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    • By LowZone
      3.2 PTU is now open to concierge and subscribers:
       
    • By Fintz
      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
    • By Gallitin
      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
       
    • By Fintz
      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.
    • By FoxChard
      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.
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