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Fundamental rule about "mini-games" is that it cannot constitute any type of "gambling", as there are far to many International Laws with far to much variance for the Dev/Pub to not be litigated against. This is why you won't see a "stock market" mod for SC. Yes there will be a "rack" to trade goods, but there will be no ticker for AI Corps. running on a dark pool and chaos market algorithm.

This is why you "gamble" for non-trade convenience and appearance items that are purchased with "TOKENS" won from the mini-game. The in-game currency in the title must be of the "generic" unit denomination that is used in the mini-game, which can only be earned through "play" and not "purchased" in any way "officially" through the Pub/Dev.

Basically, its the damn Pachinko Model, but digitally in a game. It's not that hard, you know you are going to suck people in with it. Sweet baby jesus save me, if I can run the 'Bar" from my phone. CR just made too much money from legitimate digital sales to have to worry about funding his title via other "grey" means. Of course we will see what happens in the next 3 to 5 years and if someone ends up with a fine from some Service that likes to make sure all the Internal gains are marked as Revenue.


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I always found it funny how international law comes into play when it comes to games. I can understand if we were talking about a business model involving gambling vs an NPC in the game being a problem but I'm talking about straight multiplayer mini games. I suppose you don't even need to be able to place bets but that is half the fun.

I can't wait until we all live in a Star Trek-like utopia :P


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Cool video!

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three day weekend and

PTU Invitation: Star Citizen 1.2 and the Social Module

should be fun

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Star Citizen 1.2 Released from PTU to live

https://robertsspaceindustries.com/comm-...zen-12-Released

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The social module looks real good. They say it's currently 1/3 of the total end size. Saw a few videos and was impressed.


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A few last second delays but PTU 1.3 is almost here
best news is the player cap is going to increase to 40

Hi everyone!

We're excited to push 1.3.0 to PTU today for testing!

There's quite a lot of content in this one, both for Arena Commander and for Social Module. We'll have full Patch Notes later today, but in the meantime, here's a short preview of what you can expect!

PLEASE NOTE: This is only a small partial list of Patch Notes. We'll update this page with the link to the complete Patch Notes as soon as they're ready!

HANGAR

Additions/Balance/Tweaks/Fixes:

- The Greycat Buggy has received an appearance, animation and handling overhaul.
- The elevator to Area 18 will now show all available instances of ArcCorp, how many people are present in each one, and how many people from your contact list are present.
- There is now a "Loadout Selector" located in all player hangar's that will allow players to select what load out they will move around the Hangar and ArcCorp with.
- The Selfland Hangar is in the process of receiving a full relighting pass to improve the overall look and atmosphere. Not 100% implemented yet.
- Camera free-look can now be activated by "Shift+G".
- "Ctrl+F" is now the hotkey to disembark a ship.
- Fixed seating in Retaliator and Gladiator and visual shaking inside Vanduul Scythe.

ARENA COMMANDER

Additions/Balance/Tweaks/Fixes:

- The Behring C-788 Ballistic Cannon has been added to the game. This gun uses a S4 mount and fires at 2.2 shots per second.
- Size 4 fixed mounts for the Hornet and Cutlass Turrets have been added to accommodate the Ballistic Cannon.
- Apocalypse Arms WarSeries SZ4 Mass Driver has been added to the game. This gun uses a S2 mount and fires at 0.7 shots per second.
- Increased the health of all ships.
- Increased overall shield strength of all ships to reduce alpha damage and bring up survival.
- Missile damage has been increased slightly to keep pace with health and improve effectiveness.
- Missile lock time has been adjusted.
- Energy weapon velocities have been buffed across the board to be faster then ballistics. Our philosophy here is that as energy weapons do no damage until shields are down, it takes more hits by energy weapons to do real damage and accuracy is thus more important.
- Damage of energy weapons has been reduced slightly to compensate.
- Ballistic weapons have received a corresponding buff to their potential range so that they can potentially hit targets that are farther away.
- Plasma bolt range decreased by 30% for the Vanduul "Wrath" Plasma Cannon.
- Neutron bolt speed increased by 20% for the Vanduul "War" Neutron Cannon.
- Cutlass has received a minor tweak to its thruster gimbals to improve maneuverability.
- The following ships and all variants have received an update to their shield meshes and animations to better align with their ship models.
Avenger, Gladius, Mustang, Cutlass, Freelancer, 300 Series, M50, Gladiator, Glaive
- Increased the power draw of the M50's engine. Decreased the strength of the M50's power plant. These two changes are to ensure that the choice of mounting a weapon with high power drain vs one with low power drain on the m50 will have a meaningful affect on performance and speed.
- Interacting character animations have been updated for all flight-ready ships.
- "Look Ahead" mode is now turned on by default. It can be toggled on and off by "Right-ALT+M".
- Weapon Gimbal Lock is now "Left-CTRL+G".

- Fixed an issue where players would not be removed from Arena Commander for being idle unless all players in the match were idle.
- Fixed Tutorial - Chapter 3 where the missiles would sometimes not track the target correctly.
- Fixed an issue where weapons fire could appear offset from the weapon muzzle, when the ship was firing while moving.
- Fixed an issue where a ships target could be lost when increasing distance from target, despite target still being in sensor range.#
- Fixed an issue where projectiles fired from ship weapons would sometimes remain protruding out of the weapon they had been shot from causing damage or display issues.
- Fixed a black screen that would occur when joining a Lobby when GIM services are down.
- Added the ability for the Lobby to return an error if a client attempts to join while GIM is down.
- Fixed an issue where clients would sometimes get stuck on a loading screen, if they are connected to a instance that no longer exists.
- Fixed an issue where the client could black screen if the lobby service was not able to communicate with the instance manager.
- Fixed one lobby issue where the player Host would see a different map and rule for a match in the UI then the players would. This would happen when a host created a game, left, and entered or created a new lobby.

SOCIAL MODULE

Additions/Balance/Tweaks/Fixes:

- ArcCorp, Area 18 is expanding! The new Galleria area is currently under construction, but available for exploration.
- New emotes have been added to the game.
/agree, /angry(1-3), /attention, /blah(1-2), /bored (2), /bow(1-6), /burp, /cheer(1-8), /chicken, /clap (5-7 are new), /come(1-4), /cry, /dance(1-6), /disagree(1-3), /failure, /flex(1-3), /flirt, /gasp(1-5), /gloat(1-4), /greet, /laugh(1-3), /point(1-4), /rude(1-3), /salute(1-2), /sit, /sleep, /smell(1-2), /threaten(1-2), /wait(1-2), /wave(1-2), /whistle(1-2)
- The maximum character capacity for Area 18 has been increased to 40.
- Fully functional Greycat Buggies have been added around ArcCorp and include a functional passenger seat.
- The Greycat Buggies in ArcCorp can explode and be destroyed when they impact at high speed.
- Players will now be removed from Area 18 due to inactivity after 15 minutes. An inactivity warning will be displayed 1 minute prior to removal.
- Falling out of the terrain will now kill players, and revive them in the Area 18 Medical Unit.
- The chat UI has received a graphical overhaul. New features for the chat interface include multiple tabs for conversation management, private conversations, and a contacts list that can be extended or retracted into the UI.
- The new default hotkey for the contact list is now "F11".
- Augmented Reality has been moved to the "F10" hotkey.
- Fixed a number of texture conflicts and lighting bugs in ArcCorp.

Last edited by Instrument; 10/14/15 02:04 PM.
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Though about trying it out until I had to redownload another whole copy of the game.


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Same here. Queued up last night and was like, um nope.

See the still have pre-alpha nerfed the Hornet into the ground. At least they are making some progress though.


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ok the patch notes are just getting too big

maybe easier to read them at the site
https://forums.robertsspaceindustries.com/discussion/319414/2-2-0-published-to-ptu

Star Citizen Patch v2.2.0
Alpha Patch 2.2.0 has been released to PTU, and is now available for player testing. This patch provides access to our new flyable Sabre, the hangar-ready Khartu-al, our new Hostility, Monitored Zone and Bounty systems as well as tweaks to our FPS animations, new fps weapons, and numerous fixes across the game. During this initial testing phase, PTU access will be restricted to a small group of players that we will expand on over time. We have also increased the maximum number of players per instance of Crusader from 16 to 24 on the PTU so that we can gather performance data.
Your launcher should should show “2.2.0-323338” 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\Cloud Imperium Games\StarCitizen\Public.
Please review our current list of 2.2.0 PTU Known Issues FAQ, and take full advantage of our Issue Council area of the Community site to report any bugs you encounter, as well as contribute to other players submissions.
Important Issues:
There are red-gold lights surrounding the major space stations on Crusader, which is distorting visuals in the areas.
Ship engines can sometimes become stuck at 10 m/s even when in SCM mode.
The Klaus & Werner ATT4 energy rifle is not currently being awarded to players that kill a Level 5 Criminal.
Using the Holotable in the Revel & York hangar will cause the game client to become unresponsive.
EVA’ing back into a ship with interior physics is having issues such as permanent ragdoll and death.
We highly recommend using a ship with a cockpit if you have one available, or using the test Sabre.
New Features
Star Systems:
Crusader
The scale of the system has adjusted, the planet Crusader and moons are at a more appropriate distance from one another.
Comm Arrays have been re-positioned accordingly.
Comm Array 8 has been removed.
The Comm Arrays have been changed drastically as part of the new Monitored Space and Bounty systems and no longer unlock Research missions.
For the time being, Research Missions are now offered to characters who visit ICC Probe 849.
ICC probe 849 is now on the QT Nav Points list.
There are three new icons on the player visor HUD while in Crusader.
An icon will appear in the top-left of your screen when you are in Monitored space.
This icon looks like a satellite sending off little signals.
To the right of Monitored Space, there is an icon to indicate when you are in an Armistice Zone.
This icon looks like a bullet with a line through it.
To the right of the Armistice Zone icon, an icon will appear if you are a wanted criminal.
This icon looks like a shooting range target, with a border that will become incrementally more orange with each Criminal level.
Game Systems:
Your efforts repairing Comm Arrays in Crusader have not gone unnoticed by Crusader Industries!
Monitored Space System
“Monitored” space are large areas of the Crusader system that are being actively monitored by Crusader Industries. These areas are centered around any active Comm Arrays in Crusader, as well as Cryo-Astro and Port Olisar.
By disabling the Comm Arrays, you can toggle monitored space off for that area. Likewise you can reactivate “Monitoring” by activating the local Comm Arrays.
Comm Arrays will be active or disabled at-random when a instance is first brought up.
Disabling a Comm Array has consequences, because no-one except a Criminal would ever want to go unnoticed by Crusader Industries.
Players who are not currently considered a “Criminal” will receive missions for any Comm Arrays that need to be reactivated.
Player character kills made in unmonitored space will go unnoticed by local authorities.
Bounty System
In an effort to improve security in the Crusader region while their local staffing is low, Crusader Industries has activated their “Bounty” system and encourages all pilots to hunt down any wanted criminals in their space.
Destroying an empty ship, colliding with a landed ship (in Monitored space), or disabling a Comm Array gives the offending character 1 level of Wanted Criminal.
However, these are not cumulative and will not take your character above 1 Criminal level.
Killing a player character or destroying an occupied ship (in Monitored space) gives 1 Cumulative level of Criminal.
Crusader Security AI will spawn and attack any Criminal (of any wanted level), that enters the area around Cry-Astro Station or Port Olisar.
There are 5 Criminal levels available. At Level 5 point, a global bounty mission is posted to all characters on the server instructing them to hunt down and kill the character.
Players who successfully complete the bounty mission for a Level 5 Criminal will find a Klaus & Werner ATT4 Energy rifle waiting for them in their bedroom on Port Olisar. Courtesy of Crusader Industries.
Each Criminal level adds 30 seconds of “jail time” to your respawn. When a Criminal is killed, they will be locked into their spawn-bedroom for the duration of their penalty time.
When a Level 5 Criminal is killed, they are removed from the server.
This functionality is for the purposes of testing of the system, as consequences within current game systems is limited.
There are only two ways to reduce your Criminal level.
Waiting 10 minutes without committing a crime will naturally reduce the level by 1.
There is a console in Security Post Kareah that you can “hack”. Each hack you initiate and complete drops your wanted level by 1.
However, each hack takes 1 minutes to complete, and other criminals can interrupt your hack by initiating their own.
Hostility System
Pirates and Crusader Security now recognize potential friends and foes.
Pirates will spawn to protect disabled Comm Arrays from non-Criminals.
Crusader Security will spawn to protect active Comm Arrays from Criminals.
Both will become much more aggressive toward anyone who takes action toward them.
When a character initiates combat with another character, the aggressor is flagged as “hostile” to the defender.
Defenders do not receive a penalty or a Wanted Criminal level for killing a player that initiated combat in Monitored Space.
Party System Revamp
This encompasses a wide range of quality-of-life improvements, updates and fixes to the party system in Star Citizen.
When a party is formed and a member attempts to join an instance for the first time, the matchmaking system will automatically look for a server with the “Best Fit” for the party size.
Once a party member has entered an instance, the elevator UI (Hangar and Main Menu) will show those instances with a party member inside on top. Followed by instances that have contacts.
Matchmaking system now takes into account the number of players in a party when selecting a server.
The Matchmaking will ‘reserve’ slots on the server for the rest of your party for two minutes, to allow them time to select the instance and zone in.
The party leadership will now automatically migrate to another player, if the leader goes offline.
If a party member goes offline, then comes back online, the Party UI is properly restored in the Contacts list (F11).
Players that go offline will remain in the party for 10 minutes, before being timed out of the party.
The party will disband if all party members are offline for 5+ minutes.
Party Leaders can now kick any offline members. ###Social System
“Full” instances with contacts in them will now go to the bottom of the list of instances in the elevator screen.
AR view has a new seamless overlay to prevent it from interfering with normal gameplay.
It will still provide the name of characters.
AR view is now “On” by default in all zones. You can disable it by pressing “F10”, but it will re-enable on zoning.
Physical EVA
Physical EVA has been re-enabled for 2.2.0, after extensive fixing and tweaks on our end.
Ships:
The Aegis Sabre is now flight-ready and owners of this ship can access it in Arena Commander and Crusader.
The Xi’an Khartu-Al is now available and owners of this fine ship can now view it in the Hangar.
We have been making a number of changes to the movement behavior of manned turrets, as we are aware that they don’t behave in a fluid or intuitive manner at the moment.
This is very much still in-progress.
SCM and Cruise speeds have been re-balanced across the board for all ships.
SCM speeds have been increased for the Retaliator, Gladius, Freelancer, Gladiator, Vanguard Warden, F7A Hornet, F7C Hornet, F7C-S Ghost , F7C-R Tracker, Mustangs (all) , Vanduul Glaive, P-52 Merlin, Vanduul Scythe, M50 Interceptor and 350r.
SCM speeds have been decreased for the Aurora (All), Cutlass Black, Avenger (All), F7C-M Super Hornet, 325a, 315p and 300i.
Cruise speeds have been increased for the Aurora LN, Aurora CL, Aurora LX, 325a, 315p, 350r.
Cruise speeds have been decreased for the Constellation Andromeda, Freelancer, Gladiator, Aurora ES, Aurora MR, Cutlass Black, Avenger (All), Vanguard Warden, Hornet (All), Mustang (all), Vanduul Glaive, 300i, P-52 Merlin, Vanduul Scythe, Gladius and M50 Interceptor.
Ship Component Update.
We have begun a large update to our existing Ship component system. This is largely at a back-end level – implementing a new component class system, naming conventions and other needed functionality, as well as retrofitting all existing ships to be compatible. These changes will allow us to implement a greater range of modular internal ship components. Additionally, this allows components to interact with one another in a more direct and less “handwavium” simulation of a ships internal systems, setting the foundation for greater player interaction and future game play mechanics.
These changes should not affect the performance of ships in any significant way at this point compared to 2.1, unless noted otherwise. However it is important to emphasize that this is very much a work-in-progress.
A new component class – Coolers – has been added to the Holotable.
Coolers are used to dissipate the active heat built up from other components.
At this point, they primarily act to help cool weapon systems.
All ships have been retrofitted with generic coolers to provide the same level of “cooldown” time they experienced before.
Two new coolers have been implemented.
The Wen/Cassel Endo and J-Span Cryo-Star, both size 1 class.
These can be mounted on all variants of the following ships: Avenge, Aurora, Mustang, 300 Series, Hornet, Gladiator, Gladius, M50, P-52 Merlin.
During the PTU, all backers will have access to these coolers automatically for maximum testing.
Decreased heat per shot of the Mantis GT-220, and increased heat pool.
First Person:
We have made extensive improvements to first-person animations, specifically for FPS . These include:
Added better transitional animations from “Look” to “Aim” poses.
Added improved animations for when a weapon is in a “lowered” state, both while standing and while in crouch.
Fixed an issue where characters would be unable to aim-down-sight during certain “transitional” animations.
Added FPS “cover” animations, for exiting and entering aim-down-sights from cover while holding a weapon.
Fixed some animation issues, where the reload animations would not play if the character was when reloading from aim-down-sights.
Adjusted the “sway” of characters while running with a stocked rifle (P4-AR).
Fixed an issue where players could “look down” while their character is prone, holding a weapon, with something solid in the way.
This fixes a problem where characters could balance in the air on the front muzzle of their gun.
Polished transitional animations when a character goes from prone movement, back into Idle.
Animations have been added to support weapons being fired while prone, and while moving-in-prone.
Added transitional animations for moving from low cover to high cover with a stocked weapon.
Removed much of the helmet and HUD bob that occurred in first-person camera mode.
Fixed an issue where lying prone in a tight or enclosed area caused characters to bounce back and forth off the collision.
Fixed an issue where the P4-AR was not being held correctly when the character was in zero-G.
Tweaked the look-pose of characters when in first person view, such that users can now see the feet of their character (rather then their chest) when looking down.
Players on Crusader will now have a radar HUD on their visor while on foot.
This radar will display the location of any nearby player characters that are also on foot.
(They’re coming out of the walls!)
Technical:
We have implemented a new Crash Handler to our game client with 2.2. Now when the game client crashes, a pop-window will appear asking you if you would like to report the crash to us. The handler submission will include game logs from the client and DxDiag information on the system. This will allow us to rapidly gather data on game client crashes that are occurring in our PTU and Live environments, while also vastly simplifying the process for players to report crashes to us.
Updates and Fixes
Star Systems:
ArcCorp, Area 18
Fixed an issue where props and items in Cubby Blast, AstroArmada and Medical Unit were missing detail levels.
Fixed an issue where the Cubby Blast store front marquee had props clipping into and through it.
Fixed an issue where puddles in ArcCorp would disappear when standing over or near them.
Fixed an issue where players could trap other characters by pushing them down the side bar of G~Loc.
Fixed an issue where characters could fall out of the world by running against the railings outside of Dumper’s Depot.
Fixed an issue where AstroArmada had gaps between the ceiling and walls that could allow outside light in.
Fixed a lighting issue in and around the shelving in Cubby Blast.
Fixed an issue with a bright light flickering on and off outside of AstroArmada.
Fixed an issue where the ArcCorp pavilion would be visible from inside the Medical Unit at certain angles.
Fixed an issue where light fixtures would pop in and out of view inside Dumper’s Depot.
Crusader
Fixed an issue where characters would get flung into space after touching ship debris.
Fixed an issue where characters would occasionally get propelled through space with extreme force after colliding with walls and other rigid objects.
Fixed an issue where the players HUD visor would re-initialize several times after the character has gotten out of bed.
Fixed an issue where the Salvage encounters around Yela would spawn very, very rarely.
Fixed an issue where players were not removed from Crusader after 5+ minutes of idle.
Crusader, Port Olisar
Fixed a typo on Port Olisar on the “Atmospheric Data” screen panel.
Fixed an issue where characters would become permanently stuck in the ship spawn menu if they activated the terminal and MobiGlas at the same time.
Fixed an issue where the Port Olisar airlocks would get stuck permanently cycling.
Ship computers now “warn” when you enter an Armistice zone and can no longer open fire freely, and “notify” when you leave the zone.
Fixed an issue where the second player to enter the proximity of the Comm Array would get redirected to the Asteroid Field instead of to Tessa at the research outpost.
Fixed an issue where the decals on platform “6” and “5” on Strut B were not in the right place.
Fixed an issue where ships were not landing in the correct state after being summoned to a platform at Port Olisar.
This caused characters to sometimes play the incorrect (zero-g) animations while entering the ship.
Fixed an issue where ships would land on Port Olisar too hard and take damage as a result.
Crusader, Cry-Astro
Fixed an issue where Cry-Astro refueling station would not refuel a ship, if it was the second ship a character had brought to be refueled.
Fixed several issues with the Cry-Astro landing points.
Fixed an issue where the repair drones at Cry-Astro would occasionally destroy the ship and kill the pilot instead of fixing the ship.
Fixed several issues that would cause Cry-Astro repair systems to fail when repairing ship damage.
Hangar
Fixed an extraneous non-functioning scroll bar that would remain floating on the screen after using the Holotable.
Fixed an issue where shield hardpoints were not displaying on the Holotable.
Fixed an issue where the floor lamps in Selfland Hangar had a pixelated affect around them.
Fixed an issue where “Manned” turrets did not have an “attachment” point in the Holotable, so weapons could not be added or removed to the turrets.
The spawn position for characters inside of the VFG Industrial Hangar has been moved underneath the platform so that it parallels all other Hangars.
The Space Crab, Thorshu Grey, lives once more!
Million Mile High Club
Fixed an issue with texture conflicts appearing around the club bar.
Fixed an issue where players would encounter a continuous loading screen when leaving MMHC and going to ArcCorp.
Fixed an issue where the Vindel Cleaner fish were using a swim animation instead of a “suckerfish” fish tank animation that should keep it stuck to the fish tank glass.
Fixed an issue where the wall art behind the MMHC bar did not fully wrap around the furthest left wall corner.
Fixed an issue where the couch and stools in the back of MMHC would snap between detail levels (pop) instead of transition, depending on the player distance.
Fixed an issue where a portion of the wall above the MMHC bar would disappear at certain camera angles.
Arena Commander
Fixed an issue where the NPCs Vixen and Warlord in Drone Sim, Vanduul Swarm were missing dialog.
Fixed an issue where the text on the “Invite to Match” button in the Lobby will say “actionResult” instead of “Invitation Sent”.
Fixed an issue where ships would sometimes stop responding if a second input is entered, before the first input is released.
Physical EVA
Fixed an issue where inversion controls on the mouse or gamepad was not being recognized by Physical EVA.
Fixed an issue with physical EVA, where dropping from zero-g to gravity caused your character items to lag behind in midair.
Fixed a bug with physical EVA, where characters would sometimes be propelled very rapidly through space when transitioning from zero-g to gravity.
Fixed an issue where EVA’ing into the back of a Freelancer would leave the character lying on the floor of the cargo bay.
Fixed some issues where Physical EVA would overreact to player input for both velocity-movement and rotation.
Added improved VFX for the EVA jet packs.
Quantum Travel
Fixed an issue where weapons and missiles could be fired while QT was active.
Fixed an issue where ships could initiate Quantum Travel while landed at Cry-Astro.

Social Module
We have fixed an issue where deleting the “filter” text in the Contacts window would sometimes close the Contacts Window.
Fixed an issue where mobiGlas couldn’t be shut down when inside a single-seat cockpit.
Fixed an issue where the default keybinding (capslock) did not initiate “RP walk” slow speed.
Fixed an issue where users were not able to add contacts while in a lobby.
Fixed an issue where the mobiGlas overlay would overlap with both the contacts and chat window, without closing either conflicting UI window.
Activating mobiGlas will now correctly close the contacts and/or chat window if they are open.
Fixed an issue where pressing backspace on the mobiGlas main menu would dismiss the screen, but the character would still have mobiGlas open on their arm.
Fixed an issue where AR mode would show a 5.56mm magazine on the hip of all players in Crusader when active.
Fixed an issue where the mobiGlas Scheduler could not be opened until another app had been opened and closed.
Tutorial
Fixed an issue where Gilly would wiggle, wobble, and eventually disappear out of sight during Chapter 1. #Ships:
Fixed an issue where ships weapon fire could sometimes be drastically offset from weapons when ship is in flight.
Fixed several issues with camera zoom in/zoom out when exiting a turret.
Individual Ships
300 (All)
Fixed an issue where the ladders on the 300 series ships were not retracting when the doors closed for takeoff.
315p
Fixed an issue where the Origin 315p thrusters were not visible.
350r
Fixed an issue where the Origin 350r was missing its main thrusters in both Hangar and AC.
Fixed an issue where the countermeasure launchers on the 350r were misaligned.
Avenger Warlock
Added a EMP weapon icon to the HUD of the ship.
Constellation Andromeda
Fixed an issue where the lower right nacelle on the Constellation Andromeda would move in the wrong direction when detached.
Fixed an issue where the Constellation Andromeda would often lack interior collision and characters could clip through the rear cargo hold and hull.
Fixed an issue where the Constellation Andromeda would not self-destruct.
Audio for the Constellations missile racks has been added.
Cutlass Black
Updated the detail levels for various “damaged” states of the Cutlass Black, specifically for the nose, body and tail sections.
Freelancer
Fixed an issue where the gunner hands did not correctly grip the turret controls in the Freelancer.
Graphical detail levels for damage and destruction states have been added.
Fixed an issue where the Freelancer turret could not be fired.
Fixed an issue where the Freelancer turret seat had no UI
Gladiator
Fixed an issue where animations for entering the pilot and gunner seats were offset from the ship seats.
Fixed an issue where the pilot hands did not correctly grip the controls after loading into a multiplayer AC match.
Gladius
Fixed an issue where the ship-lights on the Gladius would not toggle on or off.
Fixed an issue where the Gladius countermeasures would not fire in Arena Commander or Tutorial.
Updated the detail levels for the Gladius for better transitioning from high to low details with distance or graphical settings.
Fixed an issue where the pilot of a Gladius would occasionally hear “Landing Approved” or “Landing Complete” when bordering the ship.
M50
Fixed an issue where there was no animation present for the M50 landing gear being deployed or retracted.
P-52 Merlin
Updated the detail levels for the Merlin P-52 for better transitioning from high to low details with distance or graphical settings.
Retaliator
Fixed an issue where the Aegis Retaliator could not self-destruct and no HUD message would appear.
Fixed an issue where there was a red “Replace Me” texture ball at the top of the Retaliator ladder, behind the cockpit.
Fixed an issue where pilot animations for the Retaliator were switched when “yawing” or rolling.
Fixed an issue where the Retaliator would sometimes be unable to take off after being repaired at a Cry-Astro station.
Fixed an issue where the automatic doors in the Retaliator wouldn’t register correctly if a character approached the doors several times in succession.
Fixed an issue where the audio for the Retaliator elevator was switched. Playing the “lowering” sound while “raising” and visa-versa.
Fixed an issue where the Retaliator turrets could very easily fire into the hull of the ship.
Fixed an issue where the Retaliator interior would retain a “damaged” appearance even after being repaired.
Sabre
Fixed an issue where the AEGIS Sabre had visible gaps in the nose and main body of the ship.
Vanduul Scythe
Fixed an issue where the Vanduul Scythe had no or missing HUD when in Quantum Travel mode.
Fixed an issue where the Vanduul Scythe was missing weapon firing animations.
Vanguard Warden
The Vanguard Warden interior details and thruster VFX have received tweaks.
Interior damage state have been implemented.
Fixed an issue where the Vanguard could not self-destruct and no HUD message would appear.
Fixed an issue where the pilot hand animations for the Vanguard flight stick were reversed.
Fixed an issue where the Vanguard pilot would sometimes respawn with eyes visible in front of the camera.
Fixed an issue where the Vanguard would spawn too far back on some of the Port Olisar landing pads.
Fixed an issue where the player could clip through the stairs leading to the pilot chair.
Components
We fixed a bug with ship weapons that was causing the actual weapon damage dealt in-game to be extremely inconsistent shot-to-shot, and causing weapons to receive unintended multipliers in certain situations.
As a result, ships in 2.2 may experience very different performance in combat. We are going to be monitoring this closely and will make adjustments as needed.
We have started a VFX pass on ship thrusters across all ship families. This is not yet complete, but you may notice small visual changes here and there.
The thrusters for many ship families have received a pass to update their level of detail.
Correct audio has been added for the Revenant Ballistic Gatling Gun.
Added audio cue for when a character picks up a weapon.
First Person:
Added additional detail levels for Marine and Outlaw loadouts.
Fixed an issue where clients would desync and see other characters stuck in a looping animation instead of idle.
Fixed an issue where characters would draw their weapon automatically on exiting the pilot seat in Crusader.
Fixed an issue where characters could be teleported to map origin after picking up a dropped FPS weapon.
P4-AR
Fixed an issue where swapping from the P4-AR to the Arclight Pistol while reloading would cause the rifle magazine to clip through the pistol.
Fixed an issue where the rear of the P4-AR rifle had extreme “blur” when aiming-down-sights.
Fixed an issue where swapping from the pistol to an empty P4-AR would cause your character to reload a invisible gun.
The P4-AR will now correctly “dry-fire” when out of ammo, instead of doing a magazine check.
Fixed an issue where the targeting reticle for the P4-AR was missing when aiming from the hip.
User Interface:
Fixed an issue where an empty “Ship Selection” drop down would appear on the tutorial lobby.
Fixed an issue where pressing backspace in the chat menu would cause the Crusader helmet HUD to re-initialize and disappear.
Fixed an issue where HOTAS users would find their ships going in reverse when in landing mode despite being at 0 throttle and zero-point on the joystick.
Ship HUD
Fixed an issue where the relative velocity indicator on ship HUDs would sometimes drop down to the lower corner of the screen and get stuck, whenever the ship strafed.
Fixed an issue where the ship HUD could be interacted with accidentally, outside of interactive mode.
We made several fixes to ships with multi-function displays, to address visual issues and readability.
Fixed an issue where ship HUDs would sometimes showed certain laser-type weapons as having ammo.
Fixed an issue where the “Target Status” hologram in the ship HUD were not updating to reflect the targets current damage.
Keybindings
Fixed an issue where some FPS controls could not be rebound in the keybindings menu.
We have updated the default profile mapping for the Saitek X-55 to support automatic landing zones, or strafing when on a manual landing.
Technical:
Crashes
Fixed a client crash when entering the Hangar.
Fixed a client crash in Arena Commander.
Fixes many client crashes involved with loading into Crusader or during normal game-play.
Fixed several dedicated server crashes.
Fixed an issue where computers with certain quad-core CPUs were crashing to desktop if a multicrew ship loaded in.
Fixed a crash that would occur when connecting to “Capture the Core” with a Mustang Alpha.
Fixed a client crash that would sometimes occur when quantum traveling.
Fixed a crash that would occur when exiting the game near the AI.
Fixed an issue where the dedicated game server instances would sometimes get stuck cycling in a “accepting more players” state despite being full.
Optimizations
Interior physics grids on ships have received a performance optimization pass.
Character animations have received a performance optimization pass.
The Constellation Andromeda has received a performance optimization pass.

Last edited by Instrument; 02/22/16 11:42 PM.
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