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Found 14 results

  1. I don't know who made them, or what a reasonable offer would be. But I want to buy an Imperium patch.
  2. Star Citizen Patch 3.0.0ac PTU.674844 Alpha Patch 3.0.0ac has been released to the PTU, and is now available to test! Patch should now show: PTU-674844 It is strongly recommended that players delete their USER folder for the Public client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Roberts Space Industries\StarCitizen\LIVE. Focus: New patcher, station traversing, ship spawning, StarMap app, quantum travel, landing, air traffic control (ATC) system, quantum fuel usage/balance, hydrogen fuel usage/balance, afterburner, shopping, ship MFDs, missions, core combat (mission focus). %{color:lightblue}We would like you to focus on the above for this initial wave of testing and bug reports. NOTE: Other content and features are in and listed in the notes, but currently not the focus of this testing phase. Additionally, there’s content that is not listed in the notes that are intended for live release and will be added iteratively during the testing cycle.% All the ships are flyable, but the following are the ships that have had the most attention and focus: Gladius, Hornet Series, Sabre, Vanguard, Constellation Series, Cutlass Black, Caterpillar, Nox, Dragonfly, Prospector, Freelancer, Aurora series, Argo series, Buccaneer, Greycat, Starfarer series, Khartu-AL, Avenger series, Gladiator, Mustang series, Herald, Merlin, 300 series, and the Ursa. We would like you to focus on the above for this wave of testing and bug reports. NOTE: Other content and features are in and listed in the notes, but currently not the focus of this testing phase as they undergo bug fixes and polish. Additionally, there’s content that is not listed in the notes that are intended for live release and will be added iteratively during the testing cycle. Key Game-play How Tos: Afterburner: There is now a single afterburner with the ability to achieve higher top velocity under certain conditions, giving us AB SCM and AB Cruise with the only distinction being two different speeds. You can only enter AB Cruise if your flight path is a straight, forward line. Otherwise you’re limited to AB SCM, i.e. while maneuvering/strafing. Once in AB Cruise you can release the afterburner key and go into an AB idle mode to maintain your current speed. Throttle setting and y-axis strafe level allows incremental speeds, but you will decelerate if you change your vector. If you continue to hold AB and maneuver, you drop to AB SCM speed until you return to straight-line flight. AB Idle holds your current velocity as long as you’re not maneuvering and decoupled rotation is allowed while in AB idle. Ship Start Up: Approach the entry point of your ship, then press and hold “F” to activate the interaction system. Select from the various inner thought prompts using the cursor or mouse wheel to move between them. Once inside your ship, again press and hold “F” and select the “Flight Ready” prompt to run through complete ship start up. Alternatively, you can press the “F5” key for quick start up. Landing: Landing now takes place through an Air Traffic Control (ATC) system. When close to a landing location, request a landing by navigating to your “Comms” menu on the MobiGlas (note: this is incorrectly displayed as a ship icon) and pushing the hail button (wifi symbol). Wait a moment, and ATC should assign you a landing location. Note, you may need to request take off to leave Levski (trigger opening of bay doors). Quantum Travel: To quantum travel to a destination, open your MobiGlas (F1) and select the StarMap App (diamond shaped symbol). From there, use the mouse to select a destination. Whether or not an object can be selected for QT is determined by gravitational values (The larger the object the further away you can detect it, large objects with small objects in orbit drown out their detection capabilities at long ranges). Meaning you will not be able to travel from point A to B at all times, but instead may need to move into orbit of a larger body to detect destinations also in orbit. For example, to get to a station orbiting a moon that orbits a planet, the route is Planet>Moon>Station. Once you have a destination selected you can “set destination” on your MobiGlas to bring up a quantum travel target. As before, align with the QT target and press “B” to travel. Major KNown Issues: Eckhart’s first mission currently breaks the player character. Items and ships placed in hangars are not persisting between sessions. Focus Feature Updates Non-Focus Feature Updates Known Issues Focus Feature Updates General FOV min/max is now defined by screen aspect ratio. Universe Changed the time for hacking down wanted levels to vary more. Altered Comm Arrays so they don’t overlap with other monitored zones. Created a “Crusader Wanted” tutorial journal entry for when players attain their first wanted level. Increased the abandonment range and the cut off timers for some missions. Visual clean-up and polish at Levski. Added additional lighting to outposts and outpost landing pads for better nighttime illumination. Missions Tweaked the lights on the black box to be seen from a greater distance. Enemy AI should now attack civilian ships and cargo manifests have been added to their ships when appropriate. Ships and Vehicles MFD Screen focus polish (middle mouse button) and added hotkey focus screen switching (cycle with WASD). Starfarer: Updated with new glass shader. Bug Fixes Fixed replaceme textures appearing on ship damage. Accepting the first mission from Eckhart should no longer break the character. Floating debris and props should now properly have physics. Engine trails should no longer be created while the engines are turned off. Kudre Ore should now be properly marked and labeled on both the HUD and the StarMap. Added a check to make sure combat area for patrol missions only triggers once. The “Steal” missions should now have properly text strings. Mission markers should now correctly appear on the StarMap when accessed from the pilot’s seat. The Star Kitten Dragonfly should now properly appear in game. The mining machines at moon outposts should now have animations. Fixed various outpost assets that appeared black. AI enemies should no longer spawn inside of asteroids. Added missing MFD options from MFD menu of ARGOs. Fixed various turbulence and atmospheric flight bugs for the Khartu-Al, Glaive, and Scythe. Fixed some floating props around GrimHex. On ship destruction, Sabre pilots should die properly rather than get stuck. Vaulting directly into EVA should no longer cause the player to ragdoll. Fixed an issue that allowed any gun to use any other magazine if swapped via the PMA. The KRIG Quarreler should now properly have overheat. Fixes for mission objectives becoming broken for the “Recover Stolen Goods” mission. Removed the usable interaction from airlocks so players don’t drop boxes anymore. Equipping items using the PMA while the character model is facing away should no longer cause the model to become invisible. The copilot of the Dragonifly should no longer lose character control when exiting in EVA. The Hoplite should now properly have door control from the pilot seat. The pilot’s hands and feet in the Retaliator should no longer appear twisted and broken. Fixed some atmosphere issues inside of the Vanguard. The Avenger should no longer have a “communications” interaction prompt inside the cockpit. The mission list should now properly update after you accept a new mission. The lifts/elevators should no longer get stuck in the doors closing state at Levski. Weapon fire to the starboard wing of the Caterpillar should now correctly cause damage. The starboard door should now be visible on the Cutlass. Various LOD fixes for all 300 series ships. Improved Gladiator tail damage to be more recognizable. Missiles should no longer bounce off shields without exploding. Plugged in hole in wall assets at Levski. Altered pass-by ship sounds so it no longer cuts off abruptly. Ship landing dust should no longer appear offset from the ship nor cull/disappear at a short distance. Black box missions should now fail if the asset is destroyed. Corrected seat and dashboard interaction highlight for the Retaliator. Chaff should no longer appear to explode inside of or clip through geometry. The planet collect missions that are associated with derelict ships should now have a proper location beacon on the derelict. Fix for boxes being placed into world space but then vanishing. Fixed overlapping MFDs on Greycat. The nose of the derelict Caterpillar should no longer have a missing LOD effect on approach. Fixed LOD issues with the Gladius and updated landing gear bay interior. Fixed buggy behavior of StarMap if accessed during quantum travel. The ARGOs should now properly have HUDs. The lift/elevator should now properly have an interaction highlight on the Retaliator. EVA thrusters should no longer be on while a player isn’t moving. Player hands should no longer clip into the dashboard when exiting the copilot seat of the Starfarer. Turning engines on should no longer trigger the “engines offline” audio. Technical Numerous crash fixes. Various performance tweaks. Non-Focus Feature Updates Cargo Added logos to the 1 scu cargo commodities. Star Marine Added dirt and wear to Star Marine loadouts. Bug Fixes Updated “metal box” art so it isn’t the same as “mineral box”. Players should now be able to sell medical supplies at Port Olisar. Commodities should now correctly detach from the Constellation when its destroyed. Ships should now correctly consume hydrogen fuel. The Cutlass should now drop cargo when destroyed. Adjusted EVA access points on the 85x to make them easier to locate. The 85x cockpit should now properly have atmosphere. Known Issues: Content missing key elements: User Interface Insurance and Persistence Internal Ship Docking Comm System Bugs, issues, and work arounds (W/A): Items and ships placed in hangars are not persisting between sessions. Ballistics leave “replace me” textures in Star Marine. You can make claims on ships that are not lost, destroyed, or damaged. Vehicle customizer app on wrong MobiGlas button and not yet functioning. Repaired wings don’t always restore weapons.
  3. The 2.6.1 patch notes have been posted to Reddit. This means its safe to say the Avacados are beating on it right now. https://www.reddit.com/r/starcitizen/comments/5ssabq/ptu_261_patch_notes/ Some notable points: "The Super Hornet has received a full visual update, encompassing art, animation, damage states, and VFX." "Pilot facial idle animations have been added for all ship variants!" "In this initial release it (Mega Map) will only be enabled for single player maps (Hangars and single-player Arena Commander), but we will be expanding this to include multiplayer maps in a future release." Good news, all those classy VIP's don't have to use the bucket anymore. "Constellation Phoenix - The toilet can now be accessed."
  4. Been out of touch with this game since 2014 from my forum ban, I am a backer from 2013 who grew frustrated with the game’s content and progress. Seems like fanboy moderators are still in control at CIG forums CIG even hiring the biggest fanboy of them all, Disco Lando. (wow so the only qualification you need to be employed by CIG is just be a big fanboy?) I’ve been doing some research and seems there has been much drama and scandal from backers getting their money back and Derek Smart. I had the module back when DFM was in the early stages, and since then have upgraded my PC – and never bothered to install Star Citizen because of my ban from forums and moved on to other games, Heroes and Generals and recently no man’s sky. When I found out that dogfighting would only be in 1’st person view I decided this game may not be good for me. I find dogfighting tedious enough in 3’rd person view. It’s all turn, shoot, turn, shoot, shoot, turn, turn more. And people call doing this successfully “skill”? Is there any reason to download the 2.5 version? Let’s just say that for this game I can’t be bothered to learn to pilot my own ship, can I hire NPC’s to do that for me yet and just watch from 3’rd person view and perhaps issue commands? Also if I download the modules and click “I agree” does that mean I am under the new TOS and can’t get my money back now? Back in the early DFM downloads would take DAYS. Not sure if I have the patience for that again.
  5. Patch Notes: https://robertsspaceindustries.com/comm-link//15268-Star-Citizen-Alpha-230 2.3.0 Now Available: https://robertsspaceindustries.com/comm-link/transmission/15266-Star-Citizen-Alpha-23-Available Starfarer: https://robertsspaceindustries.com/comm-link/transmission/15262-Massive-Hauling-The-MISC-Starfarer The music (scored by Pedro Macedo Camacho) they put together for the Starfarer video is excellent! Starfarer Floor Plan...
  6. On today's RTV it was announced that 2.1 should be coming to the PTU tonight; 57:45 before they cut all of the 'SOON' screens. IT'S FREELANCER TIME (for some of us) Full patch notes courtesy of GeraldEvans
  7. Star Citizen Alpha Patch v2.0.0 Alpha Patch 2.0.0 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 sampling of the Persistent Universe in the form of the gas giant Crusader and surrounding environs. These locations include Port Olisar transit station, Covalex Shipping Hub, Security Post Kareah and many scenic asteroid fields, comms arrays and research satellites that our team has been hard at work on. This also includes our first iteration on FPS, Multicrew technology, interior physics grid, quantum travel, IFCS, EVA, missions, and so much more. At this stage of testing, please refer to the PTU Issue Council for submitting bugs and feedback for optimal turn-around time. Please note that this is only for this phase of PTU testing and that the normal Issue Council is for the submission of bugs only. 2.0.0 PTU Known Issues are also available for reading, however here are a few important call-outs from that page. Returning to the Hangar from Crusader crashes the client. Firing at the pirate encounter at Comm Array 306 causes a client crash. The pirate encounter at Comm Array 849 causes a Code 0 disconnection. Contents: Hangar Additions Balance/Tweaks Fixes Arena Commander Additions Balance/Tweaks Fixes Social Module Additions Balance/Tweaks Fixes Hangar Module Additions: Gameplay After launching the game, users now load into the Main Menu rather then going directly to Hangar. You have the option from the menu to “Go to Hangar” and “Electronic Access”. 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. Crusader and Area 18, ArcCorp are still accessible through the elevator in the Hangar. Our first iteration on a Party grouping system is here! You can right-click on players in your contact list, invite them to party, leave party and see all members of your party through the Contact interface (default hotkey “F11” on keyboard). Ships The new Constellation model is now live for the Constellation Andromeda, in both the Hangar, Arena Commander and Crusader. User Interface The crouch hotkey now acts as both a “hold” by holding down the crouch button, or can be toggled on and off. Fixes: Ships Fixed an issue where the Retaliator would sometimes have graphical errors when viewed from outside the ship. Fixed an issue where characters would sink through the normal seat collision when sitting in the pilot and co-pilot seat in the Cutlass Blue and Red. Fixed an issue where characters would sometimes blackout after climbing into the pilot’s chair for the Vanduul Glaive, Scythe and Aegis Retaliator. Fixed an issue where the Retaliator maneuvering thrusters were not in the landing mode when in the Hangar. Environment Fixed an issue where the back wall of the Industrial Hangar would sometimes look damaged. Fixed an issue where the first-person camera would shake violently if it was tilted upward while a character was looking forward. Arena Commander Module: Additions: Gameplay EVA and zero-g animations are now available for all flight-ready ships, in both Arena Commander and Crusader. Landing zone icons now only appear on the HUD when the character is in radar range and landing mode is enabled. Detection range for Landing Zones is now set to 1500m. Our new IFCS flight module has gone live! Three flight modes are available. Precision, SCM and Cruise. You can switch between them via the “V” key on the keyboard, “A” on the gamepad and Button 6 on the joystick by default. Precision can only be accessed from SCM, while the ship is decelerating or stopped. Cruise can only be accessed from SCM, while the ship is accelerating or at top speed. SCM can always be accessed from either mode. This is the closest to our original flight mode, but with some changes in handling and performance for some ships. Cruise mode is not available in Arena Commander modes or Tutorial, as the high speeds make it very easy for ships to hit the simulation boundaries. Interior Physics Grids have been implemented for all flyable ships, in both Crusader and Arena Commander. The first iteration of playable EMP attacks and mechanics are now available for testing. It is now possible for ship components and HUD to be knocked offline by an EMP attack. “Disabled” modes have been added to all components. Components The Aegis Avenger Warlock EMP Module is now available for testing. By default it is tied to Weapon Group 2. Activating Weapon Group 2 will begin charging the weapon. There is a 10 second charge up with significant power use and 1.5s later it will fire, with an effective EMP range of 300m. Ships Characters that are inside of a ship belonging to another player will die when the ship-owner logs out of the game. This is not how the functionality will work long term, but it is to prevent players from becoming stuck in space or trapped in an abandoned ship. Multicrew functionality is now available on the Anvil Gladiator, Cutlass. Pilots are encouraged to look for gunners on Crusader to take it for a spin. The Constellation and Retaliator are now flyable in Arena Commander and Crusader. Both ships have a longer self-destruct timer than previous ships to allow crew adequate time to escape. All crew stations on both ships can be used, though some have limited functionality while the underlying systems they are intended to control are being iterated on. Only the Constellation Andromeda variant is combat-ready at this point. The new Avenger Titan, Stalker and Warlock variants are now Hangar and Flight-ready! These can be accessed on both Crusader and Arena Commander. The Avenger Warlock is equpped with the first iteration of its EMPweapon. Crew stations and screens for adjusting power and shields are now functional on Multicrew ships. Environment VFX work has been done on many ships, for both combat and destruction. Balance/Tweaks: Gameplay The following changes to ships flight-handling have been made for the SCM mode. The P-52 Merlin stop time is now 4.6s. Cutlass now has 4s acceleration, 5.5s vertical strafe, break time is 9.6s, top speed in SCM is 210. Aurora has a slightly higher jerkiness to its handling, to make it feel a little more like a cargo vessel. Both fuel capacity and recharge rate for boost has been rebalanced for all ships as part of the IFCS flight model. Components The Behring C-788 Combine Cannon is now a single-shot weapon. The Tarantula GT-870 has had its dps reduced. The Behring M3A Laser and M4A Laser heat cycle has been reduced. The Mantis GT-220 heat cycle has been lengthened. With the addition of EMP mechanics, distortion damage will be closely watched for potential tuning. Ships The health of the Cutlass has been rebalanced to equal roughly half of the mass of the ship. The M50 has received a slight decrease in speed, shields and hull health. User Interface Afterburner is now activated by holding down the “Right Shift” key on the Keyboard, the “B” key on the Gamepad, and “Button 7” on the Joystick by default. Boost is now activated by double tapping and then holding down the “Right Shift” key on the Keyboard, the “B” key on the Gamepad, and “Button 7” on the Joystick by default. Countermeasure cycling default hotkey is now “LeftCtrl+Z” on the Keyboard. Headlook has been moved to “Left-Alt” by holding down the key, or double-tap to toggle. Look Behind mode has been moved to “LeftCtrl+LeftAlt” on the Keyboard by default. Target nearest hostile is now on the “C” key on the Keyboard, Left DPad on the GamePad, and Left-Hat on the Joystick by default. Relative mouse mode has been moved to “LeftCtrl+X” key on the Keyboard by default. Landing mode toggle has been moved to “Left Tumbler+Right DPad” by default on the GamePad, and “Button 10” on the Joystick by default. “RightDPad” now cycles forward through hostiles by default on the GamePad. “Fire weapon group 3” and “Fire weapon group 4” are no longer bound by default on the GamePad and Joystick. Request Landing/Take Off is now bound to Button 4 on the Joystick by default, when in landing mode. “Decouple Mode” is now bound to Button 3 on the Joystick by default. Fixes: Gameplay Allied players should no longer appear as enemies on Vanduul Swarm Coop. When respawn penalties are active, the timer will now show up correctly. Components Fixed an issue where the 11-Series Broadsword was not subject to recoil. Ships Fixed an issue where the Vanduul Scythe was perpetually stuck in landing mode. Fixed an issue where players could not reattach the Cutlass engines if they were removed on the holotable. Fixed an issue where the Vanduul Scythe was perpetually stuck in landing mode. Fixed an issue where the “Use” button for the Cutlass turret would not appear or be inaccessible due to conflicting prompts. Fixed an issue where the HUB of the Hornet (all Variants) and Gladius would become detached from the player when accelerating, causing it to be left behind in space. Environment Fixed a clipping issue when a character would enter the rear turret of the Gladiator. The Hornet now has left and right roll animations for the pilot. User Interface Fixed an issue where the “lag pip” for aiming weapons would sometimes disappear or drop out when the aiming ship was moving at very high speed or high distance. Fixed an issue where joystick deadzone settings had disappeared from the control options. Fixed an issue where joystick saturation settings had disappeared from the control options. Technical Fixed an issue where going into EVA on landing in Arena Commander would crash the game client to desktop. Fixed an issue where players would get placed in a different map and rules from the ones listed in the Lobby. Social Module: Additions: Gameplay Crusader is now available for players to access! You can access the main transit hub for Crusader (Port Olisar) from the same main elevator inside of your Hangar that also leads to ArcCorp. After a short journey your character will awaken in one of the many cozy bedrooms on Port Olisar. Terminals on Port Olisar are available courtesy of Crusader Industries, to allow pilots to request flight-ready ships for delivery at one of Port Olisars convenient landing pads. The ships provided at the terminals will have a default loadout for the ship, and any changes made at the Hangar holotable will not be reflected. Ships requested via the terminal are locked to the person who summoned the ship, for approximately eight minutes, after which they are considered abandoned and can be piloted by anyone. Abandoned ships will eventually despawn. This is not how the functionality will work long term, and is temporary for the purposes of testing. There are many locations in the surrounding Crusader space to be discovered and explored, including Covelex Shipping Hub, Cry-Astro Service Station and others. However not all locations available for exploration are immediately shown in your Quantum Travel navigation points. Try repairing Comm Arrays or roaming the map via Quantum Travel to see what you may find! Port Olisar is a Armistice Zone. All weapons are disabled while in the zone, and pilots will need to leave the area to settle disputes or seek adventure. The first iteration on Quantum Travel is now available for testing in Crusader. It has been activated for all currently flyable ships except the P-52 Merlin, which is a fighter and is not intended to be capable of independent Quantum Travel. Quantum Travel can be enabled with the “B” key on the keyboard by default. The default keybindings are “Left Tumbler+Left DPad” on the Gamepad, and “Button 12” on the Joystick. Once enabled, you can rotate your ship until you have a local Navigation Point highlighted. The highlighted navigation point will have a large circle around it in the HUD. Once you have the Point of Interest highlighted, press the middle mouse button, to enter Quantum Travel to that destination. The default keybinding is “Y” on the Gamepad and “Button 4” on the Joystick. If an object exists in the path between the ship and the selected destination, the Nav point will warn that the target is “Obstructed”. You cannot eject or self-destruct while in Quantum Travel. This is intended. Fuel mechanics are also in place. When you activate Quantum Travel mode, the Nav points will indicate how much fuel it will take to reach that destination, as a % of your remaining fuel. Quantum Travel will let you transit even if you insufficient fuel to reach the destination, however it will only take you as far as your fuel allows. Keep that and the location of the nearest refuel point in mind when planning to Quantum Travel. Quantum Fuel available is listed in the bottom-right of the center HUD for most ships. Cry-Astro Service Station 042 provides repair, refuel and restock to ships in Crusader space. This includes reloading missiles, ballistic ammo and fuel for Quantum drives. Weapons, Ammo and MediPens for healing needs are also available to be found on some stations, including the Behring P4-AR. Pirates have been known to roam and harass honest citizens exploring Crusader space. Wise pilots should be on their guard. Approaching the atmosphere of a planet too closely will result in your ship receiving a warning, and if you continue flying toward it for too long, your ship will begin to rattle apart and be destroyed. This is not how the functionality will work long term, and is temporary for the purposes of testing. MobiGlas is now active, and can be accessed via “F9” hotkey. The only applications currently usable are the Scheduler and Journal, which allow you to read and view the status of Missions as you receive them during gameplay. This can be accessed all around the planetary zone, in EVA, and while in a space craft. Viewing the MobiGlas UI while on-ship dims both the ship UI and visor to allow the MobiGlas UI to be visible. The “Back” button for MobiGlas applications is located at the bottom-center of the screen. Our first set of missions are now available around Crusader for players to test! The first one is to repair the Comms Arrays in orbit around Crusader, which will allow other missions to be discovered. You can track missions via the MobiGlas Journal application, by clicking on the yellow hexagon icon next to the entry for that mission. Missions are generated and offered at-random, and some are much rarer then others. Balance/Tweaks: Gameplay The number of private channels a user can have or be a part of is now limited to 15. Greycat Buggies now only spawn in the under-construction Galleria area of ArcCorp. Character Crouch-walk animation for characters has received some quality of life improvements to allow it to flow better. Fixes: Environment Fixed an issue with the Dumper’s Depot marquee loading in slower then other objects. Fixed a collision issue that allowed players to trap other characters against the G~Loc bar counter. Fixed a number of collision issues in and around G~Loc. Fixed a number of art and texture conflicts around ArcCorp. Fixed an issue where the wall-mounted fans in the back of G~Loc were not properly aligned to the wall. Fixed an issue where a bright, flickering light was present outside of AstroArmada and casting strange shadows. Fixed an issue where a player could see through their characters body when looking down. User Interface Fixed an issue where the “Pending Private Chat” invitation would show an “Accept” and “Accept” button, rather than “Accept” and “Decline”. Technical Fixed several server side crashes. Fixed a number of issues with decals around ArcCorp. Fixed an issue where players with SLI enabled would crash to desktop when attempting to join ArcCorp.Back to top
  8. https://forums.robertsspaceindustries.com/discussion/292236/publishing-1-3-0-to-live/p1
  9. Star Citizen Patch V0.9.1.3 ++++++++++ ---------->>>>>>>>> Ben answers Cutlass Questions
  10. Arena Commander V0.9.1 Released Greetings Citizens, Arena Commander V13.1 is now live! You can now update your copy of Star Citizen through the launcher client. This update being numerous improvements to Arena Commander as well as the first implementation of customizable keybindings. The SLI/Crossfire fix represents our efforts to provide the best Arena Commander experience we can for all users. We still need feedback and the diligence of our community to assist us in perfecting the implementation but we believe this is a step forward in that effort. Customizable Keybindings is a feature our backers have wanted and now we can share the first step in our vision. Backers will be able to customize their controls to feel more comfortable dogfighting and racing. We will be implementing improvements in the future but with 13.1 we wanted to give our community the first taste of where control in Star Citizen is heading. Backers may now select what ships appear in their Hangars! You can do this through the RSI website under Account and then My Hangar. These are just some of the bigger ways we are improving Star Citizen but by no means the complete list. For list of fixes in V13.1 please read here Our team is constantly taking community feedback into account and we are all working hard to make YOUR game, the game we all want to play. Thank you Citizens for your continued support and dedication to the ‘Verse. //End Transmission Star Citizen Patch 13.1 3284.61710 FEATURES Added a controls customization screen that allows remapping of a subset of actions oriented towards ship navigation Support for keyboard+mouse, controller devices and Joystick / HOTAS Allows customization of discrete & continuous (axis) outputs Support for modifiers keys Added ability to choose which ships spawn in your hangar Added ability to lock on to enemy closest to reticle Added gamma, brightness, and contrast settings Added pilot breathing Added sound reverb to hangars Added basic sound to pause menu SLI/Crossfire Support Implemented BALANCE/TWEAKS Changed Vanduul Swarm spawn sound Added a drop shadow to the UI in New Horizon Speedway level M50 Hard points no longer attach size 2 weaponry Missiles attached by default Reduced power of maneuvering thrusters Reduced health of major ship components FIXES Private matches re-enabled Character no longer clips through Aurora Ladder Race mode no longer displays incorrect race position Can now cancel connection to multiplayer matches with the cancel button Arena Commander menu now fills the screen for all aspect ratios HUD now displays message before kicking idle player from match No longer possible to load into a match with a non-DFM ship Space brake no longer blocks throttle input Arena Commander menu no longer becomes blurry at max zoom-in while in the Aurora Trainer Race data while in the M50 no longer moves outside the screen The 17th checkpoint now shows in Defford Link Race no longer spawns you in the incorrect place Fixed issue with player sometimes failing to eject in 300i/350r Black/redout no longer persists after ejecting M50 chaff no longer fires in the wrong direction Wingmen in Vanduul Swarm no longer sometimes fail to respawn after elite waves Fixed issues with matches sometimes not reporting stats to leaderboards Various crash fixes Improvements to SLI/Crossfire issue The cursor no longer has conflicts when a joystick is plugged in The following Cvars have been re-whitelisted: r_FogShadows r_Gamma r_HDRBloomRatio r_HDRBrightLevel r_MotionBlur r_ssdo sys_spec_shadows r_getscreenshot The cursor no longer has conflicts when a joystick is plugged in KNOWN ISSUES 325a and 310p ships show some white exterior 325a and 315p may show an invisible pilot seat 315p engine pops in and out Super Hornet has offset components around rear landing gear Unable to exit back seat of super hornet Accounts can only have a maximum of 2 ammo boxes of each type, which causes the account to not have enough ammunition if a ship is trying to equip more than 2 of the same gun Unable to create custom profiles (currently changes are saved to the existing profiles, which are reset if you re-select the “default” profile) Individual keybindings cannot be set as blank. This means if a player sets a control on accident, it can’t be unbound without resetting the whole profile Unable to fully mix/match custom keybinds across multiple devices Swapping from one controller profile to another will reset any changes the player has made There is no visual feedback for what kinds of inputs are accepted for controls that only accept specific kinds of input Unable to change power-priority of 350R in power management screen M50 HUD does not display missiles Fuel can be consumed when no additional thrust is being generated There can sometimes be a brief pause when a player joins a match or respawns Idris’s that spawn in hangar are currently invisible and have no collision The M50’s portside wing has misplaced elements The starboard side of the M50’s spoiler has an inverted decal The Constellation Phoenix has collision issues in its rear engine room There can sometimes be a brief pause when a player joins a match or respawns Matchmaker may not account for Track Variant when searching for Murray Cup races via Spectrum Match //End Transmission Patch Direct Download Links: http://patch.robertsspaceindustries.com/Data/Data_466to490/Data_466to490.z01 http://patch.robertsspaceindustries.com/Data/Data_466to490/Data_466to490.z02 http://patch.robertsspaceindustries.com/Data/Data_466to490/Data_466to490.zip
  11. Well, I was all ready to go to sleep but figured I would prowl RSI one more time. Control Optimization is real. So got to patch before I nap - bleh. https://forums.robertsspaceindustries.com/discussion/181726/control-config-options-are-here#latest Now I will have to wait on this but plan on jumping into it first thing when I awake. Just a note, I have been leaving Voice Attack off on purpose. I want to train my motor memory on the setup before I start using the short cuts – your mileage may vary. - DRUM out EDIT: Take your time getting here - it just yanked me home for yet a third patch - DRUM EDIT-2: AND... And... and... It's gone. Someone jumped the gun or pressed the cancel button. Back in 6 hours after my nap to see if they got a handle on this yet. - DRUM
  12. Arena Commander Patch - Star Citizen 13.01 Greetings Citizens, The Star Citizen team has been following the Arena Commander V0.9 rollout! Today, we are issuing an additional Arena Commander patch to address some of the issues backers are having with Arena Commander V0.9. Patch 13.0.1 includes fixes for some connectivity issues and repairs the missing checkpoint from one of the racing mode tracks. The patch will apply automatically the next time you connect to the Star Citizen launcher. In order to address ongoing connection issues, we are temporarily taking private servers offline. The engineering team is addressing what they believe to be a server-side issue that is causing the matchmaking issues some backers are experiencing. (In short, the server isn’t correctly reassigning private match resources to public games after sessions finish; so each server gradually becomes unusable for public matches and no one is able to connect.) Once a solution is found, we will bring private game modes back online. Note that friend codes will continue to work in public matches while the private servers are offline. We are also aware of issues with some control types, especially the gamepad. Another fix is in the works to address this, and our QA teams have just begun testing on the customizable keybinding system that will be included with Patch 13.1. This release, which we consider a strong priority, should improve the control experience! Finally, we are also working on a hotfix to improve the “No Match Found” issue that some backers have been encountering. This bug relates to the server-side queuing system: the game is trying to put players into matches that have already started, which the game rules for Versus and Racing modes do not allow. As a result, players are made to wait and then ultimately told a match isn’t available instead of being given a new one. Engineering believes they have a bead on this one and that the hotfix will be ready shortly. The development team is standing by to address issues with the build that backers experience. This process would not be possible without the exhaustive feedback we receive from the community; whether you’re reporting bugs on the forums or streaming your Arena Commander experience on Twitch, you are helping us build a better game! //End Transmission Star Citizen Patch 13.0.1 BUG FIXES The 17th checkpoint ring now displays correctly in the Murray Cup – Defford Link level.
  13. Arena Commander Patch Update Greeting Citizens, Last week, we posted about our process for solving the lag and rubber banding issues currently impacting Arena Commander’s multiplayer mode. As you know, we increased the player base by eight fold when we released patch 12.4. Doing so exposed variety of emergent issues within the game client, game servers, and backend infrastructure that only became apparent under the increased player load. We’ve made a lot of progress in addressing these issues and have seen great improvement on all three fronts, but the patch is not ready for release today. This is the kind of testing is exactly the reason why we chose to pursue the open development model. The discovery of these kinds of issues this early in the process are going to greatly improve the player experience in the long run and increase our efficiency by getting it right from the beginning. Patch 12.5 is responsible for adding the jukebox, pictured here, to the Hangars’ of current subscribers so they can liven up their hangars with their favorite music. Your jukeboxes have been attributed to your accounts, but will not appear in your Hangars until the patch goes live. Additionally, on this week’s Around the Verse, we talked about a mysterious new Vanduul threat destroying UEE ships. This threat will be added with 12.5, at which point Citizens are encouraged to go hunting for it! While there will not be a patch today, we would like to share what we’ve been working on so far and how we’ve been approaching the problem. The QA Team has been hard at work investigating the lag that is being experienced on the public servers. We know that this has been a huge frustration, and QA has thrown its full weight against isolating and reproducing this problem so that engineers can solve these issues. In Arena Commander multiplayer your client is receiving updates from remote clients via the server and, in the case of movement, your local client’s IFCS is actually simulating the physics of each remote client that you see based on these updates. Your client is then reporting back to the server all the positional and orientation data for each of the remote clients that you are simulating. The server is authoritatively checking this against its own calculations and those being reported by the remote clients themselves. If there is divergence in the reported numbers the server will provide your client with how far its remote client simulations are off and inject that into the IFCS physics calculations to nudge the remote clients you see back to their proper positions as they fly. If the divergence becomes too large for IFCS to gently nudge the remote clients then they are warped to their proper position and the simulation commences again. As we have been investigating this issue it has all revolved around discovering what is causing the simulations of remote clients to sometimes for some people become so divergent from the server and the remote clients themselves that the server is forcing a warp. We first investigated potential issues with the game servers by performing some optimizations to load balancing and by reducing the number of servers on a physical machine from 8 to 2, which dramatically decreased network traffic from each machine and reduced CPU pegging but did not reduce the lag players were seeing. It did however result in increased stability and minimizes server CPU frame spikes which will generally improve performance for players across the board. We then approached the situation from the client side, creating a controlled environment in which no one shot any weapons or used any boost, and then began increasing the number of players over time. Noticing that this yielded no lag, we then started to introduce more variables into the match. Shooting weapons without hitting any players caused no issue, but once ships began to fire on each other, lag began to crop up with players skipping around. We were able to reproduce that lag, but we needed a more specific cause, so we attempted to narrow it down. Speaking with the engineering team, they speculated that the power drain caused by firing weapons and absorbing shield impacts could in turn be reducing the available power to thrusters. It was possible that due to lag or CPU spikes the amount of power available for thrusters wasn’t being properly propagated from the remote client to the server to your machine for your physics simulation to account for. This would cause synchronization of thrusters across players to have been off, causing positional jumping when performing erratic maneuvers. Engineering then armed QA with a version of the game that allowed us to have greater control over the thrusters so that we could pinpoint the problem. Once we disabled all energy fluctuations to the thrusters and enabled maximum power to each, we were still able to get the problem to occur, although less frequently. This testing exposed an issue in the way that the shields consume power in giant spikes and resulted in some balance improvements and code hardening.. Our networking team investigated packet size and bandwidth issues. Their efforts also seemed to have improved the player experience and drastically reduced packet size and thusly network traffic however it did not entirely resolve the issue. Concurrently, we introduced some additional changes to the way that servers are logging and storing information. We first discovered that certain non-critical errors were spamming the server logging and causing performance drops which can lead simulation discrepancies. We’ve adjusted setting to the logging system to eliminate spam and we are going to be moving the logging function off the main thread entirely as well so that its impact is lessened. Again, this has seemed to have improved the issues but not eliminate them entirely. It has had the knock on effect of improving server stability and performance. We are generating a build tonight that introduces changes to the way that we synchronize physics calculations. These changes to help better keep all clients and the server in better synch on physics time steps should greatly reduce the incidence of divergence between client, server, and remote client physics simulations and give us better tools to catch and correct for it without warping. Now, as I am writing this we have just uncovered a new potential issue that could contribute to the incidence of poor multiplayer synchronization having to do with improperly handled client disconnections. We’ll have to investigate this over the weekend. The great news is that even when we’ve pursued an avenue that hasn’t directly fixed the rubberbanding, we’ve still ended up improving the game. The work that’s going into 12.5 isn’t just going to fix this specific issue, it’s going to enhance the Arena Commander experience all around. We’ve also worked directly to on some other fixes for 12.5 that should bring more stability to the multiplayer experience and correct issues backers have been seeing. As follows: Joining a Game: Currently when joining a server, a large spike of data is transmitted, which can cause lag and some teleporting. Our network engineers have been working on ways to compress this data which will reduce the size of these connection packets by 40%. You can see the current bandwidth usage in the included data graph. Attempts to join full servers: Servers currently have a bit of a delay marking that a max player count has been hit. This means that a server can be almost full, and any number of players can try and join, with only one of them getting in, and the rest getting kicked back to hangar. With players leaving, making the server almost full again, this issue can consistently occur throughout the match, and coupled with the high bandwidth of a player connection cause some serious lag. Our server engineers are working on a fix for this right now. Kicked back to hangar: Our as of yet implemented VOIP system was connecting to all players, but not disconnecting when a player dropped unexpectedly, causing the majority of kick back to hangar issues on public. A fix for this has been created. Thank you for engaging in the development and testing process with us, your efforts exposing and cataloging these types of issues has been immensely helpful and we wouldn’t be able to find them all without your participation! We fixing these multiplayer issues as quickly as possible and look forward to further expanding the testing of Arena Commander to all Citizens as soon as we can. As you can see there has been an awful lot of work going into improving the multiplayer across the board from the client to the server to the backend infrastructure and we feel that the 12.5 patch will greatly improve the player experience once it is ready. We’ll let you know how we’re doing next week, and will issue patch 12.5 as soon as we’re confident that it offers a broad improvement to the Arena Commander Multiplayer experience. //End Transmission
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