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  1. Been PTU testing for a couple days now and everyone's always wondering how many times they've crashed or closed and reopened SC, so I made a little desktop app to track it! CTD's counts the number of times the StarCitizen.exe stops responding and closes. Game resets is just how many times you've closed StarCitizen.exe. Each counter should be mutually exclusive. The code for this is really simple. The application just spawns a new thread, gets a list of running processes, finds StarCitizen.exe, and then waits around until it is either closed or crashes (stops responding), then increments the counter. Its attached below. I promise it is totally safe. For proof heres a pastebin of the code: http://pastebin.com/Km2UFw6p Update: V2 Rar and preview has been attached. Update Notes: Removed separate counter for CTD's and just have a single counter for the number of times the game is opened and closed. Now includes time since last crash and record play time stat. SCCrashCounterV2.rar
  2. For the people not in discord chat for PTU testing, here are some recent posts from Will (like just now), just to keep you guys in the loop WLeverett-CIGToday at 7:26 PM Hey guys I muted everyone for just a second for an important announcement. Don't worry, not to troll. ? So we're cooking a build right now that we will get QA tested this afternoon USA time. If QA signs off on this, I suspect the earliest we can go will be around 630pm CDT Austin time, which is 1230am GMT. We'll hoping to have limited party functionality with invites up to eight people. Again, this will have to pass QA muster before it gets released. We'll also have assorted fixes, but also substantially increased server logging. I'd say that this might affect you... but since we're all crashing every few minutes, it won't be that noticeable. ? In any case, we'll update further in the next few hours, but I wanted to let you guys know our immediate testing plan. WLeverett-CIGToday at 7:29 PM No more PTU invites until everything is stable. I'd say that's at least a week away and likely longer. WLeverett-CIGToday at 7:30 PM The reality is, the game elements are fun and playable, it's the game servers that are crashing. If we have some sort of stability, we'd then be looking at a Live push. But that is many days away of work, plus remember the USA has Thanksgiving holidays. WLeverett-CIGToday at 7:32 PM One last note for all of you dedicated tester clans... this one could be important. With a working party system, you'll be able to have eight people in a group. We don't have private instances, and we don't yet have the ability to whitelist players into an instance, but this will allow you to be a little more collaborative in testing. There's a real opportunity to work together to monitor all of the actions that are happening on a local game server, and when it crashes, find out who was doing what at that very moment in time. That, in conjunction with our increased server logs that we'll have when the next update goes out, will really help us isolate and fix these issues. WLeverett-CIGToday at 7:34 PM I'd expect fixes to take several days, so it's not something for the faint of heart. In any case, I think there is some opportunity to work together on this one, and we can use this Discord Crusader chat rooms or you can use your own to help communicate. I'll stop blabbing now. ?
  3. Yoink It's buried in the patch notes. You'd think something like this would have a bit more attention given to it, but maybe not because of its rough state. Just gonna leave this one right here: "There are many locations in the surrounding Crusader space to be discovered and explored, including Covelex Shipping Hub, Cry-Astro Service Station and others. However not all locations available for exploration are immediately shown in your Quantum Travel navigation points. Try repairing Comm Arrays or roaming the map via Quantum Travel to see what you may find!" "Our first set of missions are now available around Crusader for players to test! The first one is to repair the Comms Arrays in orbit around Crusader, which will allow other missions to be discovered. You can track missions via the MobiGlas Journal application, by clicking on the yellow hexagon icon next to the entry for that mission. Missions are generated and offered at-random, and some are much rarer then others."
  4. Just thought I would drop a few screenshots in here for people to see. I hear they are sending out a bunch more PTU invites, hope to see you all in there soon!!
  5. At 2:54 (or so) of the Anniversary livestream Chris and Erin confirmed that the 2.0 PTU will be released to one thousand backers tonight with a push to live in the next week or so. HYPE TRAIN IS HERE.
  6. So far I am really liking the 3x Panther (CF-227) + 2x Sledge II setup on my Super Hornet. The ammo velocity is close (1900 and 2100) and it gives a combined DPS of 1745. For my Gladiator I am leaning towards the 2x Bulldogs (CF-007) and 2x M4A. Not the best DPS (696), but the ammo velocity (2650 and 2600) helps with the lack of maneuverability. Alternatively 2x Panther (CF-227) and 2x Longsword (9-Series) works well on the Gladiator too. Has a higher DPS (1102) but requires a little more lead on the PIPs (1900 and 1600)
  7. So the Cutlass Black and Hornet F7C was free last weekend on the PTU for testing. Thing is they forgot to set a 1 ship limit on the Cutlass, so I now have 3000 of the buggers in my hangar. Other than having 30 pages of items in my PTU inventory, I can't open the hanger configuration or load the PTU to test how it affects the holo viewer. Should I report having too many ships prevents me from logging in as a bug?
  8. This will really shine in 2.0 vs MultiCrew ships.
  9. Star Citizen Patch 1.2 – PTU (from RSI Forums, via Reddit, with some formatting & spelling edits for clarity) The Social Module has been released to the PTU, and is now available for player testing. During this initial testing phase, PTU access will be restricted to a small group of players that we will expand on over time. This patch provides access to our first multiplayer planet side environment, ArcCorp’s Area18 landing zone, with all the scenic vistas our team has been hard at work on. This will also include our first iteration of our augmented reality system, emotes and chat system. Additions: Gameplay The main elevator is now active for all pilot hangars and will allow access to our multiplayer ArcCorp module.For Selfland, Revel & York, and Aeroview hangars, you can find the elevator through the double-doors directly behind your character when spawning into the central bay. Once inside, the elevator to ArcCorp is located on your right.For VFG Industrial Hangar, you can find the double-doors underneath the platform where your character spawns, across from any ship you currently have in the central bay. Once you’ve passed through the double doors, the elevator to ArcCorp is located on your right.During this testing phase of the social module and ArcCorp, characters will now appear in one of six random gear loadouts when they spawn into the Hangar. You can only swap between the six loadouts in the Hangar, via the “F6” key.The available loadouts are Marine Light, Medium, Heavy and Outlaw Light, Medium, Heavy.Whatever loadout a character is wearing when they travel to ArcCorp will be retained for the rest of that play session.User Interface The screenshot keybind has been moved to “Print Screen”. “F12” is now the toggle for the chat interface.Gameplay Transition animations for moving between standing, crouch and idle have received some minor improvement for a smoother and more realistic experience.Jump animations have received some minor improvements for a smoother experience.Fixes: Ships Fixed a collision issue with the Origin M50 Interceptor that allowed players to see into the ship cockpit from the outside and potentially become stuck.Fixed an issue with the Vanduul Glaive, where the pilot hands would not always connect properly with the ship handles and interior components when entering or exiting the ship.Fixed an issue with the beds in the Cutlass Black, where your character would teleport outside of the ship when trying to lay down in the starboard bed.Environment A number of collision issues that were allowing characters to clip out of the Revel & York hangar have been resolved. A number of collision issues that were allowing characters to clip out of the VFG Industrial Hangar have been resolved.User Interface Fixed an issue where graphics in the game options menu would occasionally overlap with each other.Arena Commander Module: Fixes: Gameplay Fixed an issue in Arena Commander where hosts were not always being removed from the Lobby when they left the match.Fixed an issue in Arena Commander where the host of a game would sometimes not be able to cancel their search due to matchmaking crashing.Fixed an issue in Arena Commander where players could be put into a broken lobby if the matchmaking service crashed while they were in a game.The HUD colors on the Avenger, Gladiator, Hornet (all variants) and Cutlass (all variants) have been updated to be consistent.Fixed an issue where the countermeasure interface on the Mustang HUD (all variants) would overlap with other UI elements.Fixed an issue where the Vanduul Glaive designated “Tank” at the end of Tutorial Chapter 6 would sometimes become immortal.Social Module Additions: Gameplay Our first multiplayer planet side environment, the ArcCorp Area 18 Landing Zone, is now available for testing.During this testing phase where players will have a shared ‘spawn’ location, player collision is disabled on ArcCorp. The first areas available to explore in ArcCorp include: ArcCorp Customs area. Medical Bay. JobWell, sponsored by the Trade and Development Division of ArcCorp. G~Loc Bar. Astro-Armada. Dumper’s Depot. Cubby Blast. Some areas of ArcCorp are not available on the PTU during this initial launch. Some of those intentionally off-limits include: The Casaba Outlet. The Medical Bay Emergency Room. The ArcCorp landing pad. The elevator to the second floor of Astro-Armada. The firing range at Cubby Blast. You can return to your Hangar when you’re done exploring ArcCorp, via the transport elevator in ArcCorp customs that you originally arrived in. You can also leave via the “Return to Hangar” button in the game menu. Our first set of fully animated emotes are now available for players to use in ArcCorp and the Hangar. The full list of available emotes and their variations can be viewed in the chat interface, via the “?” button. Augmented Reality is now available for players to test in ArcCorp. You can access this new functionality via the “F2” key. Our chat interface has launched and is now available for players to use in both ArcCorp and the Hangar. You can bring up the chat interface via “F12”. Players can now chat in our first channel (designated Local at the moment) which is shared between the multiplayer ArcCorp and single player Hangar. Known Issues: Gameplay Player collision will sometimes disable during game play within ArcCorpPlayers will sometimes appear to T-pose while running upstairsPlayer character animations will sometimes desync between clientsUser Interface The chat interface cannot be resizedMany of the buttons in the chat interface are intentionally grayed out while their functionality is receiving additional polishChat scroll will stop updating when chat is spammed excessivelySocial Module elevator UI will incorrectly display “Connection Failed” instead of a “Server Full” messageAugmented Reality text will sometimes not display other players’ namesClient crash will occur when F12 is spammed excessively to open and close the chat windowThere is only one chat channel across all game modes and instances
  10. Hey guys! I'm not actually in the Social Module PTU myself yet (sorry for those of you that I've disappointed already, feel free to get in line if you want to complain), but I wanted to create this thread as a place that can function as central repository of information, impressions, and tips from those SCB members who HAVE gotten into the Social PTU. Edit: Some of your questions may have already been answered in the official release notes for patch 1.2, which can be found here. EDIT: Full Release is now out for everyone https://robertsspaceindustries.com/comm-link/transmission/14927-Welcome-To-ArcCorp-Star-Citizen-12-Released ... and with that introduction.... POST AWAY! P.S. Please keep this on topic, any posts that stray too far away from discussion of the Social Module (angst over why you haven't gotten in yet, hate for CIG, endless discussions of "he who shall not be named", etc., etc.) will be hidden.
  11. ptu invites are apparently going out. Its happening!!!
  12. Hello everyone and happy Thursday! We’ll be bringing down the Live service at 3pm CDT/8pm GMT to push the 1.1.6 Publish to Live today along with Launcher v2.3.6. IMPORTANT SERVICE NOTE: This update *requires* Launcher v2.3.6. The old launcher will no longer allow you to log in. For those that do not have Launcher v2.3.6: Installation Option One (Clean Install... we strongly recommend this option!): 1) Uninstall the old version of the game. 2) Once this is done, download the new Launcher at https://robertsspaceindustries.com/download. Installation Option Two (Copy Files Over): 1) Install the Launcher at https://robertsspaceindustries.com/download. 2) Once download starts, close the Laucnher. 3) Copy the contents of your old SC installation at \[Install Directory]\CitizenClient into your new SC installation at \[Install Directory]\Star Citizen\Public. 4) Restart the Launcher when the copy is complete. 5) Delete the old version of the game. Hello everyone and happy Thursday! We’ll be bringing down the Live service at 3pm CDT/8pm GMT to push the 1.1.6 Publish to Live today along with Launcher v2.3.6. IMPORTANT SERVICE NOTE: This update *requires* Launcher v2.3.6. The old launcher will no longer allow you to log in. For those that do not have Launcher v2.3.6: Installation Option One (Clean Install... we strongly recommend this option!): 1) Uninstall the old version of the game. 2) Once this is done, download the new Launcher at https://robertsspaceindustries.com/download. Installation Option Two (Copy Files Over): 1) Install the Launcher at https://robertsspaceindustries.com/download. 2) Once download starts, close the Laucnher. 3) Copy the contents of your old SC installation at \[Install Directory]\CitizenClient into your new SC installation at \[Install Directory]\Star Citizen\Public. 4) Restart the Launcher when the copy is complete. 5) Delete the old version of the game. Launcher v2.3.6 Fixes, Workarounds, and Known Issues: - Windows 10 now supported. SSL issue fixed by moving files to supported location on Amazon Cloudfront. - Windows 8.1 and Windows 10 users may need to install the 3.5 .NET Framework at https://www.microsoft.com/en-us/download/details.aspx?id=21. - Failed to Backup Bootstrapper. This occurs in v2.3.6 but the download will continue. - Unsupported Pak Signature. Delete each file affected and restart the Launcher. - Audio crash if sound system is set to 192kHz. Lower the sample rate to 96kHz or lower. - Blinking dot, no client version shows. We’re attempting to reproduce this locally and will fix ASAP. - Heavy HDD usage on some 7200rpm drives. Investigating. - In rare cases, an APPCRASH for subprocess.exe with faulting module of libcef.dll occurs. The Launcher uses Chromium; we’re investigating now. 1.1.6 Game Balances, Additions, Changes, and Fixes: • Added matchmaking logic that will match players against each other based on past performance • Added the 'press x to ready up' to all game modes • Vanduul AI tolerance has been increased when under fire to allow them stay in combat a bit longer • Raised victory score requirement in Battle Royale from 15,000 to 45,000 • Lowered victory score requirement in Squadron Battle from 100,000 to 75,000 • Squadron Battle now requires 4 players before the game mode will start • Capture the Core now requires 4 players before the game mode will start • Score values for ships has been lowered due to matches ending too early • The tutorial will now reload missiles in areas where running out gates progression • Fixed a number of issues that would cause backend servers to crash • Fixed an issue that would cause GIM to hang and require it be manually restarted • Constellation Aquila now spawns with the new Merlin model in the hangar • Fixed an issue that was causing the Merlin thruster nozzles to spawn inside the engine housing • Made additional fixes to issues causing audio to drop out Launcher v2.3.6 Fixes, Workarounds, and Known Issues: - Windows 10 now supported. SSL issue fixed by moving files to supported location on Amazon Cloudfront. - Windows 8.1 and Windows 10 users may need to install the 3.5 .NET Framework at https://www.microsoft.com/en-us/download/details.aspx?id=21. - Failed to Backup Bootstrapper. This occurs in v2.3.6 but the download will continue. - Unsupported Pak Signature. Delete each file affected and restart the Launcher. - Audio crash if sound system is set to 192kHz. Lower the sample rate to 96kHz or lower. - Blinking dot, no client version shows. We’re attempting to reproduce this locally and will fix ASAP. - Heavy HDD usage on some 7200rpm drives. Investigating. - In rare cases, an APPCRASH for subprocess.exe with faulting module of libcef.dll occurs. The Launcher uses Chromium; we’re investigating now. 1.1.6 Game Balances, Additions, Changes, and Fixes: • Added matchmaking logic that will match players against each other based on past performance • Added the 'press x to ready up' to all game modes • Vanduul AI tolerance has been increased when under fire to allow them stay in combat a bit longer • Raised victory score requirement in Battle Royale from 15,000 to 45,000 • Lowered victory score requirement in Squadron Battle from 100,000 to 75,000 • Squadron Battle now requires 4 players before the game mode will start • Capture the Core now requires 4 players before the game mode will start • Score values for ships has been lowered due to matches ending too early • The tutorial will now reload missiles in areas where running out gates progression • Fixed a number of issues that would cause backend servers to crash • Fixed an issue that would cause GIM to hang and require it be manually restarted • Constellation Aquila now spawns with the new Merlin model in the hangar • Fixed an issue that was causing the Merlin thruster nozzles to spawn inside the engine housing • Made additional fixes to issues causing audio to drop out Patch Notes: Additions:User Interface Added the ‘press x to ready up’ to all game modes Balance/Tweaks:Gameplay Vanduul AI tolerance has been increased when under fire to allow them stay in combat a bit longerNumber of AI Vanduul increased for three and four player Vanduul Coop missionsRaised victory score requirement in Battle Royale from 15,000 to 35,000Lowered victory score requirement in Squadron Battle from 100,000 to 75,000 Ships Score values for ships has been lowered due to matches ending too early Fixes:Gameplay The tutorial will now reload missiles in areas where running out gates progression Ships Constellation Aquila now spawns with the new Merlin model in the hangar Environment Made additional fixes to issues causing audio to drop out
  13. AC 1.0.2 PTU is up! https://forums.robertsspaceindustries.com/discussion/227902/1-0-2-patch-notes-in-progress 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
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