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Star Citizen Patch 3.0.0ap
Star Citizen Patch 3.0.0aq
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 3.0.0ap has been released to the PTU, and is now available to test! Patch should now show: PTU-694271
Alpha Patch 3.0.0aq has been released to the PTU, and is now available to test! Patch should now show: PTU-694913
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:
You currently can not buy or sell cargo at Levski.
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 or without the ability to "flight ready". W/A: If this happens please file an insurance claim to replace the ship.
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.
Feature Updates
Feature Updates
General
Updated keybinding images in options menu and added keybindings for cycling MFD screens.
Universe
Reduced the NPC population.
Missions
Missions
Failing an escort mission due to friendly fire now requires 2 incidents.
Reduced the number of enemies spawned during ECN missions.
Added a minimum jump distance to interdiction to avoid alerts popping up immediately after starting the jump animation.
Restored Ruto and Eckhart reputation prerequisites to intended values.
Gaining an initial invite to mission giver (Ruto and Eckhart) missions should now be easier.
UI
UI
Enabled VMA item preview and fixed some issues with item preview on the PMA.
Scaled down the size of the "merged" weapon group PIP reticle.
Ships and Vehicles
Shifted some ship health to shield health.
IFCS improvements to increase rotational stability.
Cargo
First implementation of dynamic inventory and pricing. Locations now have variable pricing that will fluctuate over-time based on stock levels and restock rates. Note: Still a work in progress and implemented at major spawn locations (GrimHex, Port Olisar, and Levski) only.
Bug Fixes
Bug Fixes
There should no longer be commodity kiosks at Levski that lack ship destinations.
The Constellation Aquila's elevator should now open and close properly.
Repaired the pilot seat animations on the 300 series ships.
Fix for several helmets missing visor screens.
Fix for several ships that behaved erratically when near surfaces including: Scythe, Vanguard, Khartu-Al, Herald, and Glaive.
The Reliant and Khartu-Al can now only be entered and exited while the vehicle landing gear is down.
The player should die as expected when their ship explodes while in an powered off state.
Players should no longer have their ship despawned quickly, provided they don't have several ships scattered throughout the verse.
Fixed a small reflective light on the canopy of the Scythe/Glaive.
Fix for mission markers occasionally attaching to the player's ship.
Fix for ships despawning shortly after the player exited.
Players should no longer intermittently lose the ability to activate interaction mode.
Co-pilots should no longer break pilot ship control if they enter first.
The Scythe and Glaive should no longer be stuck in a broken state after the player exits the ship.
Removed a ladder at the Caterpillar space derelict that was blocking access to mission objectives.
Black box recovery missions on Cellin should no longer fail shortly after accepting the mission.
Removed debug text from Gladius HUD.
Fix for the name and price of items not appearing correctly during purchasing.
The VMA should no longer repeat the ship list as you scroll.
Fix for some weapons not having their sights attached when equipped through the PMA.
Fixed an issue that caused mission deliveries to outposts to be impossible to complete.
Elements of the combat visor should no longer be missing after the pilot exits the seat.
Enabled scrollable description windows on the VMA and fixed various visual issues.
AI ships spawning for environmental missions should no longer spawn on top of one another.
The ship owner using bed logout should no longer leave the passengers in an unplayable state.
Ships should once again be able to target one another in Arena Commander.
Fix for the Cutlass not flying correctly in a straight line.
Outposts should now be able to detect when a landing pad is in use by a ship before spawning a vehicle.
Logging out on the planet's surface from a ship's bed should no longer cause the ship to respawn underneath the surface upon return.
Corrected some dialogue issues during Escort missions.
Players should now be able to swap and equip gimbals on the VMA.
The Calico helmet should now have its HUD back.
Repeatedly opening and closely the MobiGlas while in EVA should no longer break the character.
Technical
Technical
Various crash fixes.
Various performance tweaks.
Various performance tweaks.
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.