Jump to content

PTU Patch 3.0 notes


Fintz

Recommended Posts

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.
Link to comment
Share on other sites

New patch notes.

 

Star Citizen Alpha 3.0.0ad PTU.675526 Patch Notes

Pinned

Discussion

Today at 03:13 pm

Star Citizen Patch 3.0.0ad

Full patch notes can be found here: https://ptu.cloudimperiumgames.com/spectrum/community/SC/forum/1/thread/star-citizen-patch-3-0-0-ptu-2

Alpha Patch 3.0.0ad has been released to the PTU, and is now available to test! Patch should now show: PTU-675526

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. 

Important:

Focus: (UPDATED) 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 related).

(UPDATED) 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, 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.

 

Show Location: We have added a command that allows you to find your location in coordinates (useful for bug reporting purposes). Enter "/showlocation" in the chat box (make sure you are in a all chat) to get coordinates.

 

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: 

Items and ships placed in hangars are not persisting between sessions.

Items are missing from shops and cargo from kiosks.

Equipping a weapon already equipped in another slot on the PMA results in a client crash.

Focus Feature Updates

 

UI

When in interaction mode, mousewheel zoom now scales step size based on scroll wheel velocity.

Switched interaction prompt to "grab" for cargo boxes and "chat" for mission givers.

Ships and Vehicles

Aurora series: Updated external geometry to include store-all system for cargo and adjusted SCU carrying capability.

Mustang series: Lighting update and polish.

Bug Fixes

Moved dashboard interaction for "open ladder" on the Avenger series to make it easier to interact with.

The Dragonfly, when hovering in landing mode, should now be able to properly make left turns.

The automated defense turrets at the comm arrays should now function properly (be careful wanted criminals, level four or higher).

The 300 series should now properly have a "Flight Ready" interaction prompt.

Realigned wing hardpoints to fix weapons clipping into the mounts.

Fixed an area inside the 300 series that had no internal atmosphere.

The Hornet should no longer be able to carry cargo if the module is not attached.

You should no longer lose ambient audio when in the driver's seat of the Greycat.

Players should no longer be able to walk around while trying on clothing.

Players should no longer be able to fall through elevator physics grid at Levski.

Fixed an issue where derelict missions wouldn't work after abandoned by a player.

Fixed an issue where the ship being escorted wouldn't quantum travel away at the end of the mission.

Technical

Various crash fixes.

Minor performance tweaks.

Non-Focus Feature Updates

 

N/A

 

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.

Link to comment
Share on other sites

49 minutes ago, Tom Villder said:

I get ~10 fps on olisar and a consistent 10-15 fps on planets

Haven't reached levski yet due to crashes

I'm lucky to get a frame every 3 seconds, at Olisar when I'm not looking at the ship monitor. Then again, my machine isn't up to ideal specs for this.

I can't get to Levski at all, because I'm out of aUEC claiming ships that were stuck out in space when the game crashed.

Link to comment
Share on other sites

1 hour ago, J. Coren said:

I'm lucky to get a frame every 3 seconds, at Olisar when I'm not looking at the ship monitor. Then again, my machine isn't up to ideal specs for this.

I can't get to Levski at all, because I'm out of aUEC claiming ships that were stuck out in space when the game crashed.

you can claim them, they gave us 1M aUEC or something like that,

But yeah id say 50% of the FPS issues are server side ranging from 15-60 depending on player counts, brand new opened server you will see 60 FPS then drop quickly to 30 when people start to join in but usually stabilizes at 25-30 after that, then your on to ether your hardware is not up to spec, you have a bad hop to the servers or the server is overloaded/bugging out, Running a 1080 right now and it comes times when you feel the server crawling, but then people crash or ships despawn and your back to 25-30 FPS

Link to comment
Share on other sites

I mostly get between 15 and 60 fps. It annoys me a little that the controls were changed again and that I wasn't able to find any reference. Took me 20 minutes to figure out how to get out of my seat.^^

Quantum travel doesn't work for me in 10+ sessions, which limits my movement-possibilities severly. Pressing B in the pilot seat does nothing. :(

Link to comment
Share on other sites

Star Citizen Patch 3.0.0ae PTU.677001

Major Known Issues:

  • Clicking on Multiplayer in Arena Commander causes the client to crash. Game modes are currently disabled due to this bug.
  • First implementation of persistence bed spawning will have numerous bugs and issues.
  • Items and ships placed in hangars are not persisting between sessions.

Universe

  • Quantum travel VFX minor polish.
  • Adjusted LODs and lighting at outposts.
  • Various lighting and functionality polish for comm arrays.
  • Various interaction cursor updates.
  • Texture and collision polish to derelict Caterpillar.
  • Ship bed persistence spawning is now on. Note from the designer: This should allow players to log off (disconnect) from a PU server via a ship bed. This is done by using player interaction mode to get into bed and then triggering the “log out” interaction via the inner thought. This persists the location of the player in their current ship and the ship’s position. On re-connection, if the player was the ship’s legal owner, they will be put back in the bed and the ship will be respawned at the point the player logged off at. If the ship the player was in got destroyed after the player logged out (i.e. you were in a friend’s ship when you logged out so it wasn’t instantly removed), you should respawn back at the last station you were at.
  • Added automated defense turrets around Port Olisar and security post Kareah.
  • To improve performance we have removed 50% of NPC’s from stations.
  • Automated landing can now trigger from slightly further away from the assigned bad.

Missions

  • Increased the time to report to the start of a patrol mission.
  • Moved corpses into better locations, adjusted the derelicts to allow better flow & added pirates to the derelicts.

Ships and Vehicles

  • Gladius: Updated top displays to 4:3 aspect, converted displays to full MFDs, and updated ship headlights.

Bug Fixes

  • The TroMag EMP on the Sabre Raven should now have proper bubble VFX.
  • Fix for dying/crashing while carrying a box leaving you with it permanently attached to your hand even after log off/log on.
  • All ships should now be locked to non-owner players by default when spawned at the ASOP terminal.
  • Updated Star Kitten Dragonfly to have correct seat texture.
  • Shops and commodities should again be available throughout the verse.
  • Fixed animation on mining machines.
  • Fixed various collision and visual issues at derelicts.
  • Kudre Ore outpost should now be properly labeled and marked.
  • Ships spawning into Arena Commander modes should no longer have landing gear down or have landing mode thrust levels.
  • Corrected mis-aligned VFX thruster positioning on the Retaliator.
  • The game should no longer crash when equipping a weapon that is already equipped in another slot.
  • Fixed odd camera display when requesting a ship from Levski ASOP terminals.
  • Fixed yaw/roll joystick animations being incorrect on various ships.
  • The two struts opposite the main cargo area of the Starfarer should now have collision.
  • Fixed an issue where the player would not have any stance active while ducking, allowing them to survive without oxygen indefinitely.
  • Several fixes to prevent missions breaking due to loss or destruction of mission critical items.
  • Fixed LOD popping issue with Constellation turrets.
  • Fixed HUD position being too low on the ARGOs.
  • Raised the thruster overheat cap and lowered the heat, power and atmosphere heat factors to prevent engines overheating and cutting off with afterburner (more balance on this will come later).
  • Players should no longer be able to set the Starfarer or the Caterpillar as delivery destinations at GrimHex on the kiosk, where they can’t be spawned.
  • The controls in the Khartu-Al should now properly reflect roll.
  • Fixed some issues with Eckhart interactions.
  • Various fixes for camera view from seats and beds.
  • Reduced the number of M50s spawned in various enemy waves.

Technical

  • Several crash fixes.
  • Various performance tweaks.

 

Non-Focus Feature Updates

UI

  • Added ship view to the Arena Commander loadout manager.

Cargo

  • Added running sound for kiosks.
  • Carry-able commodity crates dropped from a destroyed vehicle will now appear in persistent data when placed inside of another vehicle.

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.
Link to comment
Share on other sites

Quote

 

Star Citizen Patch 3.0.0af

Major Known Issues: .

  • Ships currently only have one functioning MFD.
  • There are frequent and pervasive CPU spikes associated with ships using a physics grid.
  • First implementation of persistence bed spawning will have numerous bugs and issues.
  • Items and ships placed in hangars are not persisting between sessions.
  • Both Constellations and the Cutlass currently can't be made flight ready.

Focus Feature Updates

Universe

  • Removed trash from in front of Levski market and swapped out Dumper's clerk for one with stable hair.

UI

  • Updated cursors for interactions on various ships
  • Added audio for inner thought prompts.

Ships and Vehicles

  • Pressing "F6" now completely powers down your ship.
  • Balance pass on item 2.0 components, notably shields.

Bug Fixes

  • Fixed permanently open doors at Garrity Defense.
  • Fixed atmosphere issues in the command module of the Caterpillar.
  • The automated turrets should now properly function.
  • Entering the pilot seat of the Mustang Gamma/Omega should no longer teleport the player underneath the ship.
  • Fixed an atmosphere gap in the Cutlass where the cargo hold met the cockpit area.
  • Fixed an issue in the Starfarer where when a second player sits in a seat all MFDs turn off until power is cycled.
  • Quantum travel entry sounds should now play for the Gladius.
  • Updated texture streaming to fix some issues with moon surfaces.
  • Refactored how impact damage is calculated to fix high damage for low speed player impacts.
  • Set escort missions to spawn Constellation Aquilas and changed navpoint markers.
  • Fixed objective update spam and re-ordered missing crew list to be more logical.
  • Fixed missing audio from journals during the PI wanted mission.

Technical

  • Minor crash fixes.
  • Fixed the Arena Commander multiplayer mode entry crash.

Non-Focus Feature Updates

Cargo

  • Carryable commodity crates dropped from a destroyed vehicle will now appear in persistent data when placed inside of another vehicle.

Bug Fixes

  • Exiting the pilot seat of the 85x while landed should no longer trap the player inside the ship geometry.
  • Players should now be properly receiving score for damage in Arena Commander swarm modes.
  • Fixed various VFX and trigger issues with exploding objects in Star Marine.

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.
  • Vehicle customizer app on wrong MobiGlas button and not yet functioning.
  • Repaired wings don't always restore weapons.

 

Most important line: "There are frequent and pervasive CPU spikes associated with ships using a physics grid." 

Stick to spawning fighters only, boys and girls!

 

Link to comment
Share on other sites

 

Star Citizen Patch 3.0.0ai PTU.681830

 

Major Known Issues:

  • Some ships may be spawning without items or without the ability to “flight ready”. W/A: If this happens please file an insurance claim to replace the ship.
  • First implementation of persistence bed spawning will have numerous bugs and issues.
  • Items and ships placed in hangars are not persisting between sessions.

 


     

Focus Feature Updates

Universe

  • Updated quantum travel effects for the Khartu-Al.
  • Added some additional set content around space derelicts.
  • Added admin office counter plus an admin NPC to GrimHex and Port Olisar. Note: This NPC will be part of many port based delivery missions and is intractable.
  • Updating airlock cycle lighting to show distinct stages.

 

 

Ships and Vehicles

  • Retuned Nox and Dragonfly angular values to fix various gravlev issues.
  • Changed all screens designated as “support screens” to MFDs.
  • Constellation series: Adjusted auxiliary lighting in the cargo bay of Constellations to make it easier for players to see.
  • Aurora series: Polish for exit bed animations, interior lighting adjustments, and added new glass shader to the MFD panels.
  • Retaliator: Updated bed enter/exit animations and pod doors.

 

Bug Fixes

  • Adjusted the Starfarer Captain MFD position.
  • Medical supplies should no longer manifest as agricultural supplies.
  • Players should no longer return T-posed when logging out in the bed of the Prospector.
  • Adjusted the auto-landing on the Cutlass so it situates properly on the pad.
  • Entering the ship via EVA should no longer pass the player through the geometry for Mustang Gamma and Omega.
  • Players should no longer be able to exit the Buccaneer while its in motion.
  • The Mustangs Gamma and Omega should now have their proper paint schemes.
  • The Cutlass should now have two beds and players should no longer return to them T-posed.
  • Players should no longer return T-posed when logging out in the Mustang Beta’s bed.
  • Elevators at Levski should no longer close on the player and trap them.
  • Players should no longer be able to remove items from the shop by trying them on and walking away.
  • Various fixes for floating and clipping assets at Levski.
  • Players should no longer be able to get stuck in a “falling” state.
  • The top of the MobiGlas should no longer be cut off while in EVA.
  • Avenger engine trails should no longer clip through the ship when maneuvering at speed.
  • Fixed various objective and placement issues related to black box recovery missions.
  • Improved interaction highlights and interaction prompt usability on the Starfarer’s docking airlock.
  • Fixed an issue where only one MFD would work at any given time.
  • Fixed side-door collision issue on Caterpillar.
  • Adjusted missing or broken VFX for quantum travel on several ships.
  • Players should now be able to enter the command module doorway on the derelict Caterpillar.
  • Fixed an issue where the objective marker for recovery stolen goods was in the wrong location.
  • Fixed an issue where ATC did not see Starfarers on pads, causing players to be able to spawn another on top.
  • Players should no longer return T-posed when logging out of the bed of the 300 series.
  • Fixed various lighting issues in Levski.
  • Fixed various VFX issues associated with the destruction of Avengers.
  • Removed unsealed helmets and updated pricing for helmets at shops.
  • Added new shop mannequins for undersuits only.
  • Reversing joystick animations on the Constellation series so they animate properly.
  • Fixed issues with lighting (appearing black) for the Turret and exterior doors of the Warden and Hoplite.
  • Automated Turrets should now properly function in multiplayer.
  • Reworked Ruto’s waste disposal mission so it doesn’t spawn multiple instances and lock players out of accessing Ruto.

 

Technical

  • Various crash fixes.
  • Minor performance tweak.

 

Non-Focus Feature Updates

Non-Focus Feature Updates

N/A

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.
  • Vehicle customizer app on wrong MobiGlas button and not yet functioning.
  • Repaired wings don’t always restore weapons.
Link to comment
Share on other sites

Patch 3.0.0aj PTU.684185

 

Major Known Issues:

  • Control changes are incomplete and may have bugs and issues. Known: Alt modifier activates free look as well. Suicide does not function.
  • Some ships may be spawning without items or without the ability to “flight ready”. W/A: If this happens please file an insurance claim to replace the ship.
  • First implementation of persistence bed spawning will have numerous bugs and issues.
  • Items and ships placed in hangars are not persisting between sessions.

 

Focus Feature Updates

General

  • Changed/Updated default controls. This includes advanced and basic control schemes for all peripherals. Check keybindings under advanced controls. Menu art has not been updated yet. You can find updated control layouts here: https://goo.gl/8qWpjT.

  •  

Universe

  • Updated music around major stations.
  • Changed all security Avengers for Gladius security variants.
  • Added additional hab units to Port Olisar.

  •  

Missions

  • Added asteroid fields as possible locations for steal and recovery missions.

 

Ships and Vehicles

  • Vehicle Manager App (VMA) has been updated. Note: This is still accessed incorrectly through the comms symbol on the mG.
  • Updated shield health values, four-face charge times, one-face charge times, down delay times, and reallocation values. Face hardening should now work and have a noticeable effect.
  • Tweaks to lower the strength and effect of turbulence on all ships.
  • Revised hydrogen fuel consumption for all ships: Larger tanks, smaller cost for linear and angular motions, and ship intakes now pull in 20% of allotted fuel when idle.
  • Freelancer: Changed support screens to MFDs.
  • Retaliator: Changed support screens to MFDs.

 

Bug Fixes

  • Missions with delivery objectives on Daymar should now work properly.
  • Accepting the intro waste disposal mission from Ruto should no longer lock out other players from Ruto missions.
  • Bed logout prompt should now function in the Avenger series.
  • Fixed an issue where Ruto mission markers were sometimes appearing far from their attached location.
  • The Starfarer copilot MFD should work with all features.
  • Fixed an issue where Eckhart would no longer invite the player for further missions after completing the first.
  • Updated glow on GrimHex signs to make the text readable.
  • Re-enabled item display on PMA.
  • Ship components should now update when replaced via the port mod app.
  • The character’s hand should no longer contort when operating the throttle in the Hornet series ships.
  • Made the screen textures transparent to fix standout on the Merlin.
  • External particle effects should no longer be retained after quantum travel when viewed by another player.
  • Enter/exit animations for the Merlin should no longer break after the first usage.
  • Fix for zero-g enter/exit animations for the M50, which tended to hurt or kill the player.
  • The Freelancer should no longer respawn when someone who is not the owner reconnects after logging out from the bed.
  • Logging in post-bed logout after the Vanguard is destroyed will no longer spawn the player in bed debris.
  • The 3D ship radar should now show ships properly.
  • Players should no longer be able to open the Starmap with the ‘Home’ key while in ‘try on’ mode.
  • Audio should now correctly play for all ATC and video should work for Levski ATC.
  • Fixed pickup point for illegal drugs to correctly spawn.
  • Ground vehicles should now have an external light keybinding.
  • Fixed various interior asset issues with the Avenger Warlock.
  • The Sabre should no longer spawn in leaning back on the rear landing gear.
  • Fixed criminal delivery mission so that GrimHex is the destination rather than Port Olisar.
  • Moved books overlapping delivery part of admin table at Port Olisar.
  • Players should no longer lose Ruto mission after accepting for reputation changes gained along the way.
  • Outpost on surface locations should no longer interact like Quantum Travel points on the Starmap.

  •  

Technical

  • Minor performance tweak.
  • Minor crash fixes.
  • Arena Commander swarm mode crash fix.



  •  

Non-Focus Feature Updates

Non-Focus Feature Updates

Ships:

  • 85x: Changed support screens to MFDs.

 

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.
  • Vehicle customizer app on wrong MobiGlas button and not yet functioning.
  • Repaired wings don’t always restore weapons.
Link to comment
Share on other sites

3.0.0ak PTU.685145

Major Known Issues:

  • Control changes are incomplete and may have bugs and issues. Known: Alt modifier activates free look as well. Suicide does not function.
  • Some ships may be spawning without items or without the ability to “flight ready”. W/A: If this happens please file an insurance claim to replace the ship.
  • First implementation of persistence bed spawning will have numerous bugs and issues.
  • Items and ships placed in hangars are not persisting between sessions.


  •  

 

Focus Feature Updates

General

  • Added basic keybinding for ship and vehicle lights to keyboard and gamepad.


  •  

 

Universe

  • Placing admin offices and NPCs at various outposts.


  •  

 

UI

  • Enabled 3d radar StarMap for all relevant ships. To access this, enter interaction mode (hold “F”) and look at the radar. Basic controls: Hold middle mouse button and move the mouse up/down to zoom in/out. Hold the right mouse button to rotate the map and Radar. Hold the left mouse button to move the map and radar around.


  •  

 

Bug Fixes

  • The interaction prompt for entering the Buccaneer should now correctly highlight the cockpit.
  • Adjusted interaction points on the 300 series so it can be properly made flight ready.
  • The lifts/elevators at Levski should no longer appear to be in different places for different players.
  • The shopkeeper at KCtrending should now have voice and animation.
  • Adjusted piston animation for the rear door of the Cutlass so it works properly.
  • Automated turrets should be operational again.
  • Adjusted the shields on AI pirates.
  • Fixed missing music from Port Olisar.
  • Placing admin offices and NPCs at various outposts.
  • Self destruct sequence and audio should work outside of the cockpit of the Starfarer.
  • Players should no longer be able to retract the landing gear of ships inside the hangar.
  • Using an audio terminal more than once should no longer repeat the audio for the player doing the PI wanted mission.
  • Fixed holographic objects not rendering in Arena Commander ship customization menu.


  •  

 

Technical

  • Performance Tweak


  •  

 

Non-Focus Feature Updates

Non-Focus Feature Updates

Cargo

  • Cosmetic price rebalance for commodities.
  • Added new scrap and waste 1 SCU commodity.


  •  

 

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.
  • Vehicle customizer app on wrong MobiGlas button and not yet functioning.
  • Repaired wings don’t always restore weapons.
Link to comment
Share on other sites

Alpha 3.0.0al

Major Known Issues:

  • You may see some unusual AI, derelict, and asteroid activity around the verse.
  • 3D radars (both ship and helmet) are not rendering properly in planet atmosphere.
  • VMA is a work in progress and has numerous issues including: Unable to unequip shop components, 3D weapon holograms don’t rotate with ship, and some ships are missing hard-points.
  • Control changes are incomplete and may have bugs and issues. Known: Alt modifier activates free look as well. Suicide does not function.
  • Some ships may be spawning without items or without the ability to “flight ready”. W/A: If this happens please file an insurance claim to replace the ship.
  • First implementation of persistence bed spawning will have numerous bugs and issues.
  • Items and ships placed in hangars are not persisting between sessions.

  •  

 

Focus Feature Updates

Universe

  • Tweaked the fuel consumption rate back to previous values but kept the new fuel tank capacities and recharge rates.
  • Moved Starmap icons to be camera facing in default view.
  • Removed ATC from Cryastro.
  • The Drake Cutlass Black has joined the derelict ranks.
  • Added flares on planet derelicts to make them more visible at night.

  •  

 

Missions

  • Increased the time of the Eckhart issued escort mission so that it doesn’t fail regularly.
  • Rebalanced the pirate waves to remove the M50s.

  •  

 

UI

  • Added item port highlights to the PMA.

  •  

Ships and Vehicles

  • Ship health and armor balance pass. Ship health now correlates more closely with the size of a ship. All ships now have varying degrees of armor, with those ships more dedicated to combat being more heavily armored. Note from the designer: “This means the smaller ships like the M50, Aurora and Mustangs will not have much health relative to the larger ships. This is intended as we are trying to apply a proper scale of health to all the ships. Armour has been balanced around the ship’s function. The intent is to balance it so that a ship’s armour reduces energy damage more than physical damage. The exception is with Vanduul ships, which have their damage multipliers reversed.”
  • Ursa Rover: Turned on interior auxillary lighting, reduced overall health.
  • Gladiator: Added more interaction prompts for entry and made interacting with them easier.

  •  

 

Bug Fixes

  • Ships should now no longer be able to occupy the same space when returning after bed logout.
  • The pilot’s feet should no longer be contorted backwards on the Dragonfly.
  • Hangar flair plants should now properly render when placed.
  • The port-side landing gear should now function properly on the Glaive.
  • The throttle animation on the Mustangs should no longer be reversed.
  • Various repairs to the Avenger Warlock and its EMP to get the ship fully functional again.
  • Quantum jumps should now take planetary rotation into account, so players will no longer end up off of their intended destination.
  • The copilot of the Cutlass should no longer steal weapon control from the pilot.
  • Fix for Port Olisar not always obstructing quantum travel destinations.
  • Adjusted seat access highlights for the Caterpillar command module to have interactions be at eye level and less prone to odd behavior.
  • Altruciatoxin and Widow commodities should now be properly placed inside the destination ship when purchased.
  • There should now be atmosphere in the zone between the body and the cockpit of the Herald.
  • Weapons and turrets should now properly take and transfer damage to their parent ships.
  • Entering the beds of the Constellations from 3rd person view should no longer snap the camera to the pilot seat.
  • The player should now properly exit the seat when finished interacting with Eckhart.
  • Fixed unattended ship marker remaining on the UI when a ship is cleaned up after illegal landing.
  • Dying and then respawning in 3rd person view should no longer place the camera inside of the player’s head.
  • Fixed holographic objects casting shadows from player helmet lights.
  • The rear door of the prospector should now highlight properly when accessed via interaction system.
  • Computer consoles and books should no longer overlap the delivery area at Port Olisar.
  • Player suicide action should now function properly again.
  • Fixed some seat exit issues with the Scythe so it should now work reliably.
  • Fixed flight ready prompt on the Prospector floating away from the panel.
  • The ship’s 3D radar should no longer generate particle effects.
  • Removed a pillar in the Caterpillar cargo area where the ladders are located so the player doesn’t get stuck with a full cargo load.
  • The cargo door control panel on the Reliant should now highlight properly with interaction system.
  • Players should no longer have actions locked into a “carrying” state when throwing a carry-able item.
  • Audio should now properly play when requesting a landing pad or landing.
  • Dying while talking to the admin NPC should no longer break all interactions with them.
  • The radar should no longer stay on when the Freelancer is powered off.
  • The Aurora series should now have a radar.
  • Added some missing Retaliator QT effects.
  • Fixed incorrect targeting keymap for cycle friendly targets.
  • Attempting to open the Starmap while inside an EZHab should no longer cause the player to get stuck.
  • Swapped the VMA and Comms app icons.
  • The Cutlass should now orient properly for auto-landing.

  •  

 

Technical

  • Various Crash Fixes.
  • Various small performance tweaks.
  • Added internal tools to diagnose CPU spikes.

  •  

 

Non-Focus Feature Updates

Arena Commander

  • Adjusted the shield components on Vanduul and pirate swarm enemies.

  •  

 

FPS

  • New sniper scope texture.

  •  

 

Bug Fixes

  • Fixed a spawn/respawn issue in Vanduul swarm that would casual the cycle to repeat until you win.
  • Various polish and fixes to visual issues in the VFG Industrial hangar.

  •  

 

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.
  • Repaired wings don’t always restore weapons.
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...