{"data":{"id":17160,"title":"Star Citizen Alpha 3.6.0","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/\/17160-Star-Citizen-Alpha-360","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/17160","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/17160","channel":"Transmission","category":"General","series":"Release Info","images":[],"images_count":0,"translations":{"en_EN":"Star Citizen Patch 3.6.0\nAlpha Patch 3.6.0 has been released to LIVE and is now available! Patch should now show: LIVE-2247930\n\nIt is strongly recommended that players delete their USER folder for the Public client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\\Program Files\\Roberts Space Industries\\StarCitizen\\LIVE.\n\nNew Launcher\n\nWe are using a new, unified launcher (version 1.2.0). You can download the new launcher here: https:\/\/robertsspaceindustries.com\/download\n\nKnown Issues\n\nPlayers may get stuck on the initial loading screen. W\/A: Alt+F4 and restart or attempt to suicide your character (on load screen) to force a respawn.\n\nMissiles on the Anvil Ballista may occasionally be unable to lock and\/or fire. W\/A: Reclaim or respawn and try again.\n\nMission givers can sometimes be in the incorrect position and may not interact normally.\n\nThe HUD vanishes when the quantum drive is enabled.\n\nDropping the hacking chip on planetary surfaces can cause it to fall through.\n\nSignificant first person framerate reduction can occur.\n\nTextures will display across the visor on some helmets.\n\nAI ships have an unintended wing wobble behavior.\n\nThe terrain on Lyria might disappear in some areas (high terrain in high density areas).\n\nNew Features\n\nGeneral\n\nAdded a hold to activate option for head tracking (available at the comms menu).\n\nAdded option to select head tracking source and camera selection.\n\nUniverse\n\nAdded additional crimestat hacking locations, terminals, and updated the hacking system\n\n\nHacking now requires a stowable, single-use device which can be found at various locations and shops and is stored as a gadget, retrievable using the \u201c4\u201d key. The devices vary in style and quality, with some more \u201clegal\u201d devices able to do the job with minimal required upkeep from the player but over an extended period of time. Other devices, of a more illicit nature, hack very quickly but require constant interaction upkeep from the player to keep in operation. Additionally, longer periods put the hacking player at risk as counter-missions can be generated to stop them. The updated behavior applies to removal of crimestat as well as shutting off comm arrays. The slow, reliable device can be found at some shops in the verse including Cubby Blast but the more illicit device may require seeking out less reputable vendors. Additionally, there are now expanded locations where a player can attempt to hack away their crime stat.\n\nAdded automated turrets to GrimHex.\n\nComplete overhaul of the law and criminality system\n\n\nCrimestat now directly impacts the level of opposition and how active their pursuit style. The higher the crimestat, the more active and difficult the pursuers. Crimes are split into less severe misdemeanors, which are enforced via fines, and more punishing federal offenses which will result in the player being engaged by hostile AI and bounty hunters. Law is enforced in a jurisdiction system with the main jurisdiction for the Stanton system being UEE, which tracks and enforces federal offenses. Regional jurisdiction is specific to a given area (ie. Crusader, Hurston) which police their own misdemeanors and have their own rules for control substances and unique security forces. The rules and crimes for each region will be listed in the mobiGlas \u201cJournal\u201d for that jurisdiction and are updated as you move through the regions. GrimHex is a unique case of a jurisdiction that does not respect the authority of UEE and does not report crimes to them. GrimHex also field dampens the area around it to protect its visitors. Misdemeanor fines are deducted from your account directly, provided you have the funds as a temporary measure until fine payoff kiosks are implemented.\n\nVarious security forces may also randomly approach the player as they move around the verse. If the player encounters these forces and is a felon or in current possession of a ship that has been reported stolen (another player has made an insurance claim on that ship), they will immediately be attacked. If not, the player will be requested to halt and submit to a scan via ship to ship comms. If the player fails to stop within a certain time period, with repeated warnings, they will be given a crimestat and attacked. If the submit to a scan and are in possession of illegal goods, they will be fined and the goods removed.\n\nStolen goods and illegal commodities can now only be sold at less than reputable locations, some of which may require some investigation to locate.\n\n\nMissions\n\nAdded illegal style delivery missions for prohibited and stolen goods.\n\nShips and Vehicles\n\nAdded hover mode.\n\n\nHover mode will automatically engage near planetary surfaces with atmosphere below a certain velocity threshold. When engaged, ships will swap to VTOL thruster modes, which will include alternate thruster configurations when applicable. When in hover mode, the ship will hover level until the player gives an input. Pitch forward\/backward will result in moving forward\/backward and roll will result in lateral movement. If the ship attains enough forward velocity it will automatically switch to rear thrust driven forward flight.\n\n\nAdded ship purchasing kiosks to ship shops around the verse.\n\nAdded visual wear to ship components and tweaked the parameters of wear.\n\n\nShip components (coolers, power plants, shields) now suffer from noticeable degradation which can accumulate through time and through specific behaviors (frequent overheating, damage). Degradation can be repaired with any other ship damage at major stations.\n\n\nAdded \u201cmisfire\u201d events to ship shields, thrusters, power plants, and coolers.\n\n\nSome ship components (coolers, power plants, shields, thrusters) now have a chance to misfire. The base chance for a component in perfect condition is extremely low. Misfire chances increase with increasing degradation, damage, and heat. Misfires can be minor visual blips, major with periods of reduced functionality, or critical temporary shutdowns.\n\n\nNew Ship: Kruger Intergalactic P-72 Archimedes.\n\nNew Vehicle: Anvil Ballista\n\nNew Ship Weapon: MaxOx Neutron Repeaters\n\nRapid fire short-mid range weapons found in sizes 1 through 3. Uses \u201cneutron\u201d style damage, which has damage that increases over its range. Neutron Repeaters are available at Centermass in Area18.\n\nAdded nozzle flaps to the F7C and F7CM.\n\nGrouped thrusters into a \u201cpower group\u201d which can now be throttled to control thruster acceleration.\n\nThruster power throttle is default bound to RALT+mouse wheel and is available in the keybinding menu. To allow players to track current power throttle to thrusters, a meter of percent power has replaced what was the hydrogen fuel meter and hydrogen fuel has moved to a static percent readout on the bottom of the HUD.\n\nAdded a cargo grid to the Valkyrie.\n\nAdded ship hailing.\n\nYou can now start a video call with the pilot of a ship\/vehicle that you\u2019re targeting while in your ship\/vehicle with a hotkey (6), selecting the target in either the Comms\/Targeting MFD, or in your MobiGlas Comms app.\n\nAdded ship specific voice channel.\n\n\nWhen entering a ship, you now join its ship channel. When selecting the ship channel after you\u2019ve joined it, you can VoIP and Chat with other members that are actively in that ship channel. You\u2019ll automatically leave the ship channel if you leave the ship for a period of time or move too far from the ship.\n\n\nFPS\n\nAdded customizable weapon attachments\n\nSome FPS weapons can now be customized via various attachments. Available attachments are red dot (1x zoom), holographic (3x), a telescopic (4x), and a telescopic (8x). These can be found at FPS weapon shops that carry compatible weapons.\n\nAdded the ability to free look and activate head tracking while holding a weapon.\n\nFree look in first person now operates as a hold rather than a smart toggle.\n\nNew FPS Weapon: Behring S38 Pistol\n\nThis reliable Behring sidearm features a streamlined design and a lightweight polymer frame that helps to minimize recoil. And with the quick fire semi-automatic fire mode, it\u2019s easy to see why the versatile and dependable S38 has become a standard sidearm across the Empire for both citizens and law enforcement officers. Can be purchased at Center Mass and Port Olisar.\n\nNew FPS Weapon: Klaus & Werner Lumin V SMG\n\nA solid and dependable laser submachine gun with a reputation for durability, reliability, and accuracy. Can be purchased at Center Mass and Conscientious Objects.\n\nUI\nThe comms visor display now displays which channel you are VOIP broadcasting to, who else is in the channel with you, and who is speaking.\n\nPlayers can now invite an entire channel into their party.\n\nPlayers now default auto-join the global proximity VOIP channel.\n\nFeature Updates\n\nGeneral\n\nUnified TrackIR and FOIP head tracking buttons.\n\nUpdates and numerous polish to head tracking functionality including the addition of head roll.\n\nUniverse\n\nComplete update of Rest Stop exteriors and shapes, including thematic variations.\n\nMoved Delamar further away from Crusader and into its own object container.\n\nUpdated commodity pricing to reflect the addition of black markets and stolen goods.\n\nUpdated several locations to now use decoupled lighting for improved visual look.\n\nReduced the volume of the combat music and added an option to mute this music event.\n\nAdded the ability for AI pilots to strafe during passes.\n\nAdded Oxypen and MediPen to Lorville Tammany and Sons shop.\n\nUpdated transit system to streamline flow and usage.\n\nTrains are now on loops with multiple trains on each line, which should reduce waiting times across the board. Elevators can now move to any pad\/hangar and are no longer specific to one hangar\/pad. A selection of available destinations will be available via interaction at the interior elevator button panel.\n\nAdded \u201caverage\u201d skill level for AI pilots to increase variation.\n\nUpdated and expanded player carriable items.\n\nAdding clustering for mineable entities.\n\nMineable rocks now appear in medium to large clusters rather than single rocks and their locations have been updated to reflect this.\n\nLighting pass on exteriors of underground facilities.\n\nVarious visual tweaks around Lorville.\n\nIncreased refinery kiosk pay out to give a slightly higher yield to mined materials.\n\nMissions\n\nRe-enabled ECN missions.\n\nVarious improvements to FPS based missions.\n\nTemporarily removed escort and distraction style missions.\n\nThere are now as many PVP bounty missions offered as there are eligible criminal player targets.\n\nUI\n\nVideo and lighting improvements to comms calls.\n\nColor and names of channels can now be edited in the mobiGlas.\n\nPlayers can now decide which chat channel is directed to the visor.\n\nFPS\n\nImproved the look and feel of the character jump mechanic.\n\nUpdated ragdoll properties to improve look and feel in all situations.\n\nPolish to smooth out first person turns and crouch turns.\n\nAdded a display screen to the GRIN multi-tool.\n\nAdded display screen to KLWE Arclight pistol.\n\nShips and Vehicles\n\nComplete rework of the Aegis Vanguard Warden.\n\nRevised the P-52 Merlin.\n\nUpdated the HUD of the Gladius.\n\nDecreased the hull strength of the Arrow.\n\nIncreased the hull strength of the Reliant.\n\nSignificantly increased the hull strength of the Khartu-Al.\n\nRemoved the ability to change paints on the VMA and Arena Commander vehicle editor as it had applied in unintended situations. The ability to swap paints on the Aurora and the Graycat will be added back at a later date.\n\nUpdated JUST quantum drives for increased durability and more distinction from other classes.\n\nFurther updates to ship weapon audio.\n\nReworked shield values and functionality\n\n\nShields have been reworked to add major differences between manufacturers and classifications with the goal of providing a difference in feel and value. Size 1 shields have had their health pools readjusted and regen reworked. For size 1, shields now stop regenerating on hit and once a set period of time passes without further strikes, the shields will began to regen again. The functional goal of this is to limit shield regeneration during a fight and have the shield work more to stop the enemy doing significant damage right at a fight\u2019s outset. There is one exception, ASAS (manufacturer) shields constantly regenerate, but have a reduced health pool. Size 2 shields work similar to before, but now with more difference between manufacturers. At size 2 there is no damage delay, low regeneration, and a large health pool. Size 3 shields have very large health pools and regeneration rates, with the goal of requiring multiple ships working together to overcome their regen.\n\n\nReworked ship shields so power setting only impacts regen.\n\nToned down the shield shader VFX.\n\nChanged the shield regen delay to be per generator rather than per face.\n\nOverclocking no longer affects shield allocation rate or hardening.\n\nUpdated Prospector main engine with VFX.\n\nUpdated AI Hammerheads to \u201cgunship\u201d type flight behavior.\n\nUpdated ship weapon audio.\n\nIncreased the damage output of missiles.\n\nUpdated the cooling for Dragonfly and Nox thrusters to make them more usable.\n\nRemoved collision from the Freelancer\u2019s turret forks as a temporary work around to get larger objects in, pending animated retract.\n\nUpdated rate of fire on all repeater weapons.\n\nAdded audio feedback for player g-force stress.\n\nMajor Bug Fixes\n\nMissiles should now be able to be counter-measured appropriately.\n\nFixed missing thruster damage VFX for the 300 series.\n\nShip controls for the Nox should now animate when strafing.\n\nIFCS sounds for coupled\/cruise should now work for all ships.\n\nCustomized 325a\u2019s should no longer have mismatched cargo holds.\n\nStrafing should now animate on the Cutlass HOTAS.\n\nThe HUD should now properly update when changing fire-mode on the KSAR Scalpel.\n\nPlayers should no longer get stuck inside of ArcCorp rooftops when they go prone.\n\nPlayers should now be able to vault or mantle from a crouch.\n\nPlayers should no longer be able to force pass out by jumping.\n\nLoading into Arena Commander as a spectator should no longer cause an infinite load screen.\n\nThe comms MFD should now update properly.\n\nAdded an interaction to the interior of the cargo bay of the 300 series to avoid players getting stuck.\n\nThe Eclipse radar should no longer be reversed.\n\nFixed a head-flip and smooth tracking issue when doing fast turns on foot.\n\nFix for visual blurring on rotating asteroids.\n\nThe attitude flight HUD should now appear properly when flying at Delamar.\n\nJUST quantum drives should now have a distinct feel from other types.\n\nThe Reliant series should now be able to store handheld cargo.\n\nCombat music should no longer seem much louder than others.\n\nFixed missing radar on customized ships.\n\nFixed weapons should no longer aim toward the target as if gimbaled when in assist mode.\n\nTurret HUD markers should no longer appear if the player isn\u2019t facing them.\n\nIncreased the health of destructible turrets so they can\u2019t be destroyed with melee attacks.\n\nTurret movement audio should now play properly.\n\nUpdated spline jumps to avoid impacts with the planetary body.\n\nFixed a visual issue with the Valkyrie camo skin.\n\nAssisted gimbals should no longer wander when no target is locked and the ship is in motion.\n\nThe undersuit should no longer display thruster VFX when not in EVA.\n\nUsing automated landing at rest stops should no longer cause the ship to move away rather than land.\n\nShip engine and idle glows should now properly be off when the ship is off.\n\nFixed an issue where scan blob contact VFX were played for everyone in the area.\n\nRuto\u2019s face should now appear.\n\nFemale characters should now sit in the copilot seat of the Super Hornet correctly.\n\nParty launch and \u201cjoin friends\u201d should now work from the main menu.\n\nTargeting pips should no longer continue to show and lock to screen after a weapon is destroyed.\n\nFixed an issue where some MFD screens would be blank from the copilot or support seat.\n\nPlayers should no longer fall through a planet when loading back in if they previously logged out in a bed.\n\nBack to top","de_DE":"Star Citizen Patch 3.6.0.0\nAlpha Patch 3.6.0 wurde auf LIVE ver\u00f6ffentlicht und ist jetzt verf\u00fcgbar! Der Patch sollte nun angezeigt werden: LIVE-224793030\n\nEs wird dringend empfohlen, dass Spieler ihren USER-Ordner f\u00fcr den Public-Client nach dem Patchen l\u00f6schen, insbesondere wenn Sie beginnen, Probleme mit ungew\u00f6hnlichen Zeichen in der Grafik zu haben oder beim Laden abst\u00fcrzen. Der USER-Ordner befindet sich (in der Standardinstallation) unter C:\\Program Files\\Roberts Space Industries\\StarCitizen\\LIVE.\n\nNeuer Launcher\n\nWir verwenden einen neuen, einheitlichen Launcher (Version 1.2.0). Sie k\u00f6nnen den neuen Launcher hier herunterladen: https:\/\/robertsspaceindustries.com\/download\n\nBekannte Probleme\n\nSpieler k\u00f6nnen auf dem Startbildschirm h\u00e4ngen bleiben. W\/A: Alt+F4 und starten Sie Ihren Charakter neu oder versuchen Sie, sich selbst umzubringen (auf dem Ladebildschirm), um einen Wiederbelebungsvorgang zu erzwingen. Raketen auf dem Anvil Ballista k\u00f6nnen gelegentlich nicht in der Lage sein, zu blockieren und\/oder zu feuern. W\/A: Zur\u00fcckfordern oder wiederbeleben und erneut versuchen. Missionsgeber k\u00f6nnen sich manchmal in der falschen Position befinden und nicht normal interagieren. Das HUD verschwindet, wenn der Quantenantrieb aktiviert ist. Das Fallenlassen des Hack-Chips auf Planetenoberfl\u00e4chen kann dazu f\u00fchren, dass er durchf\u00e4llt. Es kann zu einer signifikanten Reduzierung der Framerate der ersten Person kommen. Texturen werden auf einigen Helmen \u00fcber das Visier angezeigt. KI-Schiffe haben ein unbeabsichtigtes Wackelverhalten. Das Gel\u00e4nde auf Lyria k\u00f6nnte in einigen Gebieten verschwinden (Hochland in Gebieten mit hoher Dichte). Neue Funktionen\n\nAllgemeines\n\nEs wurde ein Halten hinzugef\u00fcgt, um die Option f\u00fcr die Kopfverfolgung zu aktivieren (verf\u00fcgbar im Kommunikationsmen\u00fc). Option hinzugef\u00fcgt, um die Kopfverfolgungsquelle und die Kameraauswahl auszuw\u00e4hlen. Universum\n\nZus\u00e4tzliche Crimestat-Hacking-Standorte, Terminals und Aktualisierungen des Hacking-Systems hinzugef\u00fcgt.\nHacking erfordert nun ein verstaubares Einweg-Ger\u00e4t, das an verschiedenen Orten und Gesch\u00e4ften zu finden ist und als Gadget gespeichert ist, das mit der Taste \"4\" abgerufen werden kann. Die Ger\u00e4te unterscheiden sich in Stil und Qualit\u00e4t, wobei einige weitere \"legale\" Ger\u00e4te in der Lage sind, die Arbeit mit minimalem Wartungsaufwand f\u00fcr den Spieler, aber \u00fcber einen l\u00e4ngeren Zeitraum zu erledigen. Andere Ger\u00e4te, die eher illegaler Natur sind, hacken sehr schnell, erfordern aber eine st\u00e4ndige Interaktion mit dem Spieler, um in Betrieb zu bleiben. Dar\u00fcber hinaus stellen l\u00e4ngere Zeitr\u00e4ume eine Gefahr f\u00fcr den Hacker dar, da Gegenmissionen generiert werden k\u00f6nnen, um ihn zu stoppen. Das aktualisierte Verhalten bezieht sich auf die Entfernung von Crimestat sowie das Abschalten von Comm-Arrays. Das langsame, zuverl\u00e4ssige Ger\u00e4t kann in einigen Gesch\u00e4ften im Vers einschlie\u00dflich Cubby Blast gefunden werden, aber das widerrechtlichere Ger\u00e4t kann die Suche nach weniger seri\u00f6sen Anbietern erfordern. Zus\u00e4tzlich gibt es nun erweiterte Orte, an denen ein Spieler versuchen kann, seinen Kriminalit\u00e4tsstatus zu hacken.\n\nAutomatisierte Gesch\u00fctzt\u00fcrme zu GrimHex hinzugef\u00fcgt. Komplette \u00dcberarbeitung des Rechts- und Strafvollzugssystems\nCrimestat wirkt sich nun direkt auf das Niveau der Opposition aus und wie aktiv ihr Verfolgungsstil ist. Je h\u00f6her der Krimestat, desto aktiver und schwieriger die Verfolger. Verbrechen werden in weniger schwere Ordnungswidrigkeiten, die durch Geldstrafen durchgesetzt werden, und mehr strafbare Bundesstrafen unterteilt, die dazu f\u00fchren, dass der Spieler von feindlichen KI- und Kopfgeldj\u00e4gern angegriffen wird. Das Gesetz wird in einem Gerichtssystem durchgesetzt, wobei die Hauptgerichtsbarkeit f\u00fcr das Stanton-System UEE ist, das Bundesdelikte verfolgt und durchsetzt. Die regionale Gerichtsbarkeit ist spezifisch f\u00fcr ein bestimmtes Gebiet (z.B. Crusader, Hurston), das seine eigenen Vergehen \u00fcberwacht und seine eigenen Regeln f\u00fcr Kontrollsubstanzen und einzigartige Sicherheitskr\u00e4fte hat. Die Regeln und Straftaten f\u00fcr jede Region werden im mobiGlas \"Journal\" f\u00fcr diese Region aufgelistet und werden beim Durchlaufen der Regionen aktualisiert. GrimHex ist ein einzigartiger Fall einer Gerichtsbarkeit, die die Autorit\u00e4t der UEE nicht respektiert und Verbrechen nicht an sie meldet. Das GrimHex-Feld d\u00e4mpft auch den Bereich um sich herum, um seine Besucher zu sch\u00fctzen. Bu\u00dfgelder f\u00fcr Ordnungswidrigkeiten werden direkt von Ihrem Konto abgezogen, vorausgesetzt, Sie haben das Geld als vor\u00fcbergehende Ma\u00dfnahme, bis die Bu\u00dfgeldkioske eingerichtet sind.\n\nVerschiedene Sicherheitskr\u00e4fte k\u00f6nnen sich dem Spieler auch zuf\u00e4llig n\u00e4hern, w\u00e4hrend sie sich um den Vers herum bewegen. Trifft der Spieler auf diese Kr\u00e4fte und ist ein Verbrecher oder im aktuellen Besitz eines Schiffes, das als gestohlen gemeldet wurde (ein anderer Spieler hat auf diesem Schiff einen Versicherungsanspruch geltend gemacht), wird er sofort angegriffen. Wenn nicht, wird der Spieler aufgefordert, anzuhalten und sich per Schiff zu Schiffskommunikation einem Scan zu unterziehen. Wenn der Spieler innerhalb eines bestimmten Zeitraums nicht aufh\u00f6rt, wird ihm mit wiederholten Warnungen ein Krimi verpasst und angegriffen. Wenn die Einreichung bei einem Scan und im Besitz von illegalen Waren sind, werden sie mit einer Geldstrafe belegt und die Waren entfernt.\n\nGestohlene Waren und illegale Waren k\u00f6nnen nur noch an weniger als seri\u00f6sen Orten verkauft werden, von denen einige eine Untersuchung erfordern k\u00f6nnen, um sie zu finden.\n\n\nMissionen\n\nEs wurden illegale Zustellmissionen f\u00fcr verbotene und gestohlene Waren hinzugef\u00fcgt. Schiffe und Fahrzeuge\n\nHover-Modus hinzugef\u00fcgt.\nDer Hover-Modus schaltet sich automatisch in die N\u00e4he von Planetenoberfl\u00e4chen mit einer Atmosph\u00e4re unterhalb eines bestimmten Geschwindigkeitsschwellenwerts ein. Wenn sie aktiviert sind, wechseln die Schiffe in den VTOL-Triebwerksmodus, der gegebenenfalls alternative Triebwerkskonfigurationen beinhaltet. Im Hover-Modus schwebt das Schiff so lange, bis der Spieler eine Eingabe macht. Die Neigung vorw\u00e4rts\/r\u00fcckw\u00e4rts f\u00fchrt zur Bewegung vorw\u00e4rts\/r\u00fcckw\u00e4rts und das Rollen zur seitlichen Bewegung. Wenn das Schiff gen\u00fcgend Vorw\u00e4rtsgeschwindigkeit erreicht, schaltet es automatisch auf den r\u00fcckw\u00e4rts gerichteten Vorw\u00e4rtsflug um.\n\n\nSchiffskaufkioske wurden zu den Schiffsgesch\u00e4ften rund um den Vers hinzugef\u00fcgt. Hinzuf\u00fcgen von visuellem Verschlei\u00df an Schiffskomponenten und Optimieren der Verschlei\u00dfparameter.\nSchiffskomponenten (K\u00fchler, Kraftwerke, Schilde) leiden heute unter einer sp\u00fcrbaren Verschlechterung, die sich im Laufe der Zeit und durch bestimmte Verhaltensweisen (h\u00e4ufige \u00dcberhitzung, Sch\u00e4den) ansammeln kann. Degradation kann mit jedem anderen Schiffsschaden an gro\u00dfen Stationen behoben werden.\n\n\nEs wurden \"Fehlz\u00fcndungen\" bei Schiffsschilden, Triebwerken, Kraftwerken und K\u00fchlern hinzugef\u00fcgt.\nEinige Schiffskomponenten (K\u00fchler, Kraftwerke, Schilde, Triebwerke) haben nun die Chance, auszul\u00f6schen. Die Basischance f\u00fcr ein Bauteil in einwandfreiem Zustand ist extrem gering. Die Wahrscheinlichkeit von Fehlz\u00fcndungen steigt mit zunehmender Degradation, Besch\u00e4digung und Hitze. Fehlz\u00fcndungen k\u00f6nnen kleine optische Fehler sein, gro\u00dfe mit Zeiten eingeschr\u00e4nkter Funktionalit\u00e4t oder kritische vor\u00fcbergehende Abschaltungen.\n\n\nNeues Schiff: Kr\u00fcger Intergalaktische P-72 Archimedes. Neues Fahrzeug: Amboss Ballista Neue Schiffswaffe: MaxOx Neutronenrepeater Schnellfeuer Kurzstreckenwaffen der Gr\u00f6\u00dfen 1 bis 3. Verwendet \"Neutronen\"-Schaden, der Schaden hat, der \u00fcber seine Reichweite zunimmt. Neutronenrepeater sind bei Centermass im Bereich 18 erh\u00e4ltlich.\n\nBeim F7C und F7CM wurden die D\u00fcsenlappen hinzugef\u00fcgt. Gruppierte Triebwerke zu einer \"Leistungsgruppe\", die nun gedrosselt werden kann, um die Beschleunigung des Triebwerks zu steuern. Die Schubdrosselklappe ist standardm\u00e4\u00dfig an das RALT+Mausrad gebunden und ist im Men\u00fc der Tastaturbedienung verf\u00fcgbar. Um es den Spielern zu erm\u00f6glichen, die aktuelle Leistungsdrosselklappe zu den Triebwerken zu verfolgen, hat ein prozentualer Leistungsmesser den Wasserstoffkraftstoffz\u00e4hler ersetzt und der Wasserstoffkraftstoff hat sich auf eine statische prozentuale Anzeige auf der Unterseite des HUD bewegt.\n\nEin Frachtgitter wurde der Walk\u00fcre hinzugef\u00fcgt. Schiff ruft nun an. Sie k\u00f6nnen nun mit einem Hotkey (6) einen Videoanruf mit dem Lotsen eines Schiffes\/Fahrzeugs starten, auf das Sie zielen, w\u00e4hrend Sie sich in Ihrem Schiff\/Fahrzeug befinden, und das Ziel entweder im Comms\/Targeting MFD oder in Ihrer MobiGlas Comms App ausw\u00e4hlen.\n\nSchiffsspezifischer Sprachkanal hinzugef\u00fcgt.\nWenn du ein Schiff betrittst, trittst du nun in dessen Schiffskanal ein. Wenn du den Schiffskanal ausw\u00e4hlst, nachdem du ihm beigetreten bist, kannst du VoIP und Chat mit anderen Mitgliedern, die aktiv in diesem Schiffskanal sind, durchf\u00fchren. Du verl\u00e4sst automatisch den Schiffskanal, wenn du das Schiff f\u00fcr eine gewisse Zeit verl\u00e4sst oder dich zu weit vom Schiff entfernt.\n\n\nFPS\n\nZus\u00e4tzliche anpassbare Waffenanh\u00e4nge Einige FPS-Waffen k\u00f6nnen nun \u00fcber verschiedene Anh\u00e4nge angepasst werden. Verf\u00fcgbare Anbauger\u00e4te sind der rote Punkt (1x Zoom), holographisch (3x), ein Teleskop (4x) und ein Teleskop (8x). Diese finden Sie in den FPS-Waffenl\u00e4den, die kompatible Waffen f\u00fchren.\n\nEs wurde die M\u00f6glichkeit zugef\u00fcgt, das Aussehen zu ver\u00e4ndern und die Kopfverfolgung zu aktivieren, w\u00e4hrend man eine Waffe h\u00e4lt. Der freie Blick in die erste Person funktioniert nun als Halt und nicht mehr als intelligenter Umschalter. Neue FPS Waffe: Behring S38 Pistole Diese zuverl\u00e4ssige Behring Pistole zeichnet sich durch ein schlankes Design und einen leichten Polymerrahmen aus, der hilft, den R\u00fccksto\u00df zu minimieren. Und mit dem halbautomatischen Schnellfeuer-Feuermodus ist es leicht zu verstehen, warum der vielseitige und zuverl\u00e4ssige S38 zu einer Standard-Halbwaffe im ganzen Reich geworden ist, sowohl f\u00fcr B\u00fcrger als auch f\u00fcr Strafverfolgungsbeh\u00f6rden. Kann in Center Mass und Port Olisar erworben werden.\n\nNeue FPS-Waffe: Klaus & Werner Lumin V SMG Eine solide und zuverl\u00e4ssige Laser-Maschinenpistole mit einem Ruf f\u00fcr Langlebigkeit, Zuverl\u00e4ssigkeit und Genauigkeit. Kann bei Center Mass und Conscientious Objects erworben werden.\n\nUI\nDie Comms-Visor-Anzeige zeigt nun an, zu welchem Kanal Sie VOIP-\u00dcbertragung betreiben, wer sich sonst noch im Kanal mit Ihnen befindet und wer spricht. Spieler k\u00f6nnen nun einen ganzen Kanal in ihre Gruppe einladen. Die Spieler treten nun standardm\u00e4\u00dfig automatisch dem VOIP-Kanal der globalen N\u00e4he bei. Funktions-Updates\n\nAllgemeines\n\nEinheitliche TrackIR- und FOIP-Head-Tracking-Tasten. Aktualisierungen und zahlreiche Funktionen zur Verfolgung von Kopf bis Fu\u00df, einschlie\u00dflich der Hinzuf\u00fcgung von Kopfrollen. Universum\n\nVollst\u00e4ndige Aktualisierung der Au\u00dfenseiten und Formen der Rastst\u00e4tte, einschlie\u00dflich thematischer Variationen. Delamar wurde weiter von Kreuzritter entfernt und in einen eigenen Objektcontainer verschoben. Aktualisierte Rohstoffpreise, um der Hinzuf\u00fcgung von Schwarzm\u00e4rkten und gestohlenen Waren Rechnung zu tragen. Mehrere Standorte wurden aktualisiert, um nun entkoppelte Beleuchtung f\u00fcr eine verbesserte Optik zu verwenden. Die Lautst\u00e4rke der Kampfmusik wurde reduziert und eine Option hinzugef\u00fcgt, um dieses Musikereignis stumm zu schalten. Es wurde die M\u00f6glichkeit hinzugef\u00fcgt, dass KI-Piloten w\u00e4hrend der P\u00e4sse strafen k\u00f6nnen. Oxypen und MediPen zum Lorville Tammany and Sons Shop hinzugef\u00fcgt. Aktualisiertes Transitsystem zur Optimierung von Fluss und Nutzung. Die Z\u00fcge sind nun auf Schleifen mit mehreren Z\u00fcgen auf jeder Strecke, was die Wartezeiten auf breiter Front verk\u00fcrzen sollte. Aufz\u00fcge k\u00f6nnen sich nun zu jedem Pad\/Hangar bewegen und sind nicht mehr spezifisch f\u00fcr einen Hangar\/Pad. Eine Auswahl der verf\u00fcgbaren Ziele wird \u00fcber die Interaktion am inneren Tastenfeld des Aufzugs verf\u00fcgbar sein.\n\nEs wurde ein \"durchschnittliches\" Qualifikationsniveau f\u00fcr KI-Piloten hinzugef\u00fcgt, um die Variation zu erh\u00f6hen. Aktualisierte und erweiterte tragbare Gegenst\u00e4nde f\u00fcr Spieler. Hinzuf\u00fcgen von Clustering f\u00fcr bergbauliche Einheiten. Abbaubare Gesteine erscheinen nun eher in mittleren bis gro\u00dfen Clustern als in einzelnen Gesteinen, und ihre Positionen wurden entsprechend aktualisiert.\n\nLichtdurchgang an der Au\u00dfenseite von unterirdischen Anlagen. Verschiedene visuelle Optimierungen rund um Lorville. Erh\u00f6hte Raffinerie-Kioske zahlen sich aus, um den abgebauten Materialien eine etwas h\u00f6here Ausbeute zu verleihen. Missionen\n\nWiederaktivierte ECN-Missionen. Verschiedene Verbesserungen an FPS-basierten Missionen. Vor\u00fcbergehend entfernte Escort und Distraction Style Missionen. Es werden nun so viele PVP-Bounty-Missionen angeboten, wie es geeignete kriminelle Spielerziele gibt. UI\n\nVideo- und Beleuchtungsverbesserungen bei Kommunikationsaufrufen. Farbe und Namen von Kan\u00e4len k\u00f6nnen nun im mobiGlas bearbeitet werden. Die Spieler k\u00f6nnen nun entscheiden, welcher Chat-Kanal auf das Visier gerichtet ist. FPS\n\nDas Aussehen und die Handhabung des Charaktersprungmechanikers wurden verbessert. Die Ragdoll-Eigenschaften wurden aktualisiert, um das Look-and-Feel in allen Situationen zu verbessern. Polieren, um die Kurven der ersten Person zu gl\u00e4tten und die Kurven zu kauern. Dem GRIN Multi-Tool wurde ein Bildschirm hinzugef\u00fcgt. Der KLWE Arclight Pistole wurde ein Bildschirm hinzugef\u00fcgt. Schiffe und Fahrzeuge\n\nKomplette \u00dcberarbeitung des Aegis Vanguard Warden. \u00dcberarbeitet die P-52 Merlin. Das HUD der Gladius wurde aktualisiert. Die Rumpfst\u00e4rke des Pfeils wurde verringert. Erh\u00f6hte die Rumpffestigkeit des Relianten. Erhebliche Erh\u00f6hung der Rumpffestigkeit der Khartu-Al. Die M\u00f6glichkeit, Farben im VMA- und Arena Commander-Fahrzeugeditor zu \u00e4ndern, da er in unbeabsichtigten Situationen angewendet wurde, wurde entfernt. Die M\u00f6glichkeit, Farben auf der Aurora und der Graycat zu wechseln, wird zu einem sp\u00e4teren Zeitpunkt wieder hinzugef\u00fcgt. Aktualisierte JUST-Quantenantriebe f\u00fcr l\u00e4ngere Lebensdauer und mehr Differenzierung von anderen Klassen. Weitere Updates zum Versand von Waffen-Audio. \u00dcberarbeitete Schildwerte und Funktionalit\u00e4t\nDie Schilde wurden \u00fcberarbeitet, um gro\u00dfe Unterschiede zwischen den Herstellern und Klassifizierungen hinzuzuf\u00fcgen, mit dem Ziel, einen Unterschied in Haptik und Wert zu schaffen. Schilde der Gr\u00f6\u00dfe 1 wurden in ihren Gesundheitspools neu eingestellt und regeneriert. F\u00fcr Gr\u00f6\u00dfe 1 h\u00f6ren die Schilde nun auf, sich bei einem Treffer zu regenerieren, und sobald eine bestimmte Zeitspanne ohne weitere Schl\u00e4ge vergeht, beginnen sich die Schilde wieder zu regenerieren. Das funktionale Ziel ist es, die Regeneration des Schildes w\u00e4hrend eines Kampfes zu begrenzen und den Schild mehr arbeiten zu lassen, um den Feind daran zu hindern, gleich zu Beginn eines Kampfes erheblichen Schaden anzurichten. Es gibt eine Ausnahme, ASAS (Hersteller) Schilde regenerieren sich st\u00e4ndig, haben aber einen reduzierten Gesundheitspool. Schilde der Gr\u00f6\u00dfe 2 funktionieren \u00e4hnlich wie zuvor, aber jetzt mit mehr Unterschied zwischen den Herstellern. Bei Gr\u00f6\u00dfe 2 gibt es keine Schadensverz\u00f6gerung, geringe Regeneration und einen gro\u00dfen Gesundheitspool. Schilde der Gr\u00f6\u00dfe 3 haben sehr gro\u00dfe Gesundheitspools und Regenerationsraten, mit dem Ziel, dass mehrere Schiffe zusammenarbeiten m\u00fcssen, um ihre Regeneration zu \u00fcberwinden.\n\n\n\u00dcberarbeitete Schiffsschilde, so dass die Leistungseinstellung nur die Regeneration beeinflusst. Der Shader VFX des Schildes wurde abgeschw\u00e4cht. Die Verz\u00f6gerung der Schildregeneration wurde so ge\u00e4ndert, dass sie pro Generator und nicht pro Fl\u00e4che erfolgt. \u00dcbertaktung hat keinen Einfluss mehr auf die Schildzuordnungsrate oder die Verfestigung. Aktualisierte Prospector Hauptmaschine mit VFX. Die KI-Hammerk\u00f6pfe wurden auf das Flugverhalten vom Typ \"Gunship\" aktualisiert. Aktualisiertes Schiffswaffen-Audio. Erh\u00f6hte Schadensabgabe von Raketen. Die K\u00fchlung der Triebwerke Dragonfly und Nox wurde aktualisiert, um sie besser nutzbar zu machen. Kollisionen von den Turmgabeln des Freelancers als tempor\u00e4re Arbeit um gr\u00f6\u00dfere Objekte herum entfernt, bis zum animierten Einfahren. Die Schussfrequenz aller Repetierwaffen wurde aktualisiert. Audio-Feedback f\u00fcr den g-force Stress des Players hinzugef\u00fcgt. Gr\u00f6\u00dfere Fehlerbehebungen\n\nRaketen sollten nun in der Lage sein, entsprechend gegengemessen zu werden. Fehlende Sch\u00e4den am Triebwerk VFX f\u00fcr die 300er Serie behoben. Die Schiffskontrollen f\u00fcr die Nox sollten nun beim Straffen animiert werden. IFCS-Sounds f\u00fcr Kopplungen\/Kreuzfahrten sollten nun f\u00fcr alle Schiffe funktionieren. Kundenspezifische 325a's sollten keine unpassenden Lader\u00e4ume mehr haben. Das Strafverfahren sollte nun auf dem Entermesser HOTAS animiert werden. Das HUD sollte nun korrekt aktualisiert werden, wenn der Feuermodus am KSAR-Skalpell ge\u00e4ndert wird. Die Spieler sollten nicht l\u00e4nger auf den D\u00e4chern von ArcCorp festsitzen, wenn sie anf\u00e4llig werden. Die Spieler sollten nun in der Lage sein, aus einer Hocke heraus zu springen oder zu \u00fcberwintern. Die Spieler sollten nicht mehr in der Lage sein, das Durchfallen durch Springen zu erzwingen. Das Laden in den Arena Commander als Zuschauer sollte nicht mehr zu einem unendlichen Belastungsbildschirm f\u00fchren. Das Comms-MFD sollte nun korrekt aktualisiert werden. Dem Innenraum des Laderaums der 300er Serie wurde eine Interaktion hinzugef\u00fcgt, um zu verhindern, dass Spieler festsitzen. Das Eclipse-Radar sollte nicht mehr umgekehrt werden. Es wurde ein Problem mit dem Kopfsch\u00fctteln und dem reibungslosen Tracking behoben, wenn man schnelle Kurven zu Fu\u00df machte. Fix f\u00fcr visuelle Unsch\u00e4rfe bei rotierenden Asteroiden. Die Einstellung Flug HUD sollte nun beim Fliegen in Delamar richtig erscheinen. JUST Quantenantriebe sollten sich nun von anderen Typen unterscheiden. Die Reliant-Serie sollte nun in der Lage sein, handgehaltene Fracht zu lagern. Kampfmusik sollte nicht mehr viel lauter erscheinen als andere. Das fehlende Radar auf kundenspezifischen Schiffen wurde korrigiert. Feste Waffen sollten nicht mehr wie ein Kardangelenk auf das Ziel zielen, wenn sie sich im Assistenzmodus befinden. Turm-HUD-Markierungen sollten nicht mehr erscheinen, wenn der Spieler ihnen nicht gegen\u00fcber steht. Die Gesundheit von zerst\u00f6rbaren Gesch\u00fctzt\u00fcrmen wurde erh\u00f6ht, so dass sie nicht durch Nahkampfangriffe zerst\u00f6rt werden k\u00f6nnen. Das Audio der Turmbewegung sollte nun korrekt wiedergegeben werden. Aktualisierte Spline-Spr\u00fcnge, um St\u00f6\u00dfe auf den Planetenk\u00f6rper zu vermeiden. Es wurde ein visuelles Problem mit der Valkyrie-Tarnhaut behoben. Unterst\u00fctzte Kardanringe sollten nicht mehr wandern, wenn kein Ziel mehr verschlossen ist und das Schiff in Bewegung ist. Der Unterzieher sollte das Thruster VFX nicht mehr anzeigen, wenn er nicht in EVA ist. Die Verwendung einer automatisierten Landung an Rastst\u00e4tten sollte nicht mehr dazu f\u00fchren, dass das Schiff wegf\u00e4hrt, sondern an Land. Schiffsmotor und Leerlaufleuchten sollten nun korrekt ausgeschaltet sein, wenn das Schiff ausgeschaltet ist. Es wurde ein Problem behoben, bei dem Scan-Blob-Kontakt VFX f\u00fcr alle Personen in der Umgebung abgespielt wurde. Rutos Gesicht sollte nun erscheinen. Weibliche Charaktere sollten nun korrekt auf dem Copilotenplatz der Super Hornet sitzen. Der Start der Party und \"Freunde werden\" sollte nun \u00fcber das Hauptmen\u00fc erfolgen. Ziel-Kerne sollten nicht mehr angezeigt werden und sich nach der Zerst\u00f6rung einer Waffe auf dem Bildschirm befinden. Es wurde ein Problem behoben, bei dem einige MFD-Bildschirme vom Kopiloten oder Unterst\u00fctzungsplatz aus leer waren. Spieler sollten beim Wiedereinladen nicht mehr durch einen Planeten fallen, wenn sie sich zuvor in einem Bett abgemeldet haben. Zur\u00fcck zum Anfang","zh_CN":"Star Citizen Patch 3.6.0\nAlpha Patch 3.6.0 has been released to LIVE and is now available! Patch should now show: LIVE-2247930\n\nIt is strongly recommended that players delete their USER folder for the Public client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\\Program Files\\Roberts Space Industries\\StarCitizen\\LIVE.\n\nNew Launcher\n\nWe are using a new, unified launcher (version 1.2.0). You can download the new launcher here: https:\/\/robertsspaceindustries.com\/download\n\nKnown Issues\n\nPlayers may get stuck on the initial loading screen. W\/A: Alt+F4 and restart or attempt to suicide your character (on load screen) to force a respawn.\n\nMissiles on the Anvil Ballista may occasionally be unable to lock and\/or fire. W\/A: Reclaim or respawn and try again.\n\nMission givers can sometimes be in the incorrect position and may not interact normally.\n\nThe HUD vanishes when the quantum drive is enabled.\n\nDropping the hacking chip on planetary surfaces can cause it to fall through.\n\nSignificant first person framerate reduction can occur.\n\nTextures will display across the visor on some helmets.\n\nAI ships have an unintended wing wobble behavior.\n\nThe terrain on Lyria might disappear in some areas (high terrain in high density areas).\n\nNew Features\n\nGeneral\n\nAdded a hold to activate option for head tracking (available at the comms menu).\n\nAdded option to select head tracking source and camera selection.\n\nUniverse\n\nAdded additional crimestat hacking locations, terminals, and updated the hacking system\n\n\nHacking now requires a stowable, single-use device which can be found at various locations and shops and is stored as a gadget, retrievable using the \u201c4\u201d key. The devices vary in style and quality, with some more \u201clegal\u201d devices able to do the job with minimal required upkeep from the player but over an extended period of time. Other devices, of a more illicit nature, hack very quickly but require constant interaction upkeep from the player to keep in operation. Additionally, longer periods put the hacking player at risk as counter-missions can be generated to stop them. The updated behavior applies to removal of crimestat as well as shutting off comm arrays. The slow, reliable device can be found at some shops in the verse including Cubby Blast but the more illicit device may require seeking out less reputable vendors. Additionally, there are now expanded locations where a player can attempt to hack away their crime stat.\n\nAdded automated turrets to GrimHex.\n\nComplete overhaul of the law and criminality system\n\n\nCrimestat now directly impacts the level of opposition and how active their pursuit style. The higher the crimestat, the more active and difficult the pursuers. Crimes are split into less severe misdemeanors, which are enforced via fines, and more punishing federal offenses which will result in the player being engaged by hostile AI and bounty hunters. Law is enforced in a jurisdiction system with the main jurisdiction for the Stanton system being UEE, which tracks and enforces federal offenses. Regional jurisdiction is specific to a given area (ie. Crusader, Hurston) which police their own misdemeanors and have their own rules for control substances and unique security forces. The rules and crimes for each region will be listed in the mobiGlas \u201cJournal\u201d for that jurisdiction and are updated as you move through the regions. GrimHex is a unique case of a jurisdiction that does not respect the authority of UEE and does not report crimes to them. GrimHex also field dampens the area around it to protect its visitors. Misdemeanor fines are deducted from your account directly, provided you have the funds as a temporary measure until fine payoff kiosks are implemented.\n\nVarious security forces may also randomly approach the player as they move around the verse. If the player encounters these forces and is a felon or in current possession of a ship that has been reported stolen (another player has made an insurance claim on that ship), they will immediately be attacked. If not, the player will be requested to halt and submit to a scan via ship to ship comms. If the player fails to stop within a certain time period, with repeated warnings, they will be given a crimestat and attacked. If the submit to a scan and are in possession of illegal goods, they will be fined and the goods removed.\n\nStolen goods and illegal commodities can now only be sold at less than reputable locations, some of which may require some investigation to locate.\n\n\nMissions\n\nAdded illegal style delivery missions for prohibited and stolen goods.\n\nShips and Vehicles\n\nAdded hover mode.\n\n\nHover mode will automatically engage near planetary surfaces with atmosphere below a certain velocity threshold. When engaged, ships will swap to VTOL thruster modes, which will include alternate thruster configurations when applicable. When in hover mode, the ship will hover level until the player gives an input. Pitch forward\/backward will result in moving forward\/backward and roll will result in lateral movement. If the ship attains enough forward velocity it will automatically switch to rear thrust driven forward flight.\n\n\nAdded ship purchasing kiosks to ship shops around the verse.\n\nAdded visual wear to ship components and tweaked the parameters of wear.\n\n\nShip components (coolers, power plants, shields) now suffer from noticeable degradation which can accumulate through time and through specific behaviors (frequent overheating, damage). Degradation can be repaired with any other ship damage at major stations.\n\n\nAdded \u201cmisfire\u201d events to ship shields, thrusters, power plants, and coolers.\n\n\nSome ship components (coolers, power plants, shields, thrusters) now have a chance to misfire. The base chance for a component in perfect condition is extremely low. Misfire chances increase with increasing degradation, damage, and heat. Misfires can be minor visual blips, major with periods of reduced functionality, or critical temporary shutdowns.\n\n\nNew Ship: Kruger Intergalactic P-72 Archimedes.\n\nNew Vehicle: Anvil Ballista\n\nNew Ship Weapon: MaxOx Neutron Repeaters\n\nRapid fire short-mid range weapons found in sizes 1 through 3. Uses \u201cneutron\u201d style damage, which has damage that increases over its range. Neutron Repeaters are available at Centermass in Area18.\n\nAdded nozzle flaps to the F7C and F7CM.\n\nGrouped thrusters into a \u201cpower group\u201d which can now be throttled to control thruster acceleration.\n\nThruster power throttle is default bound to RALT+mouse wheel and is available in the keybinding menu. To allow players to track current power throttle to thrusters, a meter of percent power has replaced what was the hydrogen fuel meter and hydrogen fuel has moved to a static percent readout on the bottom of the HUD.\n\nAdded a cargo grid to the Valkyrie.\n\nAdded ship hailing.\n\nYou can now start a video call with the pilot of a ship\/vehicle that you\u2019re targeting while in your ship\/vehicle with a hotkey (6), selecting the target in either the Comms\/Targeting MFD, or in your MobiGlas Comms app.\n\nAdded ship specific voice channel.\n\n\nWhen entering a ship, you now join its ship channel. When selecting the ship channel after you\u2019ve joined it, you can VoIP and Chat with other members that are actively in that ship channel. You\u2019ll automatically leave the ship channel if you leave the ship for a period of time or move too far from the ship.\n\n\nFPS\n\nAdded customizable weapon attachments\n\nSome FPS weapons can now be customized via various attachments. Available attachments are red dot (1x zoom), holographic (3x), a telescopic (4x), and a telescopic (8x). These can be found at FPS weapon shops that carry compatible weapons.\n\nAdded the ability to free look and activate head tracking while holding a weapon.\n\nFree look in first person now operates as a hold rather than a smart toggle.\n\nNew FPS Weapon: Behring S38 Pistol\n\nThis reliable Behring sidearm features a streamlined design and a lightweight polymer frame that helps to minimize recoil. And with the quick fire semi-automatic fire mode, it\u2019s easy to see why the versatile and dependable S38 has become a standard sidearm across the Empire for both citizens and law enforcement officers. Can be purchased at Center Mass and Port Olisar.\n\nNew FPS Weapon: Klaus & Werner Lumin V SMG\n\nA solid and dependable laser submachine gun with a reputation for durability, reliability, and accuracy. Can be purchased at Center Mass and Conscientious Objects.\n\nUI\nThe comms visor display now displays which channel you are VOIP broadcasting to, who else is in the channel with you, and who is speaking.\n\nPlayers can now invite an entire channel into their party.\n\nPlayers now default auto-join the global proximity VOIP channel.\n\nFeature Updates\n\nGeneral\n\nUnified TrackIR and FOIP head tracking buttons.\n\nUpdates and numerous polish to head tracking functionality including the addition of head roll.\n\nUniverse\n\nComplete update of Rest Stop exteriors and shapes, including thematic variations.\n\nMoved Delamar further away from Crusader and into its own object container.\n\nUpdated commodity pricing to reflect the addition of black markets and stolen goods.\n\nUpdated several locations to now use decoupled lighting for improved visual look.\n\nReduced the volume of the combat music and added an option to mute this music event.\n\nAdded the ability for AI pilots to strafe during passes.\n\nAdded Oxypen and MediPen to Lorville Tammany and Sons shop.\n\nUpdated transit system to streamline flow and usage.\n\nTrains are now on loops with multiple trains on each line, which should reduce waiting times across the board. Elevators can now move to any pad\/hangar and are no longer specific to one hangar\/pad. A selection of available destinations will be available via interaction at the interior elevator button panel.\n\nAdded \u201caverage\u201d skill level for AI pilots to increase variation.\n\nUpdated and expanded player carriable items.\n\nAdding clustering for mineable entities.\n\nMineable rocks now appear in medium to large clusters rather than single rocks and their locations have been updated to reflect this.\n\nLighting pass on exteriors of underground facilities.\n\nVarious visual tweaks around Lorville.\n\nIncreased refinery kiosk pay out to give a slightly higher yield to mined materials.\n\nMissions\n\nRe-enabled ECN missions.\n\nVarious improvements to FPS based missions.\n\nTemporarily removed escort and distraction style missions.\n\nThere are now as many PVP bounty missions offered as there are eligible criminal player targets.\n\nUI\n\nVideo and lighting improvements to comms calls.\n\nColor and names of channels can now be edited in the mobiGlas.\n\nPlayers can now decide which chat channel is directed to the visor.\n\nFPS\n\nImproved the look and feel of the character jump mechanic.\n\nUpdated ragdoll properties to improve look and feel in all situations.\n\nPolish to smooth out first person turns and crouch turns.\n\nAdded a display screen to the GRIN multi-tool.\n\nAdded display screen to KLWE Arclight pistol.\n\nShips and Vehicles\n\nComplete rework of the Aegis Vanguard Warden.\n\nRevised the P-52 Merlin.\n\nUpdated the HUD of the Gladius.\n\nDecreased the hull strength of the Arrow.\n\nIncreased the hull strength of the Reliant.\n\nSignificantly increased the hull strength of the Khartu-Al.\n\nRemoved the ability to change paints on the VMA and Arena Commander vehicle editor as it had applied in unintended situations. The ability to swap paints on the Aurora and the Graycat will be added back at a later date.\n\nUpdated JUST quantum drives for increased durability and more distinction from other classes.\n\nFurther updates to ship weapon audio.\n\nReworked shield values and functionality\n\n\nShields have been reworked to add major differences between manufacturers and classifications with the goal of providing a difference in feel and value. Size 1 shields have had their health pools readjusted and regen reworked. For size 1, shields now stop regenerating on hit and once a set period of time passes without further strikes, the shields will began to regen again. The functional goal of this is to limit shield regeneration during a fight and have the shield work more to stop the enemy doing significant damage right at a fight\u2019s outset. There is one exception, ASAS (manufacturer) shields constantly regenerate, but have a reduced health pool. Size 2 shields work similar to before, but now with more difference between manufacturers. At size 2 there is no damage delay, low regeneration, and a large health pool. Size 3 shields have very large health pools and regeneration rates, with the goal of requiring multiple ships working together to overcome their regen.\n\n\nReworked ship shields so power setting only impacts regen.\n\nToned down the shield shader VFX.\n\nChanged the shield regen delay to be per generator rather than per face.\n\nOverclocking no longer affects shield allocation rate or hardening.\n\nUpdated Prospector main engine with VFX.\n\nUpdated AI Hammerheads to \u201cgunship\u201d type flight behavior.\n\nUpdated ship weapon audio.\n\nIncreased the damage output of missiles.\n\nUpdated the cooling for Dragonfly and Nox thrusters to make them more usable.\n\nRemoved collision from the Freelancer\u2019s turret forks as a temporary work around to get larger objects in, pending animated retract.\n\nUpdated rate of fire on all repeater weapons.\n\nAdded audio feedback for player g-force stress.\n\nMajor Bug Fixes\n\nMissiles should now be able to be counter-measured appropriately.\n\nFixed missing thruster damage VFX for the 300 series.\n\nShip controls for the Nox should now animate when strafing.\n\nIFCS sounds for coupled\/cruise should now work for all ships.\n\nCustomized 325a\u2019s should no longer have mismatched cargo holds.\n\nStrafing should now animate on the Cutlass HOTAS.\n\nThe HUD should now properly update when changing fire-mode on the KSAR Scalpel.\n\nPlayers should no longer get stuck inside of ArcCorp rooftops when they go prone.\n\nPlayers should now be able to vault or mantle from a crouch.\n\nPlayers should no longer be able to force pass out by jumping.\n\nLoading into Arena Commander as a spectator should no longer cause an infinite load screen.\n\nThe comms MFD should now update properly.\n\nAdded an interaction to the interior of the cargo bay of the 300 series to avoid players getting stuck.\n\nThe Eclipse radar should no longer be reversed.\n\nFixed a head-flip and smooth tracking issue when doing fast turns on foot.\n\nFix for visual blurring on rotating asteroids.\n\nThe attitude flight HUD should now appear properly when flying at Delamar.\n\nJUST quantum drives should now have a distinct feel from other types.\n\nThe Reliant series should now be able to store handheld cargo.\n\nCombat music should no longer seem much louder than others.\n\nFixed missing radar on customized ships.\n\nFixed weapons should no longer aim toward the target as if gimbaled when in assist mode.\n\nTurret HUD markers should no longer appear if the player isn\u2019t facing them.\n\nIncreased the health of destructible turrets so they can\u2019t be destroyed with melee attacks.\n\nTurret movement audio should now play properly.\n\nUpdated spline jumps to avoid impacts with the planetary body.\n\nFixed a visual issue with the Valkyrie camo skin.\n\nAssisted gimbals should no longer wander when no target is locked and the ship is in motion.\n\nThe undersuit should no longer display thruster VFX when not in EVA.\n\nUsing automated landing at rest stops should no longer cause the ship to move away rather than land.\n\nShip engine and idle glows should now properly be off when the ship is off.\n\nFixed an issue where scan blob contact VFX were played for everyone in the area.\n\nRuto\u2019s face should now appear.\n\nFemale characters should now sit in the copilot seat of the Super Hornet correctly.\n\nParty launch and \u201cjoin friends\u201d should now work from the main menu.\n\nTargeting pips should no longer continue to show and lock to screen after a weapon is destroyed.\n\nFixed an issue where some MFD screens would be blank from the copilot or support seat.\n\nPlayers should no longer fall through a planet when loading back in if they previously logged out in a bed.\n\nBack to top","fr_FR":"Star Citizen Patch 3.6.0\nAlpha Patch 3.6.0 has been released to LIVE and is now available! Patch should now show: LIVE-2247930\n\nIt is strongly recommended that players delete their USER folder for the Public client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\\Program Files\\Roberts Space Industries\\StarCitizen\\LIVE.\n\nNew Launcher\n\nWe are using a new, unified launcher (version 1.2.0). You can download the new launcher here: https:\/\/robertsspaceindustries.com\/download\n\nKnown Issues\n\nPlayers may get stuck on the initial loading screen. W\/A: Alt+F4 and restart or attempt to suicide your character (on load screen) to force a respawn.\n\nMissiles on the Anvil Ballista may occasionally be unable to lock and\/or fire. W\/A: Reclaim or respawn and try again.\n\nMission givers can sometimes be in the incorrect position and may not interact normally.\n\nThe HUD vanishes when the quantum drive is enabled.\n\nDropping the hacking chip on planetary surfaces can cause it to fall through.\n\nSignificant first person framerate reduction can occur.\n\nTextures will display across the visor on some helmets.\n\nAI ships have an unintended wing wobble behavior.\n\nThe terrain on Lyria might disappear in some areas (high terrain in high density areas).\n\nNew Features\n\nGeneral\n\nAdded a hold to activate option for head tracking (available at the comms menu).\n\nAdded option to select head tracking source and camera selection.\n\nUniverse\n\nAdded additional crimestat hacking locations, terminals, and updated the hacking system\n\n\nHacking now requires a stowable, single-use device which can be found at various locations and shops and is stored as a gadget, retrievable using the \u201c4\u201d key. The devices vary in style and quality, with some more \u201clegal\u201d devices able to do the job with minimal required upkeep from the player but over an extended period of time. Other devices, of a more illicit nature, hack very quickly but require constant interaction upkeep from the player to keep in operation. Additionally, longer periods put the hacking player at risk as counter-missions can be generated to stop them. The updated behavior applies to removal of crimestat as well as shutting off comm arrays. The slow, reliable device can be found at some shops in the verse including Cubby Blast but the more illicit device may require seeking out less reputable vendors. Additionally, there are now expanded locations where a player can attempt to hack away their crime stat.\n\nAdded automated turrets to GrimHex.\n\nComplete overhaul of the law and criminality system\n\n\nCrimestat now directly impacts the level of opposition and how active their pursuit style. The higher the crimestat, the more active and difficult the pursuers. Crimes are split into less severe misdemeanors, which are enforced via fines, and more punishing federal offenses which will result in the player being engaged by hostile AI and bounty hunters. Law is enforced in a jurisdiction system with the main jurisdiction for the Stanton system being UEE, which tracks and enforces federal offenses. Regional jurisdiction is specific to a given area (ie. Crusader, Hurston) which police their own misdemeanors and have their own rules for control substances and unique security forces. The rules and crimes for each region will be listed in the mobiGlas \u201cJournal\u201d for that jurisdiction and are updated as you move through the regions. GrimHex is a unique case of a jurisdiction that does not respect the authority of UEE and does not report crimes to them. GrimHex also field dampens the area around it to protect its visitors. Misdemeanor fines are deducted from your account directly, provided you have the funds as a temporary measure until fine payoff kiosks are implemented.\n\nVarious security forces may also randomly approach the player as they move around the verse. If the player encounters these forces and is a felon or in current possession of a ship that has been reported stolen (another player has made an insurance claim on that ship), they will immediately be attacked. If not, the player will be requested to halt and submit to a scan via ship to ship comms. If the player fails to stop within a certain time period, with repeated warnings, they will be given a crimestat and attacked. If the submit to a scan and are in possession of illegal goods, they will be fined and the goods removed.\n\nStolen goods and illegal commodities can now only be sold at less than reputable locations, some of which may require some investigation to locate.\n\n\nMissions\n\nAdded illegal style delivery missions for prohibited and stolen goods.\n\nShips and Vehicles\n\nAdded hover mode.\n\n\nHover mode will automatically engage near planetary surfaces with atmosphere below a certain velocity threshold. When engaged, ships will swap to VTOL thruster modes, which will include alternate thruster configurations when applicable. When in hover mode, the ship will hover level until the player gives an input. Pitch forward\/backward will result in moving forward\/backward and roll will result in lateral movement. If the ship attains enough forward velocity it will automatically switch to rear thrust driven forward flight.\n\n\nAdded ship purchasing kiosks to ship shops around the verse.\n\nAdded visual wear to ship components and tweaked the parameters of wear.\n\n\nShip components (coolers, power plants, shields) now suffer from noticeable degradation which can accumulate through time and through specific behaviors (frequent overheating, damage). Degradation can be repaired with any other ship damage at major stations.\n\n\nAdded \u201cmisfire\u201d events to ship shields, thrusters, power plants, and coolers.\n\n\nSome ship components (coolers, power plants, shields, thrusters) now have a chance to misfire. The base chance for a component in perfect condition is extremely low. Misfire chances increase with increasing degradation, damage, and heat. Misfires can be minor visual blips, major with periods of reduced functionality, or critical temporary shutdowns.\n\n\nNew Ship: Kruger Intergalactic P-72 Archimedes.\n\nNew Vehicle: Anvil Ballista\n\nNew Ship Weapon: MaxOx Neutron Repeaters\n\nRapid fire short-mid range weapons found in sizes 1 through 3. Uses \u201cneutron\u201d style damage, which has damage that increases over its range. Neutron Repeaters are available at Centermass in Area18.\n\nAdded nozzle flaps to the F7C and F7CM.\n\nGrouped thrusters into a \u201cpower group\u201d which can now be throttled to control thruster acceleration.\n\nThruster power throttle is default bound to RALT+mouse wheel and is available in the keybinding menu. To allow players to track current power throttle to thrusters, a meter of percent power has replaced what was the hydrogen fuel meter and hydrogen fuel has moved to a static percent readout on the bottom of the HUD.\n\nAdded a cargo grid to the Valkyrie.\n\nAdded ship hailing.\n\nYou can now start a video call with the pilot of a ship\/vehicle that you\u2019re targeting while in your ship\/vehicle with a hotkey (6), selecting the target in either the Comms\/Targeting MFD, or in your MobiGlas Comms app.\n\nAdded ship specific voice channel.\n\n\nWhen entering a ship, you now join its ship channel. When selecting the ship channel after you\u2019ve joined it, you can VoIP and Chat with other members that are actively in that ship channel. You\u2019ll automatically leave the ship channel if you leave the ship for a period of time or move too far from the ship.\n\n\nFPS\n\nAdded customizable weapon attachments\n\nSome FPS weapons can now be customized via various attachments. Available attachments are red dot (1x zoom), holographic (3x), a telescopic (4x), and a telescopic (8x). These can be found at FPS weapon shops that carry compatible weapons.\n\nAdded the ability to free look and activate head tracking while holding a weapon.\n\nFree look in first person now operates as a hold rather than a smart toggle.\n\nNew FPS Weapon: Behring S38 Pistol\n\nThis reliable Behring sidearm features a streamlined design and a lightweight polymer frame that helps to minimize recoil. And with the quick fire semi-automatic fire mode, it\u2019s easy to see why the versatile and dependable S38 has become a standard sidearm across the Empire for both citizens and law enforcement officers. Can be purchased at Center Mass and Port Olisar.\n\nNew FPS Weapon: Klaus & Werner Lumin V SMG\n\nA solid and dependable laser submachine gun with a reputation for durability, reliability, and accuracy. Can be purchased at Center Mass and Conscientious Objects.\n\nUI\nThe comms visor display now displays which channel you are VOIP broadcasting to, who else is in the channel with you, and who is speaking.\n\nPlayers can now invite an entire channel into their party.\n\nPlayers now default auto-join the global proximity VOIP channel.\n\nFeature Updates\n\nGeneral\n\nUnified TrackIR and FOIP head tracking buttons.\n\nUpdates and numerous polish to head tracking functionality including the addition of head roll.\n\nUniverse\n\nComplete update of Rest Stop exteriors and shapes, including thematic variations.\n\nMoved Delamar further away from Crusader and into its own object container.\n\nUpdated commodity pricing to reflect the addition of black markets and stolen goods.\n\nUpdated several locations to now use decoupled lighting for improved visual look.\n\nReduced the volume of the combat music and added an option to mute this music event.\n\nAdded the ability for AI pilots to strafe during passes.\n\nAdded Oxypen and MediPen to Lorville Tammany and Sons shop.\n\nUpdated transit system to streamline flow and usage.\n\nTrains are now on loops with multiple trains on each line, which should reduce waiting times across the board. Elevators can now move to any pad\/hangar and are no longer specific to one hangar\/pad. A selection of available destinations will be available via interaction at the interior elevator button panel.\n\nAdded \u201caverage\u201d skill level for AI pilots to increase variation.\n\nUpdated and expanded player carriable items.\n\nAdding clustering for mineable entities.\n\nMineable rocks now appear in medium to large clusters rather than single rocks and their locations have been updated to reflect this.\n\nLighting pass on exteriors of underground facilities.\n\nVarious visual tweaks around Lorville.\n\nIncreased refinery kiosk pay out to give a slightly higher yield to mined materials.\n\nMissions\n\nRe-enabled ECN missions.\n\nVarious improvements to FPS based missions.\n\nTemporarily removed escort and distraction style missions.\n\nThere are now as many PVP bounty missions offered as there are eligible criminal player targets.\n\nUI\n\nVideo and lighting improvements to comms calls.\n\nColor and names of channels can now be edited in the mobiGlas.\n\nPlayers can now decide which chat channel is directed to the visor.\n\nFPS\n\nImproved the look and feel of the character jump mechanic.\n\nUpdated ragdoll properties to improve look and feel in all situations.\n\nPolish to smooth out first person turns and crouch turns.\n\nAdded a display screen to the GRIN multi-tool.\n\nAdded display screen to KLWE Arclight pistol.\n\nShips and Vehicles\n\nComplete rework of the Aegis Vanguard Warden.\n\nRevised the P-52 Merlin.\n\nUpdated the HUD of the Gladius.\n\nDecreased the hull strength of the Arrow.\n\nIncreased the hull strength of the Reliant.\n\nSignificantly increased the hull strength of the Khartu-Al.\n\nRemoved the ability to change paints on the VMA and Arena Commander vehicle editor as it had applied in unintended situations. The ability to swap paints on the Aurora and the Graycat will be added back at a later date.\n\nUpdated JUST quantum drives for increased durability and more distinction from other classes.\n\nFurther updates to ship weapon audio.\n\nReworked shield values and functionality\n\n\nShields have been reworked to add major differences between manufacturers and classifications with the goal of providing a difference in feel and value. Size 1 shields have had their health pools readjusted and regen reworked. For size 1, shields now stop regenerating on hit and once a set period of time passes without further strikes, the shields will began to regen again. The functional goal of this is to limit shield regeneration during a fight and have the shield work more to stop the enemy doing significant damage right at a fight\u2019s outset. There is one exception, ASAS (manufacturer) shields constantly regenerate, but have a reduced health pool. Size 2 shields work similar to before, but now with more difference between manufacturers. At size 2 there is no damage delay, low regeneration, and a large health pool. Size 3 shields have very large health pools and regeneration rates, with the goal of requiring multiple ships working together to overcome their regen.\n\n\nReworked ship shields so power setting only impacts regen.\n\nToned down the shield shader VFX.\n\nChanged the shield regen delay to be per generator rather than per face.\n\nOverclocking no longer affects shield allocation rate or hardening.\n\nUpdated Prospector main engine with VFX.\n\nUpdated AI Hammerheads to \u201cgunship\u201d type flight behavior.\n\nUpdated ship weapon audio.\n\nIncreased the damage output of missiles.\n\nUpdated the cooling for Dragonfly and Nox thrusters to make them more usable.\n\nRemoved collision from the Freelancer\u2019s turret forks as a temporary work around to get larger objects in, pending animated retract.\n\nUpdated rate of fire on all repeater weapons.\n\nAdded audio feedback for player g-force stress.\n\nMajor Bug Fixes\n\nMissiles should now be able to be counter-measured appropriately.\n\nFixed missing thruster damage VFX for the 300 series.\n\nShip controls for the Nox should now animate when strafing.\n\nIFCS sounds for coupled\/cruise should now work for all ships.\n\nCustomized 325a\u2019s should no longer have mismatched cargo holds.\n\nStrafing should now animate on the Cutlass HOTAS.\n\nThe HUD should now properly update when changing fire-mode on the KSAR Scalpel.\n\nPlayers should no longer get stuck inside of ArcCorp rooftops when they go prone.\n\nPlayers should now be able to vault or mantle from a crouch.\n\nPlayers should no longer be able to force pass out by jumping.\n\nLoading into Arena Commander as a spectator should no longer cause an infinite load screen.\n\nThe comms MFD should now update properly.\n\nAdded an interaction to the interior of the cargo bay of the 300 series to avoid players getting stuck.\n\nThe Eclipse radar should no longer be reversed.\n\nFixed a head-flip and smooth tracking issue when doing fast turns on foot.\n\nFix for visual blurring on rotating asteroids.\n\nThe attitude flight HUD should now appear properly when flying at Delamar.\n\nJUST quantum drives should now have a distinct feel from other types.\n\nThe Reliant series should now be able to store handheld cargo.\n\nCombat music should no longer seem much louder than others.\n\nFixed missing radar on customized ships.\n\nFixed weapons should no longer aim toward the target as if gimbaled when in assist mode.\n\nTurret HUD markers should no longer appear if the player isn\u2019t facing them.\n\nIncreased the health of destructible turrets so they can\u2019t be destroyed with melee attacks.\n\nTurret movement audio should now play properly.\n\nUpdated spline jumps to avoid impacts with the planetary body.\n\nFixed a visual issue with the Valkyrie camo skin.\n\nAssisted gimbals should no longer wander when no target is locked and the ship is in motion.\n\nThe undersuit should no longer display thruster VFX when not in EVA.\n\nUsing automated landing at rest stops should no longer cause the ship to move away rather than land.\n\nShip engine and idle glows should now properly be off when the ship is off.\n\nFixed an issue where scan blob contact VFX were played for everyone in the area.\n\nRuto\u2019s face should now appear.\n\nFemale characters should now sit in the copilot seat of the Super Hornet correctly.\n\nParty launch and \u201cjoin friends\u201d should now work from the main menu.\n\nTargeting pips should no longer continue to show and lock to screen after a weapon is destroyed.\n\nFixed an issue where some MFD screens would be blank from the copilot or support seat.\n\nPlayers should no longer fall through a planet when loading back in if they previously logged out in a bed.\n\nBack to top"},"links_count":1,"comment_count":19,"created_at":"2019-07-21T00:00:00+00:00","created_at_human":"6 years ago"},"meta":{"processed_at":"2026-06-06 09:51:39","valid_relations":["images","links"],"prev_id":17159,"next_id":17164}}