{"data":{"id":17927,"title":"Star Citizen Alpha 3.12.0","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/\/17927-Star-Citizen-Alpha-3120","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/17927","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/17927","channel":"Transmission","category":"General","series":"Release Info","images":[],"images_count":0,"translations":{"en_EN":"Star Citizen Patch 3.12.0b Hotfix\nAlpha Patch 3.12.0b has been released onto the LIVE servers and is now available! Patch should now show: VERSION 3.12.0-LIVE.6787151.\n\nDatabase Reset: NO\nLong Term Persistence: Enabled\nStarting aUEC: 20,000\n\nKnown Issues\n\nWhen logging into some commodity and refinery kiosks, they can display incorrect Commodity Information and Prevent Sales\n\nWorkaround: Try other trade terminals at a different location. Test relogging and trying again. Area18 specifically will error and fail in the Admin Office trade terminals\n\nIllegal drug terminals are missing from their intended locations in rest stops\n\nWorkaround: We have temporarily added Slam sell inventories to two junk sites in the PU\n\nSelling commodities from personal Inventory causes a service error\n\nWorkaround: Make a commodity cargo box in a ship cargo grid and sell through the ship inventory.\n\nThe mission named \u201c A Very Difficult Task \u201c automatically completes when accepted\n\nSelect CRU series station external elevators are missing (CRU-L1 and CRU-L5)\n\nAttempting to sell minerals in Prison results in a Processing screen and then a transaction failed message\n\nThe shopkeepers of both Live Fire Weapons and Garrity Defense are stood away from their desks\n\nBeing arrested with both utility slots occupied causes the player to respawn in prison with a broken multi-tool\n\nMission givers AI will break if a NPC sits in their designated seat before they do\n\nMajor Bug Fixes\n\nBounty Assessment missions should now show correctly again and let the player progress into further missions after a player does a character reset\n\nAfter exiting Quantum Travel, the QT HUD on ships should no longer get stuck displaying while the QT drive is cooling down\n\nGround vehicles should no longer take intermittent damage during travel across the surface of low gravity moons\n\nPlayers should now be able to activate mining consumables in the Mole using the inner thought UI\n\nPlayers should no longer gain a crimestat after completing bounty missions\n\nFixed an issue causing ships to despawn after a player disembarks for a short duration\n\nContract popups should no longer contain \u201cmission(Title)\u201d instead of the intended text\n\nTechnical\n\nFixed 7 Client crashes\n\nFixed 2 Server crashes\n\n\nStar Citizen Patch 3.12.0a Hotfix\nAlpha Patch 3.12.0a has been released and is now available! Patch should now show: VERSION 3.12.0-LIVE.6742772.\n\nDatabase Reset: YES\nLong Term Persistence: Enabled\nStarting aUEC: 20,000\n\nFeature Updates\n\nGameplay\n\nBalance pass on mission payouts to make them more rewarding\n\nUpdated NorthRock group bounty price and made them local to systems\n\nChanged it so if a bounty hunter kills a PVP bounty the mission is withdrawn rather than failed for any other hunter players with that mission\n\nAdded warning to refinery terminal letting players know that unselected materials from a ship will be discarded when creating a job\n\nInterim pricing adjustment on restocking ship ordnance (Missiles, torpedoes, and Countermeasures)\n\nDecreased min and max insurance claim wait times for non starter ships\n\nMade interim tuning changes to EVA movement that will allow you to turn more easily and also arrest any spin caused by collision more quickly\n\nIncreased the drop shadow amount on the ship mining UI\n\nCore Tech\n\nUpdated settings steps in options menu for tobii eye head ratio to 0.01\n\n\nMajor Bug Fixes\n\nShip Canopies should no longer open and close randomly without player input\n\nFixed an issue causing the Talon engines to overheat and ship to lose power when powering up.\n\nCorrected the Constellation increase in hull health that came with 3.12.0 to the correct intended amounts\n\nHoliday boxes should now be able to be sold\n\nASOP spawned ship assets should no longer load slowly when first connecting to a server\n\nThere should no longer be 2 AI NPC\u2019s standing behind the guild office desk at mining shop on refinery decks\n\nFixed an issue that was causing some players to infinitely load while joining the PU\n\nFixed an issue causing players to sometimes get stuck on the splash screen when loading into the game\n\nFixed an issue causing some clients to not receive the full member list in global channel\n\nFixed an issue causing Shadows cast by the light from the Stanton star to pop in and out while in cities\n\nThe Talon weapon rack has should now have a prompt to close it after it has been opened\n\nFixed an issue causing some players to see a pixelated film grain when it was disabled\n\nA blank contract available notification should no longer be displayed during game play\n\nFixed visarea issues when using turrets in most ships\n\nFixed the Pitch Ladder not being aligned properly in Mixed Mode\n\nLorville cinematic music should now play correctly\n\nPlayer will now still send a video feed in a FOIP call if the player does not have a mic.\n\nMiles Eckhart will no longer have a long pause after the player sits down\n\nFixed an issue causing certain keybinds to not be removable\n\nAssaulting Vehicle infraction should no longer be applied instantly so that it can be forgiven\n\nNumerous assets and structures should no longer fail to load in each of the classic race maps\n\nAccount resets should no longer sometimes fail and lead to ships being doubled in game\n\nFixed an issue in Arena Commander causing players to display on the same team.\n\nPlayers should no longer be able to equip an extra weapon to the left wing on the Aegis Gladius in the VMA\n\nFixed an issue causing the 890j missions to not pay as much as intended\n\nFixed another issue causing blank contract available messages to appear on screen\n\nThere should no longer be placeholder text for the paints for the Talon and Talon Shrike in the VMA\n\nAegis Hammerhead BIS edition should now be available in game\n\nAegis Reclaimer BIS edition should now be available in game\n\nFixed an issue causing Arena Commander and Star Marine UI to be offset on widescreen monitors\n\nTechnical\n\nFixed 11 Client crashes\n\nFixed 7 Server crashes\n\nBackend service optimizations\n\n\nStar Citizen Patch 3.12.0\nAlpha Patch 3.12.0 has been released and is now available! Patch should now show: VERSION 3.12.0-LIVE.6705298.\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\nDatabase Reset: YES\nLong Term Persistence: Enabled\nStarting aUEC: 20,000\n\n\nNew Features\n\nLocations\n\nSpace Station Refinery Decks\n\nDedicated areas in Rest Stops that allow players to sell unrefined minerals, drop off mined materials to be refined, and buy or rent new mining equipment and ships.\n\nKiosks have been placed in the Refining decks that allow players to take their raw mixed ore from their mining ship and refine it. The player can use these kiosks to create multiple refining jobs which are persistent and complete over a period of time, based on quantity and complexity, and create refined ore that is more valuable than unrefined. There are different kinds of refining processes which produce different percentage yields depending on the type of resource being refined. Additionally, different refineries may have different proficiencies. Once one or multiple jobs are completed, the player can collect the refined materials into a ship with cargo capability and sell at a commodity kiosk, with most goods sell-able at major city ports. Now that we have a specific location where refining takes place in the \u2018verse, most mineable transactions have been moved there. You can still sell unrefined ore at these locations, or choose to refine them. Levski will also purchase unrefined materials.\n\nSpacescaping Stanton: Lagrange Point Updates\n\nUpdating all extra-planetary Lagrange point locations in the PU with improved visuals and first gas cloud implementation.\n\nGameplay\n\nReputation \u2013 T1\n\nThis system will introduce the first foundational system of reputation added to the game to track a player\u2019s relationship with various entities, such as important NPCs and Organizations. This reputation is now stored in long term persistence so that it will remain through database wipes and character resets. Currently, reputation levels with an NPC or Organization are only seen through different dialogs or access to higher paying missions. We are working to add functionality to improve player visibility of reputation in a future update.\n\nMission Giver Reputation: All mission givers except Ruto (due to tech requirements for him being a hologram) have been updated to use the new reputation system. Doing missions for a Mission Giver will cause you to gain and lose reputation with them. They should react appropriately, playing different lines of dialogue based on your performance. If you fail too frequently, they will terminate their relationship with you and refuse to work with you missions for a set amount of time. With Alpha 3.12, no new missions have been added specifically for Mission Givers, however, we plan to add new missions in the future now that the reputation framework has been put in place.\n\nBounty and Assassination Missions: Many of the Bounty and Assassination mission chains have been updated to use the new Reputation System. In doing this restructure, Bounty missions were split into being given by 4 Local Bounty Departments, each with their own reputation, all presided over by a parent Bounty Hunters Guild. As you increase your reputation with the Bounty Hunters Guild and its children, you will unlock Certification missions. If you complete the Certification Missions, you will unlock a new tier of higher difficulty, higher payout Bounty Hunter missions. Keep an eye on your wallet when you complete bounty missions and you might notice that some organizations will include a little something extra if you have high reputation with them. This is the first of many \u201cPerks\u201d we intend to include. Assassination missions have all of the above, but there is only one Organization for them at this time: a one-man operation run by someone named Vaughn.\n\nWeapon Zeroing \u2013 T0\n\nThis system provides the player with a way to change the zeroing on their weapon sights. This allows shots at further distances without having to alter aim to account for bullet drop. While in ADS, a player can manually or automatically change a the zeroing range on their scope. Aiming down sights will show the current zeroing setting, and if your scope supports it, a distance finder at your crosshair (max distance varies by scope). You can set your weapon zeroing manually or to the distance finder amount by pressing \u201cpage up\u201d and reset zeroing to 0m by pressing \u201cpage down\u201d.\n\nMulti-Tool \u2013 Tractor Beam Implementation T0\n\nInitial implementation of a Tractor Beam Device that attaches onto a Multi-Tool that allows a player to control an object at a small distance without physical contact. Its primary use is to quickly and remotely move smaller cargo and other physics based objects in gravity and zero-g. If in zero-g, it can also be used as a \u201cgrapple hook\u201d by tethering to a large object (asteroids, space stations, ships, etc.) and pulling the player towards it. This includes a tractor beam UI that displays Force and Distance Gauge as well as indications if the tether is close to breaking. Players can rotate a tethered item by holding \u201cR\u201d and moving the mouse cursor. Players can get the new tractor beam attachment and the multi-tool at the new Refinery Decks or in various shops in the PU.\n\nShip Entry Identification\n\nThis feature adds dynamic AR markers onto a player\u2019s display when in close proximity to your vehicle to aid in entry. These contextually change depending on whether the vehicle is landed or in space to only show valid entry methods. This feature is on by default but has the option to disable in the settings.\n\nShip Thruster Wind Volumes\n\nShip thrusters now create wind volumes when in use that will interact and blow away physics based objects, ships, and players.\n\nShips and Vehicles\n\nNew Ship: Esperia Talon\n\nNew Ship: Esperia Talon Shrike\n\nWeapons and Items\n\nNew FPS Weapon: Gemini A03 Sniper Rifle\n\nA versatile, semi-auto sniper rifle with the ability to fire quickly at the cost of accuracy. This weapon has an integrated scope and attachment points on the Barrel and Underbarrel. Players can currently buy this in game at Skutters in Grim HEX.\n\nNew FPS Weapon: Behring FS-9 LMG\n\nBehring designed the FS-9 to be an overwhelming battlefield force. This light machine gun features a full auto mode that makes it ideal for laying down covering fire or holding back advancing enemies. The FS-9 is also acclaimed for its ability to maintain accuracy while unleashing sustained fire.\n\n\nFeature Updates\n\nLocations\n\nStanton System Planetary Improvements\n\nFurther improvements to planetary detail and assets which includes a detailed global painting pass with consideration to global climate data and improved cloud layer visuals. We are also refining how object presets are set up, to get a more natural and believable read, as well as introducing some new assets to the biome packs. Updating the remaining geology assets to the organic shader to utilize the latest features. Re-introducing the acidic biome for Hurston and Ariel with PlanetTechv4. Re-introducing the glossy\/icy surfaces on Yela and Lyria. We are looking to showcase the above improvements for this release on the planets Hurston & microTech, as well as on the moons Cellin, Daymar, Wala,Yela, and Lyria.\n\nElevator Panel Updates\n\nReplacing the existing Utilitarian elevator panel buttons with interactive screens.\n\nRestricted Area Rework \u2013 Area18 \/ Lorville\n\nRemoval of landing splines at Area18 Spaceport and Lorville Spaceport and updating restricted flight areas around the spaceports.\n\nAdded Platinum Bays on the moon, Clio\n\nGameplay\n\nMining UI Refactor\n\nThis update adds a brand-new user interface for all mining-capable vehicles, which will provide the player with a clearer overview of what they are currently experiencing, including: Mining Consumables \u2013 What you have equipped, their current state and their duration. Cargo \u2013 Your cargo pods now show their contents and update in real-time as you extract materials from mineable deposits. Volatile Cargo \u2013 The health and estimated time that the cargo will last in your cargo pods before collapsing, and volatile cargo itself is highlighted in the UI so that you can\u2019t miss it when you collect it. Flight UI \u2013 The current flight and gimble settings your ship has active are visible at all times. This new interface is built entirely using the new BuildingBlocks system which will allow for quicker development, iteration and testing of new features for the Mining System.\n\nRebalance pass on mineables, mining lasers, and mining consumables\n\nBalance changes to aspects of mining due to the introduction of the new Refinery System. These changes will increase the potential for finding valuable materials and make mining more profitable at lower ends while providing more high-end multiplayer opportunities for multi-crew mining ships or the combined power of multiple smaller mining ships.\nThis is an ongoing balancing process that will continue to be tweaked and adjusted.\n\nMineables across the entire game have been tweaked to provide a higher maximum percentage of all materials held within them. Some Mineables now have valuable materials in them where they didn\u2019t previously. Some lower-end valued materials now reduce Resistance of the Mineable, meaning that finding some present in a large, valuable deposit could actually be a benefit rather than a hindrance. Resistance and Instability curve scaling has been eased slightly to prevent huge spikes in difficulty in lower-end Mineables.\n\nMining Lasers have been overhauled to bring them in line with the new Mineables but also balance them out and make them all more viable choices. These include wide sweeping changes to power outputs, instability, resistance, shatter, charge rates, optimal charge window, and overcharge rates. The amount of consumable slots has been increased for most mining lasers.\n\nWith the rework to both Mineables and Mining Lasers in mind, Consumables needed to be looked at too to prevent them breaking the entire system. Consumables have all been rebalanced and include wide sweeping changes to duration, instability, charge rates, power level changes, optimal charge windows, and resistance. All consumables will now have 5 charges.\n\nWheeled vehicle and aiming improvements\n\nImproving wheeled vehicle and aiming gameplay surrounding the Greycat ROC and other ground vehicles. To help get the wheeled vehicle and ship controls closer together, steering control scheme for wheeled vehicles now includes the option to turn on VJoy controls. The Greycat ROC mining arm will now follow the VJoy indication in Manual Gimbal Mode (Press \u201cG\u201d to swap). Added the ability to disable the auto-brake state of vehicles which would always activate if no forward \/ backwards inputs above 10% were added (Press \u201cV\u201d to turn off auto-braking). Added ability to \u201cfreeze\u201d the aim vector in manual gimbal mode (RALT+G) in the Greycat ROC and all other driver\/pilot controlled gimbals (the gimbal freeze will reset once the gimbal mode is changed again). Added more inversion settings for wheeled vehicle controls. Allowed non-explicit free look while look ahead is on. Added custom look ahead options for MGVs. Added separation of free look gimbal aiming in wheeled vehicles vs space vehicles. The Greycat ROC mining arm will now recenter before it is retracted and will no longer be completely offset after getting in and out of the vehicle.\n\nCounter Measures v1.1\n\nWith these improvements to countermeasure gameplay, the amount of deployed countermeasures will play more of an important role in the chance of spoofing missiles. Single countermeasures will be less effective, but players will have the ability to choose how many should be fired with each burst. Different missiles will have varying degrees of countermeasure resilience. Flares have been renamed to Decoys and now have different modes to control how multiple launches work including Launch burst (tap H default) or Set and Launch Burst to send out multiple (hold H default). Default Decoy burst size is 1 and can Increase Burst Size (tap Right Alt + H) or Decrease Burst Size (tap Left Alt + H). Countermeasures have also had a sound effects rework.\n\nTorpedo Attack, Counter-Balance and Behavior\n\nA rebalance of the Size 9 Torpedoes. They are now much deadlier, with only a few direct hits required to bring down larger ships. This extra damage comes at the cost of speed.\n\nHead Tracking Updates\n\nWe have made a few additions, updates, and fixes to head tracking to help increase usability for players.\n\nNew Features: Added a recalibration button that resets all head tracking devices internally (except TrackIR, but you can set it to the same button if desired). Added support for positional axes for cockpit and most other ship seats in first person. Added rotation and position support for external cameras (clamped to 1m in each dimension). Added separate button to enable\/disable head tracking on external cameras (unbound by default). Added head rolling for FPS and ADS (including an option to automatically turn it off). Added a smoothing slider and a \u201cforward\u201d center deadzone for Faceware. Added head tracking option to toggle on or off position offsets in cockpits. Added additional head tracking limits for specific seats and beds.\n\nAdded support for Tobii head\/eye trackers (\u201cTobii 4C\u201d and \u201cTobii Eye Tracker 5\u201d) and added options to set them up.\n\nGeneral Fixes: Actor head won\u2019t snap from left to right if the head tracking angle is above 180 degrees. All mouse induced head movements will now be suppressed when head tracking is active. Removed the internal offset when the toggle is used (it will be using the internal device offset instead). Reshuffled the menu options for head tracking to make it clearer. Extended the available movement range in seats when headtracking is used. Fixed the auto recalibrate option.\n\nSmaller Ship Input QOL Improvements\n\nMoved vehicle exit actions to a delayed press (250ms). Added Game Setting option to switch exit seat actions as hold vs immediate press when using a turret \/ pilot seat. Moved vehicle eject to RALT+Y. Resorted IFCS movement actions. Fixed a couple of problems with smart toggle treatment. Various input quality of life improvements.\n\nEVA Binding And Control QOL\n\nAdded roll inversion. Removed strafe inversion settings from mouse and keyboard. Removed unused pitch actions in EVA action map and code.\n\nLook Ahead And Target Tracking Changes\n\nWe have made a few changes to how this is handled. We separated target tracking out to a \u201cweak\u201d version and a \u201cstrong\u201d version. The weak version is now part of the normal look ahead process and does not produce a very strong movement to slightly help keep the target in view but also keep the HUD and other elements from being lost. The strong version is called \u201cPadlock\u201d now and will follow the target as much as possible. Removed binding to enable look ahead target tracking. Removed option to automatically enable look ahead target tracking. Added binding to enable padlock. Added option to automatically enable padlock (off by default).\n\nOrdnance Replenishing \u2013 Updating Pricing of CryAstro vs Shops\n\nWe have now hooked up key ordnance on ships (Missiles\/Decoy\/Noise) in all Cry Astro\/Landing service functionality to run through the shop service, allowing for proper pricing differentials between items when restocking your ships. This will also require some re-balancing for our current insurance and item prices. Overall, this is a major step forward towards getting a fully dynamic set of prices for the landing service functionality.\n\nUpdated Constellation series handling and durability\n\nTemporary re-balance to distortion weapons pending a more extensive update later\n\nAdjusted all ground turrets to have a higher signature for faster player detection\n\nAdded axis inversions for EVA strafe axes, IFCS relative velocity limited, and IFCS relative acceleration limiter\n\nAdded button to reset velocity limited to SCM speed\n\nSpace brake is now an axis allowing for variable analog braking\n\nUpdated types of ships that UEE Security can spawn\n\nAdded new non directional shield hit communications in the ship computers\n\nAdded SFX ducking when Personal Inner Thought is open\n\nAdded Origin 100 series to ship dealerships in the PU\n\nShips and Vehicles\n\nIncreased the hydrogen fuel tank size on the Nomad\n\nIncreased the hydrogen fuel tank size on Mercury Star Runner\n\nBrought Mercury Star Runner hull strength more in line with ships in its class\n\nReduced verbosity of some ship computer notifications\n\nIncreased gloss amount on Hammerhead hull\n\nIncreased thrusters and roll speed for the Drake Herald\n\nWeapons and Items\n\nBalance pass on all LMG FPS weapon damage, recoil, and bullet spread\n\n\nMajor Bug Fixes\n\nPitch Ladder should no longer display while sitting in non-pilot seats\n\nFixed an issue where decoupled space brake caused the velocity vector to change\n\nWeapon SFX should now play correctly when vehicle weapons are fired\n\nShips landed at New Babbage and Lorville should now be able to be stored\n\nFixed an issue that could cause rest stop elevators to duplicate, making them inaccessible\n\nNightrunner Star Runner paint should now correctly change the color of the cockpit glass\n\nCharacters hands will no longer turn their flight stick\/wheel in the opposite direction to the input being provided\n\nFixed an issue that caused weapons to twitch and move on a player when switching to 3rd person camera\n\nWeather VFX should no longer be seen on visor when the player goes up the amphitheater stairs in New Babbage\n\nFixed an issue causing the Animus Missile Launcher to not let players equip a fresh magazine once the currently attached one was used\n\nNomad self destruct audio will no longer stop prematurely when self destructing the ship\n\nFixed an issue causing windows and glass displays in Lorville to become blurry when the player is very close to them\n\nFixed multiple missing building geometry assets while in transit to city gates in Lorville\n\nFixed an issue causing rock geometry to visually disappear when player is facing certain directions around Grim HEX\n\nFixed several areas around the edges of medium-sized hangars in Grim HEX that were missing breathable atmosphere\n\nFixed a section of missing railing in the New Babbage Skybridge\n\nShips landed at Platinum Bay landing pads should no longer display their location as UNINITIALIZED on Vehicle waypoint\n\nFixed an issue causing some deadzone settings to not save properly\n\nIncreased size of text boxes on commodity kiosks to fix large numbers overlapping\n\nThe Pirate Gladius variant should no longer be missing the Comms Menu on all its MFD Screens\n\nFixed an issue that caused liquid to not appear in drinks in the PU\n\nPlayers should now see the correct cost when expediting a Nomad insurance claim\n\nFixed an issue that was causing players to sometimes be unable to see all or some party member markers\n\nPlayers should now be able to access the main screen on the Fine Terminals when clicking onto the \u201cLogin As User\u201d button\n\nFixed an issue causing Arena Commander and Star Marine matches to not cycle to the next game at the end of a match\n\nTechnical\n\nFixed 7 Client crashes\n\nFixed 5 Server crashes\n\nBack to top","de_DE":"Star Citizen Patch 3.12.0\nDer Alpha Patch 3.12.0 wurde ver\u00f6ffentlicht und ist nun verf\u00fcgbar! Der Patch sollte jetzt anzeigen: VERSION 3.12.0-LIVE.6705298.\n\nEs wird den Spielern dringend empfohlen, ihren USER-Ordner f\u00fcr den Public-Client nach dem Patch zu l\u00f6schen, vor allem, wenn ihr seltsame Probleme mit der Charaktergrafik oder Abst\u00fcrze beim Laden habt. Der USER-Ordner befindet sich (bei Standardinstallationen) unter C:\\Programme\\Roberts Space Industries\\StarCitizen\\LIVE.\n\nDatenbank-Reset: YES\nLong Term Persistence (Langzeitpersistenz): Enabled\nStart aUEC: 20,000\n\nBekannte Probleme\n\nWenn du dich in die Terminals an TDDs einloggst, k\u00f6nnen sie falsche Wareninformationen anzeigen und Verk\u00e4ufe verhindern Workaround: Probiere andere Handelsterminals an einem anderen Standort aus. Teste die Neuanmeldung und versuche es erneut.\n\nEsperia Talon hat Leistungsprobleme bei normalem Gebrauch in der Schwerkraft Workaround: Gehe nicht sofort nach dem Start auf Vollgas, um dem Triebwerk Zeit zu geben, sich aufzubauen\n\nDer Spieler kann durch den Planeten fallen, wenn er sich einloggt Der Besuch des Ortes nach dem Neustart f\u00fchrt dazu, dass der Spieler auf der Oberfl\u00e4che von Hurston spawnen kann Das Schiffshimmel kann sich ohne Benutzereingabe \u00f6ffnen und schlie\u00dfen Es ist m\u00f6glich, dass der Spieler beim Versuch sich einzuloggen einen Timeout erleidet Einige Clients erhalten nicht die vollst\u00e4ndige Mitgliederliste im globalen Kanal Die Augen des Spielers sind im Video extra reflektierend. Ausgew\u00e4hlte Au\u00dfenaufz\u00fcge von Stationen der CRU-Serie fehlen (CRU-L1 und CRU-L5) Die Ladenbesitzer von sowohl Live Fire Weapons als auch Garrity Defense stehen von ihren Schreibtischen weg Verhaftet zu werden, wenn beide Utility-Slots besetzt sind, f\u00fchrt dazu, dass der Spieler mit einem kaputten Multi-Tool im Gef\u00e4ngnis respawnt. Spieler sehen m\u00f6glicherweise doppelte Allgemeine Chatkan\u00e4le in ihrem MobiGlasveredelungskiosk Es fehlt eine Warnmeldung, die den Spieler warnt, dass Materialien, die nicht zur Veredelung ausgew\u00e4hlt wurden, verworfen werden\nNeue Features\n\nOrte\n\nRaumstation Raffinerie Decks Spezielle Bereiche in Rastst\u00e4tten, die es Spielern erm\u00f6glichen, unraffinierte Mineralien zu verkaufen, abgebaute Materialien zum Raffinieren abzugeben und neue Bergbauausr\u00fcstung und Schiffe zu kaufen oder zu mieten.\n\nIn den Raffineriedecks wurden Kioske platziert, die es den Spielern erm\u00f6glichen, ihr rohes, gemischtes Erz von ihrem Bergbauschiff zu nehmen und es zu raffinieren. Der Spieler kann diese Kioske nutzen, um mehrere Veredelungsauftr\u00e4ge zu erstellen, die persistent sind und \u00fcber einen bestimmten Zeitraum, basierend auf Menge und Komplexit\u00e4t, abgeschlossen werden und veredeltes Erz erzeugen, das wertvoller ist als unveredeltes. Es gibt verschiedene Arten von Raffinierungsprozessen, die je nach Art der zu raffinierenden Ressource unterschiedliche prozentuale Ausbeuten produzieren. Zus\u00e4tzlich k\u00f6nnen verschiedene Raffinerien unterschiedliche Ausbeuten haben. Sobald ein oder mehrere Auftr\u00e4ge abgeschlossen sind, kann der Spieler die veredelten Materialien in einem Schiff mit Frachtkapazit\u00e4t sammeln und an einem Warenkiosk verkaufen, wobei die meisten Waren in den H\u00e4fen der gro\u00dfen St\u00e4dte verkauft werden k\u00f6nnen. Da wir nun einen bestimmten Ort haben, an dem die Veredelung im 'Verse stattfindet, wurden die meisten abbaubaren Transaktionen dorthin verlegt. Du kannst an diesen Orten immer noch unraffiniertes Erz verkaufen, oder dich f\u00fcr die Raffination entscheiden. Levski wird auch unraffinierte Materialien kaufen.\n\nSpacescaping Stanton: Lagrange-Punkt-Updates Aktualisierung aller au\u00dferplanetarischen Lagrange-Punkt-Standorte in der PU mit verbesserter Optik und erster Gaswolken-Implementierung.\n\nGameplay\n\nRuf - T1 Dieses System f\u00fchrt das erste grundlegende System des Rufs ein, das dem Spiel hinzugef\u00fcgt wird, um die Beziehung eines Spielers zu verschiedenen Entit\u00e4ten, wie wichtigen NSCs und Organisationen, zu verfolgen. Dieser Ruf wird nun in einer Langzeitpersistenz gespeichert, so dass er auch bei Datenbank-L\u00f6schungen und Charakter-Resets erhalten bleibt. Derzeit wird der Ruf eines NSCs oder einer Organisation nur durch verschiedene Dialoge oder den Zugang zu besser bezahlten Missionen sichtbar. Wir arbeiten daran, in einem zuk\u00fcnftigen Update Funktionen hinzuzuf\u00fcgen, die die Sichtbarkeit des Rufs f\u00fcr Spieler verbessern.\n\nRuf des Missionsgebers: Alle Missionsgeber mit Ausnahme von Ruto (aufgrund der technischen Voraussetzungen f\u00fcr ihn als Hologramm) wurden aktualisiert, um das neue Rufsystem zu nutzen. Wenn du Missionen f\u00fcr einen Missionsgeber erledigst, gewinnst und verlierst du Ruf bei ihm. Sie sollten entsprechend reagieren und verschiedene Dialogzeilen basierend auf deiner Leistung abspielen. Wenn du zu oft versagst, werden sie ihre Beziehung zu dir beenden und sich weigern, f\u00fcr eine bestimmte Zeit mit dir Missionen durchzuf\u00fchren. Mit der Alpha 3.12 wurden keine neuen Missionen speziell f\u00fcr Missionsgeber hinzugef\u00fcgt, allerdings planen wir, in Zukunft neue Missionen hinzuzuf\u00fcgen, jetzt wo das Reputations-Framework eingef\u00fchrt wurde.\n\nKopfgeld- und Attentatsmissionen: Viele der Kopfgeld- und Assassinen-Missionsketten wurden aktualisiert, um das neue Rufsystem zu nutzen. Im Zuge dieser Umstrukturierung wurden die Kopfgeldmissionen in 4 lokale Kopfgeldabteilungen aufgeteilt, die jeweils ihren eigenen Ruf haben und alle von einer \u00fcbergeordneten Kopfgeldj\u00e4gergilde geleitet werden. Wenn du deinen Ruf bei der Kopfgeldj\u00e4gergilde und ihren Kindern erh\u00f6hst, wirst du Zertifizierungsmissionen freischalten. Wenn du die Zertifizierungsmissionen abschlie\u00dft, schaltest du eine neue Stufe von Kopfgeldj\u00e4ger-Missionen mit h\u00f6herem Schwierigkeitsgrad und h\u00f6herer Auszahlung frei. Behalte deinen Geldbeutel im Auge, wenn du Kopfgeldmissionen abschlie\u00dft. Du wirst vielleicht bemerken, dass einige Organisationen ein kleines Extra anbieten, wenn du einen hohen Ruf bei ihnen hast. Dies ist der erste von vielen \"Perks\", die wir vorhaben, einzubauen. Attentatsmissionen haben alle der oben genannten Punkte, aber es gibt nur eine Organisation f\u00fcr sie zu diesem Zeitpunkt: eine Ein-Mann-Operation, die von jemandem namens Vaughn gef\u00fchrt wird.\n\nWaffennullstellung - T0 Dieses System bietet dem Spieler die M\u00f6glichkeit, die Nullstellung der Waffenzielger\u00e4te zu ver\u00e4ndern. Dies erm\u00f6glicht Sch\u00fcsse auf weitere Entfernungen, ohne dass das Ziel ver\u00e4ndert werden muss, um den Geschossabfall zu ber\u00fccksichtigen. Im ADS kann der Spieler manuell oder automatisch den Nullstellungsbereich seines Zielfernrohrs \u00e4ndern. Wenn du dein Zielfernrohr nach unten richtest, wird die aktuelle Nullstellung angezeigt und, falls dein Zielfernrohr dies unterst\u00fctzt, ein Entfernungsmesser im Fadenkreuz (die maximale Entfernung variiert je nach Zielfernrohr). Du kannst die Nullstellung deiner Waffe manuell oder auf den Entfernungsmesserwert einstellen, indem du \"Seite hoch\" dr\u00fcckst und die Nullstellung auf 0m zur\u00fccksetzen, indem du \"Seite runter\" dr\u00fcckst.\n\nMulti-Tool - Traktorstrahl-Implementierung T0 Anf\u00e4ngliche Implementierung eines Traktorstrahl-Ger\u00e4ts, das an einem Multi-Tool angebracht wird und dem Spieler erlaubt, ein Objekt aus geringer Entfernung ohne physischen Kontakt zu kontrollieren. Er dient in erster Linie dazu, kleinere Fracht und andere physikbasierte Objekte in der Schwerkraft und in der Schwerelosigkeit schnell und ferngesteuert zu bewegen. In der Schwerelosigkeit kann er auch als \"Greifhaken\" verwendet werden, indem er sich an ein gro\u00dfes Objekt (Asteroiden, Raumstationen, Schiffe, etc.) bindet und den Spieler zu ihm hinzieht. Dies beinhaltet ein Traktorstrahl-UI, das Kraft- und Entfernungsmesser anzeigt sowie Hinweise, wenn das Tether kurz vor dem Brechen ist. Spieler k\u00f6nnen einen gefesselten Gegenstand drehen, indem sie \"R\" halten und den Mauszeiger bewegen. Spieler k\u00f6nnen den neuen Traktorstrahl-Aufsatz und das Multi-Tool in den neuen Refinery Decks oder in verschiedenen Shops in der PU erhalten.\n\nSchiffseinstiegs-Identifikation Dieses Feature f\u00fcgt dynamische AR-Marker auf dem Display des Spielers hinzu, wenn er sich in der N\u00e4he deines Fahrzeugs befindet, um den Einstieg zu erleichtern. Diese \u00e4ndern sich kontextabh\u00e4ngig, je nachdem, ob das Fahrzeug gelandet oder im Weltraum ist, um nur g\u00fcltige Einstiegsmethoden anzuzeigen. Diese Funktion ist standardm\u00e4\u00dfig aktiviert, kann aber in den Einstellungen deaktiviert werden.\n\nSchiffsd\u00fcsen-Windvolumen Schiffsd\u00fcsen erzeugen nun Windvolumen, wenn sie benutzt werden, die mit physikbasierten Objekten, Schiffen und Spielern interagieren und sie wegblasen.\n\nSchiffe und Fahrzeuge\n\nNeues Schiff: Esperia Talon Neues Schiff: Esperia Talon Shrike Waffen und Gegenst\u00e4nde\n\nNeue FPS-Waffe: Gemini A03 Scharfsch\u00fctzengewehr Ein vielseitiges, halbautomatisches Scharfsch\u00fctzengewehr mit der F\u00e4higkeit, schnell zu feuern, auf Kosten der Genauigkeit. Diese Waffe hat ein integriertes Zielfernrohr und Befestigungspunkte am Lauf und Unterlauf. Spieler k\u00f6nnen es derzeit im Spiel bei Skutters in Grim HEX kaufen.\n\nNeue FPS-Waffe: Behring FS-9 LMG Behring hat die FS-9 entwickelt, um eine \u00fcberw\u00e4ltigende Kraft auf dem Schlachtfeld zu sein. Dieses leichte Maschinengewehr verf\u00fcgt \u00fcber einen Full-Auto-Modus, der es ideal macht, um Deckungsfeuer zu geben oder anr\u00fcckende Feinde aufzuhalten. Das FS-9 wird auch f\u00fcr seine F\u00e4higkeit gelobt, die Genauigkeit beizubehalten, w\u00e4hrend es anhaltendes Feuer entfesselt.\n\n\nFeature-Updates\n\nOrte\n\nStanton System Planetary Improvements Weitere Verbesserungen der planetaren Details und Assets, die einen detaillierten globalen Painting Pass mit Ber\u00fccksichtigung der globalen Klimadaten und verbesserter Wolkenschichtvisualisierung beinhalten. Wir verfeinern auch die Objektvoreinstellungen, um eine nat\u00fcrlichere und glaubhaftere Darstellung zu erreichen, sowie einige neue Assets in den Biome-Packs. Wir aktualisieren die verbleibenden Geologie-Assets auf den organischen Shader, um die neuesten Features zu nutzen. Wiedereinf\u00fchrung des sauren Bioms f\u00fcr Hurston und Ariel mit PlanetTechv4. Wiedereinf\u00fchrung der gl\u00e4nzenden\/eisigen Oberfl\u00e4chen auf Yela und Lyria. Wir wollen die oben genannten Verbesserungen in dieser Version auf den Planeten Hurston und MicroTech, sowie auf den Monden Cellin, Daymar, Wala, Yela und Lyria zeigen.\n\nAufzugspanel-Updates Ersetzen der bestehenden utilitaristischen Aufzugspanel-Kn\u00f6pfe durch interaktive Bildschirme.\n\n\u00dcberarbeitung der Flugbeschr\u00e4nkungsgebiete - Area18 \/ Lorville Entfernung der Landeplines am Area18 Spaceport und Lorville Spaceport und Aktualisierung der Flugbeschr\u00e4nkungsgebiete um die Spaceports.\n\nPlatinbuchten auf dem Mond hinzugef\u00fcgt, Clio Gameplay\n\nMining UI Refactor Dieses Update f\u00fcgt eine brandneue Benutzeroberfl\u00e4che f\u00fcr alle bergbauf\u00e4higen Fahrzeuge hinzu, die dem Spieler einen klareren \u00dcberblick \u00fcber das gibt, was er gerade erlebt, darunter: Bergbau-Verbrauchsmaterialien - Was du ausger\u00fcstet hast, ihren aktuellen Zustand und ihre Dauer. Fracht - Deine Frachtkapseln zeigen nun ihren Inhalt an und werden in Echtzeit aktualisiert, wenn du Materialien aus abbaubaren Lagerst\u00e4tten extrahierst. Fl\u00fcchtige Ladung - Die Gesundheit und die gesch\u00e4tzte Zeit, die die Ladung in deinen Frachtkapseln verbleibt, bevor sie kollabiert, und die fl\u00fcchtige Ladung selbst wird in der Benutzeroberfl\u00e4che hervorgehoben, damit du sie nicht \u00fcbersehen kannst, wenn du sie einsammelst. Flug UI - Die aktuellen Flug- und Gimble-Einstellungen deines Schiffes sind jederzeit sichtbar. Dieses neue Interface ist komplett mit dem neuen BuildingBlocks-System aufgebaut, was eine schnellere Entwicklung, Iteration und das Testen neuer Features f\u00fcr das Mining System erm\u00f6glicht.\n\nRebalance-Pass auf Miningables, Mining-Laser und Mining-Verbrauchsmaterialien Balance-\u00c4nderungen an Aspekten des Bergbaus aufgrund der Einf\u00fchrung des neuen Refinery-Systems. Diese \u00c4nderungen werden das Potenzial, wertvolle Materialien zu finden, erh\u00f6hen und den Bergbau auf niedrigeren Ebenen profitabler machen, w\u00e4hrend sie gleichzeitig mehr High-End-Multiplayer-M\u00f6glichkeiten f\u00fcr Bergbauschiffe mit mehreren Besatzungen oder die kombinierte Macht mehrerer kleinerer Bergbauschiffe bieten.\nDies ist ein fortlaufender Balancing-Prozess, der weiterhin optimiert und angepasst werden wird.\n\nMineables im gesamten Spiel wurden \u00fcberarbeitet, um einen h\u00f6heren maximalen Prozentsatz aller darin enthaltenen Materialien bereitzustellen. Einige Mineables haben nun wertvolle Materialien in sich, wo sie vorher nicht waren. Einige weniger wertvolle Materialien reduzieren nun den Widerstand des Mineables, was bedeutet, dass es eher von Vorteil als von Nachteil sein kann, wenn einige davon in einer gro\u00dfen, wertvollen Lagerst\u00e4tte vorhanden sind. Die Skalierung der Widerstands- und Instabilit\u00e4tskurve wurde leicht abgeschw\u00e4cht, um riesige Schwierigkeitsspr\u00fcnge in den niedrigwertigen Mineables zu verhindern.\n\nDie Minenlaser wurden \u00fcberarbeitet, um sie mit den neuen Mineables in Einklang zu bringen, aber auch, um sie auszubalancieren und sie zu einer brauchbaren Wahl zu machen. Dazu geh\u00f6ren weitreichende \u00c4nderungen an der Ausgangsleistung, der Instabilit\u00e4t, dem Widerstand, dem Zerschmettern, den Aufladungsraten, dem optimalen Aufladungsfenster und den \u00dcberladungsraten. Die Anzahl der Verbrauchsmaterial-Slots wurde f\u00fcr die meisten Mining-Laser erh\u00f6ht.\n\nIm Hinblick auf die \u00dcberarbeitung der Minenlaser und der Minenlaser mussten auch die Verbrauchsmaterialien \u00fcberarbeitet werden, um zu verhindern, dass sie das gesamte System zerst\u00f6ren. Alle Verbrauchsmaterialien wurden neu ausbalanciert und beinhalten weitreichende \u00c4nderungen in Bezug auf Dauer, Instabilit\u00e4t, Aufladungsraten, Energiestufen, optimale Aufladungsfenster und Widerstand. Alle Verbrauchsmaterialien haben nun 5 Aufladungen.\n\nVerbesserungen am Radfahrzeug und Zielen Verbesserung des Radfahrzeug- und Zielspiels rund um den Greycat ROC und andere Bodenfahrzeuge. Um die Steuerung des Radfahrzeugs und des Schiffs n\u00e4her zusammenzubringen, enth\u00e4lt das Steuerungsschema f\u00fcr Radfahrzeuge nun die Option, die VJoy-Steuerung einzuschalten. Der Bergbauarm der Greycat ROC folgt nun der VJoy-Anzeige im manuellen Gimbal-Modus (dr\u00fccke \"G\" zum Wechseln). Es wurde die M\u00f6glichkeit hinzugef\u00fcgt, den Auto-Brems-Status von Fahrzeugen zu deaktivieren, der sich immer aktivieren w\u00fcrde, wenn keine Vorw\u00e4rts-\/R\u00fcckw\u00e4rts-Eingaben \u00fcber 10% hinzugef\u00fcgt werden (Dr\u00fccke \"V\", um die Auto-Bremsung auszuschalten). Es wurde die M\u00f6glichkeit hinzugef\u00fcgt, den Zielvektor im manuellen Gimbal-Modus (RALT+G) im Greycat ROC und allen anderen fahrer-\/pilotengesteuerten Gimbals \"einzufrieren\" (der Gimbal-Freeze wird zur\u00fcckgesetzt, sobald der Gimbal-Modus wieder ge\u00e4ndert wird). Weitere Inversionseinstellungen f\u00fcr Fahrzeugsteuerungen mit R\u00e4dern hinzugef\u00fcgt. Erlaubt nicht-expliziten freien Blick, w\u00e4hrend der Blick nach vorne eingeschaltet ist. Benutzerdefinierte Look Ahead Optionen f\u00fcr MGVs hinzugef\u00fcgt. Es wurde eine Trennung der Gimbalsteuerung bei Radfahrzeugen und Raumfahrzeugen hinzugef\u00fcgt. Der Greycat ROC Mining Arm wird nun wieder zentriert, bevor er eingefahren wird und ist nicht mehr komplett versetzt, nachdem man in das Fahrzeug ein- und ausgestiegen ist.\n\nGegenma\u00dfnahmen v1.1 Mit diesen Verbesserungen am Gegenma\u00dfnahmen-Gameplay wird die Anzahl der eingesetzten Gegenma\u00dfnahmen eine wichtigere Rolle f\u00fcr die Chance spielen, Raketen zu spoilern. Einzelne Gegenma\u00dfnahmen werden weniger effektiv sein, aber die Spieler werden die M\u00f6glichkeit haben, zu w\u00e4hlen, wie viele mit jedem Sto\u00df abgefeuert werden sollen. Verschiedene Raketen werden unterschiedliche Grade der Widerstandsf\u00e4higkeit von Gegenma\u00dfnahmen haben. Flares wurden in Decoys umbenannt und haben nun verschiedene Modi, um zu kontrollieren, wie Mehrfachabsch\u00fcsse funktionieren, einschlie\u00dflich Launch Burst (Standardeinstellung durch Tippen auf H) oder Set and Launch Burst, um mehrere abzuschie\u00dfen (Standardeinstellung durch Halten von H). Die Standardgr\u00f6\u00dfe des Decoy-Bursts ist 1. Du kannst die Gr\u00f6\u00dfe des Bursts erh\u00f6hen (tippe auf Rechts Alt + H) oder verringern (tippe auf Links Alt + H). Countermeasures haben auch eine \u00dcberarbeitung der Soundeffekte erhalten.\n\nTorpedo-Angriff, Konter-Balance und Verhalten Ein Rebalancing der Torpedos der Gr\u00f6\u00dfe 9. Sie sind nun viel t\u00f6dlicher, wobei nur wenige direkte Treffer n\u00f6tig sind, um gr\u00f6\u00dfere Schiffe zu zerst\u00f6ren. Dieser zus\u00e4tzliche Schaden geht auf Kosten der Geschwindigkeit.\n\nUpdates f\u00fcr die Kopfverfolgung Wir haben einige Erg\u00e4nzungen, Updates und Korrekturen an der Kopfverfolgung vorgenommen, um die Benutzerfreundlichkeit f\u00fcr die Spieler zu erh\u00f6hen.\n\nNeue Features: Es wurde ein Rekalibrierungsknopf hinzugef\u00fcgt, der alle Head-Tracking-Ger\u00e4te intern zur\u00fccksetzt (au\u00dfer TrackIR, aber du kannst ihn auf denselben Knopf setzen, wenn du m\u00f6chtest). Unterst\u00fctzung f\u00fcr Positionsachsen f\u00fcr das Cockpit und die meisten anderen Schiffssitze in der ersten Person wurde hinzugef\u00fcgt. Unterst\u00fctzung f\u00fcr Rotation und Position f\u00fcr externe Kameras hinzugef\u00fcgt (auf 1m in jeder Dimension geklemmt). Separate Schaltfl\u00e4che zum Aktivieren\/Deaktivieren der Kopfverfolgung f\u00fcr externe Kameras hinzugef\u00fcgt (standardm\u00e4\u00dfig ungebunden). Head Rolling f\u00fcr FPS und ADS hinzugef\u00fcgt (einschlie\u00dflich einer Option, um es automatisch abzuschalten). Schieberegler zur Gl\u00e4ttung und eine \"nach vorne\" gerichtete mittlere Totzone f\u00fcr Faceware hinzugef\u00fcgt. Kopfverfolgungsoption hinzugef\u00fcgt, um Positionsoffsets in Cockpits ein- oder auszuschalten. Zus\u00e4tzliche Head Tracking Limits f\u00fcr bestimmte Sitze und Betten hinzugef\u00fcgt.\n\nUnterst\u00fctzung f\u00fcr Tobii Kopf-\/Augentracker (\"Tobii 4C\" und \"Tobii Eye Tracker 5\") wurde zugef\u00fcgt und Optionen f\u00fcr deren Einstellung hinzugef\u00fcgt.\n\nAllgemeine Fixes: Der Kopf des Schauspielers schnappt nicht mehr von links nach rechts, wenn der Kopf-Tracking-Winkel \u00fcber 180 Grad liegt. Alle mausinduzierten Kopfbewegungen werden nun unterdr\u00fcckt, wenn die Kopfverfolgung aktiv ist. Der interne Offset wurde entfernt, wenn der Toggle verwendet wird (es wird stattdessen der interne Ger\u00e4teoffset verwendet). Die Men\u00fcoptionen f\u00fcr das Headtracking wurden umstrukturiert, um sie \u00fcbersichtlicher zu gestalten. Der verf\u00fcgbare Bewegungsbereich in Sitzen wurde erweitert, wenn Headtracking verwendet wird. Die Option zur automatischen Neukalibrierung wurde korrigiert.\n\nKleinere Schiffseingabe-QOL-Verbesserungen Fahrzeugausstiegsaktionen wurden auf ein verz\u00f6gertes Dr\u00fccken (250ms) verschoben. Es wurde eine Spieleinstellungsoption hinzugef\u00fcgt, mit der die Ausstiegsaktion als Halten oder sofortiges Dr\u00fccken eingestellt werden kann, wenn ein Gesch\u00fctzturm\/Pilotensitz verwendet wird. Der Fahrzeugauswurf wurde auf RALT+Y verschoben. IFCS-Bewegungsaktionen wurden zur\u00fcckgesetzt. Ein paar Probleme mit der Smart-Toggle-Behandlung wurden behoben. Verschiedene Verbesserungen der Lebensqualit\u00e4t der Eingaben.\n\nEVA Bindung und Kontroll-QOL Roll-Inversion hinzugef\u00fcgt. Strafe-Inversion-Einstellungen von Maus und Tastatur entfernt. Ungenutzte Pitch-Aktionen in der EVA-Aktionskarte und im Code entfernt.\n\nLook Ahead und Target Tracking \u00c4nderungen Wir haben ein paar \u00c4nderungen an der Handhabung vorgenommen. Wir haben die Zielverfolgung in eine \"schwache\" Version und eine \"starke\" Version aufgeteilt. Die schwache Version ist nun Teil des normalen Look Ahead Prozesses und erzeugt keine sehr starke Bewegung, um das Ziel ein wenig im Blick zu behalten, aber auch um das HUD und andere Elemente nicht zu verlieren. Die starke Version hei\u00dft jetzt \"Vorh\u00e4ngeschloss\" und wird dem Ziel so weit wie m\u00f6glich folgen. Die Bindung zur Aktivierung der vorausschauenden Zielverfolgung wurde entfernt. Option zur automatischen Aktivierung der vorausschauenden Zielverfolgung wurde entfernt. Bindung zum Aktivieren des Vorh\u00e4ngeschlosses hinzugef\u00fcgt. Option hinzugef\u00fcgt, um das Vorh\u00e4ngeschloss automatisch zu aktivieren (standardm\u00e4\u00dfig ausgeschaltet).\n\nAuff\u00fcllen von Gesch\u00fctzen - Aktualisierung der Preise von CryAstro vs. Shops Wir haben nun die wichtigsten Gesch\u00fctze auf den Schiffen (Raketen\/Decoy\/Noise) in allen CryAstro\/Landing Service Funktionen an den Shop Service gekoppelt, um die richtigen Preisunterschiede zwischen den Gegenst\u00e4nden beim Auff\u00fcllen deiner Schiffe zu erm\u00f6glichen. Dies wird auch ein Re-Balancing f\u00fcr unsere aktuellen Versicherungs- und Item-Preise erfordern. Insgesamt ist dies ein gro\u00dfer Schritt vorw\u00e4rts in Richtung eines voll dynamischen Preises f\u00fcr den Landungsservice.\n\nAktualisiertes Handling und Haltbarkeit der Constellation-Serie Vor\u00fcbergehendes Re-Balancing der Distortion-Waffen in Erwartung eines umfangreicheren Updates zu einem sp\u00e4teren Zeitpunkt Alle Bodent\u00fcrme wurden so angepasst, dass sie eine h\u00f6here Signatur f\u00fcr eine schnellere Erkennung durch den Spieler haben Hinzugef\u00fcgt wurden Achsenumkehrungen f\u00fcr EVA-Strafe-Achsen, IFCS-Relativgeschwindigkeitsbegrenzer, und IFCS relativer Beschleunigungsbegrenzer Button zum Zur\u00fccksetzen der Geschwindigkeitsbegrenzung auf SCM-Geschwindigkeit hinzugef\u00fcgt Die Weltraumbremse ist nun eine Achse, die ein variables analoges Bremsen erm\u00f6glicht Aktualisierte Schiffstypen, die die UEE Security spawnen kann Neue ungerichtete Schildtrefferkommunikation in den Schiffscomputern hinzugef\u00fcgt SFX-Ducking, wenn Personal Inner Thought ge\u00f6ffnet ist Origin 100-Serie zu den Schiffsh\u00e4ndlern in den PU Ships and Vehicles hinzugef\u00fcgt\n\nDie Gr\u00f6\u00dfe des Wasserstofftanks auf dem Nomad wurde erh\u00f6ht Die Gr\u00f6\u00dfe des Wasserstofftanks auf dem Mercury Star Runner wurde erh\u00f6ht Die H\u00fcllenst\u00e4rke des Mercury Star Runner wurde an die der Schiffe seiner Klasse angepasst Die Ausf\u00fchrlichkeit einiger Schiffscomputer-Benachrichtigungen wurde reduziert Der Glanz der Hammerhead-H\u00fclle wurde erh\u00f6ht Die Schubd\u00fcsen und die Rollgeschwindigkeit des Drake Herald wurden erh\u00f6ht Waffen und Gegenst\u00e4nde\n\nBalance Pass bei allen LMG FPS Waffen, R\u00fccksto\u00df und Geschossverteilung\nGr\u00f6\u00dfere Fehlerbehebungen\n\nPitch Ladder sollte nicht mehr angezeigt werden, wenn man auf Nicht-Piloten-Sitzen sitzt Ein Problem wurde behoben, bei dem die entkoppelte Weltraumbremse dazu f\u00fchrte, dass sich der Geschwindigkeitsvektor \u00e4nderte Waffen-SFX sollten nun korrekt abgespielt werden, wenn Fahrzeugwaffen abgefeuert werden Schiffe, die in New Babbage und Lorville gelandet sind, sollten nun gelagert werden k\u00f6nnen Ein Problem wurde behoben, das dazu f\u00fchren konnte, dass sich die Aufz\u00fcge von Rastst\u00e4tten duplizierten, Die Farbe des Nightrunner Star Runner sollte nun korrekt die Farbe des Cockpitglases \u00e4ndern. Die H\u00e4nde des Charakters drehen den Flight Stick\/das Rad nicht mehr in die entgegengesetzte Richtung der Eingabe. Ein Problem wurde behoben, das dazu f\u00fchrte, dass die Waffen auf dem Spieler zuckten und sich bewegten, wenn man in die 3rd-Person-Kamera wechselte. Wetter-VFX sollten nun nicht mehr auf dem Visor zu sehen sein, wenn der Spieler die Amphitheater-Treppe in New Babbage hinaufgeht. Ein Problem wurde behoben, durch das der Animus-Raketenwerfer den Spieler kein neues Magazin mehr best\u00fccken lie\u00df, wenn das aktuelle Magazin aufgebraucht war. Der Ton der Nomad-Selbstzerst\u00f6rung stoppt nicht mehr vorzeitig, wenn das Schiff sich selbst zerst\u00f6rt.Ein Teil des fehlenden Gel\u00e4nders in der New Babbage Skybridge wurde behoben Schiffe, die auf den Landepl\u00e4tzen der Platinbucht gelandet sind, sollten ihre Position nicht mehr als UNINITIALISIERT auf dem Wegpunkt des Fahrzeugs anzeigen Ein Problem wurde behoben, das dazu f\u00fchrte, dass einige Deadzone-Einstellungen nicht richtig gespeichert wurden Die Gr\u00f6\u00dfe der Textboxen auf den Warenkiosken wurde erh\u00f6ht, um zu verhindern, dass sich gro\u00dfe Zahlen \u00fcberlappen Die Piraten-Gladius-Variante sollte nicht mehr das Kommunikationsmen\u00fc auf allen MFD-Bildschirmen vermissen Ein Problem, das dazu f\u00fchrte, dass Fl\u00fcssigkeit in Getr\u00e4nken in der PU nicht angezeigt wurde Spieler sollten nun die korrekten Kosten sehen, wenn sie einen Nomad-Versicherungsanspruch geltend machen Ein Problem wurde behoben, das dazu f\u00fchrte, dass Spieler manchmal nicht alle oder einige Gruppenmitglieder-Markierungen sehen konnten Spieler sollten nun in der Lage sein, den Hauptbildschirm auf den Fine-Terminals aufzurufen, wenn sie auf den \"Als Benutzer einloggen\"-Button klicken Ein Problem wurde behoben, das dazu f\u00fchrte, dass Arena Commander- und Star Marine-Matches am Ende eines Matches nicht zum n\u00e4chsten Spiel wechselten Technische\n\n7 Client-Abst\u00fcrze behoben 5 Server-Abst\u00fcrze behoben Zur\u00fcck zum Anfang","zh_CN":"Star Citizen Patch 3.12.0b Hotfix\nAlpha Patch 3.12.0b has been released onto the LIVE servers and is now available! Patch should now show: VERSION 3.12.0-LIVE.6787151.\n\nDatabase Reset: NO\nLong Term Persistence: Enabled\nStarting aUEC: 20,000\n\nKnown Issues\n\nWhen logging into some commodity and refinery kiosks, they can display incorrect Commodity Information and Prevent Sales\n\nWorkaround: Try other trade terminals at a different location. Test relogging and trying again. Area18 specifically will error and fail in the Admin Office trade terminals\n\nIllegal drug terminals are missing from their intended locations in rest stops\n\nWorkaround: We have temporarily added Slam sell inventories to two junk sites in the PU\n\nSelling commodities from personal Inventory causes a service error\n\nWorkaround: Make a commodity cargo box in a ship cargo grid and sell through the ship inventory.\n\nThe mission named \u201c A Very Difficult Task \u201c automatically completes when accepted\n\nSelect CRU series station external elevators are missing (CRU-L1 and CRU-L5)\n\nAttempting to sell minerals in Prison results in a Processing screen and then a transaction failed message\n\nThe shopkeepers of both Live Fire Weapons and Garrity Defense are stood away from their desks\n\nBeing arrested with both utility slots occupied causes the player to respawn in prison with a broken multi-tool\n\nMission givers AI will break if a NPC sits in their designated seat before they do\n\nMajor Bug Fixes\n\nBounty Assessment missions should now show correctly again and let the player progress into further missions after a player does a character reset\n\nAfter exiting Quantum Travel, the QT HUD on ships should no longer get stuck displaying while the QT drive is cooling down\n\nGround vehicles should no longer take intermittent damage during travel across the surface of low gravity moons\n\nPlayers should now be able to activate mining consumables in the Mole using the inner thought UI\n\nPlayers should no longer gain a crimestat after completing bounty missions\n\nFixed an issue causing ships to despawn after a player disembarks for a short duration\n\nContract popups should no longer contain \u201cmission(Title)\u201d instead of the intended text\n\nTechnical\n\nFixed 7 Client crashes\n\nFixed 2 Server crashes\n\n\nStar Citizen Patch 3.12.0a Hotfix\nAlpha Patch 3.12.0a has been released and is now available! Patch should now show: VERSION 3.12.0-LIVE.6742772.\n\nDatabase Reset: YES\nLong Term Persistence: Enabled\nStarting aUEC: 20,000\n\nFeature Updates\n\nGameplay\n\nBalance pass on mission payouts to make them more rewarding\n\nUpdated NorthRock group bounty price and made them local to systems\n\nChanged it so if a bounty hunter kills a PVP bounty the mission is withdrawn rather than failed for any other hunter players with that mission\n\nAdded warning to refinery terminal letting players know that unselected materials from a ship will be discarded when creating a job\n\nInterim pricing adjustment on restocking ship ordnance (Missiles, torpedoes, and Countermeasures)\n\nDecreased min and max insurance claim wait times for non starter ships\n\nMade interim tuning changes to EVA movement that will allow you to turn more easily and also arrest any spin caused by collision more quickly\n\nIncreased the drop shadow amount on the ship mining UI\n\nCore Tech\n\nUpdated settings steps in options menu for tobii eye head ratio to 0.01\n\n\nMajor Bug Fixes\n\nShip Canopies should no longer open and close randomly without player input\n\nFixed an issue causing the Talon engines to overheat and ship to lose power when powering up.\n\nCorrected the Constellation increase in hull health that came with 3.12.0 to the correct intended amounts\n\nHoliday boxes should now be able to be sold\n\nASOP spawned ship assets should no longer load slowly when first connecting to a server\n\nThere should no longer be 2 AI NPC\u2019s standing behind the guild office desk at mining shop on refinery decks\n\nFixed an issue that was causing some players to infinitely load while joining the PU\n\nFixed an issue causing players to sometimes get stuck on the splash screen when loading into the game\n\nFixed an issue causing some clients to not receive the full member list in global channel\n\nFixed an issue causing Shadows cast by the light from the Stanton star to pop in and out while in cities\n\nThe Talon weapon rack has should now have a prompt to close it after it has been opened\n\nFixed an issue causing some players to see a pixelated film grain when it was disabled\n\nA blank contract available notification should no longer be displayed during game play\n\nFixed visarea issues when using turrets in most ships\n\nFixed the Pitch Ladder not being aligned properly in Mixed Mode\n\nLorville cinematic music should now play correctly\n\nPlayer will now still send a video feed in a FOIP call if the player does not have a mic.\n\nMiles Eckhart will no longer have a long pause after the player sits down\n\nFixed an issue causing certain keybinds to not be removable\n\nAssaulting Vehicle infraction should no longer be applied instantly so that it can be forgiven\n\nNumerous assets and structures should no longer fail to load in each of the classic race maps\n\nAccount resets should no longer sometimes fail and lead to ships being doubled in game\n\nFixed an issue in Arena Commander causing players to display on the same team.\n\nPlayers should no longer be able to equip an extra weapon to the left wing on the Aegis Gladius in the VMA\n\nFixed an issue causing the 890j missions to not pay as much as intended\n\nFixed another issue causing blank contract available messages to appear on screen\n\nThere should no longer be placeholder text for the paints for the Talon and Talon Shrike in the VMA\n\nAegis Hammerhead BIS edition should now be available in game\n\nAegis Reclaimer BIS edition should now be available in game\n\nFixed an issue causing Arena Commander and Star Marine UI to be offset on widescreen monitors\n\nTechnical\n\nFixed 11 Client crashes\n\nFixed 7 Server crashes\n\nBackend service optimizations\n\n\nStar Citizen Patch 3.12.0\nAlpha Patch 3.12.0 has been released and is now available! Patch should now show: VERSION 3.12.0-LIVE.6705298.\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\nDatabase Reset: YES\nLong Term Persistence: Enabled\nStarting aUEC: 20,000\n\n\nNew Features\n\nLocations\n\nSpace Station Refinery Decks\n\nDedicated areas in Rest Stops that allow players to sell unrefined minerals, drop off mined materials to be refined, and buy or rent new mining equipment and ships.\n\nKiosks have been placed in the Refining decks that allow players to take their raw mixed ore from their mining ship and refine it. The player can use these kiosks to create multiple refining jobs which are persistent and complete over a period of time, based on quantity and complexity, and create refined ore that is more valuable than unrefined. There are different kinds of refining processes which produce different percentage yields depending on the type of resource being refined. Additionally, different refineries may have different proficiencies. Once one or multiple jobs are completed, the player can collect the refined materials into a ship with cargo capability and sell at a commodity kiosk, with most goods sell-able at major city ports. Now that we have a specific location where refining takes place in the \u2018verse, most mineable transactions have been moved there. You can still sell unrefined ore at these locations, or choose to refine them. Levski will also purchase unrefined materials.\n\nSpacescaping Stanton: Lagrange Point Updates\n\nUpdating all extra-planetary Lagrange point locations in the PU with improved visuals and first gas cloud implementation.\n\nGameplay\n\nReputation \u2013 T1\n\nThis system will introduce the first foundational system of reputation added to the game to track a player\u2019s relationship with various entities, such as important NPCs and Organizations. This reputation is now stored in long term persistence so that it will remain through database wipes and character resets. Currently, reputation levels with an NPC or Organization are only seen through different dialogs or access to higher paying missions. We are working to add functionality to improve player visibility of reputation in a future update.\n\nMission Giver Reputation: All mission givers except Ruto (due to tech requirements for him being a hologram) have been updated to use the new reputation system. Doing missions for a Mission Giver will cause you to gain and lose reputation with them. They should react appropriately, playing different lines of dialogue based on your performance. If you fail too frequently, they will terminate their relationship with you and refuse to work with you missions for a set amount of time. With Alpha 3.12, no new missions have been added specifically for Mission Givers, however, we plan to add new missions in the future now that the reputation framework has been put in place.\n\nBounty and Assassination Missions: Many of the Bounty and Assassination mission chains have been updated to use the new Reputation System. In doing this restructure, Bounty missions were split into being given by 4 Local Bounty Departments, each with their own reputation, all presided over by a parent Bounty Hunters Guild. As you increase your reputation with the Bounty Hunters Guild and its children, you will unlock Certification missions. If you complete the Certification Missions, you will unlock a new tier of higher difficulty, higher payout Bounty Hunter missions. Keep an eye on your wallet when you complete bounty missions and you might notice that some organizations will include a little something extra if you have high reputation with them. This is the first of many \u201cPerks\u201d we intend to include. Assassination missions have all of the above, but there is only one Organization for them at this time: a one-man operation run by someone named Vaughn.\n\nWeapon Zeroing \u2013 T0\n\nThis system provides the player with a way to change the zeroing on their weapon sights. This allows shots at further distances without having to alter aim to account for bullet drop. While in ADS, a player can manually or automatically change a the zeroing range on their scope. Aiming down sights will show the current zeroing setting, and if your scope supports it, a distance finder at your crosshair (max distance varies by scope). You can set your weapon zeroing manually or to the distance finder amount by pressing \u201cpage up\u201d and reset zeroing to 0m by pressing \u201cpage down\u201d.\n\nMulti-Tool \u2013 Tractor Beam Implementation T0\n\nInitial implementation of a Tractor Beam Device that attaches onto a Multi-Tool that allows a player to control an object at a small distance without physical contact. Its primary use is to quickly and remotely move smaller cargo and other physics based objects in gravity and zero-g. If in zero-g, it can also be used as a \u201cgrapple hook\u201d by tethering to a large object (asteroids, space stations, ships, etc.) and pulling the player towards it. This includes a tractor beam UI that displays Force and Distance Gauge as well as indications if the tether is close to breaking. Players can rotate a tethered item by holding \u201cR\u201d and moving the mouse cursor. Players can get the new tractor beam attachment and the multi-tool at the new Refinery Decks or in various shops in the PU.\n\nShip Entry Identification\n\nThis feature adds dynamic AR markers onto a player\u2019s display when in close proximity to your vehicle to aid in entry. These contextually change depending on whether the vehicle is landed or in space to only show valid entry methods. This feature is on by default but has the option to disable in the settings.\n\nShip Thruster Wind Volumes\n\nShip thrusters now create wind volumes when in use that will interact and blow away physics based objects, ships, and players.\n\nShips and Vehicles\n\nNew Ship: Esperia Talon\n\nNew Ship: Esperia Talon Shrike\n\nWeapons and Items\n\nNew FPS Weapon: Gemini A03 Sniper Rifle\n\nA versatile, semi-auto sniper rifle with the ability to fire quickly at the cost of accuracy. This weapon has an integrated scope and attachment points on the Barrel and Underbarrel. Players can currently buy this in game at Skutters in Grim HEX.\n\nNew FPS Weapon: Behring FS-9 LMG\n\nBehring designed the FS-9 to be an overwhelming battlefield force. This light machine gun features a full auto mode that makes it ideal for laying down covering fire or holding back advancing enemies. The FS-9 is also acclaimed for its ability to maintain accuracy while unleashing sustained fire.\n\n\nFeature Updates\n\nLocations\n\nStanton System Planetary Improvements\n\nFurther improvements to planetary detail and assets which includes a detailed global painting pass with consideration to global climate data and improved cloud layer visuals. We are also refining how object presets are set up, to get a more natural and believable read, as well as introducing some new assets to the biome packs. Updating the remaining geology assets to the organic shader to utilize the latest features. Re-introducing the acidic biome for Hurston and Ariel with PlanetTechv4. Re-introducing the glossy\/icy surfaces on Yela and Lyria. We are looking to showcase the above improvements for this release on the planets Hurston & microTech, as well as on the moons Cellin, Daymar, Wala,Yela, and Lyria.\n\nElevator Panel Updates\n\nReplacing the existing Utilitarian elevator panel buttons with interactive screens.\n\nRestricted Area Rework \u2013 Area18 \/ Lorville\n\nRemoval of landing splines at Area18 Spaceport and Lorville Spaceport and updating restricted flight areas around the spaceports.\n\nAdded Platinum Bays on the moon, Clio\n\nGameplay\n\nMining UI Refactor\n\nThis update adds a brand-new user interface for all mining-capable vehicles, which will provide the player with a clearer overview of what they are currently experiencing, including: Mining Consumables \u2013 What you have equipped, their current state and their duration. Cargo \u2013 Your cargo pods now show their contents and update in real-time as you extract materials from mineable deposits. Volatile Cargo \u2013 The health and estimated time that the cargo will last in your cargo pods before collapsing, and volatile cargo itself is highlighted in the UI so that you can\u2019t miss it when you collect it. Flight UI \u2013 The current flight and gimble settings your ship has active are visible at all times. This new interface is built entirely using the new BuildingBlocks system which will allow for quicker development, iteration and testing of new features for the Mining System.\n\nRebalance pass on mineables, mining lasers, and mining consumables\n\nBalance changes to aspects of mining due to the introduction of the new Refinery System. These changes will increase the potential for finding valuable materials and make mining more profitable at lower ends while providing more high-end multiplayer opportunities for multi-crew mining ships or the combined power of multiple smaller mining ships.\nThis is an ongoing balancing process that will continue to be tweaked and adjusted.\n\nMineables across the entire game have been tweaked to provide a higher maximum percentage of all materials held within them. Some Mineables now have valuable materials in them where they didn\u2019t previously. Some lower-end valued materials now reduce Resistance of the Mineable, meaning that finding some present in a large, valuable deposit could actually be a benefit rather than a hindrance. Resistance and Instability curve scaling has been eased slightly to prevent huge spikes in difficulty in lower-end Mineables.\n\nMining Lasers have been overhauled to bring them in line with the new Mineables but also balance them out and make them all more viable choices. These include wide sweeping changes to power outputs, instability, resistance, shatter, charge rates, optimal charge window, and overcharge rates. The amount of consumable slots has been increased for most mining lasers.\n\nWith the rework to both Mineables and Mining Lasers in mind, Consumables needed to be looked at too to prevent them breaking the entire system. Consumables have all been rebalanced and include wide sweeping changes to duration, instability, charge rates, power level changes, optimal charge windows, and resistance. All consumables will now have 5 charges.\n\nWheeled vehicle and aiming improvements\n\nImproving wheeled vehicle and aiming gameplay surrounding the Greycat ROC and other ground vehicles. To help get the wheeled vehicle and ship controls closer together, steering control scheme for wheeled vehicles now includes the option to turn on VJoy controls. The Greycat ROC mining arm will now follow the VJoy indication in Manual Gimbal Mode (Press \u201cG\u201d to swap). Added the ability to disable the auto-brake state of vehicles which would always activate if no forward \/ backwards inputs above 10% were added (Press \u201cV\u201d to turn off auto-braking). Added ability to \u201cfreeze\u201d the aim vector in manual gimbal mode (RALT+G) in the Greycat ROC and all other driver\/pilot controlled gimbals (the gimbal freeze will reset once the gimbal mode is changed again). Added more inversion settings for wheeled vehicle controls. Allowed non-explicit free look while look ahead is on. Added custom look ahead options for MGVs. Added separation of free look gimbal aiming in wheeled vehicles vs space vehicles. The Greycat ROC mining arm will now recenter before it is retracted and will no longer be completely offset after getting in and out of the vehicle.\n\nCounter Measures v1.1\n\nWith these improvements to countermeasure gameplay, the amount of deployed countermeasures will play more of an important role in the chance of spoofing missiles. Single countermeasures will be less effective, but players will have the ability to choose how many should be fired with each burst. Different missiles will have varying degrees of countermeasure resilience. Flares have been renamed to Decoys and now have different modes to control how multiple launches work including Launch burst (tap H default) or Set and Launch Burst to send out multiple (hold H default). Default Decoy burst size is 1 and can Increase Burst Size (tap Right Alt + H) or Decrease Burst Size (tap Left Alt + H). Countermeasures have also had a sound effects rework.\n\nTorpedo Attack, Counter-Balance and Behavior\n\nA rebalance of the Size 9 Torpedoes. They are now much deadlier, with only a few direct hits required to bring down larger ships. This extra damage comes at the cost of speed.\n\nHead Tracking Updates\n\nWe have made a few additions, updates, and fixes to head tracking to help increase usability for players.\n\nNew Features: Added a recalibration button that resets all head tracking devices internally (except TrackIR, but you can set it to the same button if desired). Added support for positional axes for cockpit and most other ship seats in first person. Added rotation and position support for external cameras (clamped to 1m in each dimension). Added separate button to enable\/disable head tracking on external cameras (unbound by default). Added head rolling for FPS and ADS (including an option to automatically turn it off). Added a smoothing slider and a \u201cforward\u201d center deadzone for Faceware. Added head tracking option to toggle on or off position offsets in cockpits. Added additional head tracking limits for specific seats and beds.\n\nAdded support for Tobii head\/eye trackers (\u201cTobii 4C\u201d and \u201cTobii Eye Tracker 5\u201d) and added options to set them up.\n\nGeneral Fixes: Actor head won\u2019t snap from left to right if the head tracking angle is above 180 degrees. All mouse induced head movements will now be suppressed when head tracking is active. Removed the internal offset when the toggle is used (it will be using the internal device offset instead). Reshuffled the menu options for head tracking to make it clearer. Extended the available movement range in seats when headtracking is used. Fixed the auto recalibrate option.\n\nSmaller Ship Input QOL Improvements\n\nMoved vehicle exit actions to a delayed press (250ms). Added Game Setting option to switch exit seat actions as hold vs immediate press when using a turret \/ pilot seat. Moved vehicle eject to RALT+Y. Resorted IFCS movement actions. Fixed a couple of problems with smart toggle treatment. Various input quality of life improvements.\n\nEVA Binding And Control QOL\n\nAdded roll inversion. Removed strafe inversion settings from mouse and keyboard. Removed unused pitch actions in EVA action map and code.\n\nLook Ahead And Target Tracking Changes\n\nWe have made a few changes to how this is handled. We separated target tracking out to a \u201cweak\u201d version and a \u201cstrong\u201d version. The weak version is now part of the normal look ahead process and does not produce a very strong movement to slightly help keep the target in view but also keep the HUD and other elements from being lost. The strong version is called \u201cPadlock\u201d now and will follow the target as much as possible. Removed binding to enable look ahead target tracking. Removed option to automatically enable look ahead target tracking. Added binding to enable padlock. Added option to automatically enable padlock (off by default).\n\nOrdnance Replenishing \u2013 Updating Pricing of CryAstro vs Shops\n\nWe have now hooked up key ordnance on ships (Missiles\/Decoy\/Noise) in all Cry Astro\/Landing service functionality to run through the shop service, allowing for proper pricing differentials between items when restocking your ships. This will also require some re-balancing for our current insurance and item prices. Overall, this is a major step forward towards getting a fully dynamic set of prices for the landing service functionality.\n\nUpdated Constellation series handling and durability\n\nTemporary re-balance to distortion weapons pending a more extensive update later\n\nAdjusted all ground turrets to have a higher signature for faster player detection\n\nAdded axis inversions for EVA strafe axes, IFCS relative velocity limited, and IFCS relative acceleration limiter\n\nAdded button to reset velocity limited to SCM speed\n\nSpace brake is now an axis allowing for variable analog braking\n\nUpdated types of ships that UEE Security can spawn\n\nAdded new non directional shield hit communications in the ship computers\n\nAdded SFX ducking when Personal Inner Thought is open\n\nAdded Origin 100 series to ship dealerships in the PU\n\nShips and Vehicles\n\nIncreased the hydrogen fuel tank size on the Nomad\n\nIncreased the hydrogen fuel tank size on Mercury Star Runner\n\nBrought Mercury Star Runner hull strength more in line with ships in its class\n\nReduced verbosity of some ship computer notifications\n\nIncreased gloss amount on Hammerhead hull\n\nIncreased thrusters and roll speed for the Drake Herald\n\nWeapons and Items\n\nBalance pass on all LMG FPS weapon damage, recoil, and bullet spread\n\n\nMajor Bug Fixes\n\nPitch Ladder should no longer display while sitting in non-pilot seats\n\nFixed an issue where decoupled space brake caused the velocity vector to change\n\nWeapon SFX should now play correctly when vehicle weapons are fired\n\nShips landed at New Babbage and Lorville should now be able to be stored\n\nFixed an issue that could cause rest stop elevators to duplicate, making them inaccessible\n\nNightrunner Star Runner paint should now correctly change the color of the cockpit glass\n\nCharacters hands will no longer turn their flight stick\/wheel in the opposite direction to the input being provided\n\nFixed an issue that caused weapons to twitch and move on a player when switching to 3rd person camera\n\nWeather VFX should no longer be seen on visor when the player goes up the amphitheater stairs in New Babbage\n\nFixed an issue causing the Animus Missile Launcher to not let players equip a fresh magazine once the currently attached one was used\n\nNomad self destruct audio will no longer stop prematurely when self destructing the ship\n\nFixed an issue causing windows and glass displays in Lorville to become blurry when the player is very close to them\n\nFixed multiple missing building geometry assets while in transit to city gates in Lorville\n\nFixed an issue causing rock geometry to visually disappear when player is facing certain directions around Grim HEX\n\nFixed several areas around the edges of medium-sized hangars in Grim HEX that were missing breathable atmosphere\n\nFixed a section of missing railing in the New Babbage Skybridge\n\nShips landed at Platinum Bay landing pads should no longer display their location as UNINITIALIZED on Vehicle waypoint\n\nFixed an issue causing some deadzone settings to not save properly\n\nIncreased size of text boxes on commodity kiosks to fix large numbers overlapping\n\nThe Pirate Gladius variant should no longer be missing the Comms Menu on all its MFD Screens\n\nFixed an issue that caused liquid to not appear in drinks in the PU\n\nPlayers should now see the correct cost when expediting a Nomad insurance claim\n\nFixed an issue that was causing players to sometimes be unable to see all or some party member markers\n\nPlayers should now be able to access the main screen on the Fine Terminals when clicking onto the \u201cLogin As User\u201d button\n\nFixed an issue causing Arena Commander and Star Marine matches to not cycle to the next game at the end of a match\n\nTechnical\n\nFixed 7 Client crashes\n\nFixed 5 Server crashes\n\nBack to top"},"links_count":0,"comment_count":63,"created_at":"2020-12-18T00:00:00+00:00","created_at_human":"5 years ago"},"meta":{"processed_at":"2026-05-08 00:57:57","valid_relations":["images","links"],"prev_id":17926,"next_id":17930}}