{"data":{"id":14609,"title":"Star Citizen Patch v1.1.0","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/\/14609-Star-Citizen-Patch-V110","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/14609","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/14609","channel":"Transmission","category":"General","series":"Release Info","images":[],"images_count":0,"translations":{"en_EN":"There have been significant changes to this version of the game that will require reinstalling the entire game client. It will be required to uninstall the game and delete any files that remain afterwards before downloading the new patch.\n\n1.1.0 Installation Guide\nFeedback:\nOnce you\u2019re back in the game, we greatly appreciate any feedback about changes that have made. We\u2019re using a forum thread here.\n\nContents:\nAdditions\n\nBalance\/Tweaks\n\nFixes\n\nKnown Issues\n\nAdditions:\n\nGameplay\n** Added Free Flight Multiplayer\n** Added backend functionality for IFCS to turn off when a ship lands\n** Added Landing\/Docking mode to Free Flight (engaged using N)\n** Added ability for ships to request landing permission in Free Flight (engaged using middle mouse button while Landing\/Docking is active)\n** Added Automatic Approach landing mode to Free Flight (engaged using M when in range of a landing zone after having been given permission to land)\n** Added groundwork tech for new ship damage state system\n** Added the Rental Equipment Credits system. Our community team have a walkthrough here\n** Added a system for ships to generate turbulence when using their thrusters to hover over something\nShips\n** Gladius is now combat ready\n** Added new ship damage state system to the Gladius\n** Retaliator is now hangar ready\nComponents\n** Added Aurora SXSW paint skin\n** Redesigned ballistic weapons so they have their own loadouts which will allow them to automatically be attached with ammunition\nUser Interface\n** Added a visual overheat warning to the HUD to accompany the auditory warning\n** Added identifier numbers to the end of non-unique Vanduul in Vanduul swarm\n** Added HUD element to display status of ESP toggle (no keybinding option yet but it can be turned on and off in the Main Menu)\n** Added HUD element to display when landing gear is deploying and deployed\n** Added an altimeter for Landing\/Docking mode to show ships how far away from the platform the ship is\n** Added Rental Equipment Credits to scoreboard (the total value of credits earned is not calculated until the match is over)\n** Added ping value to scoreboard (currently doesn\u2019t work)\n** Added custom sensitivity curves to control options\n** Added backend support to allow the creation of subgroups within subgroups in control options\nEnvironment\n** Added Simpod to hangar (replaces ship cockpit arena commander menu)\n** Added Xian ship miniature\n** Added Khartu-Al ship miniature\n\nBalance\/Tweaks:\n\nGameplay\n** Increased number of landing platforms in Free Flight to 8\n** Changed friendly fire system \u2013 Pilots now receive \u201cInfractions\u201d for doing an amount of friendly fire damage in a short space of time. Too many of these causes them to be kicked from the game\n** Comstab is less aggressive in how quickly it decelerates the ship which will lead to some drift\n** Scoreboard is now bound to the tab key\n** Freelook is now bound right ctrl+tab\n** Crouch is now bound to ctrl\n** G-safe now limits based on ship velocities rather than set points\nShips\n** Adjusted handling for multiple ship families\n** Updated lighting system for 300 series\n** 300 series have had their wing mount size changed to the correct value of size 2\n** Aurora headlights system updated to use multiple light sources\n** Hornets have had their ball turret weapon mount size changed to the correct value of size 2\n** Hornets now fold their wings back while landing\n** The Cutlass have had their turret weapon mount size changed to the correct value of size 2\n** M50 can now mount size 2 weapons on its wings if it is not using gimbals\n** Mustang nose turret adjusted to hold size 1 weapons\nComponents\n** Replaced Mass Driver Cannon fire sound with something more appropriate for a 60mm Ballistic (was laser)\n** Gimbaled weapon mounts have been adjusted so that they now hold weapons that are one size smaller than the mount\n** Fixed mounts are now a part of the ship and allow weapons equal to the slot size to be attached to the ship without the need of an additional equipment\n** Adjusted damage and heat per shot for Sledge II to normalize it vs other size 1 weapons\n** Adjusted missile mass to a more realistic value\n** Rattler second stage rockets are slightly faster and have better acceleration\nUser Interface\n** Removed Arena Commander UI from all ship cockpits (available through Simpod and escape menu)\n** Removed landing pads from ship radar sphere unless ship is in landing mode\n** G-safe light deactivates when boost is held down\n** Self-destruct is now a customizable binding\n** Holotable now sorts items based on type, subtype (where applicable) and name\n** Holotable can now be interacted with after pressing F (no longer need to press tab)\n** Changed importing custom control setups so that it allows the entire default profile to be overridden based on forum feedback\n\nFixes:\n\n(PTU) \u2013 Denotes an issue from PTU that was fixed\n\nGameplay\n** REC now reports to the website(PTU)\n** Ships are now able to take off if a pilot reenters a seat after they land using automatic approach(PTU)\n** Fixed multiple issues where landing a ship would prevent it from being able to take off(PTU)\n** Fixed issue where using AMD crossfire would cause the new damage state system to display incorrectly(PTU)\n** Fixed an issue that was causing AI pilots to misjudge the position of a ship they were trying to avoid\n** Fixed final kill alert sound playing any time a ships is destroyed after a pilot reaches 13000 points in battle royale\n** Fixed a bug where calculated torque was occasionally incorrect causing instability in the ship\n** Fixed issue that was causing thrusters to twitch back and forth\n** Fixed Vanduul missiles skipping their flight phase in Coop Vanduul Swarm\n** Enemy and friendly NPC ships are now spawning correctly in Dying Star Vanduul Swarm(PTU)\n** Fixed an issue that was causing time played to be reported incorrectly\n** Fixed an issue where opening the holotable after equipping certain weapons would cause the game to crash(PTU)\n** Increased distance that ships will deploy their landing gear to prevent them from pushing themselves off the landing platform(PTU)\n** Fixed an issue where passengers entering a ship while the pilot is still sitting in the cockpit will cause the pilot to go through the same animations(PTU)\n** Characters should now die when hitting collision at high speed instead of going through it(PTU)\n** Fixed an issue where using HOMAS or TrackIR whilst using Target Focus causes the players head to shake and move uncontrollably\n** Fixed issue where character will sometimes spawn with the helmet on backwards\nShips\n** 300 series have their starboard cooling components back\n** 350r now respawns without damaging its components\n** 350r center of mass was in the wrong location and has been corrected*\n** Mustang Beta will no longer have one of the doors in the cabin float above it if it\u2019s used\n** Mustang variant ships were using the incorrect thrusters(PTU)\n** Retaliator now appears in the hangar(PTU)\nComponents\n** Fixed several shield generators having visible one sided geometry in the holotable\n** Adjusted weapon tech setup that was preventing the 9-Series Longsword from animating when fired\n** MaxOx NN-13 Neutron Cannon has had its name corrected\n** Tigerstriek is no longer missing collision\nUser Interface\n** Fixed an issue that was causing the game client to steal mouse focus when loading into the hangar\n** Fixed an issue that was causing the scoreboard to appear when modifier keys were pressed with the tab button\n\nKnown Issues:\n\nGameplay\n** Network divergence can cause situations where it appears like a ship is not taking damage when the shots are actually missing\n** A combination of sprinting and shaking the mouse can cause the character to clip through a number of game objects\n** Sprinting and jumping into walls will sometimes cause the character to fall out of the game world\n** Weapons fire can appear offset from weapon muzzle when fired while moving\n** Entering or exiting a ship will cause other clients to see the character T-pose\n** Characters rolling while prone is not seen by other clients\n** Characters will sometimes fail to animate correctly when exiting the pilot seat after landing\n** Lateral G-Force head animation is too fast which causes the camera to jerk around while strafing\nShips\n** All ships aside from the Hornet are missing ship trails when carrying a Core\n** Multiple ships will sometimes tilt back when landing on landing platforms\n** 300i jitters after having landed on a landing pad\n** Aurora intakes aren\u2019t displaying paint\n** Aurora are not showing lateral G-force animations for the character\n** Avenger has some doors that cannot be opened in multiplayer\n** Entering the back seat of the Gladiator plays the animation for entering the front seat.\n** Freelancer loading ramp has no collision\n** Cutlass isn\u2019t attaching its Trireme thrusters for its default loadout\n** Cutlass Trireme thrusters are not able to be attached in the holotable (this will be left this way until they are ready for use)\n** Character is sunk into the seat when sitting in the Cutlass Blue and Red\n** There will sometimes be an invisible block of collision in the cargo area of the Cutlass after landing the ship\n** Freelancer loading ramp has no collision\n** Freelancer main thrusters are missing\n** Multiple objects in the Retaliator are missing use prompts\n** Retaliator maneuvering thrusters are not in landing mode when in the hangar\nComponents\n** User folder issues can cause weapon ammunition to go missing as well as other ship component malfunctions\n** Rattler Cluster missile second stage rockets will all use the same trajectory\n** Missiles aren\u2019t inheriting velocity from the ship that launches them\n** Seal Corporation shield generators will not be visible when equipped to Hornets\nUser Interface\n** 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** Scoreboard is not able to be opened when in spectator mode\n** Shield hardpoint in the holotable is too small for Mustangs and 300 series\n** Ship status HUD for Gladius will display damage incorrectly\n** Missiles have a small portion of the ship targeting UI on them after being launched\n** Multiple in game items and ships are missing text and are displaying their internal names\n** Paint objects in the holotable are placeholders\n** Loading 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** Power throttle doesn\u2019t work\nEnvironment\n** There are several locations in the hangars where the character can fall out of the world\n\nBack to top","de_DE":"Es gab bedeutende \u00c4nderungen an dieser Version des Spiels, die eine Neuinstallation des gesamten Spielclients erfordern. Es ist erforderlich, das Spiel zu deinstallieren und alle danach verbleibenden Dateien zu l\u00f6schen, bevor Sie den neuen Patch herunterladen.\n\n1.1.0 Installationsanleitung\nR\u00fcckmeldung:\nSobald du wieder im Spiel bist, freuen wir uns \u00fcber jedes Feedback zu den vorgenommenen \u00c4nderungen. Wir verwenden hier einen Forum-Thread.\n\nInhalt:\nAdditions Balance\/Tweaks behebt bekannte Probleme Additions:\n\nGameplay\n\nHinzugef\u00fcgter Freiflug-Multiplayer Hinzugef\u00fcgte Backend-Funktionalit\u00e4t f\u00fcr IFCS zum Ausschalten, wenn ein Schiff landet Hinzugef\u00fcgter Lande-\/Anker-Modus zum Freiflug (aktiviert mit N) Hinzugef\u00fcgte F\u00e4higkeit f\u00fcr Schiffe, eine Landeerlaubnis im Freiflug anzufordern (aktiviert mit der mittleren Maustaste, w\u00e4hrend Landen\/Ankern aktiv ist) Hinzugef\u00fcgter automatischer Lande-Modus zum Freiflug (aktiviert mit M, wenn in Reichweite einer Landezone, nachdem sie die Erlaubnis zur Landung erhalten hat) Hinzugef\u00fcgter Grundarbeitstechnologie f\u00fcr ein neues Schiffsschadenszustandssystem hinzugef\u00fcgt Das System f\u00fcr Leihausr\u00fcstung wurde hinzugef\u00fcgt. Unser Community-Team hat hier einen Walkthrough hinzugef\u00fcgt Ein System f\u00fcr Schiffe, um Turbulenzen zu erzeugen, wenn sie mit ihren Triebwerken \u00fcber etwas schweben.\nSchiffe Gladius ist jetzt kampfbereit Neues Schiffsschadenszustandssystem zum Gladius Vergelter hinzugef\u00fcgt ist jetzt Hangar bereit\nKomponenten hinzugef\u00fcgt Aurora SXSW Lackhaut Neu gestaltete ballistische Waffen, so dass sie ihre eigenen Ausladungen haben, die es ihnen erm\u00f6glichen, automatisch mit Munition befestigt zu werden.\nBenutzeroberfl\u00e4che Hinzuf\u00fcgen einer visuellen \u00dcberhitzungswarnung zum HUD, um die akustische Warnung zu begleiten Hinzuf\u00fcgen von Identifizierungsnummern zum Ende von Nicht-HUDs.einzigartiges Vanduul in Vanduul Schwarm hinzugef\u00fcgtes HUD-Element zur Anzeige des Status des ESP-Umschalters (noch keine Tastenbedienung, aber im Hauptmen\u00fc kann es ein- und ausgeschaltet werden) hinzugef\u00fcgtes HUD-Element zur Anzeige, wenn das Fahrwerk ausgefahren und ausgefahren wird Hinzugef\u00fcgt ein H\u00f6henmesser f\u00fcr den Lande-\/Anker-Modus, um Schiffen zu zeigen, wie weit von der Plattform entfernt das Schiff ist. ist Added Rental Equipment Credits to Scoreboard (der Gesamtwert der verdienten Credits wird erst berechnet, wenn das Spiel vorbei ist) Added ping value to Scoreboard (funktioniert derzeit nicht) Added custom sensitivity curves to control options Added Backend support to allow the creation of subgroups within subgroups in control options\nUmgebung Simpod zum Hangar hinzugef\u00fcgt (ersetzt das Cockpit Arena Commander Men\u00fc) Xian Schiffsminiatur hinzugef\u00fcgt Khartu-Al Schiffsminiatur Balance\/Tweaks hinzugef\u00fcgt:\n\nGameplay\n\nErh\u00f6hung der Anzahl der Landeplattformen im Freiflug auf 8 Ge\u00e4nderte befreundete Feuerl\u00f6schanlagen - Piloten erhalten nun \"Infraktionen\", um in kurzer Zeit einen Teil des Befreundungsschadens zu verursachen. Zu viele dieser Ursachen verursachen, dass sie aus dem Spiel getreten werden Comstab ist weniger aggressiv, wie schnell es das Schiff verlangsamt, was zu einigen Drifts f\u00fchren wird Scoreboard ist jetzt an die Tab-Taste gebunden Freelook ist jetzt rechts gebunden ctrl+tab Crouch ist jetzt an ctrl G-safe jetzt Grenzen basierend auf Schiffsgeschwindigkeiten statt Sollwerte gebunden.\nSchiffe Angepasstes Handling f\u00fcr mehrere Schiffsfamilien Aktualisiertes Beleuchtungssystem f\u00fcr die 300er Serie 300 hat ihre Fl\u00fcgelhalterung auf den richtigen Wert der Gr\u00f6\u00dfe 2 ge\u00e4ndert Aurora Scheinwerfer-System aktualisiert, um mehrere Lichtquellen zu verwenden Hornissen haben ihre Kugelturmwaffenhalterung auf den richtigen Wert der Gr\u00f6\u00dfe 2 Hornissen jetzt ihre Fl\u00fcgel zur\u00fcckklappen lassen, w\u00e4hrend der Landung Die Entermesser haben ihre Turmwaffenhalterung auf den richtigen Wert der Gr\u00f6\u00dfe 2 M50 ge\u00e4ndert bekommen, k\u00f6nnen jetzt Waffen der Gr\u00f6\u00dfe 2 an ihren Fl\u00fcgeln montieren, wenn sie nicht kardanische Kardanringe verwenden Mustang Nase Turm angepasst, um Waffen der Gr\u00f6\u00dfe 1 zu halten.\nKomponenten Ersetzter Mass Driver Cannon Feuerschall durch etwas besser geeignetes f\u00fcr eine 60mm Ballistische (war Laser) Kardanische Waffenhalterungen wurden so angepasst, dass sie nun Waffen halten, die eine Nummer kleiner als die Halterung sind Feste Halterungen sind jetzt ein Teil des Schiffes und erm\u00f6glichen es, Waffen in der gleichen Schlitzgr\u00f6\u00dfe an dem Schiff ohne die Notwendigkeit einer zus\u00e4tzlichen Ausr\u00fcstung anzubringen Angepasste Sch\u00e4den und W\u00e4rme pro Schuss f\u00fcr Schlitten II, um es gegen\u00fcber anderen Waffen der Gr\u00f6\u00dfe 1 zu normalisieren Angepasste Raketenmasse auf einen realistischeren Wert einzustellen Rattler Raketen der zweiten Stufe sind etwas schneller und haben eine bessere Beschleunigung.\nBenutzeroberfl\u00e4che Entfernt Arena Commander UI aus allen Schiffscockpits (verf\u00fcgbar \u00fcber Simpod und Escape-Men\u00fc) Entfernt Landepads aus dem Schiffsradarkugel, es sei denn, das Schiff befindet sich im Landemodus G-safe Licht deaktiviert, wenn der Boost gedr\u00fcckt gehalten wird Selbstzerst\u00f6rung ist jetzt eine anpassbare Bindung Holotable sortiert nun Elemente nach Typ, Subtyp (falls zutreffend) und Name Holotable kann nun nach Dr\u00fccken von F (nicht mehr n\u00f6tig) interagiert werden Ge\u00e4nderte Import von benutzerdefinierten Steuerungseinstellungen, so dass es erlaubt, das gesamte Standardprofil basierend auf Forum Feedback Fixes zu \u00fcberschreiben:\n\n(PTU) - Bezeichnet ein Problem mit der PTU, das behoben wurde.\n\nGameplay\n\nREC berichtet nun an die Website (PTU) Schiffe k\u00f6nnen nun abheben, wenn ein Lotse nach der Landung wieder einen Sitzplatz einnimmt, nachdem er mit Hilfe des Automatic Approach (PTU) gelandet ist. Mehrere Probleme wurden behoben, bei denen die Landung eines Schiffes verhindern w\u00fcrde, dass es abheben kann (PTU) Ein Problem behoben, bei dem die Verwendung von AMD-Kreuzfeuer dazu f\u00fchren w\u00fcrde, dass das neue Schadenszustandssystem falsch angezeigt wird (PTU) Ein Problem behoben, das dazu f\u00fchrte, dass KI-Piloten die Position eines Schiff, das sie versuchten, Fixed Final Kill Alert Sound zu vermeiden, das jedes Mal spielt, wenn ein Schiff zerst\u00f6rt wird, nachdem ein Lotse 13000 Punkte in der Schlacht Royale erreicht hat. Fixed a bug where calculated torque was sometimes incorrect causing instability in the ship Fixed issue that was causing thrusters to twitch back and forth Fixed Vanduul racks skipping their flight phase in Coop Vanduul Swarm Enemy and friendly NPC ships are jetzt korrekt laichend in Dying Star Vanduul Swarm(PTU) Behebt ein Problem, das dazu f\u00fchrte, dass die gespielte Zeit falsch gemeldet wurde Behoben ein Problem, bei dem das \u00d6ffnen des Holotable nach dem Ausr\u00fcsten bestimmter Waffen zum Absturz des Spiels f\u00fchren w\u00fcrde (PTU) Gr\u00f6\u00dfere Entfernung, die Schiffe mit ihrem Fahrwerk einsetzen werden, um zu verhindern, dass sie sich von der Landeplattform st\u00fcrzen (PTU) Behoben ein Problem, bei dem Passagiere, die in eine Schiff, w\u00e4hrend der Pilot noch im Cockpit sitzt, wird dazu f\u00fchren, dass der Pilot die gleichen Animationen durchl\u00e4uft (PTU) Charaktere sollten nun sterben, wenn sie mit hoher Geschwindigkeit auf eine Kollision treffen, anstatt sie zu durchlaufen (PTU) Es wurde ein Problem behoben, bei dem die Verwendung von HOMAS oder TrackIR w\u00e4hrend der Verwendung von Target Focus dazu f\u00fchrt, dass der Kopf des Spielers zittert und sich unkontrolliert bewegt (Fixed issue), bei dem der Charakter manchmal mit dem Helm auf dem R\u00fccken spawnen wird.\nSchiffe der 300er Serie haben ihre steuerbordseitigen K\u00fchlkomponenten zur\u00fcck 350r jetzt neu besetzt, ohne ihre Komponenten zu besch\u00e4digen 350r Massenschwerpunkt war an der falschen Stelle und wurde korrigiert* Mustang Beta wird keine der T\u00fcren im Kabinenschwimmer dar\u00fcber haben, wenn es verwendet wird Mustang-Variantenschiffe mit den falschen Triebwerken (PTU) Vergelter erscheint jetzt im Hangar (PTU)\nKomponenten Repariert mehrere Schildgeneratoren mit sichtbarer einseitiger Geometrie im holotablen angepassten Waffentechnik-Setup, das verhinderte, dass das Langschwert der 9er-Serie animierte, wenn es abgefeuert wurde MaxOx NN-13 Neutronenkanone hat ihren Namen korrigieren lassen Tigerstriek fehlt nicht mehr Kollisionen\nBenutzeroberfl\u00e4che Behebt ein Problem, bei dem der Spielclient beim Laden in den Hangar den Mausfokus stiehlt. Es wurde ein Problem behoben, das dazu f\u00fchrte, dass die Anzeigetafel angezeigt wurde, wenn Modifikatortasten mit der Registerkarte Bekannte Probleme gedr\u00fcckt wurden:\n\nGameplay\n\nNetzwerkdivergenz kann Situationen verursachen, in denen es den Anschein hat, dass ein Schiff keinen Schaden erleidet, wenn die Sch\u00fcsse tats\u00e4chlich fehlen Eine Kombination aus Sprinten und Sch\u00fctteln der Maus kann dazu f\u00fchren, dass der Charakter durch eine Reihe von Spielobjekten springt und in W\u00e4nde springt, wird manchmal dazu f\u00fchren, dass der Charakter aus der Spielwelt f\u00e4llt Waffenfeuer kann versetzt von der Waffenm\u00fcndung erscheinen, wenn er w\u00e4hrend der Bewegung gez\u00fcndet wird Das Betreten oder Verlassen eines Schiffes f\u00fchrt dazu, dass andere Kunden den Charakter T- sehen.Pose Charaktere rollen, w\u00e4hrend sie von anderen Kunden nicht gesehen werden Charaktere k\u00f6nnen manchmal nicht richtig animieren, wenn sie den Pilotensitz nach der Landung verlassen Seitliche G-Force Kopfanimation ist zu schnell, was dazu f\u00fchrt, dass die Kamera beim Straffen ruckelt.\nSchiffe Alle Schiffe au\u00dfer der Hornisse fehlen Schiffsspuren, wenn sie einen Kern tragen Mehrere Schiffe neigen sich manchmal nach hinten, wenn sie auf Landeplattformen landen 300i Bammel, nachdem sie auf einem Landeplatz gelandet sind Aurora Einl\u00e4sse zeigen keine Farbe Aurora zeigen keine seitlichen G-Kraft-Animationen f\u00fcr den Charakter Avenger hat einige T\u00fcren, die im Mehrspieler-Modus nicht ge\u00f6ffnet werden k\u00f6nnen Der Eintritt in den R\u00fccksitz des Gladiators spielt die Animation f\u00fcr den Eintritt in den Vordersitz. Freelancer Laderampe hat keine Kollision Entermesser befestigt nicht seine Trireme-Triebwerke f\u00fcr seine Standard-Auslastung Entermesser Trireme-Triebwerke k\u00f6nnen nicht im Holotisch befestigt werden (dies wird so bleiben, bis sie einsatzbereit sind) Charakter wird in den Sitz versenkt, wenn er im Entermesser Blau und Rot sitzt. wird manchmal ein unsichtbarer Kollisionsblock im Laderaum des Messers nach der Landung des Schiffes Freelancer Laderampe hat keine Kollision Freelancer Haupttriebwerke fehlen Mehrere Objekte im Vergelter fehlen fehlen Gebrauchsanweisungen Vergeltungsman\u00f6vertriebwerke sind nicht im Landemodus, wenn sie im Hangar sind.\nKomponenten Benutzerordner Probleme k\u00f6nnen dazu f\u00fchren, dass Waffenmunition verloren geht, sowie andere Fehlfunktionen von Schiffskomponenten Rattler Cluster Raketen der zweiten Stufe werden alle die gleiche Trajektorie verwenden Raketen erben keine Geschwindigkeit von dem Schiff, das sie startet Seal Corporation Schildgeneratoren werden nicht sichtbar sein, wenn sie f\u00fcr Hornissen ausgestattet sind.\nUser Interface Lag Pips fallen mit zunehmender Entfernung aus, je nachdem, wie schnell sich ein Schiff seinem Ziel n\u00e4hert (geschieht nur innerhalb weniger hundert Meter) Scoreboard kann nicht ge\u00f6ffnet werden, wenn es sich im Zuschauermodus befindet Schildh\u00e4rte im Holotable ist zu klein f\u00fcr Mustangs und 300er Serie Schiffsstatus HUD f\u00fcr Gladius zeigt Sch\u00e4den falsch an Raketen haben ein kleines Teil des Schiffes, das nach dem Start auf sie zielt Mehrere Elemente im Spiel und Schiffe fehlen Text und zeigen ihre internen Namen an Paint objects in the holotable are placeholders Laden zur\u00fcck in eine Lobby setzt die Schiffsauswahl auf den Standard zur\u00fcck (manchmal geschieht dies nicht visuell, aber immer noch im Backend) Power Gashebel funktioniert nicht.\nUmgebung Es gibt mehrere Stellen in den Hangars, an denen der Charakter aus der Welt fallen kann Zur\u00fcck nach oben","zh_CN":"There have been significant changes to this version of the game that will require reinstalling the entire game client. It will be required to uninstall the game and delete any files that remain afterwards before downloading the new patch.\n\n1.1.0 Installation Guide\nFeedback:\nOnce you\u2019re back in the game, we greatly appreciate any feedback about changes that have made. We\u2019re using a forum thread here.\n\nContents:\nAdditions\n\nBalance\/Tweaks\n\nFixes\n\nKnown Issues\n\nAdditions:\n\nGameplay\n** Added Free Flight Multiplayer\n** Added backend functionality for IFCS to turn off when a ship lands\n** Added Landing\/Docking mode to Free Flight (engaged using N)\n** Added ability for ships to request landing permission in Free Flight (engaged using middle mouse button while Landing\/Docking is active)\n** Added Automatic Approach landing mode to Free Flight (engaged using M when in range of a landing zone after having been given permission to land)\n** Added groundwork tech for new ship damage state system\n** Added the Rental Equipment Credits system. Our community team have a walkthrough here\n** Added a system for ships to generate turbulence when using their thrusters to hover over something\nShips\n** Gladius is now combat ready\n** Added new ship damage state system to the Gladius\n** Retaliator is now hangar ready\nComponents\n** Added Aurora SXSW paint skin\n** Redesigned ballistic weapons so they have their own loadouts which will allow them to automatically be attached with ammunition\nUser Interface\n** Added a visual overheat warning to the HUD to accompany the auditory warning\n** Added identifier numbers to the end of non-unique Vanduul in Vanduul swarm\n** Added HUD element to display status of ESP toggle (no keybinding option yet but it can be turned on and off in the Main Menu)\n** Added HUD element to display when landing gear is deploying and deployed\n** Added an altimeter for Landing\/Docking mode to show ships how far away from the platform the ship is\n** Added Rental Equipment Credits to scoreboard (the total value of credits earned is not calculated until the match is over)\n** Added ping value to scoreboard (currently doesn\u2019t work)\n** Added custom sensitivity curves to control options\n** Added backend support to allow the creation of subgroups within subgroups in control options\nEnvironment\n** Added Simpod to hangar (replaces ship cockpit arena commander menu)\n** Added Xian ship miniature\n** Added Khartu-Al ship miniature\n\nBalance\/Tweaks:\n\nGameplay\n** Increased number of landing platforms in Free Flight to 8\n** Changed friendly fire system \u2013 Pilots now receive \u201cInfractions\u201d for doing an amount of friendly fire damage in a short space of time. Too many of these causes them to be kicked from the game\n** Comstab is less aggressive in how quickly it decelerates the ship which will lead to some drift\n** Scoreboard is now bound to the tab key\n** Freelook is now bound right ctrl+tab\n** Crouch is now bound to ctrl\n** G-safe now limits based on ship velocities rather than set points\nShips\n** Adjusted handling for multiple ship families\n** Updated lighting system for 300 series\n** 300 series have had their wing mount size changed to the correct value of size 2\n** Aurora headlights system updated to use multiple light sources\n** Hornets have had their ball turret weapon mount size changed to the correct value of size 2\n** Hornets now fold their wings back while landing\n** The Cutlass have had their turret weapon mount size changed to the correct value of size 2\n** M50 can now mount size 2 weapons on its wings if it is not using gimbals\n** Mustang nose turret adjusted to hold size 1 weapons\nComponents\n** Replaced Mass Driver Cannon fire sound with something more appropriate for a 60mm Ballistic (was laser)\n** Gimbaled weapon mounts have been adjusted so that they now hold weapons that are one size smaller than the mount\n** Fixed mounts are now a part of the ship and allow weapons equal to the slot size to be attached to the ship without the need of an additional equipment\n** Adjusted damage and heat per shot for Sledge II to normalize it vs other size 1 weapons\n** Adjusted missile mass to a more realistic value\n** Rattler second stage rockets are slightly faster and have better acceleration\nUser Interface\n** Removed Arena Commander UI from all ship cockpits (available through Simpod and escape menu)\n** Removed landing pads from ship radar sphere unless ship is in landing mode\n** G-safe light deactivates when boost is held down\n** Self-destruct is now a customizable binding\n** Holotable now sorts items based on type, subtype (where applicable) and name\n** Holotable can now be interacted with after pressing F (no longer need to press tab)\n** Changed importing custom control setups so that it allows the entire default profile to be overridden based on forum feedback\n\nFixes:\n\n(PTU) \u2013 Denotes an issue from PTU that was fixed\n\nGameplay\n** REC now reports to the website(PTU)\n** Ships are now able to take off if a pilot reenters a seat after they land using automatic approach(PTU)\n** Fixed multiple issues where landing a ship would prevent it from being able to take off(PTU)\n** Fixed issue where using AMD crossfire would cause the new damage state system to display incorrectly(PTU)\n** Fixed an issue that was causing AI pilots to misjudge the position of a ship they were trying to avoid\n** Fixed final kill alert sound playing any time a ships is destroyed after a pilot reaches 13000 points in battle royale\n** Fixed a bug where calculated torque was occasionally incorrect causing instability in the ship\n** Fixed issue that was causing thrusters to twitch back and forth\n** Fixed Vanduul missiles skipping their flight phase in Coop Vanduul Swarm\n** Enemy and friendly NPC ships are now spawning correctly in Dying Star Vanduul Swarm(PTU)\n** Fixed an issue that was causing time played to be reported incorrectly\n** Fixed an issue where opening the holotable after equipping certain weapons would cause the game to crash(PTU)\n** Increased distance that ships will deploy their landing gear to prevent them from pushing themselves off the landing platform(PTU)\n** Fixed an issue where passengers entering a ship while the pilot is still sitting in the cockpit will cause the pilot to go through the same animations(PTU)\n** Characters should now die when hitting collision at high speed instead of going through it(PTU)\n** Fixed an issue where using HOMAS or TrackIR whilst using Target Focus causes the players head to shake and move uncontrollably\n** Fixed issue where character will sometimes spawn with the helmet on backwards\nShips\n** 300 series have their starboard cooling components back\n** 350r now respawns without damaging its components\n** 350r center of mass was in the wrong location and has been corrected*\n** Mustang Beta will no longer have one of the doors in the cabin float above it if it\u2019s used\n** Mustang variant ships were using the incorrect thrusters(PTU)\n** Retaliator now appears in the hangar(PTU)\nComponents\n** Fixed several shield generators having visible one sided geometry in the holotable\n** Adjusted weapon tech setup that was preventing the 9-Series Longsword from animating when fired\n** MaxOx NN-13 Neutron Cannon has had its name corrected\n** Tigerstriek is no longer missing collision\nUser Interface\n** Fixed an issue that was causing the game client to steal mouse focus when loading into the hangar\n** Fixed an issue that was causing the scoreboard to appear when modifier keys were pressed with the tab button\n\nKnown Issues:\n\nGameplay\n** Network divergence can cause situations where it appears like a ship is not taking damage when the shots are actually missing\n** A combination of sprinting and shaking the mouse can cause the character to clip through a number of game objects\n** Sprinting and jumping into walls will sometimes cause the character to fall out of the game world\n** Weapons fire can appear offset from weapon muzzle when fired while moving\n** Entering or exiting a ship will cause other clients to see the character T-pose\n** Characters rolling while prone is not seen by other clients\n** Characters will sometimes fail to animate correctly when exiting the pilot seat after landing\n** Lateral G-Force head animation is too fast which causes the camera to jerk around while strafing\nShips\n** All ships aside from the Hornet are missing ship trails when carrying a Core\n** Multiple ships will sometimes tilt back when landing on landing platforms\n** 300i jitters after having landed on a landing pad\n** Aurora intakes aren\u2019t displaying paint\n** Aurora are not showing lateral G-force animations for the character\n** Avenger has some doors that cannot be opened in multiplayer\n** Entering the back seat of the Gladiator plays the animation for entering the front seat.\n** Freelancer loading ramp has no collision\n** Cutlass isn\u2019t attaching its Trireme thrusters for its default loadout\n** Cutlass Trireme thrusters are not able to be attached in the holotable (this will be left this way until they are ready for use)\n** Character is sunk into the seat when sitting in the Cutlass Blue and Red\n** There will sometimes be an invisible block of collision in the cargo area of the Cutlass after landing the ship\n** Freelancer loading ramp has no collision\n** Freelancer main thrusters are missing\n** Multiple objects in the Retaliator are missing use prompts\n** Retaliator maneuvering thrusters are not in landing mode when in the hangar\nComponents\n** User folder issues can cause weapon ammunition to go missing as well as other ship component malfunctions\n** Rattler Cluster missile second stage rockets will all use the same trajectory\n** Missiles aren\u2019t inheriting velocity from the ship that launches them\n** Seal Corporation shield generators will not be visible when equipped to Hornets\nUser Interface\n** 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** Scoreboard is not able to be opened when in spectator mode\n** Shield hardpoint in the holotable is too small for Mustangs and 300 series\n** Ship status HUD for Gladius will display damage incorrectly\n** Missiles have a small portion of the ship targeting UI on them after being launched\n** Multiple in game items and ships are missing text and are displaying their internal names\n** Paint objects in the holotable are placeholders\n** Loading 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** Power throttle doesn\u2019t work\nEnvironment\n** There are several locations in the hangars where the character can fall out of the world\n\nBack to top"},"links_count":3,"comment_count":47,"created_at":"2015-03-20T00:00:00+00:00","created_at_human":"11 years ago"},"meta":{"processed_at":"2026-05-09 04:40:56","valid_relations":["images","links"],"prev_id":14606,"next_id":14610}}