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Star Citizen Patch 3.0.0aq
Star Citizen Patch 3.0.0ar


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
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 3.0.0aq has been released to the PTU, and is now available to test! Patch should now show: PTU-694913
Alpha Patch 3.0.0ar has been released to the PTU, and is now available to test! Patch should now show: PTU-695051


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.
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:
Important:


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 related).
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 related).
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.
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.
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.
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:
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.
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.
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.
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).
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 (F2) 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.
Quantum Travel: To quantum travel to a destination, open your MobiGlas (F2) 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.






Changes to Default Keybindings: Controls now default to a "basic" mapping that only includes core functions and leaves many things unbound The "basic" mapping is meant to be simplified controls for beginners. Players can then go through keybinds and bind how they wish or import an "advanced" binding from among several presets. Experienced players will most likely want to do one of those two things to gain full functionality. Advanced profiles can be found under Keybindings→Advanced controls Customization→Control Profiles.
Changes to Default Keybindings: Controls now default to a "basic" mapping that only includes core functions and leaves many things unbound The "basic" mapping is meant to be simplified controls for beginners. Players can then go through keybinds and bind how they wish or import an "advanced" binding from among several presets. Experienced players will most likely want to do one of those two things to gain full functionality. Advanced profiles can be found under Keybindings→Advanced controls Customization→Control Profiles.






Major Known Issues:
Major Known Issues:


3D radars (both ship and helmet) are not rendering properly in planet atmosphere.
3D radars (both ship and helmet) are not rendering properly in planet atmosphere.
VMA is a work in progress and has numerous issues.
VMA is a work in progress and has numerous issues.
Some ships may be spawning without items, without the ability to "flight ready", and without the ability to run cargo. W/A: If this happens please file an insurance claim to replace the ship.
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.
Feature Updates
Feature Updates
General


Updated keybinding images in options menu and added keybindings for cycling MFD screens.
Universe


Reduced the NPC population.
HOTFIX UPDATE
Missions


Reduced the number of enemies spawned during ECN missions.
Fix for frequent server crashes.
Restored Ruto and Eckhart reputation prerequisites to intended values.
UI


Scaled down the size of the "merged" weapon group PIP reticle.

UI

Various polish and bug fixes to the combat visor.
Bug Fixes
Bug Fixes


The Constellation Aquila's elevator should now open and close properly.
Kiosks at outposts should now recognize cargo ships landing near them.
Fix for several helmets missing visor screens.
Players should no longer gain a wanted level for destroying hostile ships.
The Reliant and Khartu-Al can now only be entered and exited while the vehicle landing gear is down.
Fix for "contact" ship audio playing for non-ship objects.
Players should no longer have their ship despawned quickly, provided they don't have several ships scattered throughout the verse.
Removed Kareah as a possible location for various "steal" missions, since enemies spawned there would be engaged by the turrets.
Fix for mission markers occasionally attaching to the player's ship.
Arena Commander map and game options should no longer display "undefined".
Players should no longer intermittently lose the ability to activate interaction mode.
The Scythe and Glaive should no longer be stuck in a broken state after the player exits the ship.
Technical
Technical


Various performance tweaks.
Minor crash fixes.
Crash fix.
Known Issues:
Known Issues:




Content missing key elements:
Content missing key elements:


User Interface
User Interface
Insurance and Persistence
Insurance and Persistence
Internal Ship Docking
Internal Ship Docking
Comm System
Comm System
Bugs, issues, and work arounds (W/A):
Bugs, issues, and work arounds (W/A):


First implementation of persistence bed spawning will have numerous bugs and issues.
First implementation of persistence bed spawning will have numerous bugs and issues.
Items and ships placed in hangars are not persisting between sessions.
Items and ships placed in hangars are not persisting between sessions.
Repaired wings don't always restore weapons.
Repaired wings don't always restore weapons.