{"data":{"id":15355,"title":"Star Citizen Alpha 2.4 Available!","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/\/15355-Star-Citizen-Alpha-24-Available","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/15355","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/15355","channel":"Transmission","category":"General","series":"Release 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Citizens,\nStar Citizen Alpha 2.4 is now live! This major update to Star Citizen\u2019s persistent universe is now available in your launcher. Alpha 2.4 introduces the first iteration of in-game persistence and shopping, as well as major changes to the controls, updates to the ship roster (including making the massive Starfarer flyable in-game), bug fixes, balance updates and more! In short, this is our biggest and most important update since Star Citizen Alpha 2.0.\n\nYou can read all about the new systems below, and find a complete list of changes in the 2.4 Patch Notes here.\n\nStarfarers Take Flight!\nStar Citizen Alpha 2.4.0 welcomes the Stafarers to the skies! Not only has the base Starfarer become flight-ready, but the Gemini variant is being introduced as well and will be hangar and flight-ready too! These massive tankers have multiple decks and crew support for seven people, making it our largest flyable ship in-game so far.\n\nIf you missed out on your chance to pick up either the Base Starfarer or the Gemini variant, both are now on sale! These ships will be available on the pledge store through 6\/20.\n\nYou can read more about the Starfarer in our original post here!\n\nHangar Ready Reliant!\nIn addition to the Starfarer duo, Alpha 2.4.0 introduces the MISC Reliant to the hangar!\n\nWith a larger cargo hold than the Aurora ES or the Mustang Alpha, the Reliant is a natural choice for anyone engaging in short-haul shipping. And that cargo space also means there\u2019s plenty of internal room to expand, allowing the placement of medical systems, weapons racks and more. Ultimately, though, the Reliant is no transport: it\u2019s a sleek and maneuverable utility ship more than capable of holding its own in combat!\n\nYou can read more about the Reliant in our original post here!\n\n\nRemember: we are offering these pledge ships to help fund Star Citizen\u2019s development. The goal is to make additional ships available that give players a different experience rather than a particular advantage when the persistent universe launches. Ship types sold during limited sales will be available to earn in the finished game.\n\nThis patch also brings another potential deadly weapon to your arsenal! Going forward, we want to put more emphasis on creating mechanically interesting ship weapons, rather than extra multiples of classics like the laser\/ballistic cannons.\n\nWe are excited to introduce you to the Amon & Reese Pyroburst. The Pyroburst is a size 3 plasma scattergun, firing 8 proximity detonating plasma rounds per shot. This bad boy is great for a defensive loadout on a turret or a boom and zoom loadout on a fighter.\n\nYou can pick up the Pyroburst on the Voyager Direct Store here!\n\nThat\u2019s right, you read that correctly. Our Persistent Universe is finally persistent! The backend functionality has been completed and there are several things that you do in the game that will carry over between sessions. Many of these are detailed below, but include things like purchased items in shops, Alpha UEC balance, and hostility level.\n\nAdding persistence is a huge milestone and a crucial addition to the game that will affect nearly every aspect of Star Citizen, and this is only the beginning! A ton of back-end work was completed in order to make this possible and we are looking forward to the updates to come as we continue to expand and flesh out this core foundation of the game!\n\nWith this release we are implementing a brand new currency, called \u201cAlpha UEC\u201d. This currency exists purely as a test currency and is designed to test out economy balance, item pricing, mission rewards, and more. We\u2019ll monitor the activity of the initial wave of Alpha UEC and improve and iterate on the features mentioned. At any point this currency, and anything purchased with it, can be wiped so that a clean slate can be instituted and we can begin a new cycle of testing. (Anything purchased with real UEC on the Voyager Direct site will still be available and will persist as it previously did.)\n\nAs well as rewards, you will now also be charged for services at Cry-Astro. This is an initial implementation so some services are \u201call or nothing\u201d in that, for instance, you cannot repair specific items on your ship \u2013 you have to repair the whole thing.\n\nIt\u2019s time for a Shopping Spree! With 2.4.0. we finally release the first iteration of purchasable items in shops. We have a few different shops open for business with more to follow soon after. They offer a variety of merchandise that can be purchased with our brand new currency Alpha UEC. For this iteration, you can also use this interface to equip an item you\u2019ve already purchased. Proper storage and inventory solutions will come at a later date.\n\nCasaba Outlet\nCasaba Outlet can be found at Area18 as well as Port Olisar and sells a variety of shirts, jackets, pants, hats and shoes. Each individual piece of clothing can be interacted with and purchased. Looking at an item in AR Mode displays the price, manufacturer, product description, and two Use Verbs: \u201cTry On\u201d and \u201cPurchase\u201d. \u201cTry On\u201d allows you to view how the item would look before making a purchase. Selecting \u201cPurchase\u201d will take the player to the purchase summary screen. The price of the item is listed, as well as a product description, the amount of credits the player has available, a button to confirm the purchase is present and a large \u201cX\u201d at the top right to cancel the purchase and close the window. Selecting \u201cPurchase\u201d will deduct the price from the player\u2019s AUEC balance and equip the item on the player. Once the item has been purchased, you can come back to the shop to re-equip the item at any time with the \u201cEquip\u201d option.\n\nCubby Blast\nCubby Blast can be found on Area18 and sells weapons, ammo, medpacks, armor, and flight suits. The interface for interacting with items in Cubby Blast is very similar to Trying and Purchasing clothing at Casaba Outlet. For weapons, you can \u201cInspect\u201d instead of \u201cTry On.\u201d The main difference here being when inspecting weapons, it will stay in 1P camera so you can get a feel for the item in your hands. In addition to weapons, there is also a variety of Armor Sets and several new RSI Flight Suits. (Treated in the same manner as clothing when it comes to the Use Verbs.)\n\nLive Fire Weapons\nLive Fire Weapons is the resident personal weapon vendor on Port Olisar in the space above Crusader. It too sells weapons, ammo, and medpacks. The interface for interacting with items in Live Fire Weapons is the same as Cubby Blast.\n\nGarrity Defense\nGarrity Defense is where you can go to purchase body armor and some of our brand new RSI flight suits. It is located on Port Olisar as well. The interface for interacting with items in Garrity Defense is the same as Casaba Outlet. Helmets and armor are packaged together into a single purchase.\n\nYou now have two outfits you can switch between \u2013 a set of clothing you can wear indoors and your flightsuit. You will wake at Olisar wearing your indoor clothing. If you plan to head out into space you will have to change into your flightsuit or risk explosive decompression in the airlock. You can change your outfit in two locations \u2013 in your bedroom with a new wardrobe, or at the valet units beside every airlock.\n\nYou will find a wardrobe in your bedroom which will switch your clothes between civilian and spacesuit.\n\nCrusader Security has noticed that its currently unmanned security post is regularly subject to trespass, theft and systems tampering. They are now contracting out the facility\u2019s security to those they have noticed doing lawful work.\n\nYou should be rewarded for missions by the amount shown in the mobiGlas beneath the objectives for the mission.\nSome mission reward bonuses such as the PI mission awarding a bonus the next time you go to Olisar if you complete the mission in the \u201cgood\u201d way. And the security guard mission rewards bonuses for every trespasser you kill at Kareah.\n\nYou can now earn UEC by scavenging whisky and cigars. You will find these around Yela and also dotted around some of the ICC probe asteroid missions. There is a cheeky noodle based decay box in there too.\n\nWith 2.4.0. we have released a new app in the mobiGlas that enables Port Modification Mode. This mode causes \u201cItem Ports\u201d to appear in the Hangars that you can use to customize your hangars in ways not able to previously. There are 2 different types of Item Ports currently: Ports that hold ships and Ports that hold flair objects. Clicking on an Item Port will bring up a list of available items via the player mobiGlas app. This list contains the following: the name of the currently placed item (none if the port is empty), a list of items the player possesses that can be placed at this port, the \u201cRemove\u201d button to take the currently placed item off the Item Port and place it back in the inventory, and the \u201cCancel\u201d button to exit the item list without making any changes. The player can access the item list by selecting an Item Port, or by selecting the Modification App button from the front page of mobiGlas, however this method only allows you to place items if you selected an Item Port first.\n\nShips and Customization\nAs mentioned above, ships can be placed on an item port just like flair, as long as the port is a ship spawner. These Item Ports can be found on the landing pads in each Hangar; interacting with one of these will bring up a list of ships the player owns (as well as other vehicles, such as the Greycat). In addition, once a ship has been placed in the Hangar it will have Item Ports on it for the weapon hardpoints, shields, thrusters, etc. These components can be swapped out and customized (as long as the player has components that fit in their place). It works in exactly the same way as placing flair; once you interact with an Item Port a list of items that can fit in that port will be displayed. This will allow players to change weapon loadouts, swap out missiles or ammo, and change shields among other things.\n\nHangar Selection\nWith this release we have transitioned the hangar configuration functionality from the website to the Main Menu. In the main menu (accessed by pressing escape on your keyboard, and clicking \u201cOptions\u201d) you can select which hangar you\u2019d like to load. For this release we\u2019ve restricted the hangars to one stock bay each. In the future you\u2019ll be able to use the Port Modification app to expand your hangar and add new bays.\n\nAs Star Citizen has expanded, moving on from its early days as a Flight only space sim to bring in On Foot and EVA modes, the game\u2019s control scheme has become more and more esoteric and disjointed \u2013 the intention then, with a redesign of the game\u2019s default control mappings, was to re-evaluate the placement of the most important actions while also unifying them across all modes as much as possible.\n\nGiving important actions more intuitive placement on each device was an obvious requirement \u2013 and this was what we tackled first \u2013 bringing MobiGlas for example, with its ever increasing usability, right to the fore. From then, we needed to delve into the unification. So how then do you start to bring things together across all 3 modes (Flight, On Foot and EVA)? For this we identified two very important factors to inform the design.\n\nFirstly, we looked for commonalities between the three different modes of gameplay \u2013 this resulted in us viewing EVA as a possible cipher. EVA is the in-game bridge between On Foot and Flight \u2013 so we looked to see if it could also bridge the controls as well. From here the unification work was guided using the question of \u201cWhen the player runs and jumps off a platform \u2013 should the jump button continue to push the player up?\u201d. We said \u201cyes\u201d and developed on from there.\n\nSecondly, we felt that the old mappings weren\u2019t the best at utilising 6DOF, so we wanted to see if there was a way to improve in this area at the same time. Improving the ease in which a player could move between the 6DOF actions as well as making it possible for the player to layer these movements together (without too much trouble) were the key points we identified to improve 6DOF gameplay.\n\nBefore moving on to show what has been unified, let\u2019s first dig down a little into what it actually means to unify the controls. As we worked through the unification process, we realised there were two different types of unification to consider: Global and Contextual. Breaking these two ideas down should hopefully explain our approach in more detail.\n\nGlobal unification covers both the consistent placement of actions that exist in all modes \u2013 for example, previously, changing the camera view on gamepad was different for Flight and On Foot modes \u2013 and also the grouping of actions sensibly for the device across all modes \u2013 here the example is making all the keys used in movement always be the same in all modes.\n\nContextual unification carries this idea further getting sensible matching keys for similar actions that exist in the different modes. The best example here (that also demonstrates how much Global and Contextual overlap) is sprint from (On Foot) matching up with boost (Flight); two different actions that make perfect sense to go together and create a unified \u201cgo faster\u201d movement key.\nExpanding this idea further still, we have the grouping of keys in the same mode contextually. The example here being Free Look on [ Z ] and Look Behind on left [ ALT ] + [ Z ]. These actions were considered related because they activate different ways of viewing the game.\nAnd also \u2013 carrying unification on to the very extremes \u2013 we wanted to explore the potential for keeping these contextual actions grouped between devices \u2013 so that when we paired actions together on the keyboard mapping we would consider, could they also be paired on the gamepad?\n\nClearly then, this was always going to be a complicated process \u2013 but one that if we could get right would help remove some of the control boundaries SC had created over the past year. Moving on then, lets outline the unification achieved.\n\nGlobal Unification\n\nThese actions are consistent across all modes (per device):\n\u2022 Movement\n\u2022 Pause & MobiGlas\n\u2022 Contacts, Chat and 2D UI Cursor\n\u2022 Interact \/ Use\n\u2022 Cycle Camera View\n\u2022 Freelook \/ Orbit Cam\n\u2022 Modifiers\n\nContextual Unification\n\nThe tables below show which actions have been paired up between each device.\n\n\n\n\nKeyboard: On Foot \/ EVA Flight Move Forwards \/ Backwards Throttle Up \/ Down Strafe Left Right Strafe Left \/ Right Aim Up \/ Down Pitch Up \/ Down Aim Left \/ Right Yaw Left \/ Right Lean Left \/ Right Roll Left \/ Right Jump, Strafe Up Strafe Up Crouch, Strafe Down Strafe Down Primary Attack Weapon Group 1 Weapon Stance \/ Walk IFCS mode shift Reload Reticle Focus Sprint Boost \/ Afterburner Use Item Launch Countermeasure Cycle Item Cycle Countermeasure Melee Missile Lock \/ Fire Force respawn Self-destruct Change Fire Mode Decoupled Mode Toggle EVA Brake Spacebrake Gamepad: On Foot \/ EVA Flight Move Forwards \/ Backwards Throttle Up \/ Down Aim Up \/ Down Pitch Up \/ Down Aim Left \/ Right Yaw Left \/ Right Weapon Stance \/ Walk IFCS mode shift Select Firearms Targeting Sprint Boost \/ Afterburner Change Fire Mode Automatic Landing Primary Attack Weapon Group 1 Use Item Launch Countermeasure Force respawn Self-destruct As you can see by the tables, it was a lot easier to do the contextual unification with the keyboard than the Gamepad (due to its obvious limitations for a game as complex as SC). In fact, the Gamepad\u2019s problems were essentially this fundamental clash between the unification we wanted and the potential detriment to player usability. And, as our revisionary design process went on, there were plenty of times where it felt like we were punishing QA with our unified schemes\u2026\n\nIn the end then, compromises were made on the Gamepad. As mentioned earlier, on the keyboard we made sure that Freelook and Look Behind were on the same key \u2013 Look Behind being the modified version of the same key \u2013 as we felt like it made contextual sense to do so. However, it was determined that the Decouple Toggle was a more important action than the Look Behind \u2013 so we made the Decouple Toggle the modified version of Freelook instead (activated with the combined press of [ LB ] + [ R3 ]). The thumbstick clicks being better placement for important actions due to the player not needing to relax the sticks during a dogfight.\n\nAnother example of this on the gamepad was the choice to make Roll the primary action on the [ LS ] X-axis instead of Strafe Left \/ Right \u2013 which would have matched with on foot and EVA. The decision ultimately was that Roll was more useful in Flight \u2013 relegating Strafe Left \/ Right to the modified version of the [ LS ] X-axis.\n\nAs for the keyboard, while it clearly had more real-estate to play with, there were still limitations to find ways around. For us, the importance of not having to move the keyboard hand away from the movement keys was pivotal. And it was this that the keyboard placement was built around; what do we need to fit around WASD to make SC easier to play?\n\nWe believe the new Keyboard and Mouse layout makes it easier for the player to potentially strafe up\/down, strafe left\/right, roll left\/right, yaw left\/right, pitch up\/down, fire weapons, fire countermeasures, boost and more simultaneously\u2026 without shifting the keyboard hand position. A big factor in this improvement was to bring in [ SPACEBAR ] and left [ CTRL ] as the strafe up and down keys \u2013 so that the thumb and pinkie fingers could be used as part of the movement controls.\n\nObviously, allowing the pinkie and thumb to come into play in this manner was done to match things up with the on foot and EVA modes, but there was more to it than that in the end. Selecting these keys, freed up some more keys near to WASD for other actions \u2013 allowing us to rethink which pivotal controls should be within easy reach.\n\nClearing other actions off of the [ F ] key has allowed us to pin this key down as a contextual \u201cinteract\u201d action. This means that in all situations the player can think of the [ F ] key as the only way of initiating or activating \u2013 clearing up another problem we had with our old USE key being used to strafe down. Also, in the long term, we\u2019re going to need to lean on this key even heavier as we expand upon the player interactions via the Inner Thought system.\n\nWe then chose to utilise the [ R ] key for the reticule focus action \u2013 meaning the closet targeting action was the one that allowed the player to lock onto the thing they were looking at. Hopefully simplifying things on that front too.\n\nThese changes did pose one fairly complicated issue; what to do with spacebrake? Since we had opted to move it off of the space key for the strafe up action. I think it\u2019s interesting to walk through the problems this created, and the controversial way in which we looked to fix it that we ended up dropping.\n\nThe functions of spacebrake are first to slow the ship throttle to 0 and then second to return to the starting throttle when released. Trouble was, double tapping [ S ] would set the throttle to 0 as well, so the only thing spacebrake was adding that was unique was the return to previous speed functionality. After considering this, we wondered if it was not better to place the action behind a modifier to free up space for other actions. However, when we tried putting it behind the modifier on [ X ], the feedback was overwhelmingly negative \u2013 due to how often the key is used by SC players. Here\u2019s the feedback from our QA:\n\n\u201cThis is such an awkward and counter-intuitive key combination to press, for something that a player would expect to be able to do instantly and in the heat of combat maneuvers. It discourages the use of space brake. And it is much more difficult to press in intense situations such as maneuvering and combat.\u201d\n\nCommunity feedback also confirmed this strong dislike! So we were left with no option but to look at installing the action back as a non-modified key press. The problem now of course, was that we didn\u2019t have a place for it. Thus, another round of key juggling was needed. This actually resulted in the moving of the freelook key to [ Z ] and the landing mode back it its original place on [ N ].\n\nI think it\u2019s also worth addressing our decision to put the Gamepad throttle on the on the [ LS ] too. While some might point to this as an example of the unification going too far, we think that would be overlooking the benefits of the unification and of having an analog control of the throttle. Using the relative analog control on the [ LS ] means we have more granularity over the control of the throttle. As it was, the gamepad used a digital throttle the same as the keyboard \u2013 which we felt was not really making the best use of the anaolg controls at our disposal. Some have likened this new setup to be like a \u201cmini HOTAS\u201d which we are pleased with.\n\nLeaving [ CAPSLOCK ] empty was, at first, something we didn\u2019t think would be possible \u2013 giving up a key so close to the movement actions. We wanted [ CAPSLOCK ] to be free since SC is a game, that as it grows, will rely more and more on in-game communication. We really wanted to avoid the frustration of the \u201caccidental shout\u201d if it was possible.\n\nThose that peaked ahead to the mappings might have spotted the Tab key being empty \u2013 this was done with a view to new control features coming soon. We definitely didn\u2019t want to get stuck without a place for something we\u2019ve deemed to be so important to S42\u2026\n\nHopefully then this report has helped to explain just how much work has gone into this controls revision process as well as highlighting the improvements we\u2019ve made to make the controls in SC unified for 2.4.0.\nHowever, if you\u2019re really reluctant to change then we\u2019ve still got you covered with our new legacy mapping profiles. So as part of this redesign we made sure to include the old control schemes as loadable profiles \u2013 we\u2019ve created layout_gamepad_Legacy and layout_keyboard_legacy mappings that can be loaded in in the Advanced Controls Customisation menu or by using the command pp_rebindkeys in the console. Just press [ ` ] and then type in pp_rebindkeys layout_keyboard_legacy or pp_rebindkeys layout_gamepad_legacy to revert back.\n\nWe want to thank all of the incredible PTU testers for their patience and dedication in helping us get 2.4 out the door! We are very proud to have such a supportive community and could not have done it without them!\n\nSince 2.4.0 was pushed to PTU, 492 Evocati accounts (our NDA test group) logged in 26,502 times over eight builds, providing 1,401 bug reports of various severity levels.\n\nIn total during 2.4.0 testing, where PTU 1st Wave and all Subscribers were added, 8,582 accounts logged in 185,009 times over the twenty builds of 2.4.0 on PTU, adding 3,086 bug reports\u2026 and 65 accounts logged into all 20 builds!!\n\nThis has become an instrumental component to testing a build before it goes to Live. We\u2019ll be adding to our Evocati and PTU ranks later this summer, and the best way to get involved is by helping contribute to existing bug reports on the Issue Council, or adding new reports if one doesn\u2019t exist!\u201d\n\nSee you in the \u2018verse!","de_DE":"Gr\u00fc\u00dfe B\u00fcrger,\nStar Citizen Alpha 2.4 ist jetzt live! Dieses wichtige Update des persistenten Universums von Star Citizen ist jetzt in Ihrem Launcher verf\u00fcgbar. Alpha 2.4 stellt die erste Iteration der Persistenz und des Einkaufens im Spiel vor, ebenso wie wesentliche \u00c4nderungen an den Kontrollen, Aktualisierungen des Schiffsverzeichnisses (einschlie\u00dflich des Umbaus des massiven Starfarer im Spiel), Bugfixes, Balance-Updates und mehr! Kurz gesagt, dies ist unser gr\u00f6\u00dftes und wichtigstes Update seit Star Citizen Alpha 2.0.\n\nSie k\u00f6nnen alles \u00fcber die neuen Systeme unten lesen und eine vollst\u00e4ndige Liste der \u00c4nderungen in den 2.4 Patch Notes hier finden.\n\nStarfarers Take Flight!\nStar Citizen Alpha 2.4.0 begr\u00fc\u00dft die Stafarers am Himmel! Nicht nur der Basis Starfarer ist flugbereit, auch die Gemini-Variante wird eingef\u00fchrt und wird Hangar und flugbereit sein! Diese riesigen Tanker verf\u00fcgen \u00fcber mehrere Decks und unterst\u00fctzen die Besatzung f\u00fcr sieben Personen, was sie zu unserem bisher gr\u00f6\u00dften flugf\u00e4higen Schiff im Spiel macht.\n\nWenn Sie Ihre Chance verpasst haben, entweder den Base Starfarer oder die Gemini-Variante abzuholen, sind beide ab sofort im Handel erh\u00e4ltlich! Diese Schiffe werden bis zum 20.6. im Pfandhaus verf\u00fcgbar sein.\n\nMehr \u00fcber den Starfarer in unserem urspr\u00fcnglichen Beitrag kannst du hier lesen!\n\nHangar bereit Reliant!\nZus\u00e4tzlich zum Starfarer-Duo f\u00fchrt Alpha 2.4.0 den MISC Reliant in den Hangar ein!\n\nMit einem gr\u00f6\u00dferen Laderaum als die Aurora ES oder die Mustang Alpha ist die Reliant eine nat\u00fcrliche Wahl f\u00fcr jeden, der im Kurzstreckenverkehr t\u00e4tig ist. Und dieser Laderaum bedeutet auch, dass es viel Platz im Inneren gibt, um sich zu erweitern, was die Platzierung von medizinischen Systemen, Waffenregalen und mehr erm\u00f6glicht. Letztendlich ist die Reliant aber kein Transport: Es ist ein schlankes und wendiges Utility-Schiff, das im Kampf mehr als f\u00e4hig ist, sich zu behaupten!\n\nDu kannst mehr \u00fcber den Relianten in unserem urspr\u00fcnglichen Beitrag hier lesen!\n\n\nDenken Sie daran: Wir bieten diese Pfandbriefe an, um die Entwicklung von Star Citizen zu unterst\u00fctzen. Ziel ist es, zus\u00e4tzliche Schiffe zur Verf\u00fcgung zu stellen, die den Spielern beim Start des persistenten Universums eine andere Erfahrung und keinen besonderen Vorteil bieten. Schiffstypen, die w\u00e4hrend begrenzter Verk\u00e4ufe verkauft werden, sind verf\u00fcgbar, um im fertigen Spiel zu verdienen.\n\nDieser Patch bringt auch eine weitere potenziell t\u00f6dliche Waffe in dein Arsenal! In Zukunft wollen wir mehr Wert auf die Entwicklung mechanisch interessanter Schiffswaffen legen als auf zus\u00e4tzliche Vielfache von Klassikern wie die Laser- und Ballistikkanonen.\n\nWir freuen uns, Ihnen den Amon & Reese Pyroburst vorzustellen. Die Pyroburst ist eine Plasma-Streupistole der Gr\u00f6\u00dfe 3, die pro Schuss 8 nahezu detonierende Plasma-Runden abfeuert. Dieser b\u00f6se Junge ist ideal f\u00fcr eine defensive Verladung auf einem Turm oder einem Ausleger und eine Zoomverladung auf einem Jagdflugzeug.\n\nDu kannst den Pyroburst im Voyager Direct Store hier abholen!\n\nDas ist richtig, du hast das richtig gelesen. Unser hartn\u00e4ckiges Universum ist endlich hartn\u00e4ckig! Die Backend-Funktionalit\u00e4t wurde vervollst\u00e4ndigt und es gibt einige Dinge, die Sie im Spiel tun, die zwischen den Sitzungen \u00fcbertragen werden. Viele von ihnen sind unten aufgef\u00fchrt, beinhalten aber Dinge wie gekaufte Gegenst\u00e4nde in Gesch\u00e4ften, Alpha UEC Gleichgewicht und Feindseligkeit.\n\nDas Hinzuf\u00fcgen von Ausdauer ist ein gro\u00dfer Meilenstein und eine entscheidende Erg\u00e4nzung des Spiels, die fast jeden Aspekt von Star Citizen betreffen wird, und das ist nur der Anfang! Eine Menge Backend-Arbeiten wurden geleistet, um dies zu erm\u00f6glichen, und wir freuen uns auf die kommenden Updates, da wir diese Kerngrundlage des Spiels weiter ausbauen und ausarbeiten!\n\nMit diesem Release implementieren wir eine brandneue W\u00e4hrung namens \"Alpha UEC\". Diese W\u00e4hrung existiert lediglich als Testw\u00e4hrung und wurde entwickelt, um das wirtschaftliche Gleichgewicht, die Preisgestaltung von Gegenst\u00e4nden, Missionspr\u00e4mien und mehr zu testen. Wir werden die Aktivit\u00e4t der ersten Welle von Alpha UEC \u00fcberwachen und die genannten Funktionen verbessern und iterieren. Zu jedem Zeitpunkt kann diese W\u00e4hrung und alles, was damit gekauft wird, abgewischt werden, so dass eine reine Weste eingef\u00fchrt werden kann und wir einen neuen Testzyklus beginnen k\u00f6nnen. (Alles, was mit echtem UEC auf der Voyager Direct-Website gekauft wurde, wird weiterhin verf\u00fcgbar sein und so bleiben, wie es zuvor war.)\n\nNeben den Belohnungen werden dir nun auch die Dienstleistungen bei Cry-Astro in Rechnung gestellt. Dies ist eine erste Implementierung, so dass einige Dienste \"alles oder nichts\" sind, da Sie z.B. bestimmte Gegenst\u00e4nde auf Ihrem Schiff nicht reparieren k\u00f6nnen - Sie m\u00fcssen das Ganze reparieren.\n\nEs ist Zeit f\u00fcr einen Einkaufsbummel! Mit 2.4.0. ver\u00f6ffentlichen wir endlich die erste Iteration von kaufbaren Artikeln in Gesch\u00e4ften. Wir haben ein paar verschiedene Gesch\u00e4fte er\u00f6ffnet, weitere werden bald folgen. Sie bieten eine Vielzahl von Waren, die mit unserer brandneuen W\u00e4hrung Alpha UEC gekauft werden k\u00f6nnen. F\u00fcr diese Wiederholung kannst du diese Schnittstelle auch verwenden, um einen Gegenstand auszustatten, den du bereits gekauft hast. Richtige Lager- und Bestandsl\u00f6sungen werden zu einem sp\u00e4teren Zeitpunkt folgen.\n\nCasaba Outlet\nCasaba Outlet befindet sich in Area18 sowie in Port Olisar und verkauft eine Vielzahl von Hemden, Jacken, Hosen, Hosen, H\u00fcte und Schuhe. Jedes einzelne Kleidungsst\u00fcck kann mit ihm interagiert und gekauft werden. Wenn Sie sich einen Artikel im AR-Modus ansehen, werden Preis, Hersteller, Produktbeschreibung und zwei Verwendungsverben angezeigt: \"Anprobieren\" und \"Kaufen\". \"Probieren Sie es aus\" erm\u00f6glicht es Ihnen, vor dem Kauf zu sehen, wie der Artikel aussehen w\u00fcrde. Wenn Sie \"Kaufen\" w\u00e4hlen, gelangt der Spieler zur Einkaufs\u00fcbersicht. Der Preis des Artikels wird aufgelistet, ebenso wie eine Produktbeschreibung, die H\u00f6he der verf\u00fcgbaren Credits des Spielers, eine Schaltfl\u00e4che zur Best\u00e4tigung, dass der Kauf vorhanden ist und ein gro\u00dfes \"X\" oben rechts, um den Kauf abzubrechen und das Fenster zu schlie\u00dfen. Wenn Sie \"Kaufen\" w\u00e4hlen, wird der Preis vom AUEC-Guthaben des Spielers abgezogen und der Gegenstand auf dem Spieler ausgestattet. Sobald der Artikel gekauft wurde, k\u00f6nnen Sie in den Shop zur\u00fcckkehren, um den Artikel jederzeit mit der Option \"Ausr\u00fcsten\" auszustatten.\n\nCubby Blast\nCubby Blast befindet sich auf Area18 und verkauft Waffen, Munition, Medpacks, R\u00fcstungen und Fluganz\u00fcge. Die Benutzeroberfl\u00e4che f\u00fcr die Interaktion mit Gegenst\u00e4nden in Cubby Blast ist sehr \u00e4hnlich wie beim Testen und Kaufen von Kleidung bei Casaba Outlet. Bei Waffen kannst du \"Inspizieren\" anstelle von \"Anprobieren\" verwenden. Der Hauptunterschied besteht darin, dass es bei der Inspektion von Waffen in der 1P-Kamera bleibt, so dass Sie ein Gef\u00fchl f\u00fcr den Gegenstand in Ihren H\u00e4nden bekommen k\u00f6nnen. Neben den Waffen gibt es auch eine Vielzahl von R\u00fcstungssets und mehrere neue RSI-Fluganz\u00fcge. (Wird in Bezug auf die Use Verbs genauso behandelt wie Kleidung.)\n\nLebende Feuerwaffen\nLive Fire Weapons ist der ans\u00e4ssige Anbieter von pers\u00f6nlichen Waffen in Port Olisar im Raum \u00fcber dem Kreuzritter. Auch hier werden Waffen, Munition und Medaillenpacks verkauft. Die Oberfl\u00e4che f\u00fcr die Interaktion mit Gegenst\u00e4nden in Live Fire Weapons ist die gleiche wie bei Cubby Blast.\n\nVerteidigung der Garrity\nGarrity Defense ist der Ort, an dem Sie K\u00f6rperpanzer und einige unserer brandneuen RSI-Fluganz\u00fcge kaufen k\u00f6nnen. Es befindet sich ebenfalls in Port Olisar. Die Benutzeroberfl\u00e4che f\u00fcr die Interaktion mit Gegenst\u00e4nden in Garrity Defense ist die gleiche wie bei Casaba Outlet. Helme und R\u00fcstungen werden zu einem einzigen Kauf verpackt.\n\nDu hast jetzt zwei Outfits, zwischen denen du wechseln kannst - einen Satz Kleidung, die du drinnen tragen kannst, und deinen Fluganzug. Sie werden in Olisar in Ihrer Indoor-Kleidung aufwachen. Wenn Sie planen, ins All zu fliegen, m\u00fcssen Sie sich in Ihren Fluganzug umziehen oder eine explosive Dekompression in der Luftschleuse riskieren. Sie k\u00f6nnen Ihr Outfit an zwei Orten \u00e4ndern - in Ihrem Schlafzimmer mit einem neuen Kleiderschrank oder bei den Parkserviceabteilungen neben jeder Luftschleuse.\n\nIn Ihrem Schlafzimmer befindet sich ein Kleiderschrank, der Ihre Kleidung zwischen Zivil- und Raumanzug wechselt.\n\nCrusader Security hat festgestellt, dass sein derzeit unbemannter Sicherheitsposten regelm\u00e4\u00dfig unbefugt betreten, gestohlen und manipuliert wird. Sie vergeben nun die Sicherheit der Einrichtung an diejenigen, die sie bei der Aus\u00fcbung ihrer rechtm\u00e4\u00dfigen Arbeit bemerkt haben.\n\nDu solltest f\u00fcr Missionen mit dem Betrag belohnt werden, der im mobiGlas unter den Zielen der Mission angezeigt wird.\nEinige Missionsboni wie die PI-Mission, die beim n\u00e4chsten Besuch in Olisar einen Bonus vergibt, wenn man die Mission auf \"gute\" Weise erf\u00fcllt. Und die Wachmannsmission belohnt Boni f\u00fcr jeden Eindringling, den du in Kareah t\u00f6test.\n\nDu kannst jetzt UEC verdienen, indem du Whisky und Zigarren pl\u00fcnderst. Sie finden diese in der N\u00e4he von Yela und auch in einigen der Asteroidenmissionen der ICC-Sonde. Es gibt auch eine freche, nudelbasierte Kariesbox.\n\nMit 2.4.0. haben wir eine neue App im mobiGlas ver\u00f6ffentlicht, die den Port Modification Mode erm\u00f6glicht. Dieser Modus bewirkt, dass \"Item Ports\" in den Hangars erscheinen, mit denen Sie Ihre Hangars auf eine Weise anpassen k\u00f6nnen, die bisher nicht m\u00f6glich war. Es gibt derzeit 2 verschiedene Arten von Item-Ports: H\u00e4fen, die Schiffe und H\u00e4fen, die Flairobjekte enthalten. Wenn Sie auf einen Item Port klicken, wird eine Liste der verf\u00fcgbaren Items \u00fcber die Player mobiGlas App angezeigt. Diese Liste enth\u00e4lt Folgendes: den Namen des aktuell platzierten Elements (keins, wenn der Port leer ist), eine Liste der Elemente, die der Spieler besitzt und die an diesem Port platziert werden k\u00f6nnen, die Schaltfl\u00e4che \"Entfernen\", um das aktuell platzierte Element vom Item Port zu nehmen und wieder in das Inventar aufzunehmen, und die Schaltfl\u00e4che \"Abbrechen\", um die Objektliste ohne \u00c4nderungen zu verlassen. Der Spieler kann auf die Item-Liste zugreifen, indem er einen Item-Port ausw\u00e4hlt oder die Schaltfl\u00e4che Modification App auf der Titelseite von mobiGlas ausw\u00e4hlt. Diese Methode erlaubt es Ihnen jedoch nur, Items zu platzieren, wenn Sie zuerst einen Item-Port ausgew\u00e4hlt haben.\n\nSchiffe und kundenspezifische L\u00f6sungen\nWie bereits erw\u00e4hnt, k\u00f6nnen Schiffe wie Flair auf einem Item-Port platziert werden, sofern der Hafen ein Schiffslaicher ist. Diese Item Ports befinden sich auf den Landepl\u00e4tzen in jedem Hangar; bei der Interaktion mit einem dieser Schiffe wird eine Liste der Schiffe angezeigt, die der Spieler besitzt (sowie anderer Fahrzeuge, wie z.B. der Greycat). Dar\u00fcber hinaus wird ein Schiff, sobald es in den Hangar gebracht wurde, \u00fcber Item Ports f\u00fcr die Waffenh\u00e4rtepunkte, Schilde, Triebwerke usw. verf\u00fcgen. Diese Komponenten k\u00f6nnen ausgelagert und angepasst werden (sofern der Player Komponenten hat, die an ihrer Stelle passen). Es funktioniert genauso wie das Platzieren von Flair; sobald Sie mit einem Item Port interagieren, wird eine Liste von Elementen angezeigt, die in diesen Port passen k\u00f6nnen. Dies erm\u00f6glicht es den Spielern, Waffenladungen zu wechseln, Raketen oder Munition auszutauschen und unter anderem die Schilde zu wechseln.\n\nAuswahl des Hangars\nMit dieser Version haben wir die Funktionalit\u00e4t der Hangar-Konfiguration von der Website auf das Hauptmen\u00fc umgestellt. Im Hauptmen\u00fc (zu erreichen durch Dr\u00fccken der Escape-Taste auf Ihrer Tastatur und Anklicken von \"Optionen\") k\u00f6nnen Sie ausw\u00e4hlen, welchen Hangar Sie laden m\u00f6chten. F\u00fcr diese Version haben wir die Hangars auf je einen Lagerplatz beschr\u00e4nkt. In Zukunft k\u00f6nnen Sie mit der Port Modification App Ihren Hangar erweitern und neue Stellpl\u00e4tze hinzuf\u00fcgen.\n\nMit der Erweiterung von Star Citizen, das von seinen Anf\u00e4ngen als reine Flugsimulator f\u00fcr die Weltraumsimulation in die Modi On Foot und EVA \u00fcberging, wurde das Steuerschema des Spiels immer esoterischer und unzusammenh\u00e4ngender - die Absicht war es damals, mit einer Neugestaltung der Standard-Kontrollzuordnungen des Spiels die Platzierung der wichtigsten Aktionen neu zu bewerten und sie so weit wie m\u00f6glich \u00fcber alle Modi hinweg zu vereinheitlichen.\n\nWichtige Aktionen intuitiver auf jedem Ger\u00e4t zu platzieren, war eine selbstverst\u00e4ndliche Anforderung - und das war es, was wir zuerst angegangen sind - und MobiGlas zum Beispiel mit seiner immer besseren Benutzerfreundlichkeit in den Vordergrund zu stellen. Von da an mussten wir uns mit der Vereinigung befassen. Wie f\u00e4ngt man dann an, die Dinge in allen 3 Modi (Flug, Zu Fu\u00df und EVA) zusammenzuf\u00fchren? Dazu haben wir zwei sehr wichtige Faktoren identifiziert, die das Design beeinflussen.\n\nErstens haben wir nach Gemeinsamkeiten zwischen den drei verschiedenen Spielmodi gesucht - das f\u00fchrte dazu, dass wir EVA als eine m\u00f6gliche Chiffre betrachteten. EVA ist die In-Game-Br\u00fccke zwischen On Foot und Flight - also haben wir nachgesehen, ob sie auch die Kontrollen \u00fcberbr\u00fccken kann. Von hier aus wurde die Vereinigungsarbeit mit der Frage \"Wenn der Spieler l\u00e4uft und von einer Plattform springt - soll der Sprungtaster den Spieler weiter nach oben dr\u00fccken\" geleitet. Wir sagten \"ja\" und entwickelten uns von da an weiter.\n\nZweitens waren wir der Meinung, dass die alten Mappings nicht die besten f\u00fcr die Verwendung von 6DOF sind, also wollten wir sehen, ob es einen Weg gibt, sich in diesem Bereich gleichzeitig zu verbessern. Die Verbesserung der Leichtigkeit, mit der sich ein Spieler zwischen den 6DOF-Aktionen bewegen konnte, sowie die M\u00f6glichkeit, dass der Spieler diese Bewegungen (ohne allzu gro\u00dfe M\u00fche) zusammenlegen konnte, waren die Schl\u00fcsselpunkte, die wir zur Verbesserung des 6DOF-Gameplays identifiziert haben.\n\nBevor wir nun zeigen, was vereinheitlicht wurde, lassen Sie uns zun\u00e4chst ein wenig dar\u00fcber nachdenken, was es eigentlich bedeutet, die Kontrollen zu vereinheitlichen. Als wir den Vereinigungsprozess durcharbeiteten, stellten wir fest, dass es zwei verschiedene Arten der Vereinheitlichung zu ber\u00fccksichtigen gab: Global und kontextuell. Die Aufarbeitung dieser beiden Ideen sollte hoffentlich unseren Ansatz n\u00e4her erl\u00e4utern.\n\nDie globale Vereinheitlichung umfasst sowohl die konsistente Platzierung von Aktionen, die in allen Modi vorhanden sind - z.B. war das \u00c4ndern der Kameraperspektive im Gamepad bisher f\u00fcr den Flug- und den On-Foot-Modus unterschiedlich - als auch die Gruppierung von Aktionen, die f\u00fcr das Ger\u00e4t \u00fcber alle Modi hinweg sinnvoll sind - hier ist das Beispiel, dass alle in der Bewegung verwendeten Tasten in allen Modi immer gleich sind.\n\nDie kontextuelle Vereinheitlichung tr\u00e4gt diese Idee weiter fort, indem sie sinnvoll passende Schl\u00fcssel f\u00fcr \u00e4hnliche Aktionen, die in den verschiedenen Modi existieren, erh\u00e4lt. Das beste Beispiel hier (das auch zeigt, wie viel globale und kontextuelle \u00dcberlappung) ist der Sprint von (On Foot), der mit dem Boost (Flight) \u00fcbereinstimmt; zwei verschiedene Aktionen, die absolut sinnvoll sind, um zusammenzuarbeiten und einen einheitlichen \"go faster\"-Bewegungsschl\u00fcssel zu schaffen.\nUm diese Idee noch weiter auszubauen, haben wir die Gruppierung der Schl\u00fcssel im gleichen Modus kontextuell. Das Beispiel hier ist Free Look on [ Z ] und Look Behind links [ ALT ] + [ Z ]. Diese Aktionen wurden als zusammenh\u00e4ngend betrachtet, da sie verschiedene M\u00f6glichkeiten der Betrachtung des Spiels aktivieren.\nUnd auch - die Vereinigung auf die Spitze treibend - wollten wir das Potenzial untersuchen, diese kontextuellen Aktionen zwischen den Ger\u00e4ten zu gruppieren - so dass, wenn wir Aktionen auf der Tastatur gepaart haben, wir \u00fcberlegen w\u00fcrden, ob sie auch auf dem Gamepad gepaart werden k\u00f6nnten?\n\nNat\u00fcrlich w\u00fcrde dies immer ein komplizierter Prozess sein - aber einer, der, wenn wir richtig liegen w\u00fcrden, dazu beitragen w\u00fcrde, einige der Kontrollgrenzen zu beseitigen, die SC im vergangenen Jahr geschaffen hatte. Wenn wir dann weitermachen, lassen Sie uns die erreichte Einigung skizzieren.\n\nGlobale Vereinheitlichung\n\nDiese Aktionen sind \u00fcber alle Modi (pro Ger\u00e4t) hinweg konsistent:\n- Bewegung\n- Pause & MobiGlas\n- Kontakte, Chat und 2D UI Cursor\n- Interagieren \/ Verwenden\n- Radkamera-Ansicht\n- Freilauf \/ Orbit Cam\n- Modifikatoren\n\nKontextuelle Vereinheitlichung\n\nDie folgenden Tabellen zeigen, welche Aktionen zwischen den einzelnen Ger\u00e4ten gepaart wurden.\n\n\nTastatur:\n\n\nZu Fu\u00df \/ EVA Flug vorw\u00e4rts \/ R\u00fcckw\u00e4rts Gas geben \/ R\u00fcckw\u00e4rts Strafe Links Rechts Strafe Links \/ Rechts Strafe Links \/ Rechts Ziel Auf \/ R\u00fcckw\u00e4rts Neigung Auf \/ R\u00fcckw\u00e4rts Ziel Links \/ Rechts Gieren Links \/ Rechts Lean Links \/ Rechts Roll Links \/ Rechts Sprung, Strafe Up Strafe Up Crouch, Strafe Down Strafe Down Strafe Down Primary Attack Weapon Group 1 Weapon Stance \/ Walk IFCS mode shift Reload Reticle Focus Sprint Boost \/ Afterburner Use Item Launch Countermeasure Cycle Item Cycle Countermeasure Melee Missile Lock \/ Fire Force respawn Self-destruct Change Fire Mode Decoupled Mode Toggle EVA Brake Spacebrake\nGamepad:\n\n\nZu Fu\u00df \/ EVA Flug vorw\u00e4rts \/ R\u00fcckw\u00e4rts Gas geben \/ Nach unten Ziel auf \/ Nach oben \/ Nach unten Neigung auf \/ Nach unten Ziel links \/ Rechts Gieren links \/ Rechts Waffenstand \/ Gehen IFCS-Modus Shift W\u00e4hlen Sie Schusswaffen Ziel Sprint Boost \/ Nachbrenner \u00e4ndern Feuer Modus Automatische Landung Prim\u00e4re Angriff Waffe Gruppe 1 Verwenden Sie Element Launch Gegenma\u00dfnahme Kraft respawn Selbstzerst\u00f6rung\nWie man an den Tabellen sehen kann, war es viel einfacher, die kontextuelle Vereinheitlichung mit der Tastatur vorzunehmen als mit dem Gamepad (aufgrund seiner offensichtlichen Einschr\u00e4nkungen bei einem so komplexen Spiel wie SC). Tats\u00e4chlich waren die Probleme des Gamepad im Wesentlichen dieser grundlegende Konflikt zwischen der von uns angestrebten Vereinheitlichung und dem m\u00f6glichen Nachteil f\u00fcr die Benutzerfreundlichkeit der Spieler. Und w\u00e4hrend unser revision\u00e4rer Designprozess weiterging, gab es viele Male, in denen es sich anf\u00fchlte, als w\u00fcrden wir die Qualit\u00e4tssicherung mit unseren einheitlichen Systemen bestrafen.....\n\nAm Ende wurden dann Kompromisse beim Gamepad geschlossen. Wie bereits erw\u00e4hnt, haben wir auf der Tastatur sichergestellt, dass Freelook und Look Behind auf der gleichen Taste waren - Look Behind ist die modifizierte Version der gleichen Taste - da wir der Meinung waren, dass es kontextuell sinnvoll war, dies zu tun. Es wurde jedoch festgestellt, dass der Entkopplungsumschalter eine wichtigere Aktion war als der Look Behind - also haben wir den Entkopplungsumschalter stattdessen in der modifizierten Version von Freelook eingesetzt (aktiviert mit der kombinierten Presse von [ LB ] + [ R3 ]). Der Daumenstab klickt, um wichtige Aktionen besser zu platzieren, da der Spieler die St\u00f6cke w\u00e4hrend eines Luftkampfes nicht entspannen muss.\n\nEin weiteres Beispiel daf\u00fcr auf dem Gamepad war die Entscheidung, Roll zur prim\u00e4ren Aktion auf der [ LS ] X-Achse anstelle von Strafe Left \/ Right zu machen - was zu Fu\u00df und EVA passen w\u00fcrde. Die Entscheidung war letztendlich, dass Roll im Flug n\u00fctzlicher war - Strafe links \/ rechts auf die modifizierte Version der [ LS ] X-Achse zu verweisen.\n\nWas die Tastatur betrifft, so hatte sie zwar deutlich mehr Immobilien zum Spielen, aber es gab immer noch Grenzen, um Wege zu finden. F\u00fcr uns war es von entscheidender Bedeutung, die Tastaturhand nicht von den Bewegungstasten wegbewegen zu m\u00fcssen. Und das war es, worum es bei der Tastaturplatzierung ging; was m\u00fcssen wir um WASD herum anpassen, um SC leichter spielen zu k\u00f6nnen?\n\nWir glauben, dass das neue Tastatur- und Mauslayout es dem Spieler leichter macht, potenziell nach oben\/unten zu streben, nach links\/rechts zu streben, nach links\/rechts zu rollen, nach links\/rechts zu gieren, nach oben\/unten zu streben, Waffen zu feuern, Gegenma\u00dfnahmen gegen Feuer zu ergreifen, Boost und mehr gleichzeitig.... ohne die Position der Tastaturhand zu ver\u00e4ndern. Ein gro\u00dfer Faktor bei dieser Verbesserung war, [ LEERTASTE] und links [ STRG] als Strafe-Auf- und Ab-Tasten einzubauen - so dass Daumen und Finger als Teil der Bewegungssteuerung verwendet werden konnten.\n\nOffensichtlich wurde die M\u00f6glichkeit, den Kleinen und den Daumen auf diese Weise ins Spiel zu bringen, geschaffen, um die Dinge mit dem Fu\u00dfg\u00e4nger- und EVA-Modus in Einklang zu bringen, aber am Ende war es mehr als das. Durch die Auswahl dieser Tasten wurden weitere Schl\u00fcssel in der N\u00e4he von WASD f\u00fcr andere Aktionen freigegeben - so k\u00f6nnen wir \u00fcberdenken, welche Drehschalter leicht erreichbar sein sollten.\n\nDas L\u00f6schen anderer Aktionen von der Taste [ F] hat es uns erm\u00f6glicht, diese Taste als kontextuelle \"interaktive\" Aktion festzulegen. Das bedeutet, dass der Spieler in allen Situationen die Taste [ F] als die einzige M\u00f6glichkeit betrachten kann, um ein weiteres Problem zu l\u00f6sen, das wir hatten, als unser alter USE-Key verwendet wurde, um sich zu entspannen. Au\u00dferdem m\u00fcssen wir uns langfristig noch st\u00e4rker auf diesen Schl\u00fcssel st\u00fctzen, wenn wir die Spielerinteraktionen \u00fcber das Inner Thought-System erweitern.\n\nWir w\u00e4hlten dann den Schl\u00fcssel [ R] f\u00fcr die Fadenkreuz-Fokusaktion - was bedeutet, dass die Schranktargeting-Aktion diejenige war, die es dem Spieler erm\u00f6glichte, sich auf das zu konzentrieren, was er betrachtete. Hoffentlich werden die Dinge auch in dieser Hinsicht vereinfacht.\n\nDiese \u00c4nderungen stellten ein ziemlich kompliziertes Problem dar: Was tun mit der Spacebrake? Da wir uns entschieden hatten, es aus dem Space Key f\u00fcr die Strafe-Up-Aktion zu entfernen. Ich denke, es ist interessant, durch die Probleme zu gehen, die dadurch entstanden sind, und die umstrittene Art und Weise, wie wir es zu beheben suchten, dass wir am Ende aufgeben mussten.\n\nDie Funktionen der Raumbremse sind zun\u00e4chst das Verlangsamen des Schiffsdrosselklappens auf 0 und dann das Zur\u00fccksetzen auf das Startdrosselklappensystem nach dem Loslassen. Das Problem war, dass doppeltes Antippen von [ S] den Gashebel ebenfalls auf 0 setzen w\u00fcrde, so dass die einzige Sache, die die Raumbremse hinzuf\u00fcgte, die einzigartig war, die R\u00fcckkehr zur vorherigen Geschwindigkeitsfunktion war. Nachdem wir dies bedacht hatten, fragten wir uns, ob es nicht besser w\u00e4re, die Aktion hinter einen Modifikator zu stellen, um Platz f\u00fcr andere Aktionen zu schaffen. Als wir jedoch versuchten, es hinter den Modifikator auf [ X] zu setzen, war das Feedback \u00fcberw\u00e4ltigend negativ - aufgrund der H\u00e4ufigkeit, mit der die Taste von SC-Spielern verwendet wird. Hier ist das Feedback von unserer QA:\n\n\"Dies ist eine so unangenehme und kontraintuitive Tastenkombination, die man dr\u00fccken muss, f\u00fcr etwas, von dem ein Spieler erwarten w\u00fcrde, dass er es sofort und in der Hitze von Kampfman\u00f6vern tun kann. Es r\u00e4t von der Verwendung der Raumbremse ab. Und es ist viel schwieriger, in intensiven Situationen wie Man\u00f6vrieren und K\u00e4mpfen zu dr\u00fccken.\"\n\nDas Feedback der Community best\u00e4tigte auch diese starke Abneigung! So blieb uns keine andere Wahl, als die Installation der Aktion als unver\u00e4nderten Tastendruck zu betrachten. Das Problem war jetzt nat\u00fcrlich, dass wir keinen Platz daf\u00fcr hatten. Daher war eine weitere Runde Schl\u00fcsseljonglage erforderlich. Dies f\u00fchrte tats\u00e4chlich dazu, dass der Freilaufschl\u00fcssel nach [ Z ] verschoben wurde und der Landemodus wieder an seinen urspr\u00fcnglichen Platz auf [ N ] zur\u00fcckkehrte.\n\nIch denke, es lohnt sich auch, auf unsere Entscheidung einzugehen, das Gamepad-Gaspedal auch auf das On the [ LS ] zu stellen. W\u00e4hrend einige vielleicht auf dies als Beispiel daf\u00fcr verweisen, dass die Vereinigung zu weit geht, denken wir, dass dies die Vorteile der Vereinigung und einer analogen Steuerung des Gaspedals \u00fcbersehen w\u00fcrde. Die Verwendung der relativen analogen Steuerung am [ LS ] bedeutet, dass wir mehr Granularit\u00e4t \u00fcber die Steuerung des Gaspedals haben. Das Gamepad benutzte ein digitales Gaspedal wie die Tastatur - was unserer Meinung nach nicht wirklich die bestm\u00f6gliche Nutzung der uns zur Verf\u00fcgung stehenden Anaolg-Regler war. Einige haben dieses neue Setup mit einem \"Mini-HOTAS\" verglichen, mit dem wir zufrieden sind.\n\nDas Leeren von [ CAPSLOCK] war zun\u00e4chst etwas, von dem wir dachten, dass es nicht m\u00f6glich w\u00e4re - einen Schl\u00fcssel so nah an den Bewegungsaktionen aufzugeben. Wir wollten, dass [ CAPSLOCK ] frei ist, da SC ein Spiel ist, das, wenn es w\u00e4chst, immer mehr auf die Kommunikation im Spiel angewiesen sein wird. Wir wollten wirklich die Frustration des \"zuf\u00e4lligen Schreis\" vermeiden, wenn es m\u00f6glich war.\n\nDiejenigen, die den H\u00f6hepunkt der Zuordnungen erreicht haben, haben vielleicht bemerkt, dass die Tabulatortaste leer ist - dies geschah im Hinblick auf neue Steuerungsfunktionen, die bald folgen werden. Wir wollten definitiv nicht ohne einen Platz f\u00fcr etwas stecken bleiben, das wir f\u00fcr so wichtig f\u00fcr S42 gehalten haben.....\n\nHoffentlich hat dieser Bericht dann dazu beigetragen, zu erkl\u00e4ren, wie viel Arbeit in diesen Revisionsprozess der Kontrollen investiert wurde, und die Verbesserungen hervorzuheben, die wir vorgenommen haben, um die Kontrollen in SC f\u00fcr 2.4.0 zu vereinheitlichen.\nWenn Sie sich jedoch wirklich nicht \u00e4ndern m\u00f6chten, dann haben wir Sie immer noch mit unseren neuen Legacy-Mapping-Profilen abgedeckt. Im Rahmen dieses Redesigns haben wir daher darauf geachtet, die alten Steuerschemata als ladbare Profile einzubinden - wir haben layout_gamepad_Legacy und layout_keyboard_legacy Mappings erstellt, die im Men\u00fc Advanced Controls Customization oder mit dem Befehl pp_rebindkeys in der Konsole geladen werden k\u00f6nnen. Dr\u00fccken Sie einfach [ ` ` ] und geben Sie dann pp_rebindkeys layout_keyboard_legacy oder pp_rebindkeys layout_gamepad_legacy ein, um zur\u00fcckzukehren.\n\nWir m\u00f6chten allen unglaublichen PTU-Testern f\u00fcr ihre Geduld und ihren Einsatz danken, die uns geholfen haben, 2.4 aus der T\u00fcr zu bekommen! Wir sind sehr stolz darauf, eine solche unterst\u00fctzende Gemeinschaft zu haben und h\u00e4tten es ohne sie nicht geschafft!\n\nSeit 2.4.0 an PTU weitergeleitet wurde, loggten sich 492 Evocati-Konten (unsere NDA-Testgruppe) 26.502 Mal \u00fcber acht Builds ein und lieferten 1.401 Fehlerberichte mit unterschiedlichen Schweregraden.\n\nInsgesamt wurden w\u00e4hrend des 2.4.0-Tests, bei dem PTU 1st Wave und alle Abonnenten hinzugef\u00fcgt wurden, 8.582 Konten 185.009 Mal in den zwanzig Builds von 2.4.0 auf PTU angemeldet, 3.086 Fehlerberichte hinzugef\u00fcgt.... und 65 Konten in allen 20 Builds angemeldet!!\n\nDies ist zu einer wichtigen Komponente geworden, um einen Build zu testen, bevor er in den Live-Betrieb geht. Wir werden unsere Evocati und PTU Reihen im Laufe dieses Sommers erweitern, und der beste Weg, sich zu engagieren, ist, zu helfen, zu bestehenden Fehlerberichten im Issue Council beizutragen oder neue Berichte hinzuzuf\u00fcgen, wenn einer nicht existiert!\"\n\nWir sehen uns im Vers!","zh_CN":"Greetings Citizens,\nStar Citizen Alpha 2.4 is now live! This major update to Star Citizen\u2019s persistent universe is now available in your launcher. Alpha 2.4 introduces the first iteration of in-game persistence and shopping, as well as major changes to the controls, updates to the ship roster (including making the massive Starfarer flyable in-game), bug fixes, balance updates and more! In short, this is our biggest and most important update since Star Citizen Alpha 2.0.\n\nYou can read all about the new systems below, and find a complete list of changes in the 2.4 Patch Notes here.\n\nStarfarers Take Flight!\nStar Citizen Alpha 2.4.0 welcomes the Stafarers to the skies! Not only has the base Starfarer become flight-ready, but the Gemini variant is being introduced as well and will be hangar and flight-ready too! These massive tankers have multiple decks and crew support for seven people, making it our largest flyable ship in-game so far.\n\nIf you missed out on your chance to pick up either the Base Starfarer or the Gemini variant, both are now on sale! These ships will be available on the pledge store through 6\/20.\n\nYou can read more about the Starfarer in our original post here!\n\nHangar Ready Reliant!\nIn addition to the Starfarer duo, Alpha 2.4.0 introduces the MISC Reliant to the hangar!\n\nWith a larger cargo hold than the Aurora ES or the Mustang Alpha, the Reliant is a natural choice for anyone engaging in short-haul shipping. And that cargo space also means there\u2019s plenty of internal room to expand, allowing the placement of medical systems, weapons racks and more. Ultimately, though, the Reliant is no transport: it\u2019s a sleek and maneuverable utility ship more than capable of holding its own in combat!\n\nYou can read more about the Reliant in our original post here!\n\n\nRemember: we are offering these pledge ships to help fund Star Citizen\u2019s development. The goal is to make additional ships available that give players a different experience rather than a particular advantage when the persistent universe launches. Ship types sold during limited sales will be available to earn in the finished game.\n\nThis patch also brings another potential deadly weapon to your arsenal! Going forward, we want to put more emphasis on creating mechanically interesting ship weapons, rather than extra multiples of classics like the laser\/ballistic cannons.\n\nWe are excited to introduce you to the Amon & Reese Pyroburst. The Pyroburst is a size 3 plasma scattergun, firing 8 proximity detonating plasma rounds per shot. This bad boy is great for a defensive loadout on a turret or a boom and zoom loadout on a fighter.\n\nYou can pick up the Pyroburst on the Voyager Direct Store here!\n\nThat\u2019s right, you read that correctly. Our Persistent Universe is finally persistent! The backend functionality has been completed and there are several things that you do in the game that will carry over between sessions. Many of these are detailed below, but include things like purchased items in shops, Alpha UEC balance, and hostility level.\n\nAdding persistence is a huge milestone and a crucial addition to the game that will affect nearly every aspect of Star Citizen, and this is only the beginning! A ton of back-end work was completed in order to make this possible and we are looking forward to the updates to come as we continue to expand and flesh out this core foundation of the game!\n\nWith this release we are implementing a brand new currency, called \u201cAlpha UEC\u201d. This currency exists purely as a test currency and is designed to test out economy balance, item pricing, mission rewards, and more. We\u2019ll monitor the activity of the initial wave of Alpha UEC and improve and iterate on the features mentioned. At any point this currency, and anything purchased with it, can be wiped so that a clean slate can be instituted and we can begin a new cycle of testing. (Anything purchased with real UEC on the Voyager Direct site will still be available and will persist as it previously did.)\n\nAs well as rewards, you will now also be charged for services at Cry-Astro. This is an initial implementation so some services are \u201call or nothing\u201d in that, for instance, you cannot repair specific items on your ship \u2013 you have to repair the whole thing.\n\nIt\u2019s time for a Shopping Spree! With 2.4.0. we finally release the first iteration of purchasable items in shops. We have a few different shops open for business with more to follow soon after. They offer a variety of merchandise that can be purchased with our brand new currency Alpha UEC. For this iteration, you can also use this interface to equip an item you\u2019ve already purchased. Proper storage and inventory solutions will come at a later date.\n\nCasaba Outlet\nCasaba Outlet can be found at Area18 as well as Port Olisar and sells a variety of shirts, jackets, pants, hats and shoes. Each individual piece of clothing can be interacted with and purchased. Looking at an item in AR Mode displays the price, manufacturer, product description, and two Use Verbs: \u201cTry On\u201d and \u201cPurchase\u201d. \u201cTry On\u201d allows you to view how the item would look before making a purchase. Selecting \u201cPurchase\u201d will take the player to the purchase summary screen. The price of the item is listed, as well as a product description, the amount of credits the player has available, a button to confirm the purchase is present and a large \u201cX\u201d at the top right to cancel the purchase and close the window. Selecting \u201cPurchase\u201d will deduct the price from the player\u2019s AUEC balance and equip the item on the player. Once the item has been purchased, you can come back to the shop to re-equip the item at any time with the \u201cEquip\u201d option.\n\nCubby Blast\nCubby Blast can be found on Area18 and sells weapons, ammo, medpacks, armor, and flight suits. The interface for interacting with items in Cubby Blast is very similar to Trying and Purchasing clothing at Casaba Outlet. For weapons, you can \u201cInspect\u201d instead of \u201cTry On.\u201d The main difference here being when inspecting weapons, it will stay in 1P camera so you can get a feel for the item in your hands. In addition to weapons, there is also a variety of Armor Sets and several new RSI Flight Suits. (Treated in the same manner as clothing when it comes to the Use Verbs.)\n\nLive Fire Weapons\nLive Fire Weapons is the resident personal weapon vendor on Port Olisar in the space above Crusader. It too sells weapons, ammo, and medpacks. The interface for interacting with items in Live Fire Weapons is the same as Cubby Blast.\n\nGarrity Defense\nGarrity Defense is where you can go to purchase body armor and some of our brand new RSI flight suits. It is located on Port Olisar as well. The interface for interacting with items in Garrity Defense is the same as Casaba Outlet. Helmets and armor are packaged together into a single purchase.\n\nYou now have two outfits you can switch between \u2013 a set of clothing you can wear indoors and your flightsuit. You will wake at Olisar wearing your indoor clothing. If you plan to head out into space you will have to change into your flightsuit or risk explosive decompression in the airlock. You can change your outfit in two locations \u2013 in your bedroom with a new wardrobe, or at the valet units beside every airlock.\n\nYou will find a wardrobe in your bedroom which will switch your clothes between civilian and spacesuit.\n\nCrusader Security has noticed that its currently unmanned security post is regularly subject to trespass, theft and systems tampering. They are now contracting out the facility\u2019s security to those they have noticed doing lawful work.\n\nYou should be rewarded for missions by the amount shown in the mobiGlas beneath the objectives for the mission.\nSome mission reward bonuses such as the PI mission awarding a bonus the next time you go to Olisar if you complete the mission in the \u201cgood\u201d way. And the security guard mission rewards bonuses for every trespasser you kill at Kareah.\n\nYou can now earn UEC by scavenging whisky and cigars. You will find these around Yela and also dotted around some of the ICC probe asteroid missions. There is a cheeky noodle based decay box in there too.\n\nWith 2.4.0. we have released a new app in the mobiGlas that enables Port Modification Mode. This mode causes \u201cItem Ports\u201d to appear in the Hangars that you can use to customize your hangars in ways not able to previously. There are 2 different types of Item Ports currently: Ports that hold ships and Ports that hold flair objects. Clicking on an Item Port will bring up a list of available items via the player mobiGlas app. This list contains the following: the name of the currently placed item (none if the port is empty), a list of items the player possesses that can be placed at this port, the \u201cRemove\u201d button to take the currently placed item off the Item Port and place it back in the inventory, and the \u201cCancel\u201d button to exit the item list without making any changes. The player can access the item list by selecting an Item Port, or by selecting the Modification App button from the front page of mobiGlas, however this method only allows you to place items if you selected an Item Port first.\n\nShips and Customization\nAs mentioned above, ships can be placed on an item port just like flair, as long as the port is a ship spawner. These Item Ports can be found on the landing pads in each Hangar; interacting with one of these will bring up a list of ships the player owns (as well as other vehicles, such as the Greycat). In addition, once a ship has been placed in the Hangar it will have Item Ports on it for the weapon hardpoints, shields, thrusters, etc. These components can be swapped out and customized (as long as the player has components that fit in their place). It works in exactly the same way as placing flair; once you interact with an Item Port a list of items that can fit in that port will be displayed. This will allow players to change weapon loadouts, swap out missiles or ammo, and change shields among other things.\n\nHangar Selection\nWith this release we have transitioned the hangar configuration functionality from the website to the Main Menu. In the main menu (accessed by pressing escape on your keyboard, and clicking \u201cOptions\u201d) you can select which hangar you\u2019d like to load. For this release we\u2019ve restricted the hangars to one stock bay each. In the future you\u2019ll be able to use the Port Modification app to expand your hangar and add new bays.\n\nAs Star Citizen has expanded, moving on from its early days as a Flight only space sim to bring in On Foot and EVA modes, the game\u2019s control scheme has become more and more esoteric and disjointed \u2013 the intention then, with a redesign of the game\u2019s default control mappings, was to re-evaluate the placement of the most important actions while also unifying them across all modes as much as possible.\n\nGiving important actions more intuitive placement on each device was an obvious requirement \u2013 and this was what we tackled first \u2013 bringing MobiGlas for example, with its ever increasing usability, right to the fore. From then, we needed to delve into the unification. So how then do you start to bring things together across all 3 modes (Flight, On Foot and EVA)? For this we identified two very important factors to inform the design.\n\nFirstly, we looked for commonalities between the three different modes of gameplay \u2013 this resulted in us viewing EVA as a possible cipher. EVA is the in-game bridge between On Foot and Flight \u2013 so we looked to see if it could also bridge the controls as well. From here the unification work was guided using the question of \u201cWhen the player runs and jumps off a platform \u2013 should the jump button continue to push the player up?\u201d. We said \u201cyes\u201d and developed on from there.\n\nSecondly, we felt that the old mappings weren\u2019t the best at utilising 6DOF, so we wanted to see if there was a way to improve in this area at the same time. Improving the ease in which a player could move between the 6DOF actions as well as making it possible for the player to layer these movements together (without too much trouble) were the key points we identified to improve 6DOF gameplay.\n\nBefore moving on to show what has been unified, let\u2019s first dig down a little into what it actually means to unify the controls. As we worked through the unification process, we realised there were two different types of unification to consider: Global and Contextual. Breaking these two ideas down should hopefully explain our approach in more detail.\n\nGlobal unification covers both the consistent placement of actions that exist in all modes \u2013 for example, previously, changing the camera view on gamepad was different for Flight and On Foot modes \u2013 and also the grouping of actions sensibly for the device across all modes \u2013 here the example is making all the keys used in movement always be the same in all modes.\n\nContextual unification carries this idea further getting sensible matching keys for similar actions that exist in the different modes. The best example here (that also demonstrates how much Global and Contextual overlap) is sprint from (On Foot) matching up with boost (Flight); two different actions that make perfect sense to go together and create a unified \u201cgo faster\u201d movement key.\nExpanding this idea further still, we have the grouping of keys in the same mode contextually. The example here being Free Look on [ Z ] and Look Behind on left [ ALT ] + [ Z ]. These actions were considered related because they activate different ways of viewing the game.\nAnd also \u2013 carrying unification on to the very extremes \u2013 we wanted to explore the potential for keeping these contextual actions grouped between devices \u2013 so that when we paired actions together on the keyboard mapping we would consider, could they also be paired on the gamepad?\n\nClearly then, this was always going to be a complicated process \u2013 but one that if we could get right would help remove some of the control boundaries SC had created over the past year. Moving on then, lets outline the unification achieved.\n\nGlobal Unification\n\nThese actions are consistent across all modes (per device):\n\u2022 Movement\n\u2022 Pause & MobiGlas\n\u2022 Contacts, Chat and 2D UI Cursor\n\u2022 Interact \/ Use\n\u2022 Cycle Camera View\n\u2022 Freelook \/ Orbit Cam\n\u2022 Modifiers\n\nContextual Unification\n\nThe tables below show which actions have been paired up between each device.\n\n\n\n\nKeyboard: On Foot \/ EVA Flight Move Forwards \/ Backwards Throttle Up \/ Down Strafe Left Right Strafe Left \/ Right Aim Up \/ Down Pitch Up \/ Down Aim Left \/ Right Yaw Left \/ Right Lean Left \/ Right Roll Left \/ Right Jump, Strafe Up Strafe Up Crouch, Strafe Down Strafe Down Primary Attack Weapon Group 1 Weapon Stance \/ Walk IFCS mode shift Reload Reticle Focus Sprint Boost \/ Afterburner Use Item Launch Countermeasure Cycle Item Cycle Countermeasure Melee Missile Lock \/ Fire Force respawn Self-destruct Change Fire Mode Decoupled Mode Toggle EVA Brake Spacebrake Gamepad: On Foot \/ EVA Flight Move Forwards \/ Backwards Throttle Up \/ Down Aim Up \/ Down Pitch Up \/ Down Aim Left \/ Right Yaw Left \/ Right Weapon Stance \/ Walk IFCS mode shift Select Firearms Targeting Sprint Boost \/ Afterburner Change Fire Mode Automatic Landing Primary Attack Weapon Group 1 Use Item Launch Countermeasure Force respawn Self-destruct As you can see by the tables, it was a lot easier to do the contextual unification with the keyboard than the Gamepad (due to its obvious limitations for a game as complex as SC). In fact, the Gamepad\u2019s problems were essentially this fundamental clash between the unification we wanted and the potential detriment to player usability. And, as our revisionary design process went on, there were plenty of times where it felt like we were punishing QA with our unified schemes\u2026\n\nIn the end then, compromises were made on the Gamepad. As mentioned earlier, on the keyboard we made sure that Freelook and Look Behind were on the same key \u2013 Look Behind being the modified version of the same key \u2013 as we felt like it made contextual sense to do so. However, it was determined that the Decouple Toggle was a more important action than the Look Behind \u2013 so we made the Decouple Toggle the modified version of Freelook instead (activated with the combined press of [ LB ] + [ R3 ]). The thumbstick clicks being better placement for important actions due to the player not needing to relax the sticks during a dogfight.\n\nAnother example of this on the gamepad was the choice to make Roll the primary action on the [ LS ] X-axis instead of Strafe Left \/ Right \u2013 which would have matched with on foot and EVA. The decision ultimately was that Roll was more useful in Flight \u2013 relegating Strafe Left \/ Right to the modified version of the [ LS ] X-axis.\n\nAs for the keyboard, while it clearly had more real-estate to play with, there were still limitations to find ways around. For us, the importance of not having to move the keyboard hand away from the movement keys was pivotal. And it was this that the keyboard placement was built around; what do we need to fit around WASD to make SC easier to play?\n\nWe believe the new Keyboard and Mouse layout makes it easier for the player to potentially strafe up\/down, strafe left\/right, roll left\/right, yaw left\/right, pitch up\/down, fire weapons, fire countermeasures, boost and more simultaneously\u2026 without shifting the keyboard hand position. A big factor in this improvement was to bring in [ SPACEBAR ] and left [ CTRL ] as the strafe up and down keys \u2013 so that the thumb and pinkie fingers could be used as part of the movement controls.\n\nObviously, allowing the pinkie and thumb to come into play in this manner was done to match things up with the on foot and EVA modes, but there was more to it than that in the end. Selecting these keys, freed up some more keys near to WASD for other actions \u2013 allowing us to rethink which pivotal controls should be within easy reach.\n\nClearing other actions off of the [ F ] key has allowed us to pin this key down as a contextual \u201cinteract\u201d action. This means that in all situations the player can think of the [ F ] key as the only way of initiating or activating \u2013 clearing up another problem we had with our old USE key being used to strafe down. Also, in the long term, we\u2019re going to need to lean on this key even heavier as we expand upon the player interactions via the Inner Thought system.\n\nWe then chose to utilise the [ R ] key for the reticule focus action \u2013 meaning the closet targeting action was the one that allowed the player to lock onto the thing they were looking at. Hopefully simplifying things on that front too.\n\nThese changes did pose one fairly complicated issue; what to do with spacebrake? Since we had opted to move it off of the space key for the strafe up action. I think it\u2019s interesting to walk through the problems this created, and the controversial way in which we looked to fix it that we ended up dropping.\n\nThe functions of spacebrake are first to slow the ship throttle to 0 and then second to return to the starting throttle when released. Trouble was, double tapping [ S ] would set the throttle to 0 as well, so the only thing spacebrake was adding that was unique was the return to previous speed functionality. After considering this, we wondered if it was not better to place the action behind a modifier to free up space for other actions. However, when we tried putting it behind the modifier on [ X ], the feedback was overwhelmingly negative \u2013 due to how often the key is used by SC players. Here\u2019s the feedback from our QA:\n\n\u201cThis is such an awkward and counter-intuitive key combination to press, for something that a player would expect to be able to do instantly and in the heat of combat maneuvers. It discourages the use of space brake. And it is much more difficult to press in intense situations such as maneuvering and combat.\u201d\n\nCommunity feedback also confirmed this strong dislike! So we were left with no option but to look at installing the action back as a non-modified key press. The problem now of course, was that we didn\u2019t have a place for it. Thus, another round of key juggling was needed. This actually resulted in the moving of the freelook key to [ Z ] and the landing mode back it its original place on [ N ].\n\nI think it\u2019s also worth addressing our decision to put the Gamepad throttle on the on the [ LS ] too. While some might point to this as an example of the unification going too far, we think that would be overlooking the benefits of the unification and of having an analog control of the throttle. Using the relative analog control on the [ LS ] means we have more granularity over the control of the throttle. As it was, the gamepad used a digital throttle the same as the keyboard \u2013 which we felt was not really making the best use of the anaolg controls at our disposal. Some have likened this new setup to be like a \u201cmini HOTAS\u201d which we are pleased with.\n\nLeaving [ CAPSLOCK ] empty was, at first, something we didn\u2019t think would be possible \u2013 giving up a key so close to the movement actions. We wanted [ CAPSLOCK ] to be free since SC is a game, that as it grows, will rely more and more on in-game communication. We really wanted to avoid the frustration of the \u201caccidental shout\u201d if it was possible.\n\nThose that peaked ahead to the mappings might have spotted the Tab key being empty \u2013 this was done with a view to new control features coming soon. We definitely didn\u2019t want to get stuck without a place for something we\u2019ve deemed to be so important to S42\u2026\n\nHopefully then this report has helped to explain just how much work has gone into this controls revision process as well as highlighting the improvements we\u2019ve made to make the controls in SC unified for 2.4.0.\nHowever, if you\u2019re really reluctant to change then we\u2019ve still got you covered with our new legacy mapping profiles. So as part of this redesign we made sure to include the old control schemes as loadable profiles \u2013 we\u2019ve created layout_gamepad_Legacy and layout_keyboard_legacy mappings that can be loaded in in the Advanced Controls Customisation menu or by using the command pp_rebindkeys in the console. Just press [ ` ] and then type in pp_rebindkeys layout_keyboard_legacy or pp_rebindkeys layout_gamepad_legacy to revert back.\n\nWe want to thank all of the incredible PTU testers for their patience and dedication in helping us get 2.4 out the door! We are very proud to have such a supportive community and could not have done it without them!\n\nSince 2.4.0 was pushed to PTU, 492 Evocati accounts (our NDA test group) logged in 26,502 times over eight builds, providing 1,401 bug reports of various severity levels.\n\nIn total during 2.4.0 testing, where PTU 1st Wave and all Subscribers were added, 8,582 accounts logged in 185,009 times over the twenty builds of 2.4.0 on PTU, adding 3,086 bug reports\u2026 and 65 accounts logged into all 20 builds!!\n\nThis has become an instrumental component to testing a build before it goes to Live. We\u2019ll be adding to our Evocati and PTU ranks later this summer, and the best way to get involved is by helping contribute to existing bug reports on the Issue Council, or adding new reports if one doesn\u2019t exist!\u201d\n\nSee you in the \u2018verse!"},"links_count":5,"comment_count":191,"created_at":"2016-06-11T00:00:00+00:00","created_at_human":"9 years ago"},"meta":{"processed_at":"2026-05-14 03:54:13","valid_relations":["images","links"],"prev_id":15354,"next_id":15356}}