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Patchnotes 3.0


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Letzens hat doch noch jemand den alten Patchnotes Thread hervorgespammt. Ich finde ihn nun leider nicht mehr. Daher neues Thema.

Hier sind die Änderungen für 3.0.

 

 

Star Citizen Patch 3.0.0


Alpha Patch 3.0.0 has been released to the PTU, and is now available for Evocati to test! This is our largest content release to date featuring numerous tech and core system updates, and we're excited for you to get your hands on it.


You will have access to planetary surfaces for the first time on three moons (Yela, Daymar, and Cellin) along with an asteroid (Delamar). These new surfaces are expansive, with over three million square kilometers to explore, all dotted with surface outposts and derelict ships. Additionally we have added four new ships, our first dedicated ground vehicle (Ursa Explorer), the foundation of our revamped mission system with new missions, a completely new launcher and patcher system, and so much more!


Since we have much to test with many features still being worked on, we will be doing focus waves of testing so we can nail down particular features and systems before moving on to the next.


Your launcher will show "3.0.0" as the client version. It 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.


Important:

    Evocati Focus: New patcher, station traversing, ship spawning, Star Map app, quantum travel, landing, air traffic control (atc) system, quantum fuel usage/balance, hydrogen fuel usage/balance
    All the ships are flyable, but the following are the ships that have had the most attention and focus specifically for this wave of Evocati release: Gladius, Hornet Series, Sabre, Vanguard, Constellation Series, Freelancer, Cutlass Black, Caterpillar, Nox, Dragonfly, Prospector, Aurora series


We would like you to focus on the above for this initial wave of testing and bug reports.


NOTE: Other content and features are in and listed in the notes, but currently not the focus of this testing phase as they undergo bug fixes and polish. Additionally, there's content that is not listed in the notes that are intended for live release and will be added iteratively during the testing cycle.
Key Game-play How Tos:

Show Location: We have added a command that allows you to find your location in coordinates (useful for bug reporting purposes). Enter "/showlocation" in the chat box (make sure you are in a all chat) to get coordinates.


Ship Start Up: Approach the entry point of your ship, then press and hold "F" to activate the interaction system. Select from the various inner thought prompts using the cursor or mouse wheel to move between them. Once inside your ship, again press and hold "F" and select the "Flight Ready" prompt to run through complete ship start up. Alternatively, you can press the "F5" key for quick start up.


Landing: Landing now takes place through an Air Traffic Control (ATC) system. Request a landing with "N" as before and approach the landing area. You will automatically be assigned a specific landing pad (highlighted green with a vertical landing guide line). Proceed to the landing pad, but avoid flying over other landing pads and take-off pathways.


Quantum Travel: To quantum travel to a destination, open your MobiGlas (F1) and select the StarMap App (diamond shaped symbol). From there, use the mouse to select a destination. Whether or not an object can be selected for QT is determined by gravitational values (The larger the object the further away you can detect it, large objects with small objects in orbit drown out their detection capabilities at long ranges). Meaning you will not be able to travel from point A to B at all times, but instead may need to move into orbit of a larger body to detect destinations also in orbit. For example, to get to a station orbiting a moon that orbits a planet, the route is Planet>Moon>Station. Once you have a destination selected you can "set destination" on your MobiGlas to bring up a quantum travel target.  As before, align with the QT target and press "B" to travel. As before, align with the QT target and press "B" to travel.


New Features


General Content


Breathing, Stamina & Heart Rate

    Oxygen Supply: Many areas, such as space or the moons of Crusader, do not have breathable atmospheres and are dangerous for characters unless they’re wearing a pressure suit. Most pressure suits are equipped standard with an oxygen tank. As you breathe, you will slowly consume the oxygen inside your tank. Your oxygen tank will automatically begin to refill once you are inside an area, station, ship or outpost with a breathable atmosphere. If your oxygen supply runs out, your pressure suit contains a small buffer of oxygen to provide you with a short amount of time to try to find an oxygen supply. If your suit is not sealed or you’re not wearing a helmet, you will not have this buffer. If you do not have any oxygen available, you will asphyxiate and quickly pass out.
    Stamina: As you exert more effort by running, jumping, etc., your muscles work harder and begin to consume more oxygen. To keep up with this higher demand, your heart rate and breathing increase to provide your muscles with a steady supply of oxygen. Wearing heavier armor will increase how much effort it takes to do actions and will tire you out sooner. The more you exert yourself, the harder you breathe and the faster your oxygen supply will be depleted.
    Heart Rate Monitor: The heart rate monitor on your helmet’s HUD and in your mobiGlas functions as an exertion/stamina meter. As a character exerts themselves, their heart rate increases. If a character exerts themselves too much, they will enter a Hyperventilated state. This will restrict the actions that you can perform, and things like running, sprinting or vaulting will be blocked until you exit the Hyperventilated state. Heart rate and breathing can also effect recoil handling and aim. As your heart rate increases the character’s aim will begin to sway, ranging from a minor wobble to wild drifting. Once levels reach certain critical thresholds your vision will also begin to be effected, slowly dimming till it goes completely black.  Once your heart rate returns to normal, so will your vision and movement.

Wound System

    Injury is now taken into account for status effects to a small degree including movement penalties for limb damage.


Interaction System


Interaction Mode

    Holding down the [F] key will activate Interaction Mode - a contextual cursor will appear in the center of the screen, interaction points will be highlighted, even from a distance. The parallax cursor movement allows selection of anything on screen with little head movement, while retaining full input control. Movement is limited to walking speed while in Interaction Mode. Holding the right mouse button enters into 'focus'; the camera rotates and zooms in on the cursor location, putting it in the center of the screen. From here, the cursor behaves normally. Releasing right click returns to standard view. Left click confirms the selection, and the associated action begins. Releasing [F] will always immediately return to natural gameplay.


Inner Thought Prompt

    When near enough to interact, the inner thought prompt will softly appear on the player screen, tilting towards the location of the interaction to help provide context to the inner thought text. The text will inform you of the action that will be performed upon interaction. Moving away, looking away, or having line of sight to the interaction point blocked will remove the inner thought prompt. The inner thought text will display on screen relative to the object of interaction, but will stay at a fixed size so it's guaranteed readable. The ellipse below the text indicates that secondary options are available, and they can be accessed with the cursor or mouse wheel.

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Baior Of Red@Baior-CIG
September 28th at 06:46 am

Hint System

    Added the foundation of a new "hint system" which will allow players to learn about how to play the game whilst playing it and reduce the burden of having to consult an off-line resource.


Party Launch System

    Added new command /partylaunch. If the party leader enters /partylaunch into the chat window in game, this will send a notification to each party member when the leader enters an instance that they can either accept or ignore. If accepted they will be put into Matchmaking system to join the leader. If the server doesn't have enough space for the full party, all players in the party will be put back into Matchmaking to find another server.


Universe

New Locations

    We have implemented the first fully procedurally generated, explorable planetary bodies. These include three moons; Yela, Daymar, and Celin, as well as the mining planetoid Delamar. Each planetary body has unique atmospheric composition, pressure, and gravity as well as a variety of surface outposts and derelict ships to explore, many tied to our new missions system.
    Levski is a base built into the rock on Delamar, an asteroid hidden deep in an asteroid belt. The base was originally an active mining facility but after being left derelict for a number of years new residents moved in and it became a hotbed for political radicals & criminals. The main areas are controlled by various political groups with a strong anti UEE sentiment, they try to keep order best they can. Levski has the choice of numerous shops spread across multiple floors, many missions will be available (both illegal and legal). You can gain access to Levski by; foot, ship or ground vehicle.


Planetary Motion

    Planetary bodies now have rotational motion complete with dynamic day/night cycles.


Surface Outposts

    Planetary surfaces are dotted with surface outposts representing a variety organizations and functions. Each outpost is unique and has its own power system and oxygen supply, many with usable Kiosks and landing pads with associated ASOP terminals.


Persistence and Insurance


Persistence

    Ammo and missile persistence.
    Ship damage state persistence.
    Spawn location persistence (what location you left your ship at, what location your character was at).
    Inventory Persistence – items, commodities and ships.


Air Traffic Control (ATC)

    Landing and take off at public facilities is now controled by Air Traffic Ontrol (ATC). The ATC acts as the connection between you and the landing tower using the MFD comm function in every ship. When attempting to land, you will open a communication channel to the tower and ask for permission. The tower then checks if all the requirements are fulfilled and will advise appropriately. Selecting a target location will happen via the MFD Comm System.


Shops

    New items (clothing, armor, weapons, components) added to shop inventory.
    Added Dumper's Depot to major locations.


AI Subsumption

    We have introduced the basics of subsumption. You should now see NPCs going about their daily lives at all 3 major landing zones (Grim Hex, Port Olisar, and Levski).


Quantum Travel System

    Quantum travel (QT) destinations are now selected via the MobiGlas StarMap app.
    Whether or not an object can be targeted for QT is determined by the drive's detection range and is based off gravitational values (The larger the object the further away you can detect it, large objects with small objects in orbit drown out their detection capabilities at long ranges). Meaning you will not be able to travel from point A to B at all times, but instead may need to move into orbit of a larger body to detect destinations also in orbit. For example, to get to a station orbiting a moon that orbits a planet, the route is Planet>Moon>Station.
    There's now a short range quantum travel for moving around different orbital points of moons and small planetary bodies.
    Quantum travel speeds, spooling and cooldown times are variable based on the size and quality of the drive.


Mission System

    Delivery Missions (Lawful/Unlawful)
    Missing Person Mission
    AI Bounty Hunt Mission
    Derelict investigation
    Escort Mission
    Mission Givers

Ruto and Eckhart


Doors and Airlocks

    Doors and airlocks have been updated with additional functionality.

Item 2.0


First introduction of item 2.0 system for ships, including the following:

    Power – Includes the ability to control how much power is generated by the power plants and is distributed to all of the other systems to use.
    Heat – Includes the ability to monitor how much heat, EM, and IR the ship is generating, and the ability to temporarily reduce IR.
    Shields – Includes the ability to monitor and adjust shield strength and repair behavior, and adjust power usage and performance.
    Flight HUD – Includes the cockpit lens elements which provide vital feedback to the player during flight and combat.
    Weapons – Includes the ability to monitor and prioritize gun and missile ammo, and adjust power usage and performance.
    Thrusters – Includes the ability to monitor and adjust thrusters power usage and performance.
    Radar – Includes the implementation of 2D and 3D radar.
    Annunciators – Includes the implementation of annunciator screens and their warning behavior.
    Screen Switch Behavior – Includes the ability to switch between various screens on the same physical monitor.


Cargo and Commodoties


Introducing the first implementation of cargo!


Salvage

    Some items are transported in small, portable boxes.
    They can be bought and sold at vendors.
    These items are placed in/around the Stanton system’s wreckages and procedurally on planet surfaces.
    They will be generated when destroying cargo-carrying ships.
    0.5m boxes can be lifted and moved using the existing hand-lifting system.
    1 SCU cargo cannot be lifted or moved.


Storing Small Items in the Cargo Grid

    Ships will have 'Cargo Grids' set up inside that governs how cargo is placed/secured within it.
    Placing 0.5m boxes within the Cargo Grid will be considered ‘secured’ in the ship.
    0.5m boxes will align within the Cargo Grid.
    Any loose items placed within the grid will not align to this.
    Loose Items placed inside the Cargo Grid will be added to the ship’s 'manifest'.
    Items placed outside of the grid will therefore not be added to the 'manifest'.
    Items can be taken from one ship’s hold, carried to another ship and stored in its hold instead.


Buy/Sell Cargo through Market Vendors

    1 SCU crates full of a single commodity can bought and sold at vendors.
    0.5m boxes the player discovers, or recovers can be sold at vendors.
    Commodities can be bought at a vendor in selected spots.
    Players will walk up to the kiosk and use it to initiate an interaction.
    Only the stock the vendor buys/sells will be listed and the price they want for each.
    Transactions takes place entirely in the interface.
    Ships must be stored before their inventory can be used to buy/sell.

Baior Of Red@Baior-CIG
September 28th at 06:51 am
Baior Of Red@Baior-CIG
September 28th at 08:55 am

New Ship Multiple Selectable MFD (MFD) featuring Render to Texture (RTT)


Heat - System

    Signals

Heat - Total heat generated by items.

Heat Capacity - Total heat capacity available to the ship.

    IR Suppression - This button toggles suppressing the IR signal multiplier (which temporarily reduces your IR signal) at the cost of all items (and thus, the entire ship via the Heat Sink) heating rapidly. When IR Suppression is active, you should see that IR starts to drop down, and Heat starts to creep up toward its overheat value.

System IR Suppression - All groups are suppressed. This overrides any groups below.

System IR Suppression - All groups are suppressed. This overrides any groups below.

    IR Levels - Shows the IR levels of each item category.


Heat - Items

    On Button - This denotes the On/Off state of the item.
    Item Name - Reorder alphabetically by item name (all categories).

Item Name - Item Name.

Distortion Damage - Appears when distortion damage is received, and disappears when there is none.

    Item Type - Reorder by cycling item type (all categories). This is a list of available types:

Power Plant (power in this case is power generated)

Cooler (no heat, but for health/wear indication)

Shield Generator

Gun

Main Thruster

Maneuvering Thruster

Quantum Drive

Jump Drive

Radar

    Power - The current item power usage.
    Heat - The current heat the item is generating.
    Health - How much health each item has remaining.
    Wear - How much wear each item has remaining.

Power - System

    On Button - Turns all power plants On/Off.
    Power Throttle

Throttle - This throttles the connected Power Plants' maximum power output.

Throttle Max - This is the 100% value for the Power Plants maximum power output.

Throttle Stealth - This is an updating bar which denotes the Stealth value that Throttle is set to when the Stealth Button is pressed (see below).

Power Usage - Currently generated power.

Power Required - Required power by all items.

Power Deficiency - Amount of required power minus the currently generated power. Only appears when the power plants aren't able to supply enough required power.

    Stealth - This button sets the Throttle to the Stealth value, which is the sum "on" Power value of all connected items that are on, plus a small reserve value (10% to start). As individual items will be able to be turned off, this bar will move up and down as the Stealth value changes. Once the Stealth Button has been activated and the Throttle value reduced, you may then readjust the Throttle to suit your needs or adjust the Power Priority Triangle to work with the reduced power output.
    Power Priority Triangle - Moving the indicator on the Power Priority Triangle adjusts the percentage of power that is distributed to the three major systems (Shields, Weapons, and Thrusters) if total power requested is larger than available power generated. Nudging toward one system should add to it, and take proportionally to the other systems.


Groups - Each group (Shields, Weapons, Thrust) are represented by icons.


Priority - Percentages for each group. These should total 100%; dead center of the triangle should indicate 33% on each corner of the triangle.


Power Deficiency - If any group isn't receiving its requested power, it is indicated by an icon.

    Signals: Heat - As the point of throttling power to items is to control your ship's signals, they are indicated here.

Heat - Total heat generated by items.

Heat Capacity - Total heat capacity available to the ship.

    EM - Current total EMsignature.
    IR - Current total IR signature.

Power - Items

    On Button - This turns individual power plants On/Off. Please note that the only items that can be turned on and off from this page are power plants. All other items are only observable in their on/off states.
    Item Name

Item Name

Distortion Damage - Appears when distortion damage is received, and disappears when there is none.

    Item Type - Reorder by cycling item type (all categories). This is a list of available types:

Power Plant (power in this case is power generated)

Shield Generator

Gun

Main Thruster

Maneuvering Thruster

Quantum Drive

Jump Drive

Radar

Avionics

    Power - For power plants, power generation. For all other items, item power usage.
    Heat - The current heat the item is generating.
    Health - How much health each item has remaining.
    Wear - How much wear each item has remaining.
    Item Group

Power

Shields

Weapons

Thrusters
Baior Of Red@Baior-CIG
September 28th at 09:03 am

Shields - System

    On Button - Turns all shield emitters and shield generators On/Off.
    Shield Generator Throttle - This works exactly like the Power Throttle in all other MFDs and throttles Power for the shield generators.
    Shield Status - As before, a top-down (for front, back, left, and right) and side (top and bottom) shield health is displayed. Face repair is represented by the highlighted bar, and each face's health is indicated by the value next to it.

Top - Represents the health to front, back, left, and right.

Side - Represents the health to top and bottom.

    Face Priority - Dragging the pip toward a face moves priority toward that face. Increasing face priority both increases the rate at which it is repaired when damaged, and also redistributes health toward it when the shields are healthy.

Top - Represents the face priority to front, back, left, and right.

Side - Represents to the face priority to top and bottom.

    Face Hardening - Selecting a face temporarily gives it extra resistance, allowing you to brace for damage to a particular face.
    Standby - This button turns off the actual shield temporarily to allow it to repair more quickly at the cost of not having the shields on while this is happening.

Shields - Items

    On Button - This turns individual shield generators On/Off.
    Item Name - Reorder alphabetically by shield generator name.

Item Name - Shield Generator name.

Distortion Damage - Appears when distortion damage is received, and disappears when there is none.

    Type - Item Type Icon
    Power - Shield generator power usage.
    Heat - The current heat the shield generator is generating.
    Health - How much health each shield generator has remaining.
    Wear - How much wear each shield generator has remaining.

Weapons - System

    On Button - Turns all weapons and missiles On/Off.
    Weapon Group On Button- This turns all weapons in the weapon group On/Off.
    Weapon Group Number - Weapon Group 1 or 2.
    Weapon Group Throttle - This works exactly like the Power Throttle in all other MFDs and throttles Power for that Weapon Group.
    Weapons Number - Number of weapons in that Weapon Group.
    Missiles On Button - This turns all missiles On/Off.
    Missiles Icon
    Missiles Number - Number of missiles left.

Weapons - Items

    On Button - This turns individual weapons On/Off.
    Item Name.

Item Name - Weapon Name.

Distortion Damage - Appears when distortion damage is received, and disappears when there is none.

    Weapon Group - The Weapon Group number (there are two). Clicking this specific element switches the fire group to the other fire group (there are currently two fire groups).
    Ammo Type
    Ammo

Remaining Ammo - Ammo remaining in current reload.

Reloads - Ammo reloads remaining.

    Power - Gun power usage. This will be useful for showing you how much power each gun requires to use.
    Heat - The current heat the item is generating.
    Health - How much health each gun has remaining.
    Wear - How much wear each gun has remain


Technical


Menu

    Added FOV Scale to menu

Audio

    New Low Ammo Audio
    New Ship Weapon Audio
    New Ship Engine Audio

Graphical

    New "Fog" VFX
    New Quantum Travel VFX
    New Ship Destruction VFX
    New Ship "trails" VFX
    New layered ship weapon impacts

Optimizations

    Added additional serialization
    Improved emitter update performance

Baior Of Red@Baior-CIG
September 28th at 09:21 am
Feature Updates

Universe


ASOP Terminals

    Added ship selector with more ship specific information

Shops

    Adding Magazines and Grenades to Cubby Blast
    Added new clothing to various stores


Crime Stat

    Reworked, but still basic implementation of crimes and criminality
    Split "wanted" and "criminality" reputations
    Only players at wanted level 3 should appear hostile

Missions

    Many new job contracts available via the Contract Manager App

Grim Hex

    Additional Props
    Updated art assets
    Moved ASOP terminals to main railing

Ships & Vehicles


General

    Updated with new hit reactions
    Updated ship entry and interaction animations

Drake Cutlass Black: Complete Rework

RSI Aurora Series: Complete Rework


Aegis Avenger

    Updated dashboard

Aegis Vanguard

    Cockpit rework

Aegis Sabre

    Cockpit display rework

Aegis Gladius

    Cockpit display rework
    HUD update

Anvil Gladiator

    Separated art for pilot/copilot geometry

Drake Herald

    Rescaled self-destruct timer

Vanduul series

    Updated lighting

Merlin

    Updated lighting

MISC Reliant

    Updated lighting

Drake Caterpillar

    Added airlock hole for EVA hatch

Ship Weapons

    Updated animations
    Knightbridge Arms series: Complete Rework
    Klaus and Werner Repeater Series: Complete Rework

Star Marine

Armors

    Armor and equipment weight now alters run speed and stamina drain
    Light/Medium/Heavy armor piece damage reduction balancing

Weapons

    New P8-SC SMG available
    Tweaks and balance changes across all weapons

Arena Commander

    Scoring Rework

First Person

Animations

    Updated jumping
    Updated pistol animations

Gear

Equipment Weight

    Equipment weight now influences actor state and run speed

Weapons

    Complete art rework: Devastator 12 Shotgun
    Complete art rework: Arrowhead Sniper Rifle
    Complete art rework: Arclight Pistol
    Complete art rework: P4-AR Assault Rifle
    Complete art rework: Gallant Rifle
    Complete art rework: Gemini L86

Baior Of Red@Baior-CIG
September 28th at 09:26 am

Technical

Menu

    Reskinned "Contacts" page

Keybindings and Controls

    Tweaked controls for turrets for an improved experience
    Added joystick mappings for EVA and FPS
    Added joystick mappings for interaction mode
    Added gamepad mappings for interaction mode
    Added ADS zoom in and out for gamepad

Audio

    Updated internal ship audio
    Updated quantum travel audio
    Updated shopping UI audio
    Updated collision audio

Graphical

    Exposure Improvements
    Specular Improvements

Fixes


Bug Fixes


Universe

    Fixed LOD issues on Olisar
    Fixed delayed/missing music in Crusader
    Fixed missing purchasable items form ArcCorp
    Added proper collision to GrimHex shop window
    Fixed an issue where hangar spawning a Freelancer in front of a Scythe would cause them to collide
    Fixed missing collision in Aeroview hangar

Vehicles

    Suspension should now work properly

Ships

    EMP Charges no longer have a chance to kill players
    Fixed some audio feedback issues
    Khartu-Al

Corrected several backward or missing decals

    Gladiator

Fixed exterior lighting

    Mustang Series

Corrected several backward or missing decals

Fixed cracked glass appearance on cockpit from a distance

    Caterpillar

Fixed an issue with shadow flicker in cockpit

    300 Series

Corrected several backward or missing decals

Fixed some clipping geometry

Fixed texture normals

    Vanguard series

Fixed a bug with Hoplite destruction VFX

    Vanduul

Fixed collision issues with Scythe and Glaive landing gear

    Starfarer

Player no longer t-poses when entering/exiting turret

    Constellation series

Reduced the interaction point size of ladders

Resolved missing or quiet audio for fly by


FPS

    Fixed some issues with grenade markers
    Fixed players momentarily in aim pose during jump
    Projectiles should now spawn in correct zone
    Fixed issue where players could use MediPen without reducing supply or without HUD updating

Arena Commander

    Fixed LOD issue on Dying Star central spire
    Fixed LOD issues for landing pads

Star Marine

    Visual clean-ups for Star Marine: Demien
    Cleaned up issues with player lighting
    Fixed issue where all players were marked hostile for spectator
    Players no longer slide into hacking animation when interacting with terminals from side or back
    Removed grenade damage through barrier into spawn room

General

    Fixed issue where players were unable to join on friends if different regions are selected
    Fixed issue where if both players add each other to contacts they both appear as permanently offline
    Fixed an issue where only the first PTU account copy would get added to friends system
    Fixed an issue where loading into the universe would present no destinations after finishing a match of Arena Commander
    Fixed an issue where input recognition would fail when overlapping inputs

Balance

Ships

    Boost and afterburner are additive rather than multiplicative
    Quantum fuel tanks and consumption have been updated for new planetary distances
    Hydrogen fuel tanks and consumption have been rebalanced and tweaked

FPS

    Increased hip fire recoil
    Damage and spread balancing across all weapons
    Reduced procedural breathing sway effects in ADS
    Added damage reduction component to armor items
    Increased damage reduction of medium and heavy armors
    Increased movement speed difference between light and medium

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Oh man, ich hab schon Panik zwecks der Kontrollen, bezüglich auch ITEM System 2.0.

 

Da ich ja mit dem Mausrad Gas geben und Bremse und aber die MFD Elemente damit verbunden sind in 3.0 (wo man was mit der Maus auswählt),

wird mir ganz anders dabei. Denn das Gas geben und Bremsen an der Maus ist eigentlich sehr praktisch.

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Evocati 3.0 Bug Fixes

 

Universe

    You will now gain criminality for parking illegally

Bug Fixes

    Spawning a ship from the ASOP should no longer mark your info column for the ship as "destroyed"
    Freelancer should now be able to properly quantum travel
    Asteroids should now be more easily and readily visible around Yela
    The Constellation Taurus and Phoenix should no longer appear among the ASOP terminal choices
    Fixed a crash when connecting to Stanton after exiting to menu from Area 18
    Ship cockpit audio should now inform the pilot of engines being turned on or off
    The Ursa Rover should no longer occasionally kill the player when interacting with the doors
    Prospector should now have a proper QT HUD

Technical

    Performance tweaks


Non-Focus Feature Updates


Universe

    There is now a time delay after interacting with the Comm Array control panels

Bug Fixes

    Weapon fire trajectory should no longer appear off when in proximity to rotating planetary objects
    The items tab on the Energy MFD should now function
    Updated Nox MFD position to fit better
    Prospector should now have a proper QT HUD
    Ships with 0 SCU space should no longer be listed as possible for cargo delivery in kiosks


Known Issues:


Content missing key elements:

    User Interface
    Insurance and Persistence
    Internal Ship Docking
    Comm System(editado)
Bugs, issues, and work arounds (W/A):

    When at a certain distance, multiple objects appear to be blinking in and out of existence
    Ballistics leave "replace me" textures in Star Marine
    Some purchasable items at Dumper's Depot can not be interacted with
    No clothing on the shopping stands at Levski
    Items at Kiosks are missing images
    Chat does not pop up with "enter" key - W/A: Use F11, then hit "enter" to activate chat window
    MobiGlas may occasionally lock your character - W/A: Spamming F1 may recover
    Ship entry inner thought prompts can sometimes be missing - W/A: Respawn ship until entry inner thought appears
    When interacting with kiosk the mouse can become detached from the UI - W/A: Bring up other mouse cursor with RALT
    Choosing ship in Drone Sim and Multiplayer Arena Commander does not work and maps show undefined
    You can make claims on ships that are not lost, destroyed, or damaged
    Holographic rendering on MobiGlas isn't visible within stations
    Can not remove undersuit on PMA
    Vehicle customizer app on wrong MobiGlas button and not yet functioning
    StarMap doesn't appear while inside station
    QT sometimes ends far away from destination notably Delamar, CryAstro, and several comm arrays
    ESP may not be functioning in all instances
    Constellation spawns without cargo
    You are able to sell cargo from a destroyed ship
    Repaired wings don't always restore weapons
    MFD screens do not fit on the panels of the Dragonfly
    Starfarers and Constellations may float off the pad when spawned or accessed
    Multiple ships are not spawnable at ASOP terminal (Dragonfly, Nox, Ursa, Greycat)
    Ground vehicles can not be spawned at ASOP terminals

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Chase du bist der Beste :thumbsup:

Chase du bist der Beste :wallbash:

Chase du biste der Beste :wub:

Chase du bist der Beste :boobs:

 

Such dir eins aus Chase ✌️

 

Satzzeichen retten leben 

 Wir essen jetzt Opa 

 

wir essen jetzt, Opa 

 

 

 

 

Edited by Felsenhaxe
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@Kinsky Warum sollte auf deutsche Spielsprache verzichtet werden. Das wäre zum einen ein ziemlicher Kopfstoß und zum anderen ist die zweitgrößte Spendentruppe Deutschland

(bzw. das deutschsprachige Gebiet) nicht zu verachten. Die sollen es ja nicht wagen alles auf englisch zu belassen. Nix ist.

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Als Ulf von CIG bei Prism zu Gast war hat er diesbezüglich etwas gesagt, was bedeuten könnte das SC überhaupt nicht Übersetzt wird. Wenn dem so sein sollte, werde ich SC höchst wahrscheinlich aufgeben. Ist mir zu anstrengend alle Missionen irgendwo im Netz Übersetzt durch zu lesen, oder mir diesbezüglich Videos auf YT anzusehen.

 

Was ich nicht verstehe:

Wenn die Community dazu bereit ist diese Arbeit zu leisten (auch die Syncro) wieso gibt Cig dann nicht einfach eine Art MOD Funktion, wo sie keine Gewähr auf deren Inhalte geben. Es ist dann eben jedem selber überlassen ob er mit der "vermeintlich Qualitativ schlechteren" Immersion leben kann oder eher darauf verzichtet und nur bei dem CIG Original Stuff bleibt. Schließlich sind es die Backer die das ganze erst ermöglicht haben, da kann man doch auch den Backern solche Spielereien erlauben.

Und diesen 0.1% Clowns kann man auch Communityseitig umgehen, könnten die wie Valve in dem Spiel Counter Strike Global Offensive machen einfach einen Overwatch einführen, wenn der eingereichte Inhalt zuviele Downvotes von den Overwatchern bekommt, wird's nicht veröffentlicht.

 

Ich verstehe das Problem einfach nicht. Muss doch jeder selber wissen mit welcher Qualität er leben kann/will.

Ich nehme lieber eine (vermutlich) schlechtere Qualität in kauf und spiele oder ich kehre dem Spiel dem rücken zu, weil es einfach MEINE Immersion zerstöhrt, wenn ich ständig im Google Translator nachschlagen muss was der Inhalt der Mission denn eigentlich ist.

Edited by Skkylar
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vor 7 Stunden schrieb NForcer_SMC:

@Kinsky Warum sollte auf deutsche Spielsprache verzichtet werden. Das wäre zum einen ein ziemlicher Kopfstoß und zum anderen ist die zweitgrößte Spendentruppe Deutschland

(bzw. das deutschsprachige Gebiet) nicht zu verachten. Die sollen es ja nicht wagen alles auf englisch zu belassen. Nix ist.

Weil die Übersetzung zu komplex ist - nicht sprachlich - aber auf Grund der kommenden Interaktionen. Player, NPC,  viele viele Menüs, viel gesprochene Sachen also ohne "Textfenster".  

Bekommen die nie und nimmer auf die Reihe (technisch - bedenke GIG programmiert ;) ). Und wenn sie mit der deutschen Übersetzung loslegen, dann werden Franzosen und Kanadier bestimmt auch gerne ihre Landesprache sehen wollen.

Ist traurig und auch mega ärgerlich :(:mad:, glaube sogar die Übersetzung war mal ein Spendenziel. Aber unsere Wünsche diesbezüglich stehen maximal, wenn überhaupt:unsure: auf der CIG-Liste "Wenn uns langweilig ist, da wäre noch was", die ganz ganz unten in der CR-Kiste liegt.... - Leider :( 

Edited by Kinsky
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Ich habe das von ulf so verstanden das es da um die Videosequenzen geht die erstmal nicht in Deutsch vertohnt werden sollen.

 

Heutzutage denke ich ,

gehört es einfach dazu das solche Spiele lokalisiert werden. 

Zumindest die Quests und Beschreibungen von items sollten übersetzt werden. 

 

Und irgendwie kann ich es mir auch nicht wirklich vorstellen das sie es sich mit der zweit größten Community verscherzen.

Ich würde mal sagen das 60 bis 70 % der Spieler in Deutschland erst garnicht mit sc anfangen wenn es nicht auf Deutsch ist.

Edited by Ronyar
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vor 5 Stunden schrieb Skkylar:

Als Ulf von CIG bei Prism zu Gast war hat er diesbezüglich etwas gesagt, was bedeuten könnte das SC überhaupt nicht Übersetzt wird. Wenn dem so sein sollte, werde ich SC höchst wahrscheinlich aufgeben. Ist mir zu anstrengend alle Missionen irgendwo im Netz Übersetzt durch zu lesen, oder mir diesbezüglich Videos auf YT anzusehen.

 

Was ich nicht verstehe:

Wenn die Community dazu bereit ist diese Arbeit zu leisten (auch die Syncro) wieso gibt Cig dann nicht einfach eine Art MOD Funktion, wo sie keine Gewähr auf deren Inhalte geben. Es ist dann eben jedem selber überlassen ob er mit der "vermeintlich Qualitativ schlechteren" Immersion leben kann oder eher darauf verzichtet und nur bei dem CIG Original Stuff bleibt. Schließlich sind es die Backer die das ganze erst ermöglicht haben, da kann man doch auch den Backern solche Spielereien erlauben.

Und diesen 0.1% Clowns kann man auch Communityseitig umgehen, könnten die wie Valve in dem Spiel Counter Strike Global Offensive machen einfach einen Overwatch einführen, wenn der eingereichte Inhalt zuviele Downvotes von den Overwatchern bekommt, wird's nicht veröffentlicht.

Nun, vielleicht wird sich da irgendwann noch etwas tun. Aber am Ende steht die Komplexität des Programms und die geplante Interaktion, mit Unmengen an Möglichkeiten, als riesige (technische) Hürde im Raum. CR ist ja scheinbar doch ein ziemlicher Qualtätsfreak - ob er da mit spielt??? 

Ich denke bestenfalls (@Ronyar) wird es Unterstützung bei einigen Itemlisten und Aufgaben geben - wird aber weit weg von einer echten (umfassend) spielbaren deutschen Version bleiben.

Edited by Kinsky
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Was dieser Ulf da verzapft hatte kann man eh vernachlässigen, ich denke das da einige Backer, die seit Annfang dabei sind, um einiges mehr über das Spiel wissen.

Bei der kurzen Zeit wo er dabei ist, auch kein Wunder.

 

Für die Europäer, vor allem der deutschen Community wäre es ein voller Schlag ins Gesicht, sollte es keine Übersetzung geben und ich sehe jetzt schon die daraus resultierenden Rückforderungen an Spendengelder.

Schon alleine desshalb, weil es ja auch versprochen wurde.

 

Generell, wenn ich bedenke das genug Resourcen für die Entwicklung von diversen Aliensprachen vorhanden sind, wäre es ja gerade zu ein Witz, wenn es das Spiel selbst dann nur in Englisch geben würde.

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Dann wäre aber das ein verscherzen mit der DE Community und vor allem ein Schlag ins Gesicht in bezug auf die Stretchgoals, die eine Übersetzung (selbst wenn sie sich erst mal nur

auf die Texte bezieht) vorsehen.

 

Auch finde ich das es gerade wichtig ist, daß es Übersetzungen gibt, denn gerade beim Umfang und des Verstehens (und auch jemand der englisch kann, wird evtl. bei vielen Dingen

zu knabbern haben) ist es schon wichtig, etwas übersetztes zu haben, damit man dem generell folgen kann und ein Nachschlagen von Dingen kann nicht Sinn der Sache sein.

 

Auch eine Synchro wäre schon (zumindest aber am wichtigsten bei SQ42) bedeutsam, denn gerade das ermöglicht nun mal auch das man dem Geschehen, egal ob in Videos, Kämpfen

oder was auch immer, folgen kann. Untertitel würden da so einiges kaputt machen, weil man sich stetig dann nur darauf konzentrieren müßte. Dann sollen die die Jungs von WCSAGA

rekrutieren, denn die haben es ja auch geschafft, deren WCSAGA Version in englisch und deutsch zu kreieren. Also von daher, Möglichkeiten gibt es immer.

Edited by NForcer_SMC
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SC soll in mehreren  Sprachen rauskommen, ich sag mal so die Sprachausgabe wird nicht übersetzt aber du kannst dir später ein Untertitelung einblenden lassen, und du wirst auch die Questen auf Deutsch lesen können..... mach dir da mal keine Sorgen... 

 

Quelle: http://www.star-citizen-news-radio.de/2015/05/deutsche-uebersetzung-von-sq-42-und-dem-pu-bestaetigt/

http://mein-mmo.de/star-citizen-grosskampfschiffe-lokalisierung-deutsch/

 

Edited by Fhexy
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Wer zum... ist Ulf!? :huh:

Also das eine Übersetzung fehlen wird glaube ich nicht wirklich. Es wird solange es keinen finalen Release gibt keine Übersetzung geben, aber später schon. Vorher macht es auch keinen Sinn 100000 Sätze zu übersetzen und dann kommen nur 70000 ins Spiel.

 

Wie schon geschrieben wurde, es wurde schon früh mitgeteilt dass eine Übersetzung kommt und wurde später auch noch mehrmals bestätigt.

https://youtu.be/n6g-ECx-7xw?t=6m31s

 

Glaube das Thema taucht immer wieder mal auf. Don´t panic! 

 

Otherwise, because of the long waiting time, we all have learned english meanwhile.

 

Edit: In dem Video geht es zwar um SQ42, aber dort ist in meinen Augen weit mehr zu übersetzen als später im Verse (es kommen ja nicht alle Sternensysteme in Version 1.0). Kurz zusammengefasst kann man sagen: Übersetzungen werden kommen, aber es ist noch nicht entschieden wann. Ob man alle Versionen zeitgleich bringt oder zuerst die englische, wird entschieden wenn man absehen kann wie lange eine Übersetzung braucht.

 

Edited by Panther
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Am Ende wird aber schon eine Lokalisierung nötig sein. Wie auch immer die aussehen wird. Technisch sollte das nicht zu aufwändig sein, nur eben eine Fleissaufgabe. 

Es macht später definitiv einen Reichweitenunterschied. 

 

Edit: Man sollte auch abschicken, wenn man etwas ins Handy hackt. :-D

Es wurde an sich alles gesagt, rein von der Größevdes des Spiels gehört sich eine Lokalisierung. Und wenn sie für ESO sogar bekannte Schauspieler für die Synchronisation hatten, dann rechne ich hier fast damit, daß auch die gesprochenen Passagen übersetzt werden. Technisch ist das nicht aufwändiger, als diese auf Englisch zu produzieren und einzubinden. Sogar fast einfacher, weil das Softwaregerüst schon steht und nur die Audios angepasst werden müssen. 

Edited by Ernie
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