an issue that was causing the matchmaking system to bottleneck at high population values\n\n\n\n\n\nKnown Issues: Ships All ships aside from the Hornet are missing ship trails when carrying a Core\n\nSeveral ships are having radar visibility issues due to the helmet blocking the view\n\n300 series are missing their starboard cooling components\n\n350r will sometimes spawn with damaged components\n\nAurora intakes aren\u2019t displaying paint\n\nAurora CL is not showing G-force animations for the character\n\nSome parts of the nose section for the Avenger are not taking damage\n\nMustang Beta can have one of the doors in the cabin float above it if it\u2019s used\n\nCutlass isn\u2019t attaching its Trireme thrusters for its default loadout (they can be added in the holotable)\n\nFreelancer loading ramp has no collision\n\nFreelancer Main Thrusters are missing\n\n\n\nComponents User folder issues can cause weapon ammunition to go missing as well as other ship component malfunctions\n\nMaxOx NN-13 Neutron Cannon \u2013 Misnamed as MaxOx NP-14 Neutron Cannon\n\nRattler Cluster missile second stage rockets will all use the same trajectory\n\nMissiles aren\u2019t inheriting velocity from the ship that launches them\n\nSeal Corporation damage effect displays incorrectly when equipped on an Aurora\n\nSeal Corporation shield generators will not be visible when equipped to Hornets\n\n\n\nGameplay Vanduul missiles are skipping their flight phase in Coop Vanduul Swarm which prevents a missile warning from being shown and results in the missile teleporting to the targets face\n\nUsing HOMAS or TrackIR whilst using Target Focus causes the players head to shake and move uncontrollably\n\nOpening the holotable multiple times can cause the game to crash\n\n\n\nUser Interface Lag pips will drop out with increased distance depending on how quickly a ship is approaching their target (only happens within a few hundred meters)\n\nShield hardpoint in the holotable is too small for Mustangs and 300 series\n\nShield component on the Aurora ship status HUD is too large\n\nMissiles have a small portion of the ship targeting UI on them after being launched\n\nMultiple in game items are missing text and are displaying their internal names\n\nPaint objects in the holotable are placeholders\n\nLoading back into a lobby will reset the ship selection to its default (sometimes this doesn\u2019t happen visually but still happens on the backend)\n\nPower throttle doesn\u2019t work\n\n\n\nOther Issues Character will sometimes spawn with the helmet on backwards\n\n\n\n\n\nFor players that currently have their launcher set to the PTU, please do the following: Log into the launcher\n\nClick on the cog in the upper right\n\nEnable advanced settings\n\nClick \u2018Reset to Defaults\u2019\n\nClick \u2018Reset all Settings\u2019","de_DE":"Star Citizen Patch v1.0.3 Erg\u00e4nzungen: Schiffe hinzugef\u00fcgt verschiedene Gladius Audio Aktualisierte Texturen f\u00fcr M50-Reifen Komponenten hinzugef\u00fcgt eine neue ballistische Waffe der Gr\u00f6\u00dfe 3 hinzugef\u00fcgt: Gallenson Tactical Tarantula-870-Mk3 Benutzeroberfl\u00e4che hinzugef\u00fcgt eine Leistungsdrosselklappe zur Power-Management-Benutzeroberfl\u00e4che, um die Reduzierung der Schiffssignatur einfacher zu machen (funktioniert derzeit nicht) Hinzugef\u00fcgte Back-End-Unterst\u00fctzung f\u00fcr verbesserte Trennmeldungen Balance\/Tweaks: Schiffe ersetzten Avenger Suckerpunch Kanonen durch CF-007 Laser-Repeater w\u00e4hrend der Entwicklung von Suckerpunch-Kanonen Komponenten Omnisky 3 Aufladerate reduziert Omnisky 6 Aufladerate reduziert KLWE Mass Driver W\u00e4rmeerzeugung erh\u00f6ht 60mm Munitionsmasse erh\u00f6ht 60mm Projektil-Geschwindigkeit erh\u00f6ht 60mm Schaden erh\u00f6ht 60mm Energieschaden reduziert Panther K\u00fchlrate reduziert erh\u00f6hte Tigerstreik Munitionsgr\u00f6\u00dfe ge\u00e4ndert auf 25mm Tigerstreik Munitionsbox angepasst, um 800 Schuss zu halten Erh\u00f6hte Rotationsbeschleunigung f\u00fcr alle Raketen Etwas reduzierte die Reichweite, bei der sich alle Raketen auf ein Ziel einklinken k\u00f6nnen Reduzierte die Menge an Rauschspreu erzeugt Angepasste Schildtrefferpunkte, um mit der Bauteilgr\u00f6\u00dfe zu skalieren und Anzahl der Quadranten Angepasste Regenerationsverz\u00f6gerung des Schildes und Zeit bis zur vollst\u00e4ndigen Wiederaufladung, um mit der Bauteilgr\u00f6\u00dfe zu skalieren Spritzschutzschilde erlauben nun, dass ein Teil des direkten Feuers in den Schild eindringt Spritzschutzschilde absorbieren mehr Schaden als beabsichtigt Spritzschutzschilde erlauben nun einen Teil des Spritzschadens in den Schild eindringen. Schildsperre Gameplay Eine Verz\u00f6gerung hinzugef\u00fcgt, wann der n\u00e4chste Schuss verf\u00fcgbar sein wird, wenn eine Energiewaffe trocken l\u00e4uft Erh\u00f6hte Kollision f\u00fcr den Kopf der Charaktere, um die Gr\u00f6\u00dfe des Kopfes anzupassen Seitliches G-System wird nun zu sinkenden R\u00fcckgaben f\u00fchren, wenn der Spieler den Piloten nicht die volle Erholung erlaubt, bevor er die seitlichen G's wieder fixiert: Schiffe Aurora CL ES LX ER - Waffen, die an den harten Punkten des Fl\u00fcgels ausger\u00fcstet sind, werden nun abk\u00fchlen -Ab- und Aufladen Auroras hat nun Schilde, wenn er die neuen Schildgeneratoren verwendet Angepasste Triebwerke am Avenger, so dass seine Verz\u00f6gerung \u00e4hnlich ist wie seine Beschleunigung Avenger Triebwerkeffekte sind nicht mehr gr\u00fcn behoben Ein Problem, das dazu f\u00fchrte, dass sich der Charakter falsch am Gladius befestigte, wenn er in der Cockpit-Arena sa\u00df. Kommandantenmen\u00fc erscheint nicht mehr, wenn man auf dem R\u00fccksitz einer Super Hornet Angepassten Materialien sitzt, so dass gebrochenes m50 Cockpitglas die Sicht nicht so stark beeintr\u00e4chtigt wurde Ein Problem, das verhinderte, dass die Entermesser-Fl\u00fcgelluke mit den Hartpunkten des Entermers interagiert wurde, zeigt nun gr\u00fcne Blasen an, wenn die Waffenhalterungen entfernt werden Fixed g-Kraft-Animationssystem, das das g- falsch transformiert hat.Vektor erzwingen und Charaktere in die falsche Richtung lehnen lassen Komponenten Behobenes Problem, bei dem Schiffsfarbenkomponenten den Schiffsstatus HUD anwiesen, ihnen zu zeigen, wenn sie ausgestattet sind Vanduul-Energiewaffen sollten nun so handeln, als w\u00e4ren sie Energiewaffen Gameplay Behobenes Problem, bei dem das Spiel keine Eingaben erkennen w\u00fcrde, wenn es sich langsam bewegt. ein Joystick behoben ein Problem, das dazu f\u00fchrte, dass Joysticks bei Nichtgebrauch \"wach\" blieben Konstante Querbeschleunigungswerte f\u00fchren nicht mehr zu einem kumulativen Aufbau der G-Druck-Benutzeroberfl\u00e4che behoben ein Problem, das gelegentlich dazu f\u00fchrte, dass die \"Presse x wenn sie bereit ist\" f\u00fcr Vanduul Swarm Coop unsichtbar war behoben ein Problem, bei dem mehrere Spieler, die sich st\u00e4ndig in einer Lobby bewegen, f\u00fchren dazu, dass sich ihre Schiffsauswahlen \u00fcberschneiden Umgebung Entfernte unplatzierte unsichtbare Kollisionen im Aeroview Hangar behoben Einige r\u00fcckw\u00e4rtige Warnhinweise im Aeroview Hangar behoben Einige kleine L\u00f6cher in der Aeroview Hangargeometrie behoben Einige sichtbare einseitige Geometrien im Self Landing wurden korrigiert. Hangar Fixed einige Grafiken, die in der Self Land Hangar Fixed einige flackernde Texturen in der VFG Industrial Hangar Fixed einige Grafiken, die in der VFG Industrial Hangar tauchten in und aus der VFG Industrial Hangar Andere Probleme behoben ein Problem, das dazu f\u00fchrte, dass die Matchmaking-System zu Engpass bei hohen Werten Bev\u00f6lkerung bekannte Probleme: Schiffe Alle Schiffe au\u00dfer der Hornisse fehlen Schiffsspuren beim Tragen eines Kerns Mehrere Schiffe haben Radarsichtprobleme, da der Helm die Sicht blockiert, die 300er Serie fehlt ihre Steuerbordk\u00fchlkomponenten 350r werden manchmal mit besch\u00e4digten Komponenten laichen Aurora Einl\u00e4sse zeigen keine Farbe Aurora CL zeigt keine G-Kraftanimationen f\u00fcr den Charakter Einige Teile des Nasenabschnitts f\u00fcr den R\u00e4cher nehmen keinen Schaden Mustang Beta kann eine der T\u00fcren im Kabinenschwimmer dar\u00fcber haben, wenn er benutzt wird Entermesser befestigt nicht seine Trireme-Triebwerke f\u00fcr seine Standardausladung (sie k\u00f6nnen im Holotable hinzugef\u00fcgt werden) Freelancer-Laderampe hat keine Kollision Freelancer-Haupttriebwerke fehlen Komponenten Benutzerordner-Probleme k\u00f6nnen dazu f\u00fchren, dass Waffenmunition verloren geht sowie andere Schiffskomponenten-St\u00f6rungen MaxOx NN-13 Neutron Cannon - Misnamed as MaxOx NP-14 Neutronenkanone Rattler Cluster Rakete zweite Stufe Raketen werden alle die gleiche Trajektorie verwenden Raketen erben keine Geschwindigkeit von dem Schiff, das sie startet Seal Corporation Schadenseffekt zeigt falsch, wenn sie auf einem Aurora Seal Corporation Schild ausgestattet sind Generatoren werden nicht sichtbar sein, wenn sie mit Hornissen Gameplay ausgestattet sind Vanduul Raketen \u00fcberspringen ihren Flug Phase in Coop Vanduul Swarm, die verhindert, dass eine Raketenwarnung angezeigt wird, und dazu f\u00fchrt, dass sich die Rakete unter Verwendung von HOMAS oder TrackIR zu den Zielen teleportiert, w\u00e4hrend der Einsatz von Target Focus den Kopf des Spielers sch\u00fcttelt und sich unkontrolliert bewegt. Das mehrfache \u00d6ffnen des Holotables kann dazu f\u00fchren, dass das Spiel abst\u00fcrzt. wie schnell sich ein Schiff seinem Ziel n\u00e4hert (geschieht nur innerhalb weniger hundert Meter) Schildh\u00e4rte im Holotable ist zu klein f\u00fcr Mustangs und Schildkomponente der 300er Serie auf dem Aurora-Schiffsstatus HUD ist zu gro\u00df Raketen haben einen kleinen Teil des Schiffes, das nach dem Start eine Benutzeroberfl\u00e4che anspricht Mehrere Gegenst\u00e4nde im Spiel fehlen im Text und zeigen ihre interne Namen Farbobjekte in der Holotabelle sind Platzhalter Das Zur\u00fcckladen in eine Lobby setzt die Schiffsauswahl auf den Standardwert zur\u00fcck (manchmal geschieht dies nicht visuell, aber immer noch im Backend) Power Gashebel funktioniert nicht Andere Probleme Der Charakter wird manchmal mit dem Helm nach hinten spawnen F\u00fcr Spieler, die derzeit ihren Launcher auf die PTU eingestellt haben, Bitte gehen Sie wie folgt vor: Melden Sie sich beim Launcher an Klicken Sie auf das Zahnrad oben rechts Aktivieren Sie erweiterte Einstellungen Klicken Sie auf'Auf Standardwerte zur\u00fccksetzen' Klicken Sie auf'Alle Einstellungen zur\u00fccksetzen'.","zh_CN":"Star Citizen Patch v1.0.3\n\nAdditions: Ships Added various Gladius audio\n\nUpdated textures for M50 tires\n\n\n\nComponents Added a new size 3 ballistic weapon: Gallenson Tactical Tarantula-870-Mk3\n\n\n\nUser Interface Added a power throttle to the power management UI to make reducing ship signature easier (currently doesn\u2019t work)\n\nAdded back end support for improved disconnection messages\n\n\n\n\n\nBalance\/Tweaks: Ships Replaced Avenger Suckerpunch cannons with CF-007 Laser Repeaters while Suckerpunch cannons are still being developed\n\n\n\nComponents Omnisky 3 recharge rate reduced\n\nOmnisky 6 recharge rate reduced\n\nKLWE Mass Driver heat generation increased\n\n60mm ammo mass increased\n\n60mm projectile speed increased\n\n60mm damage increased\n\n60mm energy damage reduced\n\nPanther cooling rate increased\n\nTigerstreik ammo size changed to 25mm\n\nTigerstreik ammo box adjusted to hold 800 rounds\n\nIncreased rotational acceleration for all missiles\n\nSlightly reduced the range at which all missiles can lock onto a target\n\nReduced the amount of noise chaff generates\n\nAdjusted shield hit points to scale with component size and number of quadrants\n\nAdjusted shield regen delay and time to fully recharge to scale with component size\n\nSplash shields now allow a portion of direct fire to penetrate the shield barrier\n\nSplash shields are absorbing more damage than intended\n\nDirect Damage shields now allow a portion of splash damage to penetrate the shield barrier\n\n\n\nGameplay Added a delay for when the next shot will be available if an energy weapon runs dry\n\nIncreased collision for the characters head to match the size of the head\n\nLateral G system will now cause diminishing returns if player doesn\u2019t allow pilot full recovery before engaging lateral G\u2019s again\n\n\n\n\n\nFixes: Ships Aurora CL ES LX ER \u2013 Weapons equipped to the wing hard points will now cool-down and recharge\n\nAuroras will now have shields when using the new shield generators\n\nAdjusted thrusters on the Avenger so that its deceleration is similar to its acceleration\n\nAvenger thruster effects are no longer green\n\nFixed an issue that was causing character to incorrectly attach to the Gladius when sitting in the cockpit\n\nArena commander menu will no longer appear when sitting in the back seat of a Super Hornet\n\nAdjusted materials so that broken m50 cockpit glass doesn\u2019t hamper visibility as much\n\nFixed an issue that was preventing the Cutlass wing hatch from being interacted with\n\nCutlass hardpoints will now show green bubbles if weapon mounts are removed\n\nFixed g-force animation system that was incorrectly transforming the g-force vector and causing characters to lean in the wrong direction\n\n\n\nComponents Fixed issue where ship paint components were telling the ship status HUD to show them when equipped\n\nVanduul energy weapons should now act like they are energy weapons\n\n\n\nGameplay Fixed an issue where the game would fail to detect input when slowly moving a joystick\n\nFixed an issue that was causing Joysticks to stay \u2018awake\u2019 when not in use\n\nConstant lateral acceleration values will no longer cause cumulative buildup of G pressure\n\n\n\nUser Interface Fixed an issue that occasionally caused the \u2018press x when ready\u2019 to be invisible for Vanduul Swarm Coop\n\nFixed an issue where multiple players persistently moving around in a lobby will cause their ship selections to overlap\n\n\n\nEnvironment Removed misplaced invisible collision in Aeroview Hangar\n\nFixed some backwards warning labels in the Aeroview Hangar\n\nPatched up some small holes in the Aeroview hangar geometry\n\nFixed some visible one sided geometry in the Self Land Hangar\n\nFixed some graphics that were popping in and out in the Self Land Hangar\n\nFixed some flickering textures in the VFG Industrial Hangar\n\nFixed some graphics that were popping in and out in the VFG Industrial Hangar\n\n\n\nOther issues Fixed an issue that was causing the matchmaking system to bottleneck at high population values\n\n\n\n\n\nKnown Issues: Ships All ships aside from the Hornet are missing ship trails when carrying a Core\n\nSeveral ships are having radar visibility issues due to the helmet blocking the view\n\n300 series are missing their starboard cooling components\n\n350r will sometimes spawn with damaged components\n\nAurora intakes aren\u2019t displaying paint\n\nAurora CL is not showing G-force animations for the character\n\nSome parts of the nose section for the Avenger are not taking damage\n\nMustang Beta can have one of the doors in the cabin float above it if it\u2019s used\n\nCutlass isn\u2019t attaching its Trireme thrusters for its default loadout (they can be added in the holotable)\n\nFreelancer loading ramp has no collision\n\nFreelancer Main Thrusters are missing\n\n\n\nComponents User folder issues can cause weapon ammunition to go missing as well as other ship component malfunctions\n\nMaxOx NN-13 Neutron Cannon \u2013 Misnamed as MaxOx NP-14 Neutron Cannon\n\nRattler Cluster missile second stage rockets will all use the same trajectory\n\nMissiles aren\u2019t inheriting velocity from the ship that launches them\n\nSeal Corporation damage effect displays incorrectly when equipped on an Aurora\n\nSeal Corporation shield generators will not be visible when equipped to Hornets\n\n\n\nGameplay Vanduul missiles are skipping their flight phase in Coop Vanduul Swarm which prevents a missile warning from being shown and results in the missile teleporting to the targets face\n\nUsing HOMAS or TrackIR whilst using Target Focus causes the players head to shake and move uncontrollably\n\nOpening the holotable multiple times can cause the game to crash\n\n\n\nUser Interface Lag pips will drop out with increased distance depending on how quickly a ship is approaching their target (only happens within a few hundred meters)\n\nShield hardpoint in the holotable is too small for Mustangs and 300 series\n\nShield component on the Aurora ship status HUD is too large\n\nMissiles have a small portion of the ship targeting UI on them after being launched\n\nMultiple in game items are missing text and are displaying their internal names\n\nPaint objects in the holotable are placeholders\n\nLoading back into a lobby will reset the ship selection to its default (sometimes this doesn\u2019t happen visually but still happens on the backend)\n\nPower throttle doesn\u2019t work\n\n\n\nOther Issues Character will sometimes spawn with the helmet on backwards\n\n\n\n\n\nFor players that currently have their launcher set to the PTU, please do the following: Log into the launcher\n\nClick on the cog in the upper right\n\nEnable advanced settings\n\nClick \u2018Reset to Defaults\u2019\n\nClick \u2018Reset all Settings\u2019"},"links_count":0,"comment_count":98,"created_at":"2015-02-19T00:00:00+00:00","created_at_human":"11 years ago"},"meta":{"processed_at":"2026-05-08 05:18:42","valid_relations":["images","links"],"prev_id":14512,"next_id":14514}}