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Just not into providing free Alpha testing, but as usual CIG playing Community favorites with the big Orgs by number of cave trolls subbed.

About half a dozen large Orgs are basically driving Community input which is a very slippery slope. I will continue to hope that CR and CIG don't flop right on there face with all the promises made for pledge levels.

The BAFTA "Games MasterClass" presentation yesterday was a big "YAWN" for anyone who has been paying attention for the last year.

At least CR and CIG listened to the Subscribers Den and put up a Test bed for HardCorg's to go play in and provide free bug reports and data analytic metrics.


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Originally Posted By: Instrument


Thanks Instrument! Started this patching up now!


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Nice!


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there is now a 1.0.2 patch for the PTU

unless you have a second PC to run it on I would not advise you to download the PTU patch, the PTU only lasts about a week and last time I had to reinstall the standard AC to play AC after the PTU and at 20GB its a lot of downloading for 1 weeks head start

Star Citizen Patch v1.0.2

Additions:
• Added audio to several usable locations in the Redeemer
• Players are now notified when being removed from a match due to attacking allies
• Added a ‘shields’ section to the holotable

Balance/Tweaks:
• Mustang Gamma and Omega have had their handling improved to reduce their drift
• Tweaked Rattler Cluster missile so that second stage rockets will detonate at separate time intervals if they miss

Fixes:
• 350r is able to have a Talon Stalker Twin Rack mounted on it in the holotable
• Fixed some of the issues that causes Hornets to leave their landing gear down
• Hornet Canard Turret texture no longer pops in and out with distance
• Entering the seat of the Gladiator will no longer swap to the rear view camera
• Fixed an issue that was preventing the system from kicking players persistently attacking allies
• Fixed an issue where using HOMAS or TrackIR whilst using Target Focus causes the players head to shake and move uncontrollably
• Fixed an instance where the repsawn widow would overlay the scoreboard at the end of a race
• Updated keyboard control image to remove zoom from bracket [] keys
• Fixed an issue that would prevent preset controls from appearing in the control list
• Kicking a player from the lobby will no longer cause lobby errors
• Fixed an issue that would cause character names to duplicate when moving around and readying up in a lobby
• Deluxe hangar ceiling fans will no longer flicker when viewed from ground level
• Fixed some graphical flickering in the Self Land hangar

Known Issues:

• 350r will sometimes spawn with damaged components
• Avenger maneuvering effects are green
• Avenger decelerates much faster than it accelerates
• Mustang Beta can have one of the doors in the cabin float above it if it’s used
• Back seat of the Super Hornet cannot be exited
• All ships aside from the Hornet are missing ship trails when carrying a Core
• Several ships are having radar visibility issues due to the helmet blocking the view
• Freelancer loading ramp has no collision
• Defeating another players ship will cause Capture the Core matches to end
• Rattler Cluster missile second stage rockets will all use the same trajectory
• User folder issues can cause weapon ammunition to go missing as well as other ship component malfunctions
• Missiles have a small portion of the ship targeting UI on them after being launched
• Character will sometimes spawn with the helmet on backwards
• Paint objects in the holotable are placeholder
• Multiple players persistently moving around in a lobby will cause their ship selections to overlap
• Loading back into a lobby will reset the ship selection to its default (sometimes this doesn’t happen visually but still happens on the backend)
• Ship selection resets to default the 2nd time a player loads into a game mode in the same lobby

Last edited by Instrument; 01/31/15 05:07 AM.
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there is now a 1.0.3 patch for the PTU no patch notes yet

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Star Citizen Patch v1.0.3

Additions:

Ships
•Added various Gladius audio
•Updated textures for M50 tires

Components
•Added a new size 3 ballistic weapon: Gallenson Tactical Tarantula-870-Mk3

User Interface
•Added a power throttle to the power management UI to make reducing ship signature easier (currently doesn't work)
•Added back end support for improved disconnection messages

Balance/Tweaks:

Ships
•Replaced Avenger Suckerpunch cannons with CF-007 Laser Repeaters while Suckerpunch cannons are still being developed

Components
•Omnisky 3 recharge rate reduced
•Omnisky 6 recharge rate reduced
•KLWE Mass Driver heat generation increased
•60mm ammo mass increased
•60mm projectile speed increased
•60mm damage increased
•60mm energy damage reduced
•Panther cooling rate increased
•Tigerstreik ammo size changed to 25mm
•Tigerstreik ammo box adjusted to hold 800 rounds (currently broken and only sees 200)
•Increased rotational acceleration for all missiles
•Slightly reduced the range at which all missiles can lock onto a target
•Reduced the amount of noise chaff generates
•Adjusted shield hit points to scale with component size and number of quadrants
•Adjusted shield regen delay and time to fully recharge to scale with component size

Gameplay
•Added a delay for when the next shot will be available if an energy weapon runs dry

Fixes:

Ships
•Aurora CL ES LX ER - Weapons equipped to the wing hard points will now cool-down and recharge
•Adjusted thrusters on the Avenger so that its deceleration is similar to its acceleration
•Avenger thruster effects are no longer green
•Fixed an issue that was causing character to incorrectly attach to the Gladius when sitting in the cockpit
•Arena commander menu will no longer appear when sitting in the back seat of a Super Hornet
•Adjusted materials so that broken m50 cockpit glass doesn't hamper visibility as much
•Fixed an issue that was preventing the Cutlass wing hatch from being interacted with
•Fixed g-force animation system that was incorrectly transforming the g-force vector and causes characters to lean in the wrong direction

Components
•Fixed issue where ship paint components were telling the ship status HUD to show them when equipped

Gameplay
•Fixed an issue where the game would fail to detect input when slowly moving a joystick
•Fixed an issue where using HOMAS or TrackIR whilst using Target Focus causes the players head to shake and move uncontrollably
•Fixed an issue that was causing Joysticks to stay 'awake' when not in use

User Interface
•Fixed an issue that occasionally caused the 'press x when ready' to be invisible for Vanduul Swarm Coop
•Fixed an issue that was causing ship selection to reset to the first ship on an accounts ship list (sometimes without even visibly changing the ship name)
•Fixed an issue where multiple players persistently moving around in a lobby will cause their ship selections to overlap

Environment
•Removed misplaced invisible collision in Aeroview hangar
•Fixed some visible one sided geometry in the Self Land Hangar
•Fixed some flickering textures in the VFG Industrial Hangar
•Fixed some graphics that were popping in and out in the VFG Industrial Hangar

Known Issues:
**denotes bug that has an untested fix in a future release

Ships
•350r will sometimes spawn with damaged components
•Mustang Beta can have one of the doors in the cabin float above it if it’s used
•Cutlass Black wing hardpoints are missing a UI bubble when weapon mounts are removed
•All ships aside from the Hornet are missing ship trails when carrying a Core
•Several ships are having radar visibility issues due to the helmet blocking the view
•Freelancer loading ramp has no collision
Components

•User folder issues can cause weapon ammunition to go missing as well as other ship component malfunctions
•Tarantula GT-870 will sometimes load into the game without ammunition**
•Tigerstreik is missing ammunition from its default loadout (it can be loaded in the holotable)**
•Tigerstreik only has 200 rounds when loaded in the holotable**
•Rattler Cluster missile second stage rockets will all use the same trajectory
•Missiles aren't inheriting velocity from the ship that launches them
•Seal Corporation damage effect displays incorrectly when equipped on an Aurora
•Seal Corporation shield generators will not be visible when equipped to Hornets
•Vanduul energy weapons act like they do physical damage

Gameplay
•Single player Vanduul Swarm will crash when returning to the hangar
•Vanduul missiles are skipping their flight phase in Coop Vanduul Swarm which prevents a missile warning from being shown and results in the missile •teleporting to the targets face

User Interface
•Shield hardpoint in the holotable is too small for Mustangs and 300 series
•Shield component on the Aurora ship status HUD is too large
•Missiles have a small portion of the ship targeting UI on them after being launched
•Multiple in game items are missing text and are displaying their internal names
•Paint objects in the holotable are placeholders
•Ship selection resets to default the 2nd time a player loads into a game mode in the same lobby
•Power throttle doesn't work

Other Issues
•Character will sometimes spawn with the helmet on backwards
•Aurora intakes aren't displaying paint

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1.1.0 PTU Patch notes

Arena Commander Module

Additions:

Gameplay
**Added Free Flight Multiplayer
**Added Assisted Approach landing mode to Free Flight (engaged using N)
**Added Automatic Approach landing mode to Free Flight (engaged using middle mouse button while Assisted Approach is active)
**Added groundwork tech for new ship damage state system
**Added the Rental Equipment Credits system
Ships
**Gladius is now combat ready
**Added new ship damage state system to the Gladius
Components
**Redesigned ballistic weapons so they have their own loadouts which will allow them to automatically be attached with ammunition
User Interface
**Added identifier numbers to the end of non-unique Vanduul in Vanduul swarm
**Added an altimeter for Assisted Approach mode to show ships how far away from the platform the ship is
**Added Rental Equipment Credits to scoreboard (the total value of credits earned is not calculated until the match is over)
**Added custom sensitivity curves to control options
**Added backend support to allow the creation of subgroups within subgroups in control options
**Added new error messages for when a client fails to connect to a match (these are currently not working and will show a blank error box)
Environment
**Added Simpod to hangar (replaces ship cockpit arena commander menu)
**Added Xian ship miniature
**Added Khartu-Al ship miniature

Balance/Tweaks:
Gameplay
**Increased number of landing platforms in Free Flight to 8
**Changed friendly fire system - Pilots now receive "Infractions" for doing an amount of friendly fire damage in a short space of time. Too many of these causes them to be kicked from the game
**Comstab is less aggressive in how quickly it decelerates the ship which will lead to some drift
**Scoreboard is now bound to the tab key
**Freelook is now bound right ctrl+tab
**Crouch is now bound to ctrl
**G-safe now limits based on ship velocities rather than set points
Ships
**Updated lighting system for 300 series
**Aurora headlights system updated to use multiple light sources
Components
**Replaced Mass Driver Cannon fire sound with something more appropriate for a 60mm Ballistic (was laser)
**Weapon mounts have been adjusted so that gimbaled mounts now hold weapons that are one size smaller than the mount. Fixed mounts still hold weapon sizes equal to the mount
User Interface
**Removed Arena Commander UI from all ship cockpits (available through Simpod and escape menu)
**G-safe light deactivates when boost is held down
**Self-destruct is now a customizable binding
**Holotable now sorts items based on type, subtype (where applicable) and name
**Holotable can now be interacted with after pressing F (no longer need to press tab)
**Changed importing custom control setups so that it allows the entire default profile to be overridden based on forum feedback

Fixes:
Gameplay
**Fixed an issue that was causing AI pilots to misjudge the position of a ship they were trying to avoid
**Fixed final kill alert sound playing any time a ships is destroyed after a pilot reaches 13000 points in battle royale
**Fixed a bug where calculated torque was occasionally incorrect causing instability in the ship
**Fixed issue that was causing thrusters to twitch back and forth
**Fixed Vanduul missiles skipping their flight phase in Coop Vanduul Swarm
Ships
**300 series have their starboard cooling components
**350r will sometimes spawn with damaged components
**Mustang Beta will no longer have one of the doors in the cabin float above it if it’s used
Components
**Fixed several shield generators having visible one sided geometry in the holotable
User Interface
**Fixed an issue that was causing the game client to steal mouse focus when loading into the hangar
Other issues:
**Fixed issue where character will sometimes spawn with the helmet on backwards

Known Issues:
Gameplay
**Missiles do not despawn after they explode which causes the missile evaded message to be displayed even if the missile hits
**Ships are not able to take off if a pilot reenters a seat after they land using automatic approach
**Landing ships in Multiplayer Free Flight can cause network divergence issues
**Some ships are not able to be exited or entered after landing them in Free Flight
**Using HOMAS or TrackIR whilst using Target Focus causes the players head to shake and move uncontrollably
**Opening the holotable multiple times can cause the game to crash
**ESP is being overly aggressive
Ships
**All ships aside from the Hornet are missing ship trails when carrying a Core
**350r mass is off center and causes the ship to be difficult to control
**Aurora intakes aren't displaying paint
**Aurora are not showing lateral G-force animations for the character
**Some parts of the nose section for the Avenger are not taking damage
**Entering the back seat of the Gladiator plays the animation for entering the front seat.
**Gladius damage system isn't working correctly for parts of the ship that fall off
**Gladius loses its armor textures when hit with a few missiles
**Mustang mass is off center and causes the ship to be difficult to control
**Mustangs are using the wrong maneuvering thrusters
**M50 g-force animations are negatively affecting control of the ship
**Elevator animation for the Constellation Taurus and Andromeda does not play correctly
**Cutlass isn't attaching its Trireme thrusters for its default loadout
**Cutlass Trireme thrusters are not able to be attached in the holotable (this will be left this way until they are ready for use)
**Character is sunk into the seat when sitting in the Cutlass Blue and Red
**Freelancer loading ramp has no collision
**Freelancer Main Thrusters are missing
**Retaliator is not loading in the hangar
Components
**User folder issues can cause weapon ammunition to go missing as well as other ship component malfunctions
**Some ballistic weapons are missing ammunition from their default loadouts
**MaxOx NN-13 Neutron Cannon - Misnamed as MaxOx NP-14 Neutron Cannon
**Adjusted weapon tech setup that was preventing the 9-Series Longsword from animating when fired
**Rattler Cluster missile second stage rockets will all use the same trajectory
**Missiles aren't inheriting velocity from the ship that launches them
**Seal Corporation damage effect displays incorrectly when equipped on an Aurora
**Seal Corporation shield generators will not be visible when equipped to Hornets
User Interface
**Lag pips will drop out with increased distance depending on how quickly a ship is approaching their target (only happens within a few hundred meters)
**Shield hardpoint in the holotable is too small for Mustangs and 300 series
**Shield component on the Aurora ship status HUD is too large
**Ship status HUD for Gladius will display damage incorrectly
**Missiles have a small portion of the ship targeting UI on them after being launched
**Multiple in game items and ships are missing text and are displaying their internal names
**Paint objects in the holotable are placeholders
**Loading back into a lobby will reset the ship selection to its default (sometimes this doesn’t happen visually but still happens on the backend)
**Power throttle doesn't work
Environment
**There are several locations in the hangars where the character can fall out of the world

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This is a big step forward it contains the first mission in SC
people who have posted videos are actually adding "spoiler alerts" to them


Star Citizen Patch v1.1.2



This release contains the tutorial section of Arena Commander! Please be sure to report any issues found within it! :)


Arena Commander Module






Additions:
»Gameplay
•Added a flight tutorial to the game
•Added a conversation system that allows NPCs to detect a character's location and initiate dialogue
•Added backend functionality for game events to disable and enable specific ship controls and ship systems
•Added an in-hangar flight system for usage in the tutorial
»Ships
•Added animation to the thruster irises on the Cutlass
•Added audio for getting into the cockpit of the Redeemer
•Added dust effects for when thrusters are being used inside of the hangar
»User Interface
•Added screen effects for tutorial Hint Nodes
•Added icons and images for the tutorial hints
•Added images for tutorial mode select
•Added visual shader in holotable to identify what items where purchased through REC
•Implemented UI messages to players explaining reasons they may have been kicked back to the hangar
»Environment
•Added animations and audio for the hangar doors of the Asteroid hangar in the tutorial to open and close
•Added animating time-out meter in Capture the Core
•Added new hangar flair Khartu-Al miniature

Balance/Tweaks:
»Gameplay
•Capped party size to 4 players for public games aside from Murray Cup Racing
•Multi-crew functionality - passengers are killed when the pilot dies or disconnects to prevent characters from getting stuck
•Updated finding a public match so the server now finds the best fit rather than stopping at the first match it finds
»Components •Balance pass on Tempest missiles - toned down Field of View, Speed, and Turning Speed
»User Interface
•Tweaked lobby UI screen transparency, making the hangar less visible through the UI

Fixes:
»Gameplay
•Fixed radar / landing system not working when a copilot enters the ship before a pilot
•Fixed an issue that would cause the character to automatically interact with some objects after having left the sim pod
•Fixed an issue where the player would lose connection when exiting the holotable and become stuck on an infinite loading screen
•Fixed an issue reported during the Public Stress Test's where some members would get an "ERROR - Disconnection (Code 17) Unlocalized Error" at the end of a match
•Fixed an animation issue when the player is sprinting
•Fixed an issue where players could enter each other's ship while in flight
•Fixed an issue where decoupled mode was sometimes not disabled when taking off from a landing pad
•Fixed an issue when respawning, the ship had a chance to turn either left or right
»Ships
•Fixed 'launched complete' dialogue issue with the 300 series
•Fix for the 300i's ladder causing the ship to wobble once landed
•Fixed an issue where the 300i did not have boost VFX for its main thrusters
•Fixed an issue where the 315p's main thruster effect was slightly off center
•Fixed missing power throttle art in Aurora's power management ship HUD
•Fixed the issue where the Aurora LN lost its wing hardpoints
•Fixed the ability to equip Scorpions on the Gladius wing hardpoints
•Fixed height of Super Hornet F7C-M's starboard side landing gear to be flush with front landing gear
•Fixed the M50's starboard wheel from briefly detaching itself from its strut when being deployed during landing
•Fixed a collision issue preventing the player character from entering the Cutlass from the rear
•Fixed an issue where the player would be sunken into the pilot seat of the Freelancer Max
•Fixed missing collision from the Redeemer's turret seat
•Fixed incorrectly positioned decals on the landing gear of the Retaliator
»Components
•Fixed missing muzzle flash from 9-series Longsword
•Fixed an issue where missile racks were not appearing in the holotable when an Aurora was selected
»User Interface
•Updated default gamepad controller image - strafe forward is now on Left Trigger+Right Bumper (LT+RB) and strafe back on Left Trigger+Left Bumper (LT+LB)
•Fix for not being able to cancel a lobby match search
•Fixed an issue where loading back into a lobby would reset the ship selection to its default
»Environment
•Fixed an issue that was causing small asteroids to have metallic audio when shot
•Fixed an issue where both rings in Capture the Core appeared blue
•Fixed an issue where tutorial hanger was present in Dying Star Multiplayer Free Flight
•Fixed an issue with missing collision on space debris in Broken Moon
•Fixed graphical issues with catwalks in the Self Land hangar
•Fixed Murray Cup poster not appearing in Asteroid hangar
Known Issues:
»Gameplay
•Gameplay divergence can cause situations where it appears like a ship is being hit but not taking damage, when the shots are actually missing the ship
•Weapon trail trajectories are inconsistent for targets that aren't being looked at resulting in game divergence
•Weapons fire can appear offset from weapon muzzle when fired while moving
•Turret gunners are not able to see weapon trails for shots that are fired by their pilot
•Combustion Pistol cannot be equipped
•Characters rolling while prone are not seen by other clients
•Entering or exiting a ship will cause other clients to see the character T-pose
•Characters will sometimes fail to animate correctly when exiting the pilot seat after landing
•Character will occasionally spawn in as a pair of eyes
•Client crash may occur when pressing 'x' to respawn after the pilot is killed by flying into an asteroid
•Interacting with various elements of a lobby has a chance of causing a client crash for invited players
•Unable to exit the cockpit if one of a ship's landing gear is missing
•Inverted controls do not work in default turret camera view
•Pilot loads into Arena Commander game modes with UI but no helmet
•When backing out from a server to the hangar the game client will crash
•Players are sometimes unable to respawn after one player leaves a Multiplayer match whilst all players are out of ships
•Client crash sometimes occurs when typing 'quit' in the console or exiting through the Options Menu
•Character will sometimes not have a head when viewed by other clients
•If two players enter a new public instance as a team for Capture the Core or Squadron Battle, they will be put on opposing teams
•In the tutorial, the landing pads are still active in the tutorial hangar showing more than 2 landing pads for the player to choose from that are inaccessible
•In the tutorial, there is a chance that the fail dialogue may not play or will cancel out for another line
•In the tutorial, the player can get stuck inside Gilly's cockpit by sitting in the cockpit whilst Gilly is climbing in
•In the tutorial, Gilly will skip a line referring to Boost at the beginning of Chapter 5 if you progress through the previous chapters. If you load directly into Chapter 5, he will not skip the line
•There are long loading times for loading into any chapter of the tutorial
•The player can be killed after receiving enough direct shots to the cockpit while playing through the tutorial
•Tutorial hints will sometimes show tips for the wrong controller type
•In the tutorial, the "Launch Missile" hint will keep appearing after the player has launched the missile
•The character's hands will be broken when driving the buggy
•Ships will sometimes sink into landing platforms in Multiplayer Free Flight when using automatic landing
•Landing mode gimbal locks weapons to the direction the Look Reticle was pointing when landing mode was activated; deactivating Landing Mode will correct them
•The character is using the running animation instead of the floating Zero-G animation when a pistol is equipped
•First person to load into the race game mode will spawn outside of the starting tunnel in race mode
•Landing on the landing pad using Assisted landing will launch the player forward as soon as the landing gear hits the landing pad
•Occasionally the player will hear a banging in the ship whilst flying, whilst in third person view graphical glitches appear to the source
•Stretched polygons will sometimes occur in Dying Star after a short time in the map - possibly related to having an AMD CPU & GPU
»Ships
•Ship throttle is too sensitive when taking off
•All ships aside from the Hornet are missing ship trails when carrying a Core
•Occasionally when exiting a ship, the ship will lose its collision
•Weapons impacting shields are playing incorrect impact audio
•300i, Avenger, and Hornet will sometimes tilt back when landing on landing platforms
•HUD colors are inconsistent for the Avenger, Gladiator, all Hornet variants, and the Cutlass
•300 variants (except the 350r) have three engine / thruster hardpoints, letting the player move the engine off center or attach three engines
•Aurora intakes aren't displaying paint
•Equipping Longswords on an Aurora's bottom hardpoints will cause the ship to wobble once landed due to excess collision on the weapons
•Avenger has some doors that cannot be opened in Multiplayer
•Avenger pilot seat is missing its texture
•Look Reticle/Crosshair is sometimes missing upon respawn, cycling camera views will usually correct this
•Shooting the Gladiator with the pistol causes the hull skin to transition to fully damaged state
•Gladius damage states are detaching clean sections of the ship rather than showing damaged innards
•When entering the Gladius from a landing zone the user will hear "Landing request approved / complete"
•All Hornets are missing a pipe on the main thruster
•All Hornets' engine audio (boost and non-boost) is very low
•Character will sometimes spawn in standing in a Mustang variant's cockpit
•If the large engines on the Cutlass are removed on the holotable, they cannot be reattached
•Cutlass isn't attaching its Trireme thrusters for its default loadout
•Cutlass Trireme thrusters are not able to be attached in the holotable
•Character is sunk into the seat when sitting in the Cutlass Blue and Red
•Cutlass Blue's top turret is missing
•Killing a Cutlass will sometimes not award kill credit on the scoreboard
•Freelancer loading ramp has no collision
•Freelancer main thrusters are missing
•Character can get stuck inside a Freelancer's hull above its right landing gear
•Multiple objects in the Retaliator are missing use prompts
•Retaliator maneuvering thrusters are not in landing mode when in the hangar
»Components
•User folder issues can cause weapon ammunition to go missing as well as other ship component malfunctions
•Rattler Cluster missile second stage rockets will all use the same trajectory
•Missiles aren't inheriting velocity from the ship that launches them
•Thrusters cannot be deactivated in power management
•Seal Corporation shield generators will not be visible when equipped to Hornets
•Missiles cannot be seen by the player that fired them when moving at a high speed
•Missiles skip when chasing their targets
»User Interface
•Lag pips will drop out with increased distance depending on how quickly a ship is approaching their target (only happens within a few hundred meters)
•Shield hardpoint in the holotable is too small for Mustangs and 300 series
•Missiles have a small portion of the ship targeting UI on them after being launched
•Multiple in game items and ships are missing text and are displaying their internal names
•Paint objects in the holotable are placeholders
•Holding tab while ship's HUD initializes causes the HUD's score screen to default 'On'
•In the [Contact List] offline contacts appear as Online
•Multiple HUD elements are duplicated in Arena Commander
•The UI objective marker isn't appearing to help guide the player's through the tutorial
•Error messages for getting kicked back to hangar are not intuitive
»Environment
•Thorshu Grey space crab does not have animations
•Red Elevator lights are active when elevator is not in use in the Self Land hangar
•Calendar flair screen is completely transparent
•Clouds are popping in and out during race modes
•There are several locations in the hangars where the character could fall out of the game world
•Left and right side bay rock walls are missing in Asteroid hangar
•There is missing collision on the second floor ledge in Revel & York

Last edited by Instrument; 04/28/15 10:56 PM.
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At least they are making incremental progress. I wonder how the implementation is mirroring the development and launch schedules?


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Last edited by Brommas; 04/29/15 03:22 PM.

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PTU 1.1.5

Gameplay

•Battle Royale and Squadron Battle have had their maximum player count increased to 16


•Respawn penalty has been applied for situations where a pilot would intentionally destroy the ship to either


•reload missiles or prevent another player from getting a kill


•Reworked the server, instance, and matchmaking service from the ground up


•Lobby system and game servers now talk to each other about the teams that a client is on in the lobby and in game


•Lobby system will now remove players from a lobby if the instance system crashes rather than letting a group remain in a broken lobby


•Game Instances are able to transition from completed matches to hosting a new match more quickly


Ships

•Vanduul Scythe is hangar and combat ready (shows as captured vanduul fighter in lobby)


•P52-Merlin is hangar and combat ready


•Due to being a snub fighter, the Merlin does not have intakes. As such, it does not replenish fuel while flying. In the PU, it would do this by docking with a Constellation


•Accounts that have constellation variants that come with a snub fighter will be given a Merlin loaner ship to use in Arena Commander


•Like other loaner ships, loaner Merlin’s cannot be placed in the hangar


•Placing a Constellation Andromeda in the hangar will also spawn a Merlin


Components

•Added support for spray patterns to weapons based on weapon mount type


•Added new attenuation for missiles explosions


•Added weapon names to Vanduul armaments


•Added blade extension for captured Vanduul Scythe. It is activated by turning the item on in the weapon UI


•Human engineers have increased the weapon lethality for the ship for the captured version of the scythe


User Interface

•Added a HUD effect to the Vanduul Scythe where the alien ship HUD will appear in some situations


•Electronic Access button has replaced the Arena Commander button in the main menu to help with indicating that Arena Commander and Star Marine and simulations within the game fiction


•Arena Commander and Star Marine icons have been added for each game module


•Game module icons will be grayed out for accounts that do not have access to them (Star Marine is grayed out for all accounts)


•Game modes and maps will have a red overlay for accounts that are invited to lobbies which contain game modes they can’t play


•Lobby host will receive an error if a player in a lobby doesn’t have access to the selected game mode


•Match ID’s have been put back into the game to make it easier for players to report issues with specific instances


•Match ID length and complexity has been increased to ensure that they’re always unique


Environment

•Transitioned the audio system for all game content over to new cross-platform sound engine


•Added additional ambiance to the VFG Industrial hangar


•Added new splash screens when initially logging into the game


Balance/Tweaks:

Gameplay

•Updated how ships calculate their mass when in the hangar


•Points that are earned for doing damage to ship hulls has been adjusted due to the changes in ship health


•Rebalanced Vanduul Swarm to be in line with desired difficulty due to the balance changes made to ships


Ships

•Boost consumption has been rebalanced so that it involves more decision making for when to use it and involves less attrition


•300-series hull health increased x2


•Aurora hull health increased x3


•Aurora top speed increased to 175


•Avenger hull health increased x2


•Avenger wings upsized from size 1 to size 2


•Gladiator hull health increased x2


•Gladiator adjusted to drift more when turning so that it handles appropriately for its size and role.


•Gladius hull health increased x2


•Hornet family hull health increased x2


•Hornet rotational velocity increased


•Hornet rotational acceleration decreased


•M50 hull health increased x3


•Restricted missile hardpoint sizes from size 1-3 to size 3 only to restrict possible missile racks on the Hornet


Series

•Cutlass hull health increased x3


•Decreased Cutlass boost angular velocity from 3x normal to 2x normal


Components

•Weapon damage increased by about 25%


•The weapon damage disparity between sizes increased to 75%. Helps to make fixed weapons vs gimbaled weapons a more valuable decision.


•Weapon accuracy for gatling weapons decreases/spread increases over longer sustained rate of fire


•Weapon mount and gimbal slew rates are now set based by size


•Adjusted weapon mounts so that their IM and EM signature generation scales with mount size


•Increasing cooling flow for weapons due to higher health and shield values


•Chaff counter measures will now fire in bursts of 4 across a 120 degree horizontal arc, chaff counter measure ammo box sizes have been quadrupled to match the burst


•Size and potency of chaff reduced


•Missile damage raised x1.5 for all missiles to help compensate the increased ship/shield health and the raised Shield absorb for splash damage


•Tempest II reduced explosion radius and overall damage


•Stalker V reduced explosion radius and overall damage


*Shield values have been doubled

•Shield splash damage absorb factor increased from 1 to 1.25 as a baseline. SECO-Splash shields raised to 1.5 and SECO-Drop shields raised from 0.8 to 1


•Shield recharge rates have been reduced


•Shield regen delay increased across the board for all sizes. Shortest delay is 9.5s for Size 1 and 19.5s at Size 4


Environment
•Rotated the holotables and moved most of them next to a wall

Fixes:

Gameplay

•Client and server performance for when ships are destroyed and respawn has been greatly improved


•Clients that enter a team game mode from the same ranked lobby will now be on the same team


•Characters rolling while prone is now seen by other clients


•Characters no longer spawn in as a pair of eyes


•Fixed a few issues that were causing characters to spawn in a pilot seat standing up (some still exist)


•Fixed an issue causing ships to sometimes sink into landing platforms in Multiplayer Free Flight when using automatic landing


•Fixed a crash that would occasionally occur when landing in Multiplayer Free Flight


Ships

•Fixed an issue where the ship name would appear as debug text for the tutorial Gladius’ ship AI


•Front panels on the Mustang now animate when used


•Mustangs no longer float in the air after landing with damaged or destroyed wings


•Fixed the mustang turret showing debug text in the holotable


•Fixed an issue where swapping turrets in a constellation would cause character animations to malfunction


•Killing a Cutlass now gives proper credit


Components
•Delta Rocket pods no longer display their name as debug text

User Interface

•Fixed an issue that caused cross-hairs and reticule to sometimes go missing upon respawn


•Thrusters can now be deactivated in power management


•Holding tab will no longer cause the score board to default to on


Environment

•Murray Cup poster now appears in the Asteroid Hangar


•Cloud in race maps are no longer popping in and out


Known Issues:

These are not representative of all known issues in the build. The following issues are bugs that were introduced with this version of the game that we feel are most impactful to play experience.

Gameplay

•Spawning will sometime cause blood splatter to appear on the helmet


•Pressing tab five times will open chat in Arena Commander


•There are a number of issues that prevent progression through the Arena Commander tutorial


•Connection error 8 will occasionally occur when connecting to a multiplayer match


•Spectator cameras cannot be controlled and will shake too much when observing another ship


•Comstab can no longer be disabled/enabled


•Matchmaking will load clients queued up for different race modes into the same server instance


•Client can get stuck on an infinite load screen if they are matched into a server instance that no longer exists due to the game ending


•Client will black screen when entering a lobby if it is unable to communicate with the Generic Instance Manager


•The ability to send invites does not recover if the Generic Instance Manager crashes (workaround, enter your own lobby as a host to update your clients online status and invites should work again)


•Leaderboard statistics are not being communicated to the website


Ships

•Ships will sometimes spawn without IR and EM signature


•Ships will sometimes not be able to respawn in Arena Commander


•Merlin jerks when boosting after lateral turn


•Merlin HUD cannot be interacted with


•Constellation Andromeda ship surfaces are missing textures and lighting, causing them to be black in some areas


•Freelancer variants are missing textures and lighting, causing them to be black in most areas


•Retaliator is missing collision in several locations


Components
•Motion blur settings for some ship components is set higher than it should be

User Interface

•There is no message or timer indicating the penalty for early ejection


•Error codes are not being displayed in hangar and are not visible until a client loads into another match, making it seem like they appear at the start of a match


•Game Mode selection resets when returning to the lobby (this in turn can cause the lobby host to see duplicates of other players in the lobby)


Environment
•Large blocks of invisible collision are present on the left and right sides of the Aeroview hangara

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CIG FIRST [surprise1]

They have hit a date even if it is PTU and limited numbers
the Social module is out!!
PTU - 1.2 Patch
https://forums.robertsspaceindustries.com/discussion/280997

check your emails its not in Citizen number order this time

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Originally Posted By: Instrument
CIG FIRST [surprise1]

They have hit a date even if it is PTU and limited numbers
the Social module is out!!
PTU - 1.2 Patch
https://forums.robertsspaceindustries.com/discussion/280997

check your emails its not in Citizen number order this time


Nice looking forward to trying this out when I get back in town.


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Can't find any videos of 1.2 yet! All I see is people on the forum saying that it is pretty awesome!

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CIG have requested that those that have access do not publish
screen shots or videos at this time

PS I am looking as well some one has to leak it

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The community has actually been pretty good about the NDA when asked not to disclose a work in progress.


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there are still sinners out there
34 seconds of the bar that looked more active/lived in than I thought it would
so I watched it then down voted it [nono]

Last edited by Instrument; 08/26/15 02:32 PM.
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The entire "BAR" implementation is pretty much a direct yank from Freelancer. FINALLY....someone uses a game mechanic or concept that worked well previously and pulled it forward and reused and iterated on WHAT WORKS!


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I always thought it would be neat to have little mini-games and crap you could play in social/bar environments. It fits the theme of a lot of games and would be enjoyable for days when you are feeling lazy. Say you come home from work and you are tired. You want to socialize but not really play the game. Sit in a bar and play a game of poker. Fun!


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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.

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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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Star Citizen Patch v2.3.0
Alpha Patch 2.3.0 has been released to the PTU, and is now available for players to test! This patch provides access to our new flyable Khartu-al, the hangar-ready Starfarer (and a corresponding hangar bay it can fit in), as well as two new FPS weapons, new components, updates to FPS animations and EVA, as well as 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 as required.
Your launcher should should show “2.3.0 – 334301” as the client version. It is strongly recommended that players delete their USER folder for the Test 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\Test.
Please review our current list of Patch 2.3.0 Known Issues, 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 Callouts:
Arena Commander will be disabled for this first testing phase, as we want very much to test Crusader performance.
PTU players in this initial test will have access to the Khartu-al in AC and Crusader, and the Starfarer (if you have the Revel & York hangar on your account).
The Cry-Astro Repair Station landing pads will break if a pilot takes off during the repair sequence.
Certain AI in Crusader are experiencing some difficulty flying.
There is a known issue where users with the Starfarer Gemini will not see the Starfarer Tanker in the Revel and York hangar. We should have this fixed soon!
The ambient audio from Dumpers Depot broadcasts through all of ArcCorp.
New Features
Star Systems:
The Revel & York Hangar has a new extra-large hangar bay attached to its left outer hangar bay.
The hangar bay does not appear on the Hangar Management on the website.
Instead, if you have a Starfarer on your account and the Revel & York hangar configured as your active hangar, it will auto-load the extra-large hangar and add the Starfarer.
We have added additional Security AI around Port Olisar, that will attack any players that have a wanted level.
Ships:
The Starfarer Base is now Hangar-ready!
This ship can be viewed only in the Revel & York Hangar, via its new extra-large hangar bay.
If you have a Starfarer on your account, you will only need to activate the Revel & York hangar on the website and then load into it in-game.
The Khartu-al is now flight-ready!
Component Update
We have continued our 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.
We have a new component class – Power Plants – have been added to the Holotable.
Power Plants (as you expect) power the systems of the ship.
All ships have been retrofitted with generic power plants to provide the same level of “power” they possessed before.
We have added 2 Power Plants, the AEGIS Regulus and Amon & Reese OverDrive
These can be mounted on all variants of the following ships: Avenge, Aurora, Mustang, 300 Series, Hornet, Gladiator, Gladius, M50, P-52 Merlin
First Person:
We have added two new FPS weapons to Crusader!
One is the Arrowhead Sniper Rifle.
The other is the Devastator-12 Shotgun.
Both can be found in groups of three, as random finds in the Yela Asteroid field.
Animations
We have made a number of changes and improvements to character animations!*
These include improvements to starts, stops and steps transitions.
Added animations for cover “high right” blind fire.
Update both “high right” peek from cover, and “high right” step out animations.
Adjusted animations for sprinting while holding a stocked gun.
Adjusted the animations for leaning out of cover, as characters were sticking out much too far.
Adjusted the sprint animation for both unarmed and carrying a pistol.
Added lean in and out of cover for blindfire animations.
Adjusted the aim-down-sights animations while in EVA, so it is no longer slower than when aiming-down-sights on foot.
Fixed issue where the audio of players footsteps and other movement sound FX is very very quiet to other clients.
Fixed an issue where looking up while running forward would cause the character neck to contort unnaturally.
Fixed an issue where weapons could be “lowered” while prone, causing odd animation errors.

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Good Patch, will need to check it out when my new Desktop arrives in a few weeks.


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CIG finally caught up with the idea that I was not a good beta tester
I still have access to the closed PTU thanks to a decent transfer rate and unmeasured internet (still have a crap ping)
But i did not get access to the NDA Secret PTU that remained a secret for about 5 mins after CIG sent out the invites

Going by how quickly it leaked looks like we will all know whats going on on the NDA PTU anyway

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Star Citizen Alpha 2.4.0 is now on PTU!

THE NDA IS NO LONGER IN EFFECT FOR THIS BUILD. LIVESTREAMING AND SHARING OF SCREENSHOTS ARE NOW ALLOWED.

stand by for all the youtube videos

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Warning do not exit the space station without a space suit


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Did you try to leave without a spacesuit?


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I would love Bto see!


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Star Citizen Hanger:
RSI Javelin Destroyer, Hull E, RSI Constellation Pheonix, Aegis Dynamics Retaliator, Banu Merchantman
F7A Military Hornet Upgrade, F7C-S Hornet Ghost, F7C-R Hornet Tracker, Origin 325a Fighter
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well it is a test area so I felt I had to give it ago

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looks like i am not the only one to give it a try this was interesting for me to watch as well as i did it in first person.

[img]https://giant.gfycat.com/CluelessSentimentalBrownbutterfly.webm[/img]


Last edited by Instrument; 05/20/16 11:16 AM.
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Oh ya that's what I'm talking about lol.


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