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3.22 Live patch notes (robertsspaceindustries.com)
submitted 11 months ago* (last edited 11 months ago) by Essence_of_Meh@kayb.ee to c/starcitizen@lemmy.ml
 
 

Shortened version:
Alpha Patch 3.22.0 has been released and is now available to test on the LIVE Environment! Patch should now show: VERSION 3.22.0-LIVE.9003376.

It is strongly recommended that players delete their USER and Shader folders 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. The Shader folders can be found here %localappdata%\Star Citizen.

Short Term Database Reset: Yes
Long Term Persistence Data Base Reset: No
Starting aUEC: 20,000

Known Issues

  • The San’tok.yai and Xl flight tuning is not fully complete and will require tuning in a later release
  • AC – Player can get stuck in “Exiting to Menu” message when attempting to exit any offline mode in AC (Workaround: Open the console with ~ and type ‘quit’ and hit enter)
  • The Final Boss NPC won’t spawn during the Illegal Retrieve Consignment Mission (Legal version still spawns correctly)
  • PU – Actor / UI – Character spawned headless with EVA crosshair always on screen
  • Multivehicle – PU – Ships / Vehicles / Weapons – Missiles, Bombs, and Torpedo’s disappear immediately after traveling a short distance from the player
  • PU – Stanton – Underground Facility / UGF – AI – AI enemies get stuck in a walking animation
  • Stanton – Tractor Beam / Physics / Cargo – Sometimes when utilizing the tractor beam to move cargo within a ship, the cargo will snap outside of the ship
  • Stanton – Spawn Closet – Mission Content / AI – Enemy AI can spawn out of bounds of their intended spawn points
  • Stanton – Mission Feature – UGF missions – Remaining hostiles AI not spawning in UGF bunker mission
  • PU – Vehicles – Repair services – Unable to repair vehicles that have been soft deathed
  • Multivehicle – PU – Vehicles – When docking at a station the docking arm will not extend
  • PU – Stanton – ASOP / Fleet Manager – ATC – When retrieving a ship it may spawn outside the hangar it is assigned to
  • PU – Stanton – Area18/GrimHex – Locations / Inventory / Respawn – Player loses loadout and equipped items after dying in the armistice zone
  • Multivehicle – PU – Vehicles / UI – Vehicle HUD – When the missiles charge the UI does not update to reflect when they are ready to be fired
  • PU – Stanton – Actor – Player Spawning – Multiple Locations – When multiple players attempt to log in to the same location at the same time they may be assigned the same bed; those that spawn in after the initial player will be stuck
  • Origin 890 Jump – PU – Vehicles – Fleet Manager – When a vehicle is landed in the hangar of the 890J, the 890J can no longer stow correctly via ASOP/Fleet Manager or on logout
  • PU – Tractor Beam / Physics – When multiple players interact with the same cargo container using a Tractor Beam, those players’ tractor beams may no longer work correctly on that container
  • Multivehicle – PU/AC – Vehicles / Weapons / Ship Components – All energy-based weapons state “0/0” in Ammo count on naturally spawned ships and cannot fire
  • Multivehicle – Vehicles / UI – Inner Thought – Player cannot exit the ship by using the “Exit Seat” option in PIT

New Features

Locations:

  • Additional Derelict Settlements

Gameplay:

  • Salvage: Structural
  • Inventory: Openable Cargo Containers

Ships and Vehicles:

  • Added New Ship: Aopoa San’tok.yāi
  • Added New Vehicles: Origin X1, X1 Velocity, and X1 Force

Feature Updates

Characters:

  • Player Hair Update

Locations:

  • Updated MicroTech Locations With Denser Forests
  • Increased Crusader Planet Comm Array Range to Encompass All of the Planet

Gameplay:

  • Procedural Weapon Recoil and FPS Combat Balance
  • Tractor/Towing UI Updates
  • Ship Mining Balance Pass
  • Added New Vehicles to PU Shops: MIRAI Furys, and MISC Hull C
  • Armor Shop Prices Have All Been Increased Across the Board. (Excluding Flight Suits and Undersuits)

Ships and Vehicles:

  • Shield Components Have Been Removed from Most Bikes
  • Gravlev Vehicles are Now Considered Ground Vehicles When Spawning at ASOP Terminals
  • Adjusted Spring Stiffness for Hover Bikes

Weapons and Items:

  • Updated Behring FS-9 Ballistic LMG to an ammo count of 75
  • Updated the R97 Shotgun to an ammo count of 18
  • Reduced Damage and Speed of the Ksar Ballistic Sniper Rifle Projectile
  • Reduced LH86 Pistol Damage

Core Tech:

  • Front-End Style Update

Bug Fixes

  • Fixed an issue causing many AI in UGF locations to fall through the floor and stairs
  • Fixed an issue causing AI enemies to be slow to respond to player location and actions
  • Fixed an issue causing entities such as cargo boxes to slide on all ship lifts during animation
  • Fixed an issue causing a larger than intended increase of entity count when loading into Orison
  • Fixed an issue causing enemy ships to not spawn in unless the player is within 12 km of them (Should be more than 20+ KM now)
  • Fixed an issue causing vehicles to stream out at much shorter distances than intended
  • Player ships should no longer disappear and strand players in space randomly when Quantum Travelling
  • Fixed visarea and lighting issues on freelancer cockpit and rear ramp
  • Undersuits should no longer have a chance to be permanently lost when you equip a helmet
  • Put in further fixes to help resolve wheeled ground vehicles continuously vibrating when stationary in atmo
  • Fixed an issue that was causing player health damage to not correctly apply to the actor status UI on client-side
  • Fixed many locations having “Replace Me Balls” around forest biomes on MicroTech
  • Fixed Structural Salvage AR progression animation in client not playing correctly
  • Fixed an issue causing players to occasionally phase out of their streaming radius, causing the area to unstream and stream back in with collision issues
  • Tumbril Storm AA missile loadout can now be changed in VMA for the Storm
  • Fixed Structural Salvage AR progression animation in client
  • Both NPCs of New Deal Ship Shop should no longer share identical voiceset dialogue
  • The gurneys in the elevator shaft of the medical drop off locations should no longer be missing
  • The Greycat STV passenger seat should now have correct interaction
  • Players should now be able to press [W] to leave the seats inside a transit shuttles
  • Lorville tram tunnels should no longer appear solid black after the tram leaves
  • Fixed an issue causing the Argo SRV to sometimes nobe be able to re-engage the tow beam on a ground vehicle
  • The Vulture’s cockpit glass should no longer be obscured with lights when any non-default tint is applied
  • The entire “asphalt” surface at ground level in Area18 should no longer be missing collision

Technical

  • Fixed 6 Client crashes
  • Fixed 5 Server crashes
  • Fixed a Service Crash
  • Fixed a Client Deadlock
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Luminalia 2953 (robertsspaceindustries.com)
submitted 11 months ago* (last edited 11 months ago) by Essence_of_Meh@kayb.ee to c/starcitizen@lemmy.ml
 
 

Day 1 gifts: Drake Cutter "Icebreak" and "Deck the Hulls" Paints

How to claim the gift:

  1. Log in on the RSI website.
  2. Visit the Celebrate Luminalia 2953 page.
  3. Click on the Calendar link near the top of the screen or scroll down to the Luminalia 2953 Calendar section.
  4. Click on any day that you've missed and that day's gift will be added to your hangar.

All of the gifts can be claimed at any time before January 8th 2024.

There's also a special Luminalia referral bonus - more info on RSI website.

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I think my favorite reward here has to be the ballista for the ones who were bombed by an A2 the most at Ghost Hollow.

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So with the introduction of Vehicle Mounted Tractor Beams, I have come back to the Origin 315P.

It has all the amenities of the 300i and 325A, but also the maximum of Cargo Capacity (12 SCU). But the question is, is the 315P with its Sure Grip Tractor Beam instead of the S4 nose hardpoint worth it?

Sure you can pull Cargo with it, but you simply can't pull cargo onto your lift since it isn't a remote turret, and even then the fore cargo lift has its barrier in between the turret and the lift making it impossible to just pull and push the crates in.

Will the Exploration/Pathfinder variant of the 300 series get some additional aces up its sleeve, or was that it? And where are actually its ship components?

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SRV (lemmy.world)
submitted 11 months ago* (last edited 11 months ago) by theluckyone@lemmy.world to c/starcitizen@lemmy.ml
 
 

Took the SRV out last night for some bounty fun with the org mates. Never thought I'd have so much fun in an unarmed ship.

A couple of us were in combat ships, taking out the ERT bounties. Another ran a cargo ship. I piloted the SRV. Combat ships would knock down the bounties, preferably soft deathed. Any ships with decent cargo, I'd tow up to orbit and drop the ramp/lift. We'd transfer the cargo over, then make a run over to a salvage outpost and sell it.

Being unarmed put me in a position where I could concentrate on the big picture of the fight, while keeping an eye out for new hostiles. If we ever get the chance, upgrading the sensors on it would be my first component upgrade on it as a result (don't believe that's gonna happen). Towing the ships themselves wasn't complicated, but the mechanics involved mean I couldn't just tractor up to a Connie and horse on it without breaking the connection.

Update: apparently folk don't realize ERT bounty missions aren't players, but instead criminal NPCs. No players were harmed during the evening's events.

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At the very least, it's a beautiful video.

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With the luckily rapidly developed hotfix for salvaging and the Aegis Day during IAE, 3 friends and me rented a Reclaimer to test out the hotfix.

I was super happy to notice that the main elevator works flawlessly now. You can reach any floor and don't get stuck on one. The salvaging fills up as it used to be, but sadly here as well CIG decided to throw away the Abrade for a Sure Grip Tractor Beam, which as we know is now illegal to use on a ship.... good job breaking it.

One last thing though that bothers me is that the headlights don't work.

In the end we salavged a Starlifter and got 50 scu worth of RMC. Was quite the pleasant experience.

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Short Term Database Reset: Yes
Long Term Persistence: Enabled
Starting aUEC: 20,000

Known Issues

  • PU - Stanton - AI / Mission Content - UGF AI Can Sometimes fall through the stairs / floor
  • Multivehicle - PU - Vehicles - When docking at a station the docking arm will not extend
  • PU - Stanton - Area18/GrimHex - Locations / Inventory / Respawn - Player loses loadout and equipped items after dying in the armistice zone
  • SRV Tow UI shows invalid or no target despite meeting the criteria for a valid target prior to attempting to tow a ship in QT
  • PU - Rental Kiosk / ASOP Kiosk - After Renting a ship and letting the rent timer expire. A couple of ships or rows will not be visible at the ASOP
  • PU - Stanton - Data Heist - Mission Content / Game Code - If players fail the Very Easy mission they can't reaccept it
  • Multivehicle - ASOP Retrieval - Various vehicles spawn with wings/engines/landing gear in their "in-flight" state instead of their "landed" state when retrieved from ASOP
  • Multivehicle - PU - Vehicles / Usables - Exiting bench seats ignores collision
  • AC / SM - Menus - Ship / Equipment Rental - Renting a ship / Equipment for 3 days display incorrect rental times
  • AC - Single Weapon Elimination - Weapon / FPS - Player who has takedown performed on them has their gun despawned
  • PU - Stanton - Halo - Desync / EVA / Vehicle / Ships - Players can desync when transitioning to or from EVA from one ship to another ship
  • PU - Missions / Reputation - Data Heist - The hard missions are not appearing despite meeting the requirements
  • PU - Stanton - Location - Seraphim - ASOP / Fleet Manager - The ASOP terminal loading screen will not end
  • PU - Shopping Kiosk - "Invalid Sell Price" error occurs while selling specific items
  • PU - Stanton - New Babbage - NPE - Locations/Design - The player will be stuck in their hab's bed if they restart the tutorial by quitting to main menu whilst dead, blocking flow

New Features

Gameplay:

  • System - Security - Ship Trespass
  • Mission - Defend - Data Heist

Ships and Vehicles:

  • Added New Ship: ARGO SRV
  • Added New Ship: Crusader C1 Spirit
  • Added New Vehicle: Tumbril Storm

Feature Updates

Locations:

  • Adjusted Gloss Values of Screens Around Major Landing Zones and Most Space Stations to Reduce Light Glare
  • Seraphim Station Exterior Lighting Polish Pass

AI:

  • FPS AI Behavior Integration

Gameplay:

  • Tractor Beam - T2 - Vehicle Tractor Beam
  • Temporary Towing Halt for Mission Spawned Ships
  • Wake of Disaster - Due to the intention of making this a PVP experience we have not enabled towing on these mission ships while we update the design of the mission to keep the experience we want and not break systemic sandbox activity, we are working on a design to allow us to enable towing currently.
  • Cover-up and Illegal salvage - These will give crimes as you wont have permission to tow them however the mission will still work and resolve correctly (Cover-up you can drag them far enough away from the inspection site and the mission will complete as security can't find the ship).
  • Legal Salvage - Can still be tractored but causes potential greifing issues we are working on a resolution for this but likely wont see it in 3.21.1.
  • New Player Experience - New Babbage
  • Ground Radar Sensitivity Addition
  • AI Ship Cargo Manifest Balance Changes
  • Ground Radar Adjustments
  • UGF Ledge, Cover, and Navigation Improvement Polish Pass

Ships and Vehicles:

  • Vehicle Headlight Refactor
  • Partial Ship Mass Balance
  • Tumbril Nova Movement Tweaks
  • Increased Crusader Spirit Wing Base Joint Health

Core Tech:

  • Made Several Client Performance Optimizations
  • Put in Multiple Physics Changes to Help Prevent Player Corpses Falling Through Planet Surfaces When Falling at Speed
  • Made Server Performance Optimizations for Ship Debris

Bug Fixes

  • Fixed an issued causing Hab elevators to frequently fail to spawn
  • Status effects for medical pens should no longer wear off after 15 seconds (Increased to 15 minutes)
  • Fixed an issue causing players to be considered Trespassing immediately after completing a UGF mission, causing turrets to destroy any ships near the facility
  • Fixed an issue causing players to not be able to send invites or join in on contacts from the main menu until entering a party within the Persistent Universe
  • Shopkeepers throughout the PU can should no longer face the wrong way or be far away from their desk usables
  • AI Guard arms should no longer clip into its body during the Idle animation in hangers only
  • Fixed an issue causing spacesuit EVA thrusters to sometimes remain on while while walking around outside of EVA
  • Eddie Parr and other Bartender AI should no longer have animation issues while idle and while preparing a player's drink
  • The elevator in the Stratus building in Orison should no longer abruptly turn 180 degrees when it moves
  • Mission objectives should now correctly display while in remote turrets
  • Fixed an issue sometimes causing the assigned hangar AR Marker to not appear
  • Inventory container items such as backpacks and legs should no longer incorrectly show as 0% filled when they contain items
  • Vehicle debris that detach from the ship skeleton on hard death should no longer create floating, immovable debris such as ship ladders and landing gear, floating in mid-air
  • The weapons locker UI panel in the Origin 400i should no longer be labeled as an unlocalized variable
  • The Super Hornet should no longer lose yaw and partial pitch control if the nose turret is removed in VMA
  • Enabling auto-gimbal should no longer cause fixed wing gun convergence to be set too close
  • Fixed the MISC Reliant not being able to transform into its Vertical flight mode
  • Cargo UI markers from inside your ship should no longer appear on and clutter your HUD while flying
  • Fixed an issue causing some ship elevator animations to desync after reaching the floor
  • Fixed an issue that was causing players to get a "Failed to find Match" error message when attempting to launch multiple Arena Commander Game Modes
  • The 600i cockpit light should no longer be overly bright
  • F8C main thruster sounds should now work correctly
  • The Yoke should now animate correctly when the player is piloting the Crusader Spirit variants
  • The Drake Caterpillar Command Access room ladder should now function correctly
  • Loot containers should no longer be deleted by the entity density manager which caused them to despawn in front of players
  • Fixed an issue causing the Mirai Fury LX to not appear in Arena Commander
  • Tractor Beam/Salvage Beam VFXs should now correctly sync across clients
  • The jump seats in the ARGO MPUV Transport should now have full interaction
  • Fixed the HoverQuad vehicle spawning slightly stuck in the ground
  • Anvil Ballista headlight entity should no longer be floating in front of the light fixture and emitting light when disabled
  • On-grid Containers should no longer be barred from being sold and off-grid Containers should no longer be downsized in volume or blocked from being sold
  • Fixed Visarea issues with Rest Stop Hub Walls
  • Fixed the Lorville Room System not protecting players from extreme exterior weather conditions
  • The "Illegal Surveillance Detected" Mercenary mission should no longer send players to Security Post Kareah as the mission location causing SPK to be hostile to them and fire on their ship
  • Shopkeepers throughout the PU should no longer sometimes be seen facing the wrong way / away from their desks
  • Players should now be able to receive or accept other service beacons after their service beacon has been abandoned / canceled / declined

Technical

  • Fixed 9 Client Crashes
  • Fixed 5 Server Crashes
  • Fixed a Server Deadlock
  • Ship components should now correctly save and be stored in Long Term Persistence
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submitted 1 year ago* (last edited 1 year ago) by theluckyone@lemmy.world to c/starcitizen@lemmy.ml
 
 

Looks like that "owned ships disappearing from the ASOP terminal" is tied to renting ships. Bad bug to be existing as we go into IAE later this week.

Update: allegedly resolved in a deployed hotfix.

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So with a random happenstance, some guys and I met at Area 18 where we discovered some places to land on with no issues. This includes the ATC Tower of Riker Memorial Spaceport and the IO Tower.

We also discovered that you can fly over the Highway which only has a soft No-Fly Zone now (you can enjoy 17 seconds of Highway to the Danger zone, if you will).

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I have a 4th possible choice to join the game... EPTU - I just don't have the slightest idea what it is.

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Hey there citizens! I've updated my #starcitizen #voiceattack macros for version 3.21 and posted a video about the updates.

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I'll start: I (wrongly) used the card mom said was for emergencies for the original Kickstarter. Since then I've gotten a degree, started my career, partnered in a startup, and moved down and across the country a couple times as well.

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Had one yesterday, time to talk about the sequel.

Not gonna lie, today left a much stronger impression than day 1. I'm one of the weirdos who's fully onboard with all the sim and on foot stuff so I got a lot of interesting updates. Enough to get my hopes a little. Just a little.

Few notes from the stream:

  • really like the frontier fashion as I prefer more modern looking clothing compared to (some of the) futuristic designs we have now
  • clothes modularity is an amazing addition, another feature from my childhood dream game will be a thing
  • love the hair improvements, one of the things I really waited for
  • new character editor looks great, we'll finally be able to make really distinct characters
  • FPS updates seem good, all but ping anyway - not a fan of such mechanic. I'd rather have it tied to a usable device if it has to be in the game rather than just a helmet.
  • not fully sold on the slide but I don't hate it either
  • space combat improvements look good, that's about all of my feelings on that as I'm not particularly interested in this part of the game
  • still not sold on master modes, should probably try AC implementation
  • I'm really curious how my ~~brick~~ Aurora handles atmo flight in the future
  • new settlements look pretty impressive, I especially like the homey feeling of independent type tileset
  • Pyro presentation made me change my mind about trying out Pyro when it's out
  • mhmmm, yummy slugs
  • personal hangars look great
  • same with base building even though I'll most likely stick to a rentable apartment mentioned earlier this year
  • I'm not really invested in S42 but I'd be lying if the cinematic didn't change that a bit

Despite my overall careful curiosity towards the project I'd say it was a pretty good Citzen Con. We got a lot of good updates, some features that seem to be pretty advance development wise which might mean they'll indeed come to PU within next year and brought back some hope in the progress.

That said I do have one major gripe - for a project that's suppose to be run as "open development" limiting news through the year and hiding all of this behind S42 anti spoiler policy sucks.
They should either act truthfully and share more meaningful info with us on regular basis or stop pretending this is the "most open development ever" and stick to hoarding all the important stuff for big events. Don't treat us like the idiots we are.

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How many of you watched Citizen Con? Any first impressions you wanna share?

Personally while I think all the tech presentations were nice I'm pretty much stuck in "I'll believe it when I can play it on live servers" mode.
Most of this stuff will take months (if not years again) to release so it's kind of hard to actually get hyped about it.

Some random notes about the stream:

  • engine trailer was nice, not much to write about it since tech showcases were always good
  • graphical updates were cool though the only thing I'm looking for are parts that will improve performance (I'm playing with an ancient CPU)
  • really like the realistic audio mode, that's exactly what I was hoping for
  • server meshing looks promising, let's hope live implementation goes well (as well as it can anyway)
  • destruction system will make combat way more dynamic and frantic. I'm curious how well this will work in actual gameplay.
  • resource management looks fun, probably won't see much of it since I prefer smaller ships but it should be a good addition that'll make multicrew ships less of a "best choice" (especially for solo players)
  • ship part was whatever. I mean, presentation itself was good, I just don't particularly care about ships.
  • I'm a bit mixed on the UI. Usability upgrades are good but I still hate the hologram style used for everything. Star map looked a little clunky but that might've been due to Bone stressing behind controls.

Pretty good start overall. All the demos were neat and showed a lot of long awaited improvements so kudos for that. I'm curious about what awaits us tomorrow.

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3.21 Live patch notes (robertsspaceindustries.com)
submitted 1 year ago* (last edited 1 year ago) by Essence_of_Meh@kayb.ee to c/starcitizen@lemmy.ml
 
 

Shortened version:
Alpha Patch 3.21.0 has now been released and is now available on the LIVE environment! Patch should now show: VERSION 3.21.0-LIVE.8779972.

It is strongly recommended that players delete their USER and Shader folders 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. The Shader folders can be found here: %localappdata%\Star Citizen

Update Warning: 3.21 has a nearly 34gb patch diff from 3.20 LIVE
Short Term Database Reset: Yes (Loss of items not stored in LTP)
Long Term Persistence (LTP): Enabled
Starting aUEC: 20,000

Known Issues

  • Misc Reliant - All Variants - The Reliant's wingstate does not change from its horizontal configuration with appropriate inputs after ASOP spawn
  • UI / Menus - Controls - Keybindings - The Default Preset Images for the keyboard and gamepad control schemes do not match what is bound by default
  • PU - Locations / Vehicles - When spawning a ship at a Docking Port, the ship will spawn clipped into the docking port geometry
  • MISC Hull C - PU - Vehicles - Can't undock the Hull-C
  • PU - Crusader / Orison - Locations / Transit - It's possible for turn gates to not open preventing players from entering shuttles
  • PU - Art - Items / Character / Textures - Multiple clothes / armor / undersuit variants lost color / using the default base color
  • PU - Multivehicle - Vehicles / Ships / Ship Components / Weapons - Laser Repeater occasionally stops firing but still consumes ammo
  • Hull C - Spawn / Cargo / LEO - Hull C with cargo can spawn extended in a large Hangar instead of Docking Port
  • Stanton - Multivehicle - RSI Constellation Series - Ship Feature - Snub Ship clips through Constellation variants in vertical position when retrieved from ASOP
  • PU - Stanton - Area18/GrimHex - Locations / Inventory / Respawn - Player loses loadout after dying in the armistice zone
  • Stanton - Actor - Personal Inventory - Right click item interaction menu cannot be closed once opened
  • PU - Stanton - AI / Locations - Combat AI will teleport / pop in combat
  • Multivehicle - PU - Vehicles / Actor Feature - Medical / Respawn - Cannot respawn on a ship that has streamed out
  • Room System / Actor / Locations - Room System does not protect player actor from extreme weather conditions in Lorville Interiors
  • Vehicles - Players and items can fall through the bottom deck of the Redeemer
  • Reclaimer - Vehicles - Stanton - Reclaimer bridge elevator interaction missing
  • Vehicles / GFX - Client FPS will drop as long as players are inside of the cockpit of the Drake Cutlass series
  • The Carrack's main elevator will get locked in place and begin to spin indefinitely after spamming the floors for a few minutes
  • Landing Pads - Multivehicle / Shopping - Refuel, repair, and rearm services unavailable when landed
  • Stanton - AI - Mission Giver - Wallace Klim is not visible at his location in Grim Hex

New Features

Locations:

  • New Jump Point Rest Stop Stations and Lagrange Points
    Gameplay:
  • New Legal/Illegal Mission: Retrieve Consignment
  • New Illegal Mission: Kareah - Steal Evidence

Ships & Vehicles:

  • Added New Flyable Ship: Crusader Industries A1 Spirit

Feature Updates

Gameplay:

  • Repel Raid on Orison with New Crusader Platforms
  • Added Support for Players to Sell Things Owned by Members of Their Party Without it Being Considered Stolen

Ships and Vehicles:

  • Ground Vehicle Physics Updates
  • Driver Remote Turret QoL Improvements

Bug Fixes

  • Fixed and issue causing players to become unstowed and not have an option to enter the Star Citizen Universe
  • High winds on planets should no longer blow ships away
  • Cargo ATC should no longer fail to detect vehicles within the loading zone or fail to initiate cargo transfers
  • Fixed an issue causing character's view to get stuck wiggling when colliding in EVA
  • Fixed an issue that could cause server performance to create rapid Spikes in Charge Level when Mining
  • Fixed Medical Bay Bed and Screen Obstruction in Hangars
  • Carrack's bridge should no longer cause extreme performance drops
  • Fixed an issue causing low client FPS around Hammerheads
  • Fixed the ARGO RAFT being unable to collect refinery orders
  • Fixed an issue causing an incorrect model to appear while using the DNA Character Customizer
  • Fixed SDR Brightness/Contrast/Gamma settings causing degradation in HDR quality
  • AI NPCs should no longer face the wrong directions when performing a leaning animation
  • AI NPCs should no longer begin to float while standing within a useable
  • Fixed an issue causing AI to not exit reinforcement vehicles at derelict outpost locations
  • Fixed an issue causing unconscious AI preventing spawn closet doors from closing when inside them, which caused no more AI to spawn
  • Players in the Anvil Pisces should no longer get pushed out the top of the ship or get stuck when using the bed
  • Camera should no longer be forced into third person after the player stands up from any vehicle seat twice
  • Toggling power on/off and Changing Weapon Groupings should no longer cause mouse clicks to not respond
  • Fixed Ship weapons not being able to charge or show no ammo after being retrieved
  • Bartenders should no longer be missing in multiple bars in major cities
  • Green Imperial Medical Regeneration Kiosks should now correctly display their UI
  • Fixed Excessive ATC Cargo communication while loading or unloading Hull-C
  • Fixed auto-docking the Hull C causing it dock wrong into the port and damage the ship
  • Fixed an issue causing players who accepted a shared salvage mission to not have permission to salvage the mission ship
  • Camera should no longer be stuck on players feet while trying on backpacks in shops
  • AI NPCs can begin to float while standing within a useable
  • Fixed spawn closets sometimes placing enemy AI out of bounds of their intended spawn points
  • Fixed an issue causing player legs and arms to become contorted in many ship cockpits
  • The Caterpillar should no longer be missing flare and chaff countermeasures
  • ATC should no longer repeat "you are clear for launch" and provide no other function after undocking from a location
  • Players should now fully be able to equip looted items after restarting game session
  • Salvaged weapons and components should no longer disappear from ship cargo bay after storing
  • The Ballista should now be able to hit locked targets with missiles instead of hitting itself with the missiles

Technical

  • Fixed 7 Client Crashes
  • Fixed 5 Server Crashes
  • Fixed a Server Deadlock
  • Made Further Server Entity Optimizations
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So if they don't release Pyro at CitizenCon, how far out can they say it will be released without being yet another 2018 announcement?

If they say sometime next year, count on at least 5 years. They really need to be CLOSE with the way they've hyped Pyro.

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I thought this was a nice 10 minute recap of what the replication layer stuff is, the plans we know about from way back and where we're at now.

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