{"data":{"id":16348,"title":"Star Citizen Alpha 3.0.0","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/16348-Star-Citizen-Alpha-300","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/16348","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/16348","channel":"Transmission","category":"General","series":"Release Info","images":[],"images_count":0,"translations":{"en_EN":"Star Citizen Patch 3.0.0\nAlpha Patch 3.0.0 has been released to all Star Citizen backers. This update contains one of our largest feature sets to date \u2013 including the three moons of Crusader, a new mission system, improved shopping and cargo mechanics, and increased our server player count from twenty-four to fifty players. Alpha 3.0.0 is also the first implementation of a lot system changes that go on in the background. For example, with commodity trading, we\u2019re testing out the very first iteration of the dynamic economy that will control the marketplace of the universe.\n\nWith our new procedural planet tech, there was a strong need to make sure that we efficiently update all the entities and components in our game world (their number increased significantly compared to 2.6.3). We therefore implemented a new update scheduler that allows us to efficiently batch update them per type and update strategy (range based, manual, always, conditionally). As this puts more strain onto our job system, we further refined its core to allow for even lower latency scheduling and supported even more CPU cores.\n\nIn short, it\u2019s a big update that lays the foundation for larger developments down the road.\n\nApart from the improvements already made, there\u2019s still a lot of work that has to be done to get the performance up to where we want it to be, but this will take a bit more time. Object Container Streaming and Entity streaming are major aspects to reduce memory footprint and further scale the game world for many star systems in a seamless way. There will also be a concentrated effort into better scaling of existing game systems with increased player count and world complexity (entity count). We\u2019ve been investigating range based culling of entity updates which will provide significant gains, but still needs additional work to properly integrate into all game systems.\n\nWith the release of 3.0.0, the Persistent Universe is now shifting to a quarter-based release schedule. This approach means that after each live delivery we can return to the main development branch and pick up all the changes and optimizations that have been worked on in the background and ready them for our next live release. 3.0 has been about completely revamping systems and gameplay as well as adding new content. We will now go back into our development branch, which we need to do for our Q1 release in March and will pick up the latest code and concentrate on optimizing performance, using our new gameplay and systems to the fullest, as well as continuing with the balance and polish of the PU.\n\nYour feedback and engagement is what makes Star Citizen special, so drop into the \u2019verse, grab your ship and explore the vastness of 3.0.0.\n\nNew RSI Launcher\nStar Citizen Alpha 3.0 requires the installation of a new launcher which will tremendously reduce the amount of data transmitted during game updates and allow the team to deliver more patches quickly. The RSI Launcher will also be used to deliver Squadron 42 once it begins shipping.\n\nIn order to play Star Citizen 3.0, download the new RSI Launcher. The installation program will guide you to remove the older CIG Patcher and then perform your initial installation of Star Citizen Alpha 3.0.\n\nNOTE: Once totally installed and patched, Your launcher should display 3.0.0-695052 as the client version.\n\nNEW FEATURES\nThree Crusader Moons\nCellin\nCellin is Crusader\u2019s closest satellite. Visitors to the moon are greeted by the massive gas giant sitting prominently in the sky above. If you can take your eyes off the sky, then you\u2019ll notice that Cellin\u2019s flat surface is punctuated by dormant volcanoes.\n\n\n\nDaymar\nWith the thickest atmosphere of the three moons, Daymar is covered with winding canyons and rugged mountain ranges, giving it the appearance of an arid, desert planet. Though Crusader has been granting mining licenses to tap into the moon\u2019s resources, the atmosphere is unbreathable for Humans.\n\n\n\nYela\nThe third and final Crusader moon is Yela, the moon\u2019s covered in ice crust on certain sections of the moon, while other parts are dominated by a typical mixture of soil and snow. The temperatures are quite bracing here, so plan to bring a thermos of tea or a nip of something stronger to help stay warm.\n\n\n\nLevski\nThe home of the People\u2019s Alliance, this new landing zone was founded in an abandoned mining facility as an egalitarian alternative to the UEE.\n\n\n\nSurface Outposts\nOver two dozen planetside outposts that can be visited. These buildings cover a variety of operations (both legal and illegal) and can serve as drop-off and pick-up points for missions.\n\n\n\nDerelict Ships\nCrashed or abandoned ships within the Stanton system as points of exploration.\n\n\n\nMission Givers\nRuto\nThis criminal hacker provides the players with missions and introduce the first iteration of the reputation system.\n\n\n\nMiles Eckhart\nThe head of a private security company, Eckhart provides the players with missions and introduce the first iteration of the reputation system.\n\n\n\nMission System\nAround 20 distinct missions, most with lawful and unlawful variants and all with hundreds of random permutations. These missions can be picked up from the Mission Givers or from the Contract Manager App.\n\n\n\nDerelict Ships\nMultiple ship wrecks on planets and in space. Some may contain cargo that can be scavenged and sold.\n\n\n\nRandom Encounters\n10+ encounters which the player can come across through travel or by Quantum Travel Interdiction.\n\nThe area you are within will dictate the types of encounter you can come across\n\n\n\nAdmin Officer AI (mission related)\nAdmin officers will appear at larger landing zones such as Port Olisar and Levski to act as pick up or drop off points for mission related items.\n\n\n\nShopkeeper AI\nAdding the shopkeeper AI to give environments more life.\n\n\n\nPickup & Carry objects\nAs we\u2019re introducing cargo with 3.0.0, players will be able to manually interact with their cargo to load and unload it properly on their ships.\n\n\n\nAI Turrets\nWe are adding the ability for AI to operate turrets in Crusader, so we are working to make sure that they track and fire upon the correct targets.\n\n\n\nInteraction\/PIT\nWe\u2019ve added an interaction mode system which enables you to interact directly with the world around you. This will act as a shortcut way to select actions with your mouse, to avoid remembering complex control binds.\n\n\n\nStamina System\nWe are introducing the concept of stamina in to 3.0.0, this will mean that physical actions will have consequences. For instance, sprinting will drain the stamina of your character, causing loss of breath and difficulty in aiming a weapon.\n\n\n\nItem 2.0 Ships\nWe are converting our available ships over to the item 2.0 system. This will allow for greater player control of the ship and expanded gameplay.\n\nMulti-Function Displays (MFD) are being implemented in the new item 2.0 system to give pilots even more control of their ships.\n\n\n\nATC System\nThe Air Traffic Control system assigns landing pads to players once permission has been requested. The system also tracks the stored location of player-owned ships and allows for cargo to be delivered to a ship parked in that landing zone.\n\n\n\nItem 2.0 Doors & Airlocks\nWe are starting to update the doors and airlocks within the game to be more intelligent. In time, this would mean that the door would \u2018know\u2019 if a room beyond them is depressurized and would stay shut for safety.\n\n\n\nCockpit Experience Improvements\nMultiple changes that affect how the player moves and reacts in the cockpit as well as the overall feeling for the player while flying (interactions, reacting to hits, etc.)\n\n\n\nShopping\nCommodity buying\/selling.\n\nPhysical item shops.\n\n\n\nRender to Texture\nThis will have many uses going forwards, but our focus for now is to improve UI rendering and to introduce live rendering of video communications. We\u2019re aiming to improve rendering performance by rendering as much of the UI ahead of a frame. For video communications, this will mean that we don\u2019t have to pre-render the comms and store those files on the hard drive, as is the case with most games, allowing us to maintain fidelity and save hard drive space.\n\n\n\nCargo\nPlayers can purchase commodities from the kiosk that will be transportable in the cargo holds of vehicles, to be sold in another location.\n\nImplementing items to represent units of tradeable cargo.\n\n\n\nPlanetary Tech\nThe Physics Grid for planets and the modular space stations.\n\n\n\nPlanetary Rotation\nPlanets and moons now rotate to give a day\/night cycle.\n\n\n\nmobiGlas Visual Update\nRedesigned the interface and apps.\n\n\n\nmobiGlas Apps\nContract Manager: This is a redesign of the mission App that is currently available within mobiGlas and is the next step in allowing players more control over their mission tracking.\n\nPersonal Manager: This App will allow players to review their inventory and customize various aspects of their suit and weapons.\n\nVehicle Manager: This mobiGlas app allows the Player to modify\/customize their ships directly rather than using the upright terminals.\n\nStarMap: The Starmap will be introduced to allow players to view the Persistent Universe at large and select planets to quantum travel to.\n\n\n\nStarmap on Ship Radar\nIncorporating the Starmap into ships with 3D radar so players don\u2019t have to open the mobiGlas app when piloting to select their travel destinations. Remaining ships will be added later.\n\n\n\nUpdated Visor HUD\nUpdating the Own and Target ship displays for both the visor and MFD in the Item2.0 ships. With this enabled in ships, pilots will be able to see the health of their ship and shields\n\n\n\nAtmospheric Flight\nWith 3.0.0 players will have the chance to land on celestial bodies, which, in some cases, will involve passing through the atmosphere.\n\nA modified set of physics parameters to change the flight pattern of ships when they transition into a moon\u2019s atmosphere.\n\n\n\nEngine Trails\/Contrails\nVFX improvements for engine trails, and the creation of contrails for ships when flown in atmosphere\n\n\n\nGravlev (for hover bikes)\nThis tech covers the transitions from flight to hovering and hovering to flight, but also lets the hoverbikes (Dragonfly and Nox) traverse the planetary surfaces.\n\n\n\nSecond Stage Afterburner\nAdding afterburner functionality to allow you to traverse from space to ground faster.\n\n\n\nHint System\nA first iteration of in-game hints to help new players acclimate to the various complex gameplay mechanics in Star Citizen.\n\n\n\nEMP Weapon update\nUpdates to the EMP weapon functionality to properly affect ships now the item 2.0 conversion has taken place.\n\n\n\nEntity Owner Manager\nThe Entity Owner Manager tracks entities that are moved around the universe, making sure we spawn and despawn them at the correct time.\n\n\n\nPhysics Serialisation\nThis will fix a few long-standing threading issues between then network and physics code. Improves separation of physics and netcode for better maintainability.\n\n\n\nNew Message Queue\nNow that all our messages are strictly ordered, we\u2019ve streamlined the processing, allowing us to send and receive messages with less overhead. The new message queue also has a few extra features to better handle packet loss and jitter, helping reduce average bandwidth and latency.\n\n\n\nMission System\nThe overall system that will be used to create mission flows for missions like Patrol, Assassination, Smuggling, etc.\n\n\n\nPersistence of Ship Damage, Ammo, & Missiles\nPersistence ensures that your vehicle state is saved between sessions.\n\n\n\nShip Insurance & Claim\nThis will be an alpha version of the insurance system where if your current ship becomes damaged beyond repair, you will be able to request a replacement ship (with basic loadout) from the insurance provider.\n\n\n\nPlanetary Navigation Marker Generation\nA dynamically generated set of Quantum Travel points around planets and moons to enable for quicker and easier traversal around them.\n\n\n\nPersistent Spawning & Reconnecting\nFirst pass at persistence which allows us to save the state and location of the player and ships between game sessions.\n\n\n\nNew & Updated FPS weapons\nBEHR P8-SC \u2013 SMG\n\nAPAR Scourge \u2013 Railgun\n\n[UPDATED] KLWE Gallant \u2013 Rifle\n\n[UPDATED] KLWE Arrowhead \u2013 Sniper Rifle\n\n[UPDATED] KSAR Devastator-12 \u2013 Shotgun\n\n[UPDATED] KLWE Arclight \u2013 Pistol\n\n[UPDATED] Gemini LH86 \u2013 Pistol\n\n[UPDATED] BEHR P4-AR \u2013 Assault Rifle\n\n\n\nNew & Updated Ships\/Vehicles\n[Updated] Cutlass Black\n\nDrake Dragonfly\n\nAopoa Nox\n\nRSI Ursa Rover\n\nRSI Constellation Aquila\n\nMISC Prospector\n\nUpdated RSI Aurora\n\nAegis Sabre Raven\n\n\n\nBack to top","de_DE":"Star Citizen Patch 3.0.0.0\nAlpha Patch 3.0.0.0 wurde f\u00fcr alle Star Citizen Geldgeber ver\u00f6ffentlicht. Dieses Update enth\u00e4lt eines unserer bisher gr\u00f6\u00dften Feature-Sets - darunter die drei Monde von Kreuzritter, ein neues Missionssystem, verbesserte Einkaufs- und Frachtmechaniken und eine erh\u00f6hte Anzahl von Serverspielern von vierundzwanzig auf f\u00fcnfzig Spieler. Alpha 3.0.0.0 ist auch die erste Implementierung von vielen System\u00e4nderungen, die im Hintergrund ablaufen. Zum Beispiel testen wir beim Rohstoffhandel die allererste Iteration der dynamischen Wirtschaft, die den Marktplatz des Universums beherrschen wird.\n\nMit unserer neuen prozeduralen Planetentechnologie bestand ein gro\u00dfer Bedarf, sicherzustellen, dass wir alle Einheiten und Komponenten in unserer Spielwelt effizient aktualisieren (ihre Anzahl stieg im Vergleich zu 2.6.3 deutlich an). Wir haben daher einen neuen Aktualisierungsplaner implementiert, der es uns erm\u00f6glicht, diese effizient im Batch-Verfahren pro Typ und Aktualisierungsstrategie zu aktualisieren (bereichsbasiert, manuell, immer, bedingt). Da dies unser Auftragssystem st\u00e4rker belastet, haben wir seinen Kern weiter verfeinert, um eine noch geringere Latenzzeitplanung zu erm\u00f6glichen und noch mehr CPU-Kerne unterst\u00fctzt.\n\nKurz gesagt, es ist ein gro\u00dfes Update, das den Grundstein f\u00fcr gr\u00f6\u00dfere Entwicklungen legt.\n\nAbgesehen von den bereits vorgenommenen Verbesserungen gibt es noch viel zu tun, um die Leistung dorthin zu bringen, wo wir sie haben wollen, aber das wird etwas l\u00e4nger dauern. Object Container Streaming und Entity Streaming sind wichtige Aspekte, um den Speicherbedarf zu reduzieren und die Spielwelt f\u00fcr viele Sternensysteme nahtlos weiter zu skalieren. Es werden auch konzentrierte Anstrengungen zur besseren Skalierung bestehender Spielsysteme mit erh\u00f6hter Spielerzahl und Weltkomplexit\u00e4t (Entity Count) unternommen. Wir haben die bereichsbasierte Keulung von Entity-Updates untersucht, die erhebliche Gewinne bringen werden, aber dennoch zus\u00e4tzliche Arbeit erfordern, um sich ordnungsgem\u00e4\u00df in alle Spielsysteme zu integrieren.\n\nMit der Ver\u00f6ffentlichung von 3.0.0.0 verlagert sich das Persistent Universe nun auf einen viertelj\u00e4hrlichen Releaseplan. Dieser Ansatz bedeutet, dass wir nach jeder Live-Delivery zum Hauptentwicklungszweig zur\u00fcckkehren und alle im Hintergrund bearbeiteten \u00c4nderungen und Optimierungen aufnehmen und f\u00fcr unser n\u00e4chstes Live-Release vorbereiten k\u00f6nnen. 3.0 ging es um die komplette \u00dcberarbeitung von Systemen und Gameplay sowie um das Hinzuf\u00fcgen neuer Inhalte. Wir werden nun in unseren Entwicklungszweig zur\u00fcckkehren, was wir f\u00fcr unsere Q1-Ver\u00f6ffentlichung im M\u00e4rz tun m\u00fcssen, und den neuesten Code aufnehmen und uns auf die Optimierung der Leistung konzentrieren, unser neues Gameplay und unsere Systeme in vollem Umfang nutzen sowie die Balance und den Glanz der PU fortsetzen.\n\nIhr Feedback und Ihr Engagement sind das, was Star Citizen besonders macht, also lassen Sie sich in den Vers fallen, schnappen Sie sich Ihr Schiff und erkunden Sie die Weite von 3.0.0.0.\n\nNeuer RSI-Launcher\nStar Citizen Alpha 3.0 erfordert die Installation einer neuen Tr\u00e4gerrakete, die die Datenmenge, die bei Spiel-Updates \u00fcbertragen wird, enorm reduziert und es dem Team erm\u00f6glicht, schnell mehr Patches bereitzustellen. Der RSI Launcher wird auch f\u00fcr die Lieferung der Staffel 42 verwendet, sobald sie mit dem Versand beginnt.\n\nUm Star Citizen 3.0 zu spielen, laden Sie den neuen RSI Launcher herunter. Das Installationsprogramm f\u00fchrt Sie durch, den \u00e4lteren CIG-Patcher zu entfernen und dann die Erstinstallation von Star Citizen Alpha 3.0 durchzuf\u00fchren.\n\nHINWEIS: Nach der vollst\u00e4ndigen Installation und dem Patch sollte Ihr Launcher 3.0.0.0-695052 als Client-Version anzeigen.\n\nNEUE FEATUREN\nDrei Kreuzritter-Monde\nCellin\nCellin ist Kreuzritter's n\u00e4chster Satellit. Die Besucher des Mondes werden von dem riesigen Gasriesen begr\u00fc\u00dft, der prominent am Himmel dar\u00fcber sitzt. Wenn Sie den Blick vom Himmel nehmen k\u00f6nnen, dann werden Sie feststellen, dass die flache Oberfl\u00e4che von Cellin von ruhenden Vulkanen unterbrochen wird.\n\nDaymar\nMit der dichtesten Atmosph\u00e4re der drei Monde ist Daymar von gewundenen Schluchten und zerkl\u00fcfteten Gebirgsz\u00fcgen bedeckt, die ihm das Aussehen eines trockenen, w\u00fcstenartigen Planeten verleihen. Obwohl Crusader Bergbaulizenzen gew\u00e4hrt hat, um die Ressourcen des Mondes zu nutzen, ist die Atmosph\u00e4re f\u00fcr den Menschen nicht atmungsaktiv.\n\nYela\nDer dritte und letzte Kreuzrittermond ist Yela, der Mond ist auf bestimmten Abschnitten des Mondes mit Eiskruste bedeckt, w\u00e4hrend andere Teile von einer typischen Mischung aus Erde und Schnee dominiert werden. Die Temperaturen sind hier ziemlich anregend, also planen Sie, eine Thermoskanne mit Tee oder einen Schluck etwas St\u00e4rkeres mitzubringen, um warm zu bleiben.\n\nLevski\nAls Heimat der People's Alliance wurde diese neue Landezone in einer verlassenen Minenanlage als egalit\u00e4re Alternative zur UEE gegr\u00fcndet.\n\nOberfl\u00e4chenau\u00dfenposten\n\u00dcber zwei Dutzend Au\u00dfenposten am Planetenrand, die besucht werden k\u00f6nnen. Diese Geb\u00e4ude decken eine Vielzahl von Operationen ab (sowohl legale als auch illegale) und k\u00f6nnen als Ab- und Abholpunkte f\u00fcr Missionen dienen.\n\nVerfallene Schiffe\nAbst\u00fcrzte oder verlassene Schiffe innerhalb des Stanton-Systems als Erkundungspunkte.\n\nMissionsgeber\nRuto\nDieser kriminelle Hacker versorgt die Spieler mit Missionen und f\u00fchrt die erste Iteration des Reputationssystems ein.\n\nMiles Eckhart\nDer Leiter eines privaten Sicherheitsunternehmens, Eckhart, versorgt die Spieler mit Missionen und f\u00fchrt die erste Iteration des Reputationssystems ein.\n\nMissionssystem\nEtwa 20 verschiedene Missionen, die meisten mit legalen und illegalen Varianten und alle mit Hunderten von zuf\u00e4lligen Permutationen. Diese Missionen k\u00f6nnen bei den Missionsgebern oder in der Contract Manager App abgeholt werden.\n\nVerfallene Schiffe\nMehrere Schiffswracks auf Planeten und im Weltraum. Einige k\u00f6nnen Ladung enthalten, die abgefangen und verkauft werden kann.\n\nZuf\u00e4llige Begegnungen\nMehr als 10 Begegnungen, denen der Spieler durch Reisen oder durch Quantenreiseverbote begegnen kann. Der Bereich, in dem du dich befindest, bestimmt die Art der Begegnung, auf die du sto\u00dfen kannst.\n\nAdmin Officer KI (aufgabenbezogen)\nVerwaltungsbeamte werden an gr\u00f6\u00dferen Landepl\u00e4tzen wie Port Olisar und Levski erscheinen, um als Abhol- oder R\u00fcckgabepunkte f\u00fcr missionsbedingte Gegenst\u00e4nde zu dienen.\n\nLadenbesitzer KI\nHinzuf\u00fcgen der KI des Ladenbesitzers, um der Umgebung mehr Leben einzuhauchen.\n\nPickup & Carry Objekte\nDa wir mit 3.0.0.0 Fracht einf\u00fchren, werden die Spieler in der Lage sein, manuell mit ihrer Fracht zu interagieren, um sie auf ihren Schiffen richtig zu be- und entladen.\n\nKI-T\u00fcrme\nWir f\u00fcgen die F\u00e4higkeit der KI hinzu, T\u00fcrme in Crusader zu betreiben, also arbeiten wir daran, sicherzustellen, dass sie die richtigen Ziele verfolgen und abfeuern.\n\nInteraktion\/PIT\nWir haben ein Interaktionsmodus-System hinzugef\u00fcgt, mit dem Sie direkt mit der Welt um Sie herum interagieren k\u00f6nnen. Dies dient als Abk\u00fcrzung f\u00fcr die Auswahl von Aktionen mit der Maus, um zu vermeiden, dass Sie sich an komplexe Steuerbindungen erinnern.\n\nAusdauer-System\nWir f\u00fchren das Konzept der Ausdauer in 3.0.0 ein, das bedeutet, dass k\u00f6rperliche Handlungen Konsequenzen haben werden. Zum Beispiel wird beim Sprinten die Ausdauer deines Charakters ersch\u00f6pft, was zu Atemnot und Schwierigkeiten beim Zielen einer Waffe f\u00fchrt.\n\nPunkt 2.0 Schiffe\nWir stellen unsere verf\u00fcgbaren Schiffe auf das Item 2.0-System um. Dies wird eine bessere Kontrolle des Schiffes durch die Spieler und ein erweitertes Gameplay erm\u00f6glichen. Multifunktionsanzeigen (MFD) werden im neuen item 2.0-System implementiert, um den Lotsen eine noch bessere Kontrolle \u00fcber ihre Schiffe zu erm\u00f6glichen.\n\nATC-System\nDas Flugsicherungssystem weist den Spielern Landepl\u00e4tze zu, sobald die Erlaubnis eingeholt wurde. Das System verfolgt auch den gespeicherten Standort von spielereigenen Schiffen und erm\u00f6glicht die Lieferung von Fracht an ein in dieser Landezone geparktes Schiff.\n\nPunkt 2.0 T\u00fcren & Luftschleusen\nWir beginnen damit, die T\u00fcren und Luftschleusen innerhalb des Spiels zu aktualisieren, um intelligenter zu werden. Mit der Zeit w\u00fcrde dies bedeuten, dass die T\u00fcr \"wei\u00df\", ob ein Raum hinter ihnen drucklos ist und aus Sicherheitsgr\u00fcnden geschlossen bleibt.\n\nVerbesserungen der Cockpit-Erfahrung\nMehrere \u00c4nderungen, die sich auf die Art und Weise, wie sich der Spieler im Cockpit bewegt und reagiert, sowie auf das allgemeine Gef\u00fchl f\u00fcr den Spieler w\u00e4hrend des Fluges auswirken (Interaktionen, Reaktion auf Treffer, etc.).\n\nEinkaufen\nRohstoffeinkauf\/-verkauf. Physische Item Shops.\n\nRendern auf Textur\nDies wird in Zukunft viele Einsatzm\u00f6glichkeiten haben, aber unser Fokus liegt vorerst auf der Verbesserung des UI-Renderings und der Einf\u00fchrung des Live-Renderings von Videokommunikation. Unser Ziel ist es, die Renderleistung zu verbessern, indem wir so viel wie m\u00f6glich von der Benutzeroberfl\u00e4che vor einem Frame rendern. F\u00fcr die Videokommunikation bedeutet dies, dass wir die Kommas nicht vorab rendern und diese Dateien auf der Festplatte speichern m\u00fcssen, wie es bei den meisten Spielen der Fall ist, so dass wir die Treue wahren und Festplattenplatz sparen k\u00f6nnen.\n\nFracht\nDie Spieler k\u00f6nnen am Kiosk Waren kaufen, die in den Lader\u00e4umen von Fahrzeugen transportiert werden k\u00f6nnen, um an einem anderen Ort verkauft zu werden. Implementierung von Elementen zur Darstellung von Einheiten handelbarer G\u00fcter.\n\nPlanetentechnik\nDas Physikgitter f\u00fcr Planeten und die modularen Raumstationen.\n\nPlanetendrehung\nPlaneten und Monde drehen sich nun, um einen Tag\/Nacht-Zyklus zu erm\u00f6glichen.\n\nmobiGlas Visuelles Update\nNeugestaltung der Benutzeroberfl\u00e4che und der Apps.\n\nmobiGlas Apps\nVertragsmanager: Dies ist ein Redesign der Mission App, die derzeit in mobiGlas verf\u00fcgbar ist und ist der n\u00e4chste Schritt, um den Spielern mehr Kontrolle \u00fcber ihre Missionsverfolgung zu geben. Pers\u00f6nlicher Manager: Diese App erm\u00f6glicht es Spielern, ihr Inventar zu \u00fcberpr\u00fcfen und verschiedene Aspekte ihrer Farbe und Waffen anzupassen. Fahrzeugmanager: Diese mobiGlas App erm\u00f6glicht es dem Spieler, seine Schiffe direkt zu modifizieren\/anpassen, anstatt die aufrechten Terminals zu benutzen. StarMap: Die Sternenkarte wird eingef\u00fchrt, damit die Spieler das Persistente Universum im Gro\u00dfen und Ganzen betrachten und Planeten ausw\u00e4hlen k\u00f6nnen, zu denen sie Quantenreisen unternehmen k\u00f6nnen.\n\nSternkarte auf dem Schiffsradar\nIntegration der Starmap in Schiffe mit 3D-Radar, so dass Spieler die mobiGlas App nicht \u00f6ffnen m\u00fcssen, wenn sie ihre Reiseziele ausw\u00e4hlen. Verbleibende Schiffe werden sp\u00e4ter hinzugef\u00fcgt.\n\nAktualisiertes Visier HUD\nAktualisierung der Eigen- und Zielschiffsanzeigen sowohl f\u00fcr das Visier als auch f\u00fcr das MFD in den Item2.0-Schiffen. Wenn dies auf Schiffen aktiviert ist, k\u00f6nnen Piloten den Zustand ihres Schiffes und ihrer Schilde sehen.\n\nAtmosph\u00e4rischer Flug\nMit 3.0.0.0 haben die Spieler die M\u00f6glichkeit, auf Himmelsk\u00f6rpern zu landen, was in einigen F\u00e4llen den Durchgang durch die Atmosph\u00e4re beinhaltet. Ein modifizierter Satz physikalischer Parameter, um das Flugmuster von Schiffen zu \u00e4ndern, wenn sie in die Atmosph\u00e4re eines Mondes \u00fcbergehen.\n\nMotorsportpfade \/ Trails\nVFX-Verbesserungen f\u00fcr Triebwerkswege und die Schaffung von Kondensstreifen f\u00fcr Schiffe, die in Atmosph\u00e4re geflogen werden.\n\nGravlev (f\u00fcr Hoverbikes)\nDiese Technologie deckt die \u00dcberg\u00e4nge vom Fliegen zum Schweben und Schweben zum Fliegen ab, l\u00e4sst aber auch die Hoverbikes (Dragonfly und Nox) die Planetenfl\u00e4chen durchqueren.\n\nNachbrenner der zweiten Stufe\nHinzuf\u00fcgen von Nachverbrennungsfunktionen, damit Sie schneller vom Raum zum Boden gelangen k\u00f6nnen.\n\nHinweis-System\nEine erste Iteration von Tipps im Spiel, die neuen Spielern helfen sollen, sich an die verschiedenen komplexen Spielmechanismen in Star Citizen zu gew\u00f6hnen.\n\nEMP Waffen-Update\nAktualisierungen der EMP-Waffenfunktionalit\u00e4t, um Schiffe richtig zu beeinflussen, nachdem die Umstellung auf Punkt 2.0 stattgefunden hat.\n\nManager des Unternehmensinhabers\nDer Entity Owner Manager verfolgt Entit\u00e4ten, die im Universum bewegt werden, und stellt sicher, dass wir sie zum richtigen Zeitpunkt spawnen und despawnen.\n\nPhysik Serialisierung\nDies wird ein paar langj\u00e4hrige Threading-Probleme zwischen dem Netzwerk und dem Physik-Code beheben. Verbessert die Trennung von Physik und Netcode f\u00fcr eine bessere Wartbarkeit.\n\nNeue Nachrichtenwarteschlange\nJetzt, da alle unsere Nachrichten streng geordnet sind, haben wir die Verarbeitung optimiert, so dass wir Nachrichten mit weniger Aufwand senden und empfangen k\u00f6nnen. Die neue Nachrichtenwarteschlange verf\u00fcgt au\u00dferdem \u00fcber einige zus\u00e4tzliche Funktionen, um Paketverlust und Jitter besser zu bew\u00e4ltigen und so die durchschnittliche Bandbreite und Latenzzeit zu reduzieren.\n\nMissionssystem\nDas Gesamtsystem, das verwendet wird, um Missionsabl\u00e4ufe f\u00fcr Missionen wie Patrouille, Assassination, Schmuggel usw. zu schaffen.\n\nBest\u00e4ndigkeit von Schiffssch\u00e4den, Munition und Raketen\nDie Persistenz stellt sicher, dass Ihr Fahrzeugzustand zwischen den Sitzungen gespeichert wird.\n\nSchiffsversicherung & Schadensfall\nDies ist eine Alpha-Version des Versicherungssystems, bei der Sie, wenn Ihr aktuelles Schiff irreparabel besch\u00e4digt wird, ein Ersatzschiff (mit einfacher Verladung) beim Versicherer anfordern k\u00f6nnen.\n\nGenerierung von planetarischen Navigationsmarkern\nEin dynamisch generierter Satz von Quantenreisepunkten um Planeten und Monde herum, um eine schnellere und einfachere Umrundung zu erm\u00f6glichen.\n\nDauerhaftes Spawnen & Wiederverbinden\nErster Durchlauf bei Ausdauer, der es uns erlaubt, den Zustand und die Position des Spielers zu speichern und zwischen den Spielsitzungen zu wechseln.\n\nNeue und aktualisierte FPS-Waffen\nBEHR P8-SC - SMG APAR Plage - Railgun [UPDATED] KLWE Gallant - Gewehr[UPDATED] KLWE Pfeilspitze - Scharfsch\u00fctzengewehr[UPDATED] KSAR Zerst\u00f6rer-12 - Schrotflinte[UPDATED] KLWE Bogenlicht - Pistole[UPDATED] Gemini LH86 - Pistole[UPDATED] BEHR P4-AR - Sturmgewehr\n\nNeue & aktualisierte Schiffe\/Fahrzeuge\nEntermesser Schwarz Drake Libelle Aopoa Nox RSI Ursa Rover RSI Konstellation Aquila MISC Prospektor Aktualisiert RSI Aurora Aegis S\u00e4bel Rabe\n\nZur\u00fcck zum Anfang","zh_CN":"Star Citizen Patch 3.0.0\nAlpha Patch 3.0.0 has been released to all Star Citizen backers. This update contains one of our largest feature sets to date \u2013 including the three moons of Crusader, a new mission system, improved shopping and cargo mechanics, and increased our server player count from twenty-four to fifty players. Alpha 3.0.0 is also the first implementation of a lot system changes that go on in the background. For example, with commodity trading, we\u2019re testing out the very first iteration of the dynamic economy that will control the marketplace of the universe.\n\nWith our new procedural planet tech, there was a strong need to make sure that we efficiently update all the entities and components in our game world (their number increased significantly compared to 2.6.3). We therefore implemented a new update scheduler that allows us to efficiently batch update them per type and update strategy (range based, manual, always, conditionally). As this puts more strain onto our job system, we further refined its core to allow for even lower latency scheduling and supported even more CPU cores.\n\nIn short, it\u2019s a big update that lays the foundation for larger developments down the road.\n\nApart from the improvements already made, there\u2019s still a lot of work that has to be done to get the performance up to where we want it to be, but this will take a bit more time. Object Container Streaming and Entity streaming are major aspects to reduce memory footprint and further scale the game world for many star systems in a seamless way. There will also be a concentrated effort into better scaling of existing game systems with increased player count and world complexity (entity count). We\u2019ve been investigating range based culling of entity updates which will provide significant gains, but still needs additional work to properly integrate into all game systems.\n\nWith the release of 3.0.0, the Persistent Universe is now shifting to a quarter-based release schedule. This approach means that after each live delivery we can return to the main development branch and pick up all the changes and optimizations that have been worked on in the background and ready them for our next live release. 3.0 has been about completely revamping systems and gameplay as well as adding new content. We will now go back into our development branch, which we need to do for our Q1 release in March and will pick up the latest code and concentrate on optimizing performance, using our new gameplay and systems to the fullest, as well as continuing with the balance and polish of the PU.\n\nYour feedback and engagement is what makes Star Citizen special, so drop into the \u2019verse, grab your ship and explore the vastness of 3.0.0.\n\nNew RSI Launcher\nStar Citizen Alpha 3.0 requires the installation of a new launcher which will tremendously reduce the amount of data transmitted during game updates and allow the team to deliver more patches quickly. The RSI Launcher will also be used to deliver Squadron 42 once it begins shipping.\n\nIn order to play Star Citizen 3.0, download the new RSI Launcher. The installation program will guide you to remove the older CIG Patcher and then perform your initial installation of Star Citizen Alpha 3.0.\n\nNOTE: Once totally installed and patched, Your launcher should display 3.0.0-695052 as the client version.\n\nNEW FEATURES\nThree Crusader Moons\nCellin\nCellin is Crusader\u2019s closest satellite. Visitors to the moon are greeted by the massive gas giant sitting prominently in the sky above. If you can take your eyes off the sky, then you\u2019ll notice that Cellin\u2019s flat surface is punctuated by dormant volcanoes.\n\n\n\nDaymar\nWith the thickest atmosphere of the three moons, Daymar is covered with winding canyons and rugged mountain ranges, giving it the appearance of an arid, desert planet. Though Crusader has been granting mining licenses to tap into the moon\u2019s resources, the atmosphere is unbreathable for Humans.\n\n\n\nYela\nThe third and final Crusader moon is Yela, the moon\u2019s covered in ice crust on certain sections of the moon, while other parts are dominated by a typical mixture of soil and snow. The temperatures are quite bracing here, so plan to bring a thermos of tea or a nip of something stronger to help stay warm.\n\n\n\nLevski\nThe home of the People\u2019s Alliance, this new landing zone was founded in an abandoned mining facility as an egalitarian alternative to the UEE.\n\n\n\nSurface Outposts\nOver two dozen planetside outposts that can be visited. These buildings cover a variety of operations (both legal and illegal) and can serve as drop-off and pick-up points for missions.\n\n\n\nDerelict Ships\nCrashed or abandoned ships within the Stanton system as points of exploration.\n\n\n\nMission Givers\nRuto\nThis criminal hacker provides the players with missions and introduce the first iteration of the reputation system.\n\n\n\nMiles Eckhart\nThe head of a private security company, Eckhart provides the players with missions and introduce the first iteration of the reputation system.\n\n\n\nMission System\nAround 20 distinct missions, most with lawful and unlawful variants and all with hundreds of random permutations. These missions can be picked up from the Mission Givers or from the Contract Manager App.\n\n\n\nDerelict Ships\nMultiple ship wrecks on planets and in space. Some may contain cargo that can be scavenged and sold.\n\n\n\nRandom Encounters\n10+ encounters which the player can come across through travel or by Quantum Travel Interdiction.\n\nThe area you are within will dictate the types of encounter you can come across\n\n\n\nAdmin Officer AI (mission related)\nAdmin officers will appear at larger landing zones such as Port Olisar and Levski to act as pick up or drop off points for mission related items.\n\n\n\nShopkeeper AI\nAdding the shopkeeper AI to give environments more life.\n\n\n\nPickup & Carry objects\nAs we\u2019re introducing cargo with 3.0.0, players will be able to manually interact with their cargo to load and unload it properly on their ships.\n\n\n\nAI Turrets\nWe are adding the ability for AI to operate turrets in Crusader, so we are working to make sure that they track and fire upon the correct targets.\n\n\n\nInteraction\/PIT\nWe\u2019ve added an interaction mode system which enables you to interact directly with the world around you. This will act as a shortcut way to select actions with your mouse, to avoid remembering complex control binds.\n\n\n\nStamina System\nWe are introducing the concept of stamina in to 3.0.0, this will mean that physical actions will have consequences. For instance, sprinting will drain the stamina of your character, causing loss of breath and difficulty in aiming a weapon.\n\n\n\nItem 2.0 Ships\nWe are converting our available ships over to the item 2.0 system. This will allow for greater player control of the ship and expanded gameplay.\n\nMulti-Function Displays (MFD) are being implemented in the new item 2.0 system to give pilots even more control of their ships.\n\n\n\nATC System\nThe Air Traffic Control system assigns landing pads to players once permission has been requested. The system also tracks the stored location of player-owned ships and allows for cargo to be delivered to a ship parked in that landing zone.\n\n\n\nItem 2.0 Doors & Airlocks\nWe are starting to update the doors and airlocks within the game to be more intelligent. In time, this would mean that the door would \u2018know\u2019 if a room beyond them is depressurized and would stay shut for safety.\n\n\n\nCockpit Experience Improvements\nMultiple changes that affect how the player moves and reacts in the cockpit as well as the overall feeling for the player while flying (interactions, reacting to hits, etc.)\n\n\n\nShopping\nCommodity buying\/selling.\n\nPhysical item shops.\n\n\n\nRender to Texture\nThis will have many uses going forwards, but our focus for now is to improve UI rendering and to introduce live rendering of video communications. We\u2019re aiming to improve rendering performance by rendering as much of the UI ahead of a frame. For video communications, this will mean that we don\u2019t have to pre-render the comms and store those files on the hard drive, as is the case with most games, allowing us to maintain fidelity and save hard drive space.\n\n\n\nCargo\nPlayers can purchase commodities from the kiosk that will be transportable in the cargo holds of vehicles, to be sold in another location.\n\nImplementing items to represent units of tradeable cargo.\n\n\n\nPlanetary Tech\nThe Physics Grid for planets and the modular space stations.\n\n\n\nPlanetary Rotation\nPlanets and moons now rotate to give a day\/night cycle.\n\n\n\nmobiGlas Visual Update\nRedesigned the interface and apps.\n\n\n\nmobiGlas Apps\nContract Manager: This is a redesign of the mission App that is currently available within mobiGlas and is the next step in allowing players more control over their mission tracking.\n\nPersonal Manager: This App will allow players to review their inventory and customize various aspects of their suit and weapons.\n\nVehicle Manager: This mobiGlas app allows the Player to modify\/customize their ships directly rather than using the upright terminals.\n\nStarMap: The Starmap will be introduced to allow players to view the Persistent Universe at large and select planets to quantum travel to.\n\n\n\nStarmap on Ship Radar\nIncorporating the Starmap into ships with 3D radar so players don\u2019t have to open the mobiGlas app when piloting to select their travel destinations. Remaining ships will be added later.\n\n\n\nUpdated Visor HUD\nUpdating the Own and Target ship displays for both the visor and MFD in the Item2.0 ships. With this enabled in ships, pilots will be able to see the health of their ship and shields\n\n\n\nAtmospheric Flight\nWith 3.0.0 players will have the chance to land on celestial bodies, which, in some cases, will involve passing through the atmosphere.\n\nA modified set of physics parameters to change the flight pattern of ships when they transition into a moon\u2019s atmosphere.\n\n\n\nEngine Trails\/Contrails\nVFX improvements for engine trails, and the creation of contrails for ships when flown in atmosphere\n\n\n\nGravlev (for hover bikes)\nThis tech covers the transitions from flight to hovering and hovering to flight, but also lets the hoverbikes (Dragonfly and Nox) traverse the planetary surfaces.\n\n\n\nSecond Stage Afterburner\nAdding afterburner functionality to allow you to traverse from space to ground faster.\n\n\n\nHint System\nA first iteration of in-game hints to help new players acclimate to the various complex gameplay mechanics in Star Citizen.\n\n\n\nEMP Weapon update\nUpdates to the EMP weapon functionality to properly affect ships now the item 2.0 conversion has taken place.\n\n\n\nEntity Owner Manager\nThe Entity Owner Manager tracks entities that are moved around the universe, making sure we spawn and despawn them at the correct time.\n\n\n\nPhysics Serialisation\nThis will fix a few long-standing threading issues between then network and physics code. Improves separation of physics and netcode for better maintainability.\n\n\n\nNew Message Queue\nNow that all our messages are strictly ordered, we\u2019ve streamlined the processing, allowing us to send and receive messages with less overhead. The new message queue also has a few extra features to better handle packet loss and jitter, helping reduce average bandwidth and latency.\n\n\n\nMission System\nThe overall system that will be used to create mission flows for missions like Patrol, Assassination, Smuggling, etc.\n\n\n\nPersistence of Ship Damage, Ammo, & Missiles\nPersistence ensures that your vehicle state is saved between sessions.\n\n\n\nShip Insurance & Claim\nThis will be an alpha version of the insurance system where if your current ship becomes damaged beyond repair, you will be able to request a replacement ship (with basic loadout) from the insurance provider.\n\n\n\nPlanetary Navigation Marker Generation\nA dynamically generated set of Quantum Travel points around planets and moons to enable for quicker and easier traversal around them.\n\n\n\nPersistent Spawning & Reconnecting\nFirst pass at persistence which allows us to save the state and location of the player and ships between game sessions.\n\n\n\nNew & Updated FPS weapons\nBEHR P8-SC \u2013 SMG\n\nAPAR Scourge \u2013 Railgun\n\n[UPDATED] KLWE Gallant \u2013 Rifle\n\n[UPDATED] KLWE Arrowhead \u2013 Sniper Rifle\n\n[UPDATED] KSAR Devastator-12 \u2013 Shotgun\n\n[UPDATED] KLWE Arclight \u2013 Pistol\n\n[UPDATED] Gemini LH86 \u2013 Pistol\n\n[UPDATED] BEHR P4-AR \u2013 Assault Rifle\n\n\n\nNew & Updated Ships\/Vehicles\n[Updated] Cutlass Black\n\nDrake Dragonfly\n\nAopoa Nox\n\nRSI Ursa Rover\n\nRSI Constellation Aquila\n\nMISC Prospector\n\nUpdated RSI Aurora\n\nAegis Sabre Raven\n\n\n\nBack to top"},"links_count":1,"comment_count":473,"created_at":"2017-12-23T00:00:00+00:00","created_at_human":"8 years ago"},"meta":{"processed_at":"2026-05-09 02:26:07","valid_relations":["images","links"],"prev_id":16346,"next_id":16349}}