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  1. And it's beautiful https://imgur.com/gallery/hiD2dNh Although sorry, there is no internal geometry.. so it's just a husk full two hours of us exploring this husk of an idris If you're new to Star Citizen and looking for a referral code try this one https://enlistcitizen.com/star-citizen-referral-code/
  2. A 7:36 minutes jump from Port Olisar to Hurston, a fly over the city that ends in pilot error... lol.
  3. If you haven't seen it yet, (I believe) this is the first FPS mission that has been put into the game. I recorded it as CIG wanted feedback on the mission, the AI, and Kareah, but I thought I'd share it here in case you haven't seen it yet. AI behavior leaves a lot to be desired, but it's a step in the right direction.
  4. Didn't see a topic on the subject so just thought I'd throw it out there -- 3.3's coming with a really awesome new feature called Object Container Streaming. In a nutshell, this is the godsend that those of us with limited stocks of RAM have been asking for. Basically, it helps out a lot with one of the biggest issues plaguing SC in terms of performance, and that is the presence of too many objects. This issue is (one) of the reasons that a lot of people (me) experience a lot better framerate in Arena Commander than in the PU... the client in <3.2 needs to load pretty much all objects in the immediate container simultaneously. A container could be as large as a solar system for reference (it is the object that holds all other objects, such as ships, stations, planets, ships on planets, people in stations, etc. inside of it, that the client needs to track... you can see why it's a drain on RAM) OCS migitates this issue by offloading objects on the client's RAM to the server, as much as possible. So, if you jump from one planet to another, all objects tracked in the previous planet would then be offloaded from your computer back onto the server, while the server then will send you the new entities present at the next planet... RAM doesn't have to track both objects simultaneously. Something else noted in the OCS RTV -- something called distance offloading -- an object will offload (roughly) at x distance times y size. Meaning, objects will be offloaded in a similar fashion described above if they are beyond your perceptual radius. For instance, if travelling away from a planet in SCM, with a small ship (i.e. an Aurora) and a large ship (i.e. Constellation) right at your departure point, the Aurora will be offloaded first (as it vanishes beyond the radius of your view), the Constellation second, and then the planet eventually (though it would take a ridiculously long time) TL;DR it is a huge performance upgrade that should really help out with the game's voracious RAM appetite 😊 (edit: What to expect from OCS/ABS in 3.3 (FAQ/Guide) here's a nice and pretty forums thread about it by RSI @UrsaPolaris)
  5. I realize that likely nobody knows the exact time it's going live, but I was wondering when everyone thinks we can expect 3.3 to hit the servers? I was under the impression it was supposed to be available yesterday.
  6. 3.2 PTU is now open to concierge and subscribers:
  7. 3.1 testing expanded for Concierge and Subscribers https://robertsspaceindustries.com/spectrum/community/SC/forum/1/thread/expanding-star-citizen-alpha-3-1-ptu-testing/1016764
  8. Great watch and explains/answers a lot of questions. Is Star Citizen 3.0 Server Capped - "Why I get playable frames... and others don't" - #nobullshit
  9. 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.
  10. I'd heard Ruto had made it into the PTU in a limited form at least. He should be fully implemented soon I think (perhaps they're waiting to put him and Miles Eckhart in with the full public release) And today, accidentally, I found him. He's apparently a 2D hologram hidden away in a closet, surrounded by defaced images of Imperator Costigan. You have to activate a console to get him to appear. There was also a short text message the first time I activated him, but that doesn't appear anymore. The closet is in what looks like an old electronics store or arcade, there are handheld tablets (with SLVRS-T scratched into the screens) and a couple of arcade cabinets for a game called Moon Assault Nexus (the non-interactable, but functional one plays 8-bit/16-bit/bitpop segments of music from the ATV credits and Hyper Vanguard Force). I wonder what his deal is going to be? Miles Eckhart is a neutral/unsavory/untrustworthy sort in unaligned Levski, but Ruto looks like a UEE Official of some sort. Its weird that he'd be squirreled away on GrimHex like this. He even looks similar to Costigan if you squint hard enough. Any ideas? Anyone heard anything? Edit: To find him, the easiest way is to enter the bar in the habitation sector. The bar is on the lower level in between the two elevators. There is a passage out the back of the bar that leads to the little shop where Ruto is.
  11. Greetings Everyone Some of you may remember me when i first joined this organisation a few years ago, but I have been busy with my 3rd year University studies, and so I went into hibernation for a long time. My schedule has been freed up somewhat, albeit 1-2 days a week. So I've decided to re-purchase and build my own rig, reconnect with my fellow forum colleagues. Of course, it will be a while, an estimate of 2 or 3 months depending on my ability to put together a PC while focusing on my rigorous studies. I hope the community understands and the overall staff of this organisation. Hope to be of service to the Imperium organisation soon! Thank You
  12. Star Citizen Patch 2.6.2 - Full Notes Current: Star Citizen Patch 2.6.2a Welcome to Alpha PTU 2.6.2a! This patch is primarily dedicated to bug fixes, with continued focus on Star Marine and Arena Commander. We also have the implementation of Mega Map for Multiplayer Arena Commander and Star Marine along with the all-new Drake Buccaneer! 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 show “2.6.2-518671” 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 2.6.2 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 Issues: No new issues! Contents: Updates and Fixes Star Systems Game Systems Ships First Person Technical Updates and Fixes Star Systems: Hangars are no longer missing their Port Modification nodes. Fixed a number of issues where audio would go missing within the Hangars. Game Systems: Star Marine Fixed an issue where using a MediPen while sprinting would cause the player to lose their weapon. Spawn points have been adjusted in OP Station Demien. Fixed erroneous collision found on OP Station Demien. Social Module Fixed an issue where players in a party could receive invites from another party. Ships: Herald Fixed an issue where the throttle base moved when accelerating or decelerating in the Herald. Fixed an issue where the player’s hands did not properly align with the controls in the Herald. Caterpillar Fixed an issue where collision in within the ship would push players out of the ship. Hornet Series Fixed an issue with the Hornet Ghost where the pilot’s seat was too far back. Vanduul Scythe/Glaive Fixed an issue where flares fired forwards from the Glaive. Fixed an issue preventing the camera from panning properly around the Scythe. Technical: Made some tweaks to improve music transitions throughout the game. Fixed a number of client crashes. Fixed a number of server crashes.
  13. In the wee hours of the morning, myself and @Norem decided we'd have a bit of fun pushing the limits of the PTU 2.6.0k. After hours of trying to fit a Merlin into a Caterpillar with varying degrees of explosive failure, Norem decided to grab a Starfarer and attempt to carry the intrepid little Merlin to places never traversed by its kind and do battle with villainous pirates, for science! Credit to @Norem for staying patient and willing to go along with this crazy little venture.
  14. Psychopath

    Saber in PTU

    as you all know SC PTU 2.1.0 is out, well guess what i found in my ptu hanger. a cheeky saber.
  15. https://ptu.cloudimperiumgames.com/comm-link//15320-Star-Citizen-Alpha-240 https://ptu.cloudimperiumgames.com/comm-link//15334-Star-Citizen-Alpha-240g THE NDA IS NO LONGER IN EFFECT FOR THIS BUILD. LIVESTREAMING AND SHARING OF SCREENSHOTS ARE NOW ALLOWED. Testing Goals: Persistence is now in the game!! We'll now save your character between game sessions with data on Alpha UEC, Item Purchases, Hangar Configurations, Ship Loadouts, Character Loadouts, Crusader Reputation, and Ship Ammo and Missiles (Crusader only). New outlaw and bounty hunter missions! New control schemes! Try out Alpha UEC and Shopping! Port Modifications. This is still under development. Reliant Base is hangar ready... and the Starfarer Gemini is flight ready! Much, much more... we encourage everyone to jump into Discord for more information. Star Citizen Patch v2.4.0 Star Citizen Alpha 2.4.0g Below some pictures from this and earlier patches Updated keyboard shortcuts:
  16. Alpha Patch 2.4.0t has been released to the PTU, and is now available for players to test! As of 2.4.0t, access to the PTU is no longer restricted. Your launcher should show “2.4.0-362929” 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 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. Contents: Star Systems Ships First Person User Interface Technical Star Systems: Fixed an issue where weapons and missiles were not being restocked on ships properly at CryAstro Station. Fixed an issue where spawned ships in Port Olisar would first appear floating 50 meters above their designated landing pad. Fixed an issue where textures were disappearing from certain angles in Selfland Hangar and ArcCorp. Ships: Fixed some reflection and flickering issues with the Starfarer cockpit glass. First Person: Fixed an issue with the inspecting weapons animation looking awkward in Live Fire and Cubby Blast. Fixed an issue where inspecting rifle weapons would cause the rifle to clip into the players helmet. User Interface: Fixed an issue where the UI notification alerting users which landing pad to find their ship was missing. Technical: Fixed a server crash. Fixed a client crash during Vanduul Swarm. Fixed an error code 7 disconnection.
  17. So, this happened to me today :-P https://www.twitch.tv/weehamster/v/57794032
  18. 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. Components 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 PTUand 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. Game Systems: 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.
  19. Supposed fix for HUD interaction while in game mode, possible fix for sound bugs, and a few other directed fixes. Nothing too major, but progress is progress. Devs are asking in Discord for testers to log in to AC co-op Vanduul Swarm on Broken Moon
  20. 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
  21. Is there any online tutorial, from a normal person, explaining what to do?
  22. Update for everyone posted in discord a few moments ago. Thought we’d give a little update on our progress with 2.0 on PTU. We’re focusing on two major issues that we want to resolve before we release the next PTU build: • Poor client-side FPS. • Game servers bottlenecking when too many ships spawn at comms arrays. We've got a build right now that will go into testing, and we'll know from QA's internal testing whether or not it's good to go to PTU late in the day USA time. To be ready to publish 2.0 to Live, we want to nail down all of the below (please note this is a partial list of what we’ll fix): • The previously mentioned framerate and game server bottleneck issues. • Multiple GIM disconnects plus assorted dedicated game server and client crashes. • Party system improvements. • Error message overlay does not go away. • Client flickering when SLI is enabled. • Chat UI is too small. • Destroying small ships with a physics grid will sometimes get the character stuck in an unplayable state on respawning. • Damage states in multiplayer games are not consistently working. • Players in the seat or turret of a multicrew ship when it is destroyed can get stuck in their bedrooms on respawning. • Various fixes for spawn points, including wrong locations and being stuck after dying in multicrew turret. • Implementing EMP distortion damage (currently has no discernable effect). • When transitioning from zero g to gravity zones from above, the player character will fall – sometimes taking damage, or suffering lost functionality. • Players can’t use automated landing in Andromeda. • Main thrusters missing on 350R. • Main menu fixes, particularly infinite load screen for Arena Commander. • Top speeds fluctuating in IFCS/SCM modes. • Repairing ships do not reset the ship’s mass. This 2.0 PTU test has been an absolute success because of your involvement and assistance in finding these issues. I’ll shamelessly “borrow” Producer Jason Hutchins’ words and offer a reminder that our PTU tests are for finding all of the blocking issues before it goes Live for everyone else. Each build brings us closer to a full 2.0 release, and that just would not be possible without you. Thanks everyone and have a great day! Will(edited)
  23. 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. ?
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