Update:Star Citizen Alpha 2.0.0

Alpha Patch 2.0.0 has been released to our live servers, and is now available for players! Your launcher should should show “2.0.0-305217” as the client version. This patch provides access to our first sampling of the Persistent Universe in the form of the gas giant Crusader and surrounding environs. These locations include Port Olisar transit station, Covalex Shipping Hub, Security Post Kareah and many scenic asteroid fields, comms arrays and research satellites that our team has been hard at work on. It also includes our first iteration on FPS, Multicrew technology, interior physics grid, quantum travel, IFCS, EVA, missions, and so much more.

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\Cloud Imperium Games\StarCitizen\Public.

Please review our current list of 2.0.0, and take full advantage of our new  area of the Community site to report any bugs you encounter, as well as contribute to other players submissions.

A few important call-outs: = Hangar Module =
 * We are aware of and investigating an issue occasionally affecting game servers that will cause clients to receive a “Error Code 7” when connecting.
 * Because this error is also triggered due to having an incorrect client version, please run the file verification process in the launcher if you have not done so since patching to 2.0.0. If the issue continues, try connecting again after 5 minutes.
 * Approaching the atmosphere of a planet or moon too closely will result in your ship receiving a warning, and if you continue flying toward it for too long, your ship will begin to rattle apart and be destroyed.
 * This is not how the functionality will work long term, and is temporary for the purposes of this stage of Alpha.
 * This will also happen if you approach the edge of the Crusader system.

Additions:
Gameplay
 * After launching the game, users now load into the Main Menu rather then going directly to Hangar.
 * From the Main Menu, you have the following options available: “Universe”, “Go to Hangar” and “Electronic Access”.
 * “Universe” offers you the Hangar elevator UI, and the ability to travel to either Port Olisar, Crusader or Area 18, ArcCorp without loading into the hangar.
 * Our first iteration on a Party grouping system is here!
 * You can right-click on players in your contact list, invite them to party, leave party and see all members of your party through the Contact interface (default hotkey “F11” on keyboard).
 * This is very much a work in progress system with some known issues, and we will be continuing to work on it.
 * Crusader and Area 18, ArcCorp are still accessible through the elevator in the Hangar.
 * For Selfland, Revel & York, and Aeroview Hangars, you can find the elevator through the double-doors directly behind your character when spawning into the central bay. Once inside, the elevator to ArcCorp and Crusader is located on your right.
 * For VFG Industrial Hangar, you can find the double-doors underneath the platform where your character spawns, across from any ship you currently have in the central bay. Once you’ve passed through the double doors, the elevator to ArcCorp is located on your right. Ships
 * The new Constellation model is now live for the Constellation Andromeda, in both the Hangar and Crusader.
 * The Vanguard Warden is now Hangar ready! User Interface
 * The crouch hotkey now acts as both a “hold” by holding down the crouch button, or can be toggled on and off.

Fixes:
Ships = Arena Commander Module: =
 * Fixed an issue where the Retaliator would sometimes have graphical errors when viewed from outside the ship.
 * Fixed an issue where characters would sink through the normal seat collision when sitting in the pilot and co-pilot seat in the Cutlass Blue and Red.
 * Fixed an issue where characters would sometimes blackout after climbing into the pilot’s chair for the Vanduul Glaive, Scythe and Aegis Retaliator.
 * Fixed an issue where the Retaliator maneuvering thrusters were not in the landing mode when in the Hangar. Environment
 * Fixed an issue where the back wall of the Industrial Hangar would sometimes look damaged.

Additions:
Gameplay
 * EVA and zero-g animations are now available for all flight-ready ships, in both Arena Commander and Crusader.
 * Landing zone icons now only appear on the HUD when the character is in radar range and landing mode is enabled.
 * Detection range for Landing Zones is now set to 1500m.
 * Our new  flight module has gone live! Three flight modes are available. Precision, SCM and Cruise.
 * You can switch between them via the “V” key on the keyboard, “A” on the gamepad and Button 6 on the joystick by default.
 * Precision can only be accessed from SCM, while the ship is decelerating or stopped.
 * Cruise can only be accessed from SCM, while the ship is accelerating or at top speed.
 * SCM can always be accessed from either mode. This is the closest to our original flight mode, but with some changes in handling and performance for some ships.
 * We now have both Afterburner and Boost available.
 * Cruise mode is not available in Arena Commander modes or Tutorial, as the high speeds make it very easy for ships to hit the simulation boundaries.
 * Interior Physics Grids have been implemented for all flyable ships, in both Crusader and Arena Commander.
 * The first iteration of playable EMP attacks and mechanics are now available for testing.
 * It is now possible for ship components and HUD to be knocked offline by an EMP attack.
 * “Disabled” modes have been added to all components. Components
 * The Aegis Avenger Warlock EMP Module is now available for testing.
 * By default it is tied to Weapon Group 2. Activating Weapon Group 2 will begin charging the weapon.
 * There is a 10 second charge up with significant power use and 1.5s later it will fire, with an effective EMP range of 300m. Ships
 * Characters that are inside of a ship belonging to another player will die when the ship-owner logs out of the game.
 * This is not how the functionality will work long term, but it is to prevent players from becoming stuck in space or trapped in an abandoned ship.
 * Multicrew functionality is now available on the Anvil Gladiator and Cutlass. Pilots are encouraged to look for gunners on Crusader to take it for a spin.
 * The new Avenger Titan, Stalker and Warlock variants are now Hangar and Flight-ready!
 * These can be accessed on both Crusader and Arena Commander.
 * The Avenger Warlock is equipped with the first iteration of its EMP weapon.
 * Crew stations and screens for adjusting power and shields are now functional on Multicrew ships. Environment
 * VFX work has been done on many ships, for both combat and destruction.

Balance/Tweaks:
Gameplay
 * The following changes to ships flight-handling have been made for the SCM mode.
 * The P-52 Merlin stop time is now 4.6s.
 * Cutlass now has 4s acceleration, 5.5s vertical strafe, break time is 9.6s, top speed in SCM is 210.
 * Aurora has a slightly higher jerkiness to its handling, to make it feel a little more like a cargo vessel.
 * Both fuel capacity and recharge rate for boost has been rebalanced for all ships as part of the IFCS flight model.
 * Increased missile ignition time to 1.0s.
 * Reduced the spread of laser cannons by 50%.
 * With the addition of EMP mechanics, distortion damage weapons now has the ability to disable ships systems and components. Components
 * The Behring C-788 Combine Cannon is now a single-shot weapon.
 * The Tarantula GT-870 has had its dps reduced.
 * The Behring M3A Laser and M4A Laser heat cycle has been reduced.
 * The Mantis GT-220 heat cycle has been lengthened. Ships
 * The health of the Cutlass has been rebalanced to equal roughly half of the mass of the ship.
 * The M50 has received a slight decrease in shields and hull health.
 * The M50 has received a slight increase in speed for SCM mode.
 * Added the ability to activate/deactivate the “blade” weapon on the Captured Vanduul Scythe via the HUD so that it functions the same as the Vanduul Glaive.
 * Gladiator detail levels have been updated for better performance.
 * Gladius detail levels have been updated for better performance.
 * Mustang (all variants) detail levels have been updated for better performance.
 * Hornet (all variants) detail levels have been updated for better performance. Technical
 * Fixed a server crash that occurred in Arena Commander, Vanduul Swarm Co-op. User Interface
 * Boost is now activated by holding down the “Right Shift” key on the Keyboard, the “B” key on the Gamepad, and “Button 7” on the Joystick by default.
 * Afterburner is now activated by tapping and then holding down the “Right Shift” key on the Keyboard, the “B” key on the Gamepad, and “Button 7” on the Joystick by default.
 * Scoreboard is now on “Left Ctrl+TAB”.
 * Countermeasure cycling default hotkey is now “X” on the Keyboard.
 * Headlook has been moved to “Left-Alt” by holding down the key, or double-tap to toggle.
 * Look Behind mode has been moved to “LeftCtrl+LeftAlt” on the Keyboard by default.
 * Target nearest hostile is now on the “C” key on the Keyboard, Left DPad on the GamePad, and Left-Hat on the Joystick by default.
 * Relative mouse mode has been moved to “LeftCtrl+X” key on the Keyboard by default.
 * Landing mode toggle has been moved to “Left Tumbler+Right DPad” by default on the GamePad, and “Button 10” on the Joystick by default.
 * “RightDPad” now cycles forward through hostiles by default on the GamePad.
 * “Fire weapon group 3” and “Fire weapon group 4” are no longer bound by default on the GamePad and Joystick.
 * Request Landing/Take Off is now bound to Button 4 on the Joystick by default, when in landing mode.
 * “Decouple Mode” is now bound to Button 3 on the Joystick by default.
 * Default control mapping images have been updated for the Joystick and Gamepad.

Fixes:
Gameplay = Social Module/Persistent Universe: =
 * Allied players should no longer appear as enemies on Vanduul Swarm Coop.
 * When respawn penalties are active, the timer will now show up correctly. Components
 * Fixed an issue where the 11-Series Broadsword was not subject to recoil.
 * Fixed an issue where players could not lock a missile on someone unless they are within firing range. Ships
 * Fixed an issue where the Vanduul Scythe was perpetually stuck in landing mode.
 * Fixed an issue where players could not reattach the Cutlass engines if they were removed on the holotable.
 * Environment
 * Fixed a clipping issue when a character would enter the rear turret of the Gladiator.
 * The Hornet now has left and right roll animations for the pilot.
 * Fixed a number of lighting issues in Chapter 1 of the Tutorial. Technical
 * User Interface
 * Fixed an issue where the “lag pip” for aiming weapons would sometimes disappear or drop out when the aiming ship was moving at very high speed or high distance.
 * Removed several irrelevant hints from the Tutorial.
 * User Interface
 * Fixed an issue where the “lag pip” for aiming weapons would sometimes disappear or drop out when the aiming ship was moving at very high speed or high distance.
 * Removed several irrelevant hints from the Tutorial.

Additions:
Gameplay
 * Crusader is now available for players to access!
 * You can access the main transit hub for Crusader (Port Olisar) from the elevator inside of your Hangar or the Main Menu -> “Universes” option.
 * After a short journey your character will awaken in one of the many cozy bedrooms on Port Olisar.
 * Terminals on Port Olisar are available courtesy of Crusader Industries, to allow pilots to request flight-ready ships for delivery at one of Port Olisars convenient landing pads.
 * The ships provided at the terminals will have a default loadout for the ship, and any changes made at the Hangar holotable will not be reflected.
 * Ships requested via the terminal are locked to the person who summoned the ship, for approximately eight minutes, after which they are considered abandoned and can be piloted by anyone. Abandoned ships will eventually despawn.
 * This is not how the functionality will work long term, and is temporary for the purposes of testing.
 * There are many locations in the surrounding Crusader space to be discovered and explored, including Covelex Shipping Hub, Cry-Astro Service Station and others.
 * However not all locations available for exploration are immediately shown in your Quantum Travel navigation points. Try repairing Comm Arrays or roaming the map via Quantum Travel to see what you may find!
 * Port Olisar is a Armistice Zone. All weapons are disabled while in the zone, and pilots will need to leave the area to settle disputes or seek adventure.
 * The first iteration on Quantum Travel is now available for testing in Crusader.
 * It has been activated for all currently flyable ships except the P-52 Merlin, which is a fighter and is not intended to be capable of independent Quantum Travel.
 * Quantum Travel can be enabled with the “B” key on the keyboard by default. The default keybindings are “Left Tumbler+Left DPad” on the Gamepad, and “Button 12” on the Joystick.
 * Once enabled, you can rotate your ship until you have a local Navigation Point highlighted. The highlighted navigation point will have a large circle around it in the HUD.
 * Once you have the Point of Interest highlighted, press the middle mouse button, to enter Quantum Travel to that destination. The default keybinding is “Y” on the Gamepad and “Button 4” on the Joystick.
 * If an object exists in the path between the ship and the selected destination, the Nav point will warn that the target is “Obstructed”.
 * You cannot eject or self-destruct while in Quantum Travel. This is intended.
 * Fuel mechanics are also in place.
 * When you activate Quantum Travel mode, the Nav points will indicate how much fuel it will take to reach that destination, as a % of your remaining fuel.
 * Quantum Travel will let you transit even if you insufficient fuel to reach the destination, however it will only take you as far as your fuel allows.
 * Keep that and the location of the nearest refuel point in mind when planning to Quantum Travel.
 * Your available Quantum Fuel is listed in the bottom-right of the center HUD for most ships.
 * Cry-Astro Service Station 042 provides repair, refuel and restock to ships in Crusader space.
 * This includes reloading missiles, ballistic ammo and fuel for Quantum drives.
 * Weapons, Ammo and MediPens for healing needs are also available to be found on Security Post Kareah, including the Behring P4-AR.
 * Pirates have been known to roam and harass honest citizens exploring Crusader space. Wise pilots should be on their guard.
 * Approaching the atmosphere of a planet or moon too closely will result in your ship receiving a warning, and if you continue flying toward it for too long, your ship will begin to rattle apart and be destroyed.
 * This is not how the functionality will work long term, and is temporary for the purposes of testing.
 * This will also happen if you approach the edge of the Crusader system.
 * MobiGlas is now active, and can be accessed via “F9” hotkey.
 * The only applications currently usable are the Scheduler and Journal, which allow you to read and view the status of Missions as you receive them during gameplay.
 * This can be accessed all around the planetary zone, in EVA, and while in a space craft.
 * Viewing the MobiGlas UI while on-ship dims both the ship UI and visor to allow the MobiGlas UI to be visible.
 * The “Back” button for MobiGlas applications is located at the bottom-center of the screen.
 * Our first set of missions are now available around Crusader for players to test!
 * The first one is to repair the Comms Arrays in orbit around Crusader, which will allow other missions to be discovered.
 * You can track missions via the MobiGlas Journal application, by clicking on the yellow hexagon icon next to the entry for that mission.
 * Missions are generated and offered at-random, and some are much rarer then others. Ships
 * The Constellation and Retaliator is now flyable in Crusader.
 * Both ships have a longer self-destruct timer than previous ships to allow crew adequate time to escape.
 * All crew stations on both ships can be used, though some have limited functionality while the underlying systems they are intended to control are being iterated on.
 * Only the Constellation Andromeda variant is combat-ready at this point. User Interface
 * Characters have a flashlight on Crusader, activated by the “O” hotkey on the keyboard.

Balance/Tweaks:
Gameplay
 * The number of private channels a user can have or be a part of is now limited to 15.
 * Greycat Buggies now only spawn in the under-construction Galleria area of ArcCorp. Character
 * Crouch-walk animation for characters has received some quality of life improvements to allow it to flow better.

Fixes:
Environment
 * Fixed an issue with the Dumper’s Depot marquee loading in slower then other objects.
 * Fixed a collision issue that allowed players to trap other characters against the G~Loc bar counter.
 * Fixed a number of collision issues in and around G~Loc.
 * Fixed a number of art and texture conflicts around ArcCorp.
 * Fixed an issue where the wall-mounted fans in the back of G~Loc were not properly aligned to the wall.
 * Fixed an issue where a bright, flickering light was present outside of AstroArmada and casting strange shadows.
 * Fixed an issue where the lights in the center of AstroArmada would flicker on and off as characters ran through the center.
 * Particle effects have received a performance pass, particularly around thrusters and engines.
 * Fixed an issue where the M50 in AstroArmada, ArcCorp was missing its engines.
 * User Interface
 * Fixed an issue where the “Pending Private Chat” invitation would show an “Accept” and “Accept” button, rather than “Accept” and “Decline”. Technical
 * Fixed several server side crashes.
 * Fixed a number of issues with decals around ArcCorp.