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Akanoes

Tactical Advance Member
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  1. Like
    Akanoes got a reaction from MJ008 in Reverse the Verse 2018.01.12   
    Global Head of Production for Star Citizen and Squadron 42 Erin Roberts stops by the studio to follow up on yesterday's ATV featuring the launch of Alpha 3.0.
  2. Like
    Akanoes got a reaction from MJ008 in Around the Verse - Austin Studio Update   
    Sandi and Chris host this week's episode, featuring a studio update from our team in Austin, with an in-depth look at the Star Citizen publishing process.
  3. Upvote
    Akanoes got a reaction from RSLtaken in Reverse the Verse is back!   
     
  4. Upvote
    Akanoes got a reaction from RSLtaken in Reverse the Verse is back!   
     
  5. Upvote
    Akanoes got a reaction from RSLtaken in Reverse the Verse is back!   
     
  6. Like
    Akanoes got a reaction from DivoH in Production Update   
    Hello Citizens,
    Now that Alpha 3.0 is out, we wanted to give you all an update on our plans for this coming year. As we discussed before the holidays, we now have a delivery schedule based on dates rather than features.
     
    We are doing this for several reasons. First, thanks to the huge improvements to core tech, we can be more predictable about delivering our patches, as we are building upon and refining existing tech. Second, we want to get more build iteration, which gives us more opportunities to get feedback from the community going forward. Finally, this new approach provides more flexibility in our development. If a proposed feature takes longer than anticipated, we will push it to the next release, rather than delaying other new content.
     
    We plan on delivering new builds once a quarter, starting with our first drop at the end of March. After that, we aim to deliver again at the end of June, September, and December of this year.
     
    Our first release will pull together all the great work that was completed last year with a focus on optimizing the server and client. We also intend to include one or two new features which will enhance gameplay around Crusader.
     
    3.1 is about enhancing performance and polishing the gameplay systems and UI, including ships, system traversal, a large balance pass of our economy, and improving AI for spaceflight and combat. All the great data and feedback from the community over the holiday period is really going to help us with these tasks.
     
    Although 3.1 is our focus for late March, several teams will also be working on our long-term goals for this year, in which we plan to deliver the vast majority of systems and mechanics so players have a variety of options to lose themselves in the ‘Verse.
     
    For our end-of-June release, we plan to implement the initial tier 0 versions of mining, salvaging, mobile refueling, and repair into the game, as well as give the player the ability to create their own missions like hiring mercs, transport, or refueling missions. On the AI side, we plan to improve both ship and FPS AI for both missions as well as general activity on space and planetary bases.
     
    Our next delivery in late September will introduce another major long-term tech goal: Object Container Streaming. This technology will allow us to start expanding the Stanton system with additional destinations, while managing our memory usage much better. In this delivery, we would also like to start introducing the mechanics of how you stake and file land claims and the gameplay that comes with this feature. This release will also continue to consolidate and polish all the new features in the past milestone.
     
    That will leave our final build of the year in late December. Now that our streaming tech has been tested and can support the huge amount of new data content introduced, we will continue to expand the Stanton System, allowing players to explore, fulfill their career choices, and do many different types of missions, either with friends or on their own.
     
    Stay tuned as the new Star Citizen Production Roadmap will come online along with the new RSI website later this month, with more development and release details.
     
    See you in the ‘Verse (literally),
    — The Star Citizen Team
     
    In the meantime, head over to the launcher page and download the 3.0.0 patch to see the universe for yourself. You can also visit our Spectrum thread to leave your feedback.
    Source (Looks like they'll be updating this post in the future so be sure to check back!)
  7. Like
    Akanoes got a reaction from AthomSmasher in Around the Verse - New Website Preview   
    The first Around the Verse of the new year gives us an inside look at the brand-new RSI website, redesigned by our team at Turbulent. See an exclusive preview here before the site goes live later this month.
  8. Like
    Akanoes got a reaction from AthomSmasher in Game breaking issue lads   
    Seems it might be blown a bit out of proportion..
  9. Like
    Akanoes got a reaction from FriendCalledFive in I guess there was a sale..   
    And I came too late =<


  10. Like
    Akanoes got a reaction from FriendCalledFive in I guess there was a sale..   
    And I came too late =<


  11. Like
    Akanoes got a reaction from FriendCalledFive in I guess there was a sale..   
    And I came too late =<


  12. Like
    Akanoes got a reaction from AthomSmasher in Squadron 42 Holiday Special Teaser   
    Lieutenant Commander Steve “Old Man” Colton, played by Mark Hamill, meets his new Wingman in this clip, highlighting the unique player-character interactions integral to the upcoming Star Citizen single-player campaign, Squadron 42. 
  13. Upvote
    Akanoes got a reaction from Tactical Advance in Company of heroes 2 free until Saturday 5pm UTC   

    Grab your copy while you can!
  14. Like
    Akanoes reacted to Naraul in HUD add-ons and interface apps   
    My List so far.
    https://www.roccat.org/en-GB/Products/Gaming-Software/Power-Grid/Home/  For mobile phone and tablet
    https://play.google.com/store/apps/details?id=uk.co.hardpanda.sccompanion&hl=en_GB  For mobile phone and tablet
     
    http://u-tec.yefec.com   UEE Tactical Communications Interface - [ from ichi ]
     
    Please let us know if you find any sim based ones for multi screen use with windows.
     
  15. Upvote
    Akanoes got a reaction from RSLtaken in Q&A: Anvil Hawk   
    Greetings Citizens,
    Below are answers to the most voted for questions in our Spectrum Q&A Thread we posted last week. Thank you for taking the time to submit your questions and voting for the ones you care about most.
    Also, special thanks to Calix Reneau, Kirk Tome, and Steven Kam for their help in answering your questions.

    Can we swap the holding cell for other equipment?
    No, the holding cell in the Hawk is integrated specifically into its design. The Hawk is a small, focused ship. In general, modularity in engineering implies a bunch of things, including piping and plumbing, structural loadbearing, and bunch of other considerations designed to handle different equipment of varied capabilities. That stuff doesn’t come free in terms of weight, cost, or complexity, hence why not every internal space is just automatically modular by nature.
     
    How many total weapons, types and sizes, is the Hawk supposed to have?
    The Hawk has 4 S2 and 2 S1 Weapon hardpoints with 1 small EMP device.
     
    Is the EMP from the Hawk as strong as the EMP from the Raven?
    At present, we expect the EMP on the Hawk to be in the same neighborhood of effectiveness as one of the Raven’s. A balance pass is scheduled for 2018 and this information may change.

    When will the variants become available that are mentioned in the brochure?
    The variants described in the brochure are ships that exist in the fiction of Star Citizen’s universe. Currently, there are no plans to implement these variants. Let’s see how much you all like the original Hawk, for starters :).
     
    Will the Hawk fit inside a Carrack?
    Considering that both ships are in production at the moment, we do not have the final dimensions of each ship and can’t definitively answer this yet. That said, it is unlikely as the Carrack’s hangar is designed to field a ship the size of a snub craft.
     
    Brochure mentions gun rack. Where is it located?
    It’s behind the deployable pilot seat.
     
    It was mentioned in the ATV that the prisoner transport pod could be used as a bed for the pilot. Is this the case?
    Yes, it is possible that the pilot could use this as a bed, although probably a bit claustrophobic

    How do the defensive features (e.g. shields, armor, countermeasures) of the Hawk compare to other light fighters such as the Gladius, Mustang Delta, and Defender?
    Anvil designed the Hawk, so as you’d expect it’s reasonably durable, at least as light fighters go. In this respect we plan for it to have tougher armor than the Gladius, Mustang Delta, and the Defender. Its shield generators are presently intended to be similar in performance to those of a Gladius. While the Hawk carries on more armor, the Mustang Delta’s defenses include a larger store of countermeasures.
     
    What’s the heaviest armor a player can wear while operating the Anvil Hawk?
    As is standard for most single-seat fighters, this is a flight suit. The player will be able to store a small personal loadout in the ship (the aforementioned gun rack), so they can quickly gear up for FPS action.
     
    Is the Hawk going to be fast-tracked in development or is this going to be further down the road for getting in-game?
    Generally speaking, smaller ships are simply easier to make, and ships without interior spaces are easier still. From a development perspective, the Hawk has fewer obstacles to production than larger ships with traversable interiors, and is therefore likely to be in game sooner.

    Which loaner will be available until the anvil hawk is flight ready?
    The Cutlass Black is the selected loaner ship for the Anvil Hawk.
     
    Is the stated 500 m/s afterburner speed correct? If so, how will the Hawk stop prospective bounties from simply running away?
    The Hawk is viewed as an entry level ship that focuses on being cheap, reliable, and versatile, and may not be able to handle every bounty – or at the least, may require a little extra tactical prowess to pull it off. As flight balance is an endeavor that will continue throughout the development process, the 200;500 stats should remain as a good comparison point for how the Hawk will perform relative to other ships as stated on the Ship Matrix according to the characteristics of the flight model point in time that it was introduced into the ship pipeline. Remember that as we experiment with the overall flight model to provide a better game experience over time, so too does ship performance adjust alongside it.

    Is the prisoner stowage in the aft of the Hawk being designed for just a single seat, or will it be able to hold multiple bounties as the cells in the Avenger Stalker do?
    The Hawk’s containment pod accommodates one prisoner.
     
    This is an Anvil Ship, but it is still a light fighter. This class of ship relies on speed to survive and win fights. Since it’s already stated to be slower than the Gladius, what other points make this ship a viable choice over it, since the Gladius got the S3 buff?
    Every ship has its purpose. The Hawk is a light fighter with bounty hunting features. There are some missions for which a Hawk is suited that a Gladius isn’t. Even considering their different mission profiles, however, the Hawk has an EMP device, which will play better in certain situations than a limited loadout of missiles (perhaps especially in bounty hunting), and it also has comparable shielding to and better armor protection than the Gladius. Remember too, the benefits of armor protection versus shielding against different types of weapons; although of course one prefers not to get hit, when you do get hit, sometimes you really want that armor.

    What is the (in-atmo) air speed velocity of an unladen Hawk?
    African or European? In all seriousness, having the prisoner in the holding pod will not noticeably impact the air speed velocity. Under the latest flight model in testing, at 1 atmosphere and neutral conditions, the flight speed would be around 165 m/s with max safe air speed be around 339 m/s.
     
    Why make a bounty hunter ship with no interior?
    Traversable interiors in general make a ship considerably larger – something you’ve had the opportunity to witness in the development histories of some of our other ships. Larger surface area and internal volume can in turn translate to higher mass (see https://robertsspaceindustries.com/comm-link/engineering/16170-The-Shipyard-Ship-Mass for info on how this affects our ship mass derivations), which quickly runs counter the Hawk’s design aim of a light fighter with a small landing footprint. Without an interior, the Hawk can run lighter, cheaper, and be more nimble. Instead of supports and reinforcements to shore up against the structural weakness of large empty spaces (relative to the size of the ship), those materials are more uniformly dedicated to keeping components and resource pipes firmly in place, making them more dense. This also benefits to the lone wolf nature of a player who only wants to pilot a single-seater bounty hunter ship.
     
    What are the correct dimensions for the Hawk?
    The current stats are: 17m long, 22m wide, 6.5m tall – It’s important to note that the ship is in whitebox and these dimensions may change as it moves through the production pipeline.
    Source
  16. Like
    Akanoes got a reaction from Tactical Advance in Q&A: UEE Land Claim Licenses   
    Hello Everyone,
    Since the introduction of the Hull Series back in April 2015, every new concept ship reveal has had an accompanying Q&A post, where we spend a couple days collecting questions from you, pass those on to the relevant designers, and provide you the best answers we have available at that time. We still plan on doing that for Claim Licenses and you can start asking your questions and voting for your favorites here.
     
    In the meantime though, we’d like to kick off the discussion with the early FAQ listed below, highlighting topics we think you might ask about.
     
    Special thanks to Tony Zurovec for taking the time to answer these questions.
     
    Let’s get to it.
     
    Please Note: These claim licenses are being made available for pledging to help fund Star Citizen’s development. The ability to obtain these claim licenses will ultimately be available for in-game credits and/or otherwise earnable through play in the game. Pledging for these claim licenses now allows us to include deeper features in the Star Citizen game, and is not required for starting the game.
     
    What is a claim license?
    A claim license entitles the holder to claim ownership of a small section of land on a planet, moon, or asteroid controlled by the UEE.
     
    What is a claim beacon?
    A claim beacon is a staff-shaped piece of hardware used in conjunction with a claim license to procure a section of land. Upon insertion into the ground the beacon will activate and a small memory module near the tip will be encoded with the precise coordinates of the area. The module can then be detached and taken to a UEE Planetary Development office in order to execute a claim license on the designated property, assuming the property hasn’t already been purchased by another. Beacons also serve as remote monitoring stations, capable of transmitting real-time weather information and motion detection alerts to the owner, with the latter particularly useful in helping to determine if someone may be seeking to exploit your property without your permission.

    Will I have an advantage over other players if I buy a claim license now?
    No. Licenses can be bought for UEC in game and no one will be able to claim land before the mechanic is available in game for all. People that own claim licenses now, during the anniversary sale to support development, and people that earn the money in-game to buy one will be on equal footing assuming they have enough UEC, especially as there will be millions of locations for people to explore and claim within the Universe over the life time of the game.
     
    Will players claiming the “best” plots of land on day one be an issue?
    No. Due to the billions of square kilometres of available land over many planets and moons and of course as new Star Systems are introduced and explored, all players will have the ability to find and claim new “hot spots” throughout the lifetime of the game. Also, every player can have their own reason for what could be the ‘best’ piece of land, while some may judge a plot of land based on the type and quantity of natural resources that it contains, others might be looking for proximity to trade routes, and others could simply look for a quiet spot with a beautiful vista. This – combined with the fact that there’s an enormous amount of real estate available – means that prospecting and the purchase of land are two pieces of a supply-and-demand equation governing how rapidly land of a distinct perceived value will come on the market.

    If someone destroys my beacon what happens to my claim on the land?
    The destruction of a beacon is a criminal offense but has no impact on who holds legal title to the land. Because they provide a basic level of remote monitoring capability, though, owners may wish to replace any units that are rendered inoperative.
     
    What differentiates the two types of Claim Licenses?
    Claim licenses are available in two different sizes – Lots and Estates. A Lot equates to a patch of land roughly 4 Km x 4 Km in size, whereas an Estate is four times larger – 8 Km x 8 Km.
     
    Does a claim license grant give me a specific parcel of land?
    No. A claim license enables you to choose the location of your parcel from billions of square kilometers of public land designated for private ownership specifically within UEE space.

    How do I scout for land?
    Scouting for land is often a multi-step process, with the type and amount of analysis done usually dependent upon the intended purpose. One of the key factors considered is typically location, with different players weighting things like the proximity to other mining deposits, commercial production facilities, and retail outlets based upon their ultimate objective. The grade of the terrain should be considered, as the construction of an outpost requires a fairly even surface. Weather can have a dramatic impact on the commercial viability of an area of land, as frequent sandstorms, electrical storms, high winds, snow, and other environmental factors can significantly impede the potential of an area. Security is a common consideration, as piracy and theft are always a financial drag on those seeking to earn a lawful living. For most, though, the primary determinant as to the value of a parcel of land is what it contains above and below the surface. Obtaining an accurate assessment to this effect may require a considerable investment in terms of both time and money, and may involve taking core samples and having them analyzed, performing seismographic surveys, and other such scientific and engineering challenges.

    Can I plant my beacon anywhere, or am I limited to specific areas?
    Most of the real estate on planets, moons, and asteroids in UEE space that isn’t in active use or privately owned may be purchased. Some areas, however, have been designated as national parks, wildlife refuges, and nature preserves, and may not be claimed or legally exploited.
     
    How do I earn a claim license in the ‘Verse?
    Claim licenses can be purchased directly from the UEE or second-hand from another player.

    What can I do with my claim license?
    Once a suitable section of land has been identified, a claim license may be executed at any UEE land management office in order to transfer ownership of the land from the UEE to the license holder.
     
    How do I place an outpost?
    In order to place an outpost one must first be constructed. This is done within the workshop of a Pioneer and then placed directly onto the designated surface area. The complexity of the outpost will dictate the type and quantity of materials required, as well as the time to complete.
     
    What options do I have for outpost layouts?
    Outposts may consist of a number of different interconnected modules, each of which has a particular purpose. The owner may grant permission to access the available facilities to any individual or organization they wish. The habitation module enables authorized users to respawn at that location. The armory is a small arms storage locker, intended to ensure that any defenders of the establishment have sufficient firepower on hand to repel intruders. The refining module allows ore to be deposited for separation into its component elements and later retrieved, such that the required storage space will have been greatly reduced and the profit margin enhanced. The hydroponics module fosters the growth of various types of organic materials for periodic harvesting. Additional storage modules increase the quantity of raw ore, refined materials, organic products, and supplies that may be held at the outpost at a given time. Finally, the medical module provides basic medical services and equipment, and is sufficient to cure most diseases and patch most injuries.
     
    Does every player need a claim license?
    No. Land claims are only of benefit to those players who want UEE protection when constructing their own outpost, extracting value from an area’s natural resources, or financially speculate in the real estate market. If players decide to do this on unclaimed land then they do so without any rights to the land and any protection which comes with those rights.

    Can I mine or otherwise exploit someone else’s land without permission?
    Yes, although doing so is a serious crime and UEE security will respond if you are sighted. There’s a lot of real estate within a solar system and limited patrols, though, so property owners worried about the theft of their assets will often want to supplement public security forces with enhanced monitoring hardware and automated defense drones, hire their own dedicated mercenaries, or potentially join or negotiate a defense contract with a large organization.
     
    Do I need to file a claim to build a base or mine?
    No, you can freely build or mine planets and moons outside UEE controlled space but you’re on your own as far as security goes. It’s worth noting, too, that one of the largest deterrents to others moving in on a valuable section of land you’re working – or taking liberties with an outpost you’ve constructed – is the fact that within UEE space such actions are criminal and will have significant consequences for the infringers. These protections, of course, don’t exist beyond the borders.
     
    Why is the UEE selling claim licenses?
    The UEE sells claim licenses for the same reasons as any government – to raise revenue to fund public benefit programs, to liberalize its economy, to spur growth and tax revenue, and to fund the military campaign against the Vanduul.
    Source
  17. Upvote
    Akanoes got a reaction from DaftOlll in Aegis Hammerhead Concept Sale ($550-650)   
    If I'm reading it correctly (which I probably am not since the new stats stuff is a fucking mess) it looks like the guns are size 4, in which case its 16 size 4 guns.. aint no one gonna survive that xD
  18. Like
    Akanoes got a reaction from brad in Aegis Hammerhead Concept Sale ($550-650)   
     
    TAKE YOUR PLACE
    HOLD THE LINE
    ENLIST TODAY!
    The Militia Mobilization Initiative needs heroes to do their part in making the Empire more secure.
    In these dangerous times, a strong sense of community is more important than ever. The UEE is working with local militias to empower civilians and citizens like yourselves to help provide an additional security presence in support of local law enforcement. With the ongoing military operations to reclaim Vanduul space and a rising tide of criminal activity, the Empire needs you more than ever to help take a stand for justice and safety for every family.
    Go to the concept page or to the ship page
  19. Like
    Akanoes got a reaction from brad in Aegis Hammerhead Concept Sale ($550-650)   
     
    TAKE YOUR PLACE
    HOLD THE LINE
    ENLIST TODAY!
    The Militia Mobilization Initiative needs heroes to do their part in making the Empire more secure.
    In these dangerous times, a strong sense of community is more important than ever. The UEE is working with local militias to empower civilians and citizens like yourselves to help provide an additional security presence in support of local law enforcement. With the ongoing military operations to reclaim Vanduul space and a rising tide of criminal activity, the Empire needs you more than ever to help take a stand for justice and safety for every family.
    Go to the concept page or to the ship page
  20. Like
    Akanoes got a reaction from Gigowatt in Around the Verse - Thanksgiving Burndown   
    Chris Roberts and Sandi Gardiner host this week’s episode, which features another installment of “Burndown.”
     
    Highlights
    Review of physical shops, focus on missions and getting Item 2.0 ships set up from tech design standpoint felt to be feature complete except one minor bug Working on Item 2.0 HUD and combat indicators for those ships Review of commodities felt to be feature complete and turning focus to stability and performance Review of shop locations with directors, went well with a few bugs to be fixed but ready to release Going through each commodity to set each profit margin range, so there isn’t just one lucrative tradeable commodity Miles Eckhart in QA’s hands for testing Ships out to Evocati for testing now Headlights working now as well as ship bed logout functionality with persistence in that location First pass of Item 2.0 items balance Created a new light group so players can control their ships headlights/spotlights Lead engineers have been working on performance related issues to improve the traversal experience Working on the quantum travel VFX: switched from a state based system to a velocity driven system Implemented dynamic nav points so inner nav points around a planet are created dynamically when it's targeted Closed a lot of control and stability issues relating to grav lev vehicles and ensured they played nice with the atmospheric flight fixes Fixed an issue where the streaming system stopped updating by switching from absolute server time to frame delta time Working on displaying radar and scanning gameplay to provide information, control and feedback via the UI Starmap is PTU-ready. 1 fix will go in after PTU is launched to be done before 3.0 Live. Mission Manager has been PTU-ready for 2-3 weeks. A few more fixes will go in between PTU and 3.0 Live. Successful evocati tests with 60 players in a server. Successful internal tests with 128 players in a server. Most of the crashes and disconnects have been fixed. The remaining ones are rare and very difficult to reproduce - more players will help track these down. A lot of optimization work has been done - for instance limiting which ships were being updated at any given time to ships in your vicinity or mission-critical ships. IFCS updates are large and taxing. Ripped out net serialize from two of the last three systems that used this old CryEngine tech. Replaced with CIG’s serialized variables. Last system is being worked on and then net serialize can be discarded entirely. Performance is much better recently with essentially all areas having at least a steady 30 FPS. Most areas higher, into the 40s and 50s. 179 issues last Friday, now on initial PTU push. Courtesy of Relay
  21. Like
    Akanoes got a reaction from SnH_Firefighter in How to install PTU 3.0   
    Hi Everyone, We are ready for more stress testing on the latest Star Citizen Alpha 3.0 version, so we’d like to open up the PTU to more players. We will be publishing Star Citizen Alpha 3.0 to the PTU in stages for the following three groups — 1st Wave testers, Subscribers, and Concierge Members. 
     
    Tonight we are granting access to 1st Wave testers and going from one stage to the next will depend on server stability. You can follow the status of your group below.
     
    To play Alpha 3.0, you must download and install the new PTU Launcher: https://install.robertsspaceindustries.com/star-citizen/RSI-Setup-1.0.0-ptu.25.exe. It features the Delta Patcher, which will drastically reduce the size of incremental game updates. You will also need to copy your account to the PTU. Here’s a refresher on how to do that:
     
    1) Log on to the RSI website using your normal credentials.
    2) Copy your account to the PTU by visiting the Settings section of your RSI account or going directly here https://robertsspaceindustries.com/account/copy/ptu. Following this step, you should receive an email with your PTU-specific password.
    3) Download the PTU Launcher.
    4) Launch the installer exe and follow the instructions on screen. 
    5) Log in to the PTU Launcher using your login ID and the PTU-specific password received in the email.
    6) Make sure the “Live” channel is selected under the Star Citizen logo and download the latest build. 
    7) Enjoy Alpha 3.0!
     
    The goal of this initial PTU release is to increase our total player count in an effort test concurrency. We also need you to focus on testing the traversal system by quantum traveling, landing on moons, locating and visiting Levski, and just exploring the great expanse of space around Crusader.
     
    Please note that the complete Alpha 3.0 experience is not in this build, as some features are still being implemented and refined. These features will be added to future builds when ready for wider testing.
     
    PTU 1st Wave: Access to PTU open!
    Subscribers: Access to PTU open! 
    Concierge: Access to PTU open!
     
    Lastly, you are allowed to create content/stream with this patch.
     
     
    Source
  22. Upvote
    Akanoes got a reaction from SnH_Firefighter in 3.0 PTU patch notes   
    Alpha Patch 3.0.0 has been released to the PTU, and is now available to test! Alpha 3.0.0 is our largest content release to date featuring numerous tech and core system updates. Players will have access to planetary surfaces for the first time on 3 moons (Yela, Daymar, and Cellin) along with an asteroid (Delamar). These new surfaces are expansive, with over 3 million square kilometers to explored, and dotted with surface outposts and derelict ships. Additionally we have added 4 new ships, our first dedicated ground vehicle (Ursa Explorer), the foundation of our revamped mission system with new missions, a completely new launcher and patcher system, and so much more! Since we have much to test with many features still being worked on, we will be doing focus waves of testing so we can nail down particular features and systems before moving on to the next.
     
    Your launcher should should show “3.0.0-672282” as the client version. 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.
     
    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.
     
    KNOWN ISSUES
    Content missing key elements
    User Interface Insurance and Persistence Internal Ship Docking Comm System Bugs, issues, and work arounds (W/A)
    Texture streaming can sometimes halt, causing surfaces and features to look lower quality than intended. Ship weapons lack convergence. Items and ships placed in hangars are not persisting between sessions. Hotkeys for power and shield allocation are currently not functioning correctly. 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.
    New Features
    General Content
    Breathing, Stamina & Heart Rate
    Oxygen Supply: Many areas, such as space or the moons of Crusader, do not have breathable atmospheres and are dangerous for characters unless they’re wearing a pressure suit. Most pressure suits are equipped standard with an oxygen tank. As you breathe, you will slowly consume the oxygen inside your tank. Your oxygen tank will automatically begin to refill once you are inside an area, station, ship or outpost with a breathable atmosphere. If your oxygen supply runs out, your pressure suit contains a small buffer of oxygen to provide you with a short amount of time to try to find an oxygen supply. If your suit is not sealed or you’re not wearing a helmet, you will not have this buffer. If you do not have any oxygen available, you will asphyxiate and quickly pass out. Stamina: As you exert more effort by running, jumping, etc., your muscles work harder and begin to consume more oxygen. To keep up with this higher demand, your heart rate and breathing increase to provide your muscles with a steady supply of oxygen. Wearing heavier armor will increase how much effort it takes to do actions and will tire you out sooner. The more you exert yourself, the harder you breathe and the faster your oxygen supply will be depleted. Breathing: As you exert more effort by running, jumping, etc., your muscles work harder and begin to consume more oxygen. To keep up with this increased demand on your body, your heart rate and breathing increase to provide your muscles with a steady supply of oxygen. Heart Rate Monitor: The heart rate monitor on your helmet’s HUD and in your mobiGlas functions as an exertion/stamina meter. As a character exerts themselves, their heart rate increases. If a character exerts themselves too much, they will enter a Hyperventilated state. This will restrict the actions that you can perform, and things like running, sprinting or vaulting will be blocked until you exit the Hyperventilated state. Heart rate and breathing can also effect recoil handling and aim. As your heart rate increases the character’s aim will begin to sway, ranging from a minor wobble to wild drifting. Once levels reach certain critical thresholds your vision will also begin to be effected, slowly dimming till it goes completely black. Once your heart rate returns to normal, so will your vision and movement. Wound System: , Injury is now taken into account for status effects to a small degree including movement penalties for limb damage.  
    Hint System
    Added the foundation of a new “hint system” which will allow players to learn about how to play the game whilst playing it and reduce the burden of having to consult an off-line resource.
    Interaction System
    Interaction Mode
    Holding down the [F] key will activate Interaction Mode – a contextual cursor will appear in the center of the screen, interaction points will highlighted, even from a distance. The parallax cursor movement allows selection of anything on screen with little head movement, while retaining full input control. Movement is limited to walking speed while in Interaction Mode. Holding the right mouse button enters into ‘focus’; the camera rotates and zooms in on the cursor location, putting it in the center of the screen. From here, the cursor behaves normally. Releasing right click returns to standard view. Left click confirms the selection, and the associated action begins. Releasing [F] will always immediately return to natural gameplay. Inner Thought Prompt
     When near enough to interact, the inner thought prompt will softly appear on the player screen, tilting towards the location of the interaction to help provide context to the inner thought text. The text will inform you of the action that will be performed upon interaction. Moving away, looking away, or having line of sight to the interaction point blocked will remove the inner thought prompt. The inner thought text will display on screen relative to the object of interaction, but will stay at a fixed size so it’s guaranteed readable. The ellipse below the text indicates that secondary options are available, and they can be accessed with the cursor or mouse wheel.  
    Party Launch System
    Added new command /partylaunch. If the party leader enters /partylaunch into the chat window in game, this will send a notification to each party member when the leader enters an instance that they can either accept or ignore. If accepted they will be put into Matchmaking system to join the leader. If the server doesn’t have enough space for the full party, all players in the party will be put back into Matchmaking to find another server.
     
    Universe
    New Locations
    We have implemented the first fully modeled, explorable planetary surfaces. These include three moons; Yela, Daymar, and Celin, as well as the mining planetoid Delamar. Each planetary body has unique atmospheric composition, pressure, and gravity as well as a variety of surface outposts and derelict ships to explore, many tied to our new missions system.
     
    Levski is a base built into the rock on Delamar, an asteroid hidden deep in an asteroid belt. The base was originally an active mining facility but after being left derelict for a number of years new residents moved in and it became a hotbed for political radicals & criminals. The main areas are controlled by various political groups with a strong anti UEE sentiment, they try to keep order best they can. Levski has the choice of numerous shops spread across multiple floors, many missions will be available (both illegal and legal) you can access Levski by; foot, ship or ground vehicle.
     
    We have implemented the first fully modeled, explorable planetary surfaces. These include three moons; Yela, Daymar, and Celin, as well as the mining planetoid Delamar. Each planetary body has unique atmospheric composition, pressure, and gravity as well as a variety of surface outposts and derelict ships to explore, many tied to our new missions system.
     
    Planetary Motion
    Planetary bodies now have rotational motion complete with dynamic day/night cycles.
     
    Surface Outposts
    Planetary surfaces are dotted with surface outposts representing a variety organizations and functions. Each outpost is unique and has its own power system and oxygen supply, many with usable Kiosks and landing pads with associated ASOP terminals.
     
    Persistence and Insurance
    Persistence
    Ammo and missile persistence. Ship damage state persistence. Spawn location persistence (what location you left your ship at, what location your character was at). Inventory Persistence – items, commodities and ships. Insurance
    At any point you are able to claim a replacement ship through the ship selection screen. When you make a claim you will pay an initial % cost of the ship’s price as a deductible. There will be additional multiplier of the deductible for each previous claim in the past 24 hours (real time). Once deductible is paid, the ship will be processed and delivered to the station where the claim was made. Processing time will vary depending on the size of the ship. You can pay an additional fee to fast-track the processing.  
    Air Traffic Control (ATC)
    Landing and take off at public facilities is now controled by Air Traffic Ontrol (ATC). The ATC acts as the connection between you and the landing tower using the MFD comm function in every ship. When attempting to land, you will open a communication channel to the tower and ask for permission. The tower then checks if all the requirements are fulfilled and will advise appropriately. Selecting a target location will happen via the MFD Comm System.
     
    Shops
    New items (clothing, armor, weapons, components) added to shop inventory. Added Dumper’s Depot to major locations.
      AI Subsumption
    We have introduced the basics of subsumption. You should now see NPCs going about their daily lives at all 3 major landing zones (Grim Hex, Port Olisar, and Levski).
     
    Kiosks
    We have introduced shop Kiosks. The main variants of the Kiosk will be used for Buying/Selling General Items, Buying/Selling Commodities, and for General Landing Pad Services (Repair/Refuel/Restocking). The intention is that you will have separate inventories at each Station and Major Landing Zone. Kiosks will only be able to interact with items that are local to the shop’s location. The kiosk will be able to interrogate, and manipulate, any cargo, loadout, or the inventory of these local elements. By default, the kiosk will show everything you have access to in that location, but will be able to drill down to facilitate any specific ship, cargo manifest, or station storage.
     
    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.
     
    Quantum Travel System
    Quantum travel (QT) destinations are now selected via the MobiGlas Starmap app. Whether or not an object can be targeted for QT is determined by the drive’s detection range and is based off 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. There’s now a short range quantum travel for moving around different orbital points of moons and small planetary bodies. Quantum travel speeds, spooling, and cooldown times are variable based on the size and quality of the drive.  
    Mission System
    The missions system has been revamped with new missions, mission givers, and greater variety. Each of the below missions has many variants and types, including lawful/unlawful, and many can be done in cooperation with other players. Some variants will require the player to gain a certain kind of reputation.
    Delivery Deploy Recovery AI Bounty Hunt AI Assassination Collection Waste disposal Patrol Derelict investigation Escort Mission Givers Ruto and Eckhart  
    Doors and Airlocks
    Doors and airlocks have been updated with additional functionality. Introduced basic ship security.  
    Item 2.0
    First introduction of item 2.0 system for ships, including the following:
    Power – Includes the ability to control how much power is generated by the power plants and is distributed to all of the other systems to use. Heat – Includes the ability to monitor how much heat, EM, and IR the ship is generating, and the ability to temporarily reduce IR. Shields – Includes the ability to monitor and adjust shield strength and repair behavior, and adjust power usage and performance. Screen Switch Behavior – Includes the ability to switch between various screens on the same physical monitor.  
    Distortion Damage
    Distortion damage has been completely revamped, reworked, and given a basic implementation with more to come later.
    Distortion points Offensive distortion points – this is a value on each distortion item that determines how many points it applies per use. (Each 3.0 distortion item is listed below) Defensive distortion points – This is the number of points every powered item has to counter distortion damage. (Each 3.0 item that has distortion defence is listed below). All defensive points are blockers, meaning each point will completely stop one offensive point, if the item has a larger defense pool than the attack there is no effect, if it is smaller the power is removed. Distortion damage types Distortion fields: These will have fixed damage only, meaning each field has a static number of offensive distortion points is applies to any item within its radius. The number of points per field and the radius will be defined on the record of the item that generates the field. Distortion projectiles: These will have fixed damage only, meaning each projectile will carry a static number of offensive distortion points and will apply them to the item that they hit. The number of points per projectile will be defined on the record of the item that fires the projectile. Distortion items Offense items: Any ship: JOKR Distortion Cannon S1 (distortion projectiles) Sabre Raven: 2x S4 MXOX TroMag EMP Pods (distortion fields) Avenger Warlock: 1x Warlock EMP Module (distortion fields) Defensive items All power plants: The only item that can deal with distortion damage is a ship’s power plant, it has a pool of distortion blockers and any damage that is delivered to the ship will be piped straight to the power plant. The power plant either has a higher number of distortion blockers and nothing happens, or it has less and power is removed from all ship items.  
    Cargo and Commodities
    Introduced the first implementation of cargo
    Moving Small Items Some items are transported in small, portable boxes. They can be bought and sold at vendors. These items are placed in/around the Stanton system’s wreckages and procedurally on planet surfaces. They will be generated when destroying cargo-carrying ships. 0.5m boxes can be lifted and moved using the existing hand-lifting system. 1 SCU cargo cannot be lifted or moved. Storing Small Items in the Cargo GridShips will have ‘Cargo Grids’ set up inside that governs how cargo is placed/secured within it. Placing 0.5m boxes within the Cargo Grid will be considered ‘secured’ in the ship. 0.5m boxes will align within the Cargo Grid. Any loose items placed within the grid will not align to this. Loose Items placed inside the Cargo Grid will be added to the ship’s ‘manifest’. Items placed outside of the grid will therefore not be added to the ‘manifest’. Items can be taken from one ship’s hold, carried to another ship and stored in its hold instead. Buy/Sell Cargo through Market Vendors1 SCU crates full of a single commodity can bought and sold at vendors. 0.5m boxes the player discovers, or recovers can be sold at vendors. Commodities can be bought at a vendor in selected spots. Players will walk up to the kiosk and use it to initiate an interaction. Only the stock the vendor buys/sells will be listed and the price they want for each. Transactions takes place entirely in the interface.  
    Star Marine
    Armors Added: Heavy outlaw (slaver). Added: Heavy marine. Weapons Added: Behring P8-SC SMG.  
    Ships & Vehicles
    Ships General Added hit reactions. Added damaged and emergency interior states. Added compresAdded compressed landing gear. New RSI Constellation Aquila MISC Prospector Aopoa Nox Drake Dragonfly Vehicles New RSI Ursa Rover Components Gravlev System. Shield Emitters, Coolers, and Power Plants have returned with new functionality.  
    First Person
    Animations
    Greatly expanded the number of usable items (benches, stools, ect) that can be interacted with by both players and NPCs. Appearance
    Clothing New clothing and clothing variants have been added. Gear
    Armor Armor now consists of modular pieces. Added: Heavy Marine Armor. Added: Heavy Slaver Armor. Added: RSI Explorer Flight Suit. Weapons Added: Apocalypse Arms Scourge Railgun. Added: Behring P8-SC.  
    User Interface
    New Mobiglas Interface
    Personal Manager App
    Using this app, you are able to select individual areas of clothing, armor, and items to change, add or remove from the players character. To do this select one of the options by double clicking “LMB” to open up the list of items the user has collected for that area. Once the area has been selected, the model with zoom in on the area to show the items in detail. By double-clicking “LMB” on the individual item, the amount displayed from the inventory will go down and add to the equipped value on the left. Equipping an item may open up further ports for the user to equip more items such as Grenades, Gadgets and Magazines. Once the item is equipped the you can Save and Apply these changes to your character. In order for changes to be seen in game you must select the ‘Apply Changes’ button. By selecting ‘Inventory’ along the top you can also see a list of items collected on your adventures for use i.e. Medipens, Pistols etc. These items can be attached to various parts of armour to stock up.  
    StarMap App
    You will be able to navigate the various rings in the Starmap which display the orbital rotations of the areas to explore. You can use the right mouse button to move the Starmap around, and the left to rotate and select areas. Use the mousewheel to zoom in and out and double-click on planets to center and zoom into them. Once zoomed in on a planet or moon you will see x, y and z positions mapped out to quantum travel to, making it easier to decide which side of the planet to go to. Contract Manager App
    Use this app to check available missions, track/untrack accepted missions, and view your mission history.  
    New Ship Multiple Selectable MFD featuring Render to Texture (RTT)
    Heat – System – Signals The same signals readout as the Power MFD. IR Suppression – This button toggles suppressing the IR signal multiplier (which temporarily reduces your IR signal) at the cost of all items (and thus, the entire ship via the Heat Sink) heating rapidly. When IR Suppression is active, you should see that IR starts to drop down, and Heat starts to creep up toward its overheat value.System System IR Suppression – All groups are suppressed. This overrides any groups below. System IR Suppression – All groups are suppressed. This overrides any groups below. IR Levels – Shows the IR levels of each item category. Heat – Items On Button – This denotes the on/Off state of the item. Item Name – Reorder alphabetically by item name (all categories). Item Name – Item Name. Distortion Damage – Appears when distortion damage is received, and disappears when there is none. Item Type – Reorder by cycling item type (all categories). This is a list of available types: Power Plant (power in this case is power generated) Cooler (no heat, but for health/wear indication) Shield Generator Gun Main Thruster Maneuvering Thruster Quantum Drive Jump Drive Radar Power – The current item power usage. Heat – The current heat the item is generating. Health – How much health each item has remaining. Wear – How much wear each item has remaining. Power – System On Button – Turns all power plants on/Off. Power Throttle Throttle – This throttles the connected Power Plants’ maximum power output. Throttle Max – This is the 100% value for the Power Plants maximum power output. Throttle Stealth – This is an updating bar which denotes the Stealth value that Throttle is set to when the Stealth Button is pressed (see below). Power Usage – Currently generated power. Power Required – Required power by all items. Power Deficiency – Amount of required power minus the currently generated power. Only appears when the power plants aren’t able to supply enough required power. Stealth – This button sets the Throttle to the Stealth value, which is the sum on Power value of all connected items that are on, plus a small reserve value (10% to start). As individual items will be able to be turned off, this bar will move up and down as the Stealth value changes. Once the Stealth Button has been activated and the Throttle value reduced, you may then readjust the Throttle to suit your needs or adjust the Power Priority Triangle to work with the reduced power output. Power Priority Triangle – Moving the indicator on the Power Priority Triangle adjusts the percentage of power that is distributed to the three major systems (Shields, Weapons, and Thrusters) if total power requested is larger than available power generated. Nudging toward one system should add to it, and take proportionally to the other systems. Groups – Each group (Shields, Weapons, Thrust) are represented by icons. Priority – Percentages for each group. These should total 100%; dead center of the triangle should indicate 33% on each corner of the triangle. Power Deficiency – If any group isn’t receiving its requested power, it is indicated by an icon. Signals: Heat – As the point of throttling power to items is to control your ship’s signals, they are indicated here. Heat – Total heat generated by items. Heat Capacity – Total heat capacity available to the ship. EM – Current total EMsignature. IR – Current total IR signature. *Power – Items
    On Button – This turns individual power plants on/Off. Please note that the only items that can be turned on and off from this page are power plants. All other items are only observable in their on/off states. Item Name Item Name Distortion Damage – Appears when distortion damage is received, and disappears when there is none. Item Type – Reorder by cycling item type (all categories). This is a list of available types: Power Plant (power in this case is power generated) Shield Generator Gun Main Thruster Maneuvering Thruster Quantum Drive Jump Drive Radar Avionics Power – For power plants, power generation. For all other items, item power usage. Heat – The current heat the item is generating. Health – How much health each item has remaining. Wear – How much wear each item has remaining. Item Group Power Shields Weapons Thrusters Shields – Systems On Button – Turns all shield emitters and shield generators on/Off. Shield Generator Throttle – This works exactly like the Power Throttle in all other MFDs and throttles Power for the shield generators. Shield Status – As before, a top-down (for front, back, left, and right) and side (top and bottom) shield health is displayed. Face repair is represented by the highlighted bar, and each face’s health is indicated by the value next to it. Top – Represents the health to front, back, left, and right. Side – Represents the health to top and bottom. Face Priority – Dragging the pip toward a face moves priority toward that face. Increasing face priority both increases the rate at which it is repaired when damaged, and also redistributes health toward it when the shields are healthy. Top – Represents the face priority to front, back, left, and right. Side – Represents to the face priority to top and bottom. Face Hardening – Selecting a face temporarily gives it extra resistance, allowing you to brace for damage to a particular face. Standby – This button turns off the actual shield temporarily to allow it to repair more quickly at the cost of not having the shields on while this is happening. Shields – Items On Button – This turns individual shield generators on/Off. Item Name – Reorder alphabetically by shield generator name. Item Name – Shield Generator name. Distortion Damage – Appears when distortion damage is received, and disappears when there is none. Type – Item Type Icon Power – Shield generator power usage. Heat – The current heat the shield generator is generating. Health – How much health each shield generator has remaining. Wear – How much wear each shield generator has remaining. Weapons – System On Button – Turns all weapons and missiles on/Off. Weapon Group On Button- This turns all weapons in the weapon group on/Off. Weapon Group Number – Weapon Group 1 or 2. Weapon Group Throttle – This works exactly like the Power Throttle in all other MFDs and throttles Power for that Weapon Group. Weapons Number – Number of weapons in that Weapon Group. Missiles On Button – This turns all missiles on/Off. Missiles Icon Missiles Number – Number of missiles left. Weapons – Items On Button – This turns individual weapons on/Off. Item Name. Item Name – Weapon Name Distortion Damage – Appears when distortion damage is received, and disappears when there is none. Weapon Group – The Weapon Group number (there are two). Clicking this specific element switches the fire group to the other fire group (there are currently two fire groups). Ammo Type Ammo Remaining Ammo – Ammo remaining in current reload. Reloads – Ammo reloads remaining. Power – Gun power usage. This will be useful for showing you how much power each gun requires to use. Heat – The current heat the item is generating. Health – How much health each gun has remaining. Wear – How much wear each gun has remaining.  
    Technical
    Universe
    Increased player-cap to 50. Menu
    Added FOV scale to menu. Audio
    New low ammo audio. New ship weapon audio. New ship engine audio. Graphical
    New “Fog” VFX. New Debris Motion. New Quantum Travel VFX. New Ship Destruction VFX. New Ship “trails” VFX. New layered ship weapon impacts. Optimizations
    Added additional serialization. Improved emitter update performance.  
    Feature Updates
    Universe
    ASOP Terminals
    Added ship selector with more information. Shops
    Adding Magazines and Grenades to Cubby Blast. Added new armors/weapons to Garrity Defense. Added new clothing to various stores. Missions
    Many new job contracts available via the Mission Manager App. Split “wanted” and “criminality” reputations. Only players at wanted level 3 should appear hostile. CrimeStat
    Reworked, but still basic implementation of crimes and criminality. Split “wanted” and “criminality” reputations. Only players at wanted level 3 should appear hostile. Grim Hex
    Additional props. Updated art assets. Moved ASOP terminals to main railing.  
    Ships & Vehicles
    General
    Updated with new hit reactions. Updated ship entry and interaction animations. Drake Cutlass Black: Complete Rework.
    RSI Aurora Series: Complete Rework.
    Aegis Avenger
    Updated dashboard. Aegis Vanguard
    Cockpit rework. Aegis Sabre
    Cockpit display rework. Aegis Gladius
    Cockpit display rework. HUD update. Anvil Gladiator
    Separated art for pilot/copilot geometry. Drake Herald
    Rescaled self-destruct timer. Vanduul series
    Updated lighting. Merlin
    Updated lighting. MISC Reliant
    Updated lighting. Drake Caterpillar
    Added airlock hole for EVA hatch. Ship Weapons
    Updated animations. Knightbridge Arms series: Complete Rework. Klaus and Werner Repeater Series: Complete Rework.  
    Star Marine
    Armors
    Armor and equipment weight now alters run speed and stamina drain. Light/Medium/Heavy armor piece damage reduction balancing. Weapons
    New P8-SC SMG available. Tweaks and balance changes across all weapons.  
    Arena Commander
    Scoring rework.
     
    First Person
    Animations
    Updated jumping. Updated pistol animations. Gear
    Equipment Weight Equipment weight now influences actor state and run speed. Weapons
    Complete art rework: Devastator 12 Shotgun. Complete art rework: Arrowhead Sniper Rifle. Complete art rework: P4-AR Assault Rifle. Complete art rework: Arclight Pistol. Complete art rework: Gallant Rifle. Complete art rework: Gemini L86.  
    Technical
    Menu
    Reskinned “Contacts” page. Keybindings and Controls
    Tweaked controls for turrets for improved experience. Added joystick mappings for EVA and FPS. Added joystick mappings for interaction mode. Added gamepad mappings for interaction mode. Added ADS zoom in and out for gamepad. Audio
    Updated internal ship audio. Updated quantum travel audio. Updated shopping UI audio. Updated collision audio. Graphical
    Exposure Improvements. Specular Improvements.  
    Fixes
    Bug Fixes
    Universe
    Fixed LOD issues on Olisar. Fixed delayed/missing music in Crusader. Fixed missing purchasable items form ArcCorp. Added proper collision to GrimHex shop window. Fixed an issue where spawning a Freelancer in front of a Scythe would cause them to collide. Fixed missing collision in Aeroview hangar. Vehicles
    Suspension should now work properly. Ships
    EMP Charges no longer have a chance to kill players. Fixed some audio feedback issues. Khartu-Al Corrected several backward or missing decals. Gladiator Fixed exterior lighting. Mustang Series Corrected several backward or missing decals. Fixed cracked glass appearance on cockpit from a distance. Caterpillar Fixed an issue with shadow flicker in cockpit. 300 Seires Corrected several backward or missing decals. Fixed some clipping geometry. Fixed texture normals. Vanguard series Fixed a bug with Hoplite destruction VFX. Vanduul Fixed collision issues with Scythe and Glaive landing gear. Starfarer Player no longer t-poses when entering/exiting turret. Constellation series Reduced the interaction point size of ladders. Resolved missing or quiet audio for fly by. FPS
    Fixed some issues with grenade markers. Fixed players momentarily in aim pose during jump. Projectiles sh ould now spawn in correct zone. Fixed issue where players could use MediPen without reducing supply or without HUD updating. Arena Commander
    Fixed LOD issue on Dying Star central spire. Fixed LOD issues for landing pads. Star Marine
    Visual Clean-ups for Star Marine: Demien. Cleaned up issues with player lighting. Fixed issue where all players were marked hostile for spectator. Players no longer slide into hacking animation when interacting with terminals from side or back. Removed grenade damage through barrier into spawn room. General
    Fixed issue where players were unable to join on friends if different regions are selected. Fixed issue where if both players add each other to contacts they both appear as permanently offline. Fixed an issue where only the first PTU account copy would get added to friends system. Fixed an issue where loading into the universe would present no destinations after finishing a match of Arena Commander. Fixed an issue where input recognition would fail when overlapping inputs.  
    Balance
    Ships
    Boost and afterner are additive rather than multiplicative Quantum fuel tanks and consumption have been updated for new planet.ary distances. Shield regen now has a “set-back” value rather than a static interupt. FPS
    Increased hip fire recoil. Damage and spread balancing across all weapons. Reduced procedural breathing sway effects in ADS. Added damage reduction component to armor items. Increased damage reduction of medium and heavy armors. Increased movement speed difference between light and medium.
  23. Upvote
    Akanoes got a reaction from SnH_Firefighter in 3.0 PTU patch notes   
    Alpha Patch 3.0.0 has been released to the PTU, and is now available to test! Alpha 3.0.0 is our largest content release to date featuring numerous tech and core system updates. Players will have access to planetary surfaces for the first time on 3 moons (Yela, Daymar, and Cellin) along with an asteroid (Delamar). These new surfaces are expansive, with over 3 million square kilometers to explored, and dotted with surface outposts and derelict ships. Additionally we have added 4 new ships, our first dedicated ground vehicle (Ursa Explorer), the foundation of our revamped mission system with new missions, a completely new launcher and patcher system, and so much more! Since we have much to test with many features still being worked on, we will be doing focus waves of testing so we can nail down particular features and systems before moving on to the next.
     
    Your launcher should should show “3.0.0-672282” as the client version. 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.
     
    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.
     
    KNOWN ISSUES
    Content missing key elements
    User Interface Insurance and Persistence Internal Ship Docking Comm System Bugs, issues, and work arounds (W/A)
    Texture streaming can sometimes halt, causing surfaces and features to look lower quality than intended. Ship weapons lack convergence. Items and ships placed in hangars are not persisting between sessions. Hotkeys for power and shield allocation are currently not functioning correctly. 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.
    New Features
    General Content
    Breathing, Stamina & Heart Rate
    Oxygen Supply: Many areas, such as space or the moons of Crusader, do not have breathable atmospheres and are dangerous for characters unless they’re wearing a pressure suit. Most pressure suits are equipped standard with an oxygen tank. As you breathe, you will slowly consume the oxygen inside your tank. Your oxygen tank will automatically begin to refill once you are inside an area, station, ship or outpost with a breathable atmosphere. If your oxygen supply runs out, your pressure suit contains a small buffer of oxygen to provide you with a short amount of time to try to find an oxygen supply. If your suit is not sealed or you’re not wearing a helmet, you will not have this buffer. If you do not have any oxygen available, you will asphyxiate and quickly pass out. Stamina: As you exert more effort by running, jumping, etc., your muscles work harder and begin to consume more oxygen. To keep up with this higher demand, your heart rate and breathing increase to provide your muscles with a steady supply of oxygen. Wearing heavier armor will increase how much effort it takes to do actions and will tire you out sooner. The more you exert yourself, the harder you breathe and the faster your oxygen supply will be depleted. Breathing: As you exert more effort by running, jumping, etc., your muscles work harder and begin to consume more oxygen. To keep up with this increased demand on your body, your heart rate and breathing increase to provide your muscles with a steady supply of oxygen. Heart Rate Monitor: The heart rate monitor on your helmet’s HUD and in your mobiGlas functions as an exertion/stamina meter. As a character exerts themselves, their heart rate increases. If a character exerts themselves too much, they will enter a Hyperventilated state. This will restrict the actions that you can perform, and things like running, sprinting or vaulting will be blocked until you exit the Hyperventilated state. Heart rate and breathing can also effect recoil handling and aim. As your heart rate increases the character’s aim will begin to sway, ranging from a minor wobble to wild drifting. Once levels reach certain critical thresholds your vision will also begin to be effected, slowly dimming till it goes completely black. Once your heart rate returns to normal, so will your vision and movement. Wound System: , Injury is now taken into account for status effects to a small degree including movement penalties for limb damage.  
    Hint System
    Added the foundation of a new “hint system” which will allow players to learn about how to play the game whilst playing it and reduce the burden of having to consult an off-line resource.
    Interaction System
    Interaction Mode
    Holding down the [F] key will activate Interaction Mode – a contextual cursor will appear in the center of the screen, interaction points will highlighted, even from a distance. The parallax cursor movement allows selection of anything on screen with little head movement, while retaining full input control. Movement is limited to walking speed while in Interaction Mode. Holding the right mouse button enters into ‘focus’; the camera rotates and zooms in on the cursor location, putting it in the center of the screen. From here, the cursor behaves normally. Releasing right click returns to standard view. Left click confirms the selection, and the associated action begins. Releasing [F] will always immediately return to natural gameplay. Inner Thought Prompt
     When near enough to interact, the inner thought prompt will softly appear on the player screen, tilting towards the location of the interaction to help provide context to the inner thought text. The text will inform you of the action that will be performed upon interaction. Moving away, looking away, or having line of sight to the interaction point blocked will remove the inner thought prompt. The inner thought text will display on screen relative to the object of interaction, but will stay at a fixed size so it’s guaranteed readable. The ellipse below the text indicates that secondary options are available, and they can be accessed with the cursor or mouse wheel.  
    Party Launch System
    Added new command /partylaunch. If the party leader enters /partylaunch into the chat window in game, this will send a notification to each party member when the leader enters an instance that they can either accept or ignore. If accepted they will be put into Matchmaking system to join the leader. If the server doesn’t have enough space for the full party, all players in the party will be put back into Matchmaking to find another server.
     
    Universe
    New Locations
    We have implemented the first fully modeled, explorable planetary surfaces. These include three moons; Yela, Daymar, and Celin, as well as the mining planetoid Delamar. Each planetary body has unique atmospheric composition, pressure, and gravity as well as a variety of surface outposts and derelict ships to explore, many tied to our new missions system.
     
    Levski is a base built into the rock on Delamar, an asteroid hidden deep in an asteroid belt. The base was originally an active mining facility but after being left derelict for a number of years new residents moved in and it became a hotbed for political radicals & criminals. The main areas are controlled by various political groups with a strong anti UEE sentiment, they try to keep order best they can. Levski has the choice of numerous shops spread across multiple floors, many missions will be available (both illegal and legal) you can access Levski by; foot, ship or ground vehicle.
     
    We have implemented the first fully modeled, explorable planetary surfaces. These include three moons; Yela, Daymar, and Celin, as well as the mining planetoid Delamar. Each planetary body has unique atmospheric composition, pressure, and gravity as well as a variety of surface outposts and derelict ships to explore, many tied to our new missions system.
     
    Planetary Motion
    Planetary bodies now have rotational motion complete with dynamic day/night cycles.
     
    Surface Outposts
    Planetary surfaces are dotted with surface outposts representing a variety organizations and functions. Each outpost is unique and has its own power system and oxygen supply, many with usable Kiosks and landing pads with associated ASOP terminals.
     
    Persistence and Insurance
    Persistence
    Ammo and missile persistence. Ship damage state persistence. Spawn location persistence (what location you left your ship at, what location your character was at). Inventory Persistence – items, commodities and ships. Insurance
    At any point you are able to claim a replacement ship through the ship selection screen. When you make a claim you will pay an initial % cost of the ship’s price as a deductible. There will be additional multiplier of the deductible for each previous claim in the past 24 hours (real time). Once deductible is paid, the ship will be processed and delivered to the station where the claim was made. Processing time will vary depending on the size of the ship. You can pay an additional fee to fast-track the processing.  
    Air Traffic Control (ATC)
    Landing and take off at public facilities is now controled by Air Traffic Ontrol (ATC). The ATC acts as the connection between you and the landing tower using the MFD comm function in every ship. When attempting to land, you will open a communication channel to the tower and ask for permission. The tower then checks if all the requirements are fulfilled and will advise appropriately. Selecting a target location will happen via the MFD Comm System.
     
    Shops
    New items (clothing, armor, weapons, components) added to shop inventory. Added Dumper’s Depot to major locations.
      AI Subsumption
    We have introduced the basics of subsumption. You should now see NPCs going about their daily lives at all 3 major landing zones (Grim Hex, Port Olisar, and Levski).
     
    Kiosks
    We have introduced shop Kiosks. The main variants of the Kiosk will be used for Buying/Selling General Items, Buying/Selling Commodities, and for General Landing Pad Services (Repair/Refuel/Restocking). The intention is that you will have separate inventories at each Station and Major Landing Zone. Kiosks will only be able to interact with items that are local to the shop’s location. The kiosk will be able to interrogate, and manipulate, any cargo, loadout, or the inventory of these local elements. By default, the kiosk will show everything you have access to in that location, but will be able to drill down to facilitate any specific ship, cargo manifest, or station storage.
     
    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.
     
    Quantum Travel System
    Quantum travel (QT) destinations are now selected via the MobiGlas Starmap app. Whether or not an object can be targeted for QT is determined by the drive’s detection range and is based off 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. There’s now a short range quantum travel for moving around different orbital points of moons and small planetary bodies. Quantum travel speeds, spooling, and cooldown times are variable based on the size and quality of the drive.  
    Mission System
    The missions system has been revamped with new missions, mission givers, and greater variety. Each of the below missions has many variants and types, including lawful/unlawful, and many can be done in cooperation with other players. Some variants will require the player to gain a certain kind of reputation.
    Delivery Deploy Recovery AI Bounty Hunt AI Assassination Collection Waste disposal Patrol Derelict investigation Escort Mission Givers Ruto and Eckhart  
    Doors and Airlocks
    Doors and airlocks have been updated with additional functionality. Introduced basic ship security.  
    Item 2.0
    First introduction of item 2.0 system for ships, including the following:
    Power – Includes the ability to control how much power is generated by the power plants and is distributed to all of the other systems to use. Heat – Includes the ability to monitor how much heat, EM, and IR the ship is generating, and the ability to temporarily reduce IR. Shields – Includes the ability to monitor and adjust shield strength and repair behavior, and adjust power usage and performance. Screen Switch Behavior – Includes the ability to switch between various screens on the same physical monitor.  
    Distortion Damage
    Distortion damage has been completely revamped, reworked, and given a basic implementation with more to come later.
    Distortion points Offensive distortion points – this is a value on each distortion item that determines how many points it applies per use. (Each 3.0 distortion item is listed below) Defensive distortion points – This is the number of points every powered item has to counter distortion damage. (Each 3.0 item that has distortion defence is listed below). All defensive points are blockers, meaning each point will completely stop one offensive point, if the item has a larger defense pool than the attack there is no effect, if it is smaller the power is removed. Distortion damage types Distortion fields: These will have fixed damage only, meaning each field has a static number of offensive distortion points is applies to any item within its radius. The number of points per field and the radius will be defined on the record of the item that generates the field. Distortion projectiles: These will have fixed damage only, meaning each projectile will carry a static number of offensive distortion points and will apply them to the item that they hit. The number of points per projectile will be defined on the record of the item that fires the projectile. Distortion items Offense items: Any ship: JOKR Distortion Cannon S1 (distortion projectiles) Sabre Raven: 2x S4 MXOX TroMag EMP Pods (distortion fields) Avenger Warlock: 1x Warlock EMP Module (distortion fields) Defensive items All power plants: The only item that can deal with distortion damage is a ship’s power plant, it has a pool of distortion blockers and any damage that is delivered to the ship will be piped straight to the power plant. The power plant either has a higher number of distortion blockers and nothing happens, or it has less and power is removed from all ship items.  
    Cargo and Commodities
    Introduced the first implementation of cargo
    Moving Small Items Some items are transported in small, portable boxes. They can be bought and sold at vendors. These items are placed in/around the Stanton system’s wreckages and procedurally on planet surfaces. They will be generated when destroying cargo-carrying ships. 0.5m boxes can be lifted and moved using the existing hand-lifting system. 1 SCU cargo cannot be lifted or moved. Storing Small Items in the Cargo GridShips will have ‘Cargo Grids’ set up inside that governs how cargo is placed/secured within it. Placing 0.5m boxes within the Cargo Grid will be considered ‘secured’ in the ship. 0.5m boxes will align within the Cargo Grid. Any loose items placed within the grid will not align to this. Loose Items placed inside the Cargo Grid will be added to the ship’s ‘manifest’. Items placed outside of the grid will therefore not be added to the ‘manifest’. Items can be taken from one ship’s hold, carried to another ship and stored in its hold instead. Buy/Sell Cargo through Market Vendors1 SCU crates full of a single commodity can bought and sold at vendors. 0.5m boxes the player discovers, or recovers can be sold at vendors. Commodities can be bought at a vendor in selected spots. Players will walk up to the kiosk and use it to initiate an interaction. Only the stock the vendor buys/sells will be listed and the price they want for each. Transactions takes place entirely in the interface.  
    Star Marine
    Armors Added: Heavy outlaw (slaver). Added: Heavy marine. Weapons Added: Behring P8-SC SMG.  
    Ships & Vehicles
    Ships General Added hit reactions. Added damaged and emergency interior states. Added compresAdded compressed landing gear. New RSI Constellation Aquila MISC Prospector Aopoa Nox Drake Dragonfly Vehicles New RSI Ursa Rover Components Gravlev System. Shield Emitters, Coolers, and Power Plants have returned with new functionality.  
    First Person
    Animations
    Greatly expanded the number of usable items (benches, stools, ect) that can be interacted with by both players and NPCs. Appearance
    Clothing New clothing and clothing variants have been added. Gear
    Armor Armor now consists of modular pieces. Added: Heavy Marine Armor. Added: Heavy Slaver Armor. Added: RSI Explorer Flight Suit. Weapons Added: Apocalypse Arms Scourge Railgun. Added: Behring P8-SC.  
    User Interface
    New Mobiglas Interface
    Personal Manager App
    Using this app, you are able to select individual areas of clothing, armor, and items to change, add or remove from the players character. To do this select one of the options by double clicking “LMB” to open up the list of items the user has collected for that area. Once the area has been selected, the model with zoom in on the area to show the items in detail. By double-clicking “LMB” on the individual item, the amount displayed from the inventory will go down and add to the equipped value on the left. Equipping an item may open up further ports for the user to equip more items such as Grenades, Gadgets and Magazines. Once the item is equipped the you can Save and Apply these changes to your character. In order for changes to be seen in game you must select the ‘Apply Changes’ button. By selecting ‘Inventory’ along the top you can also see a list of items collected on your adventures for use i.e. Medipens, Pistols etc. These items can be attached to various parts of armour to stock up.  
    StarMap App
    You will be able to navigate the various rings in the Starmap which display the orbital rotations of the areas to explore. You can use the right mouse button to move the Starmap around, and the left to rotate and select areas. Use the mousewheel to zoom in and out and double-click on planets to center and zoom into them. Once zoomed in on a planet or moon you will see x, y and z positions mapped out to quantum travel to, making it easier to decide which side of the planet to go to. Contract Manager App
    Use this app to check available missions, track/untrack accepted missions, and view your mission history.  
    New Ship Multiple Selectable MFD featuring Render to Texture (RTT)
    Heat – System – Signals The same signals readout as the Power MFD. IR Suppression – This button toggles suppressing the IR signal multiplier (which temporarily reduces your IR signal) at the cost of all items (and thus, the entire ship via the Heat Sink) heating rapidly. When IR Suppression is active, you should see that IR starts to drop down, and Heat starts to creep up toward its overheat value.System System IR Suppression – All groups are suppressed. This overrides any groups below. System IR Suppression – All groups are suppressed. This overrides any groups below. IR Levels – Shows the IR levels of each item category. Heat – Items On Button – This denotes the on/Off state of the item. Item Name – Reorder alphabetically by item name (all categories). Item Name – Item Name. Distortion Damage – Appears when distortion damage is received, and disappears when there is none. Item Type – Reorder by cycling item type (all categories). This is a list of available types: Power Plant (power in this case is power generated) Cooler (no heat, but for health/wear indication) Shield Generator Gun Main Thruster Maneuvering Thruster Quantum Drive Jump Drive Radar Power – The current item power usage. Heat – The current heat the item is generating. Health – How much health each item has remaining. Wear – How much wear each item has remaining. Power – System On Button – Turns all power plants on/Off. Power Throttle Throttle – This throttles the connected Power Plants’ maximum power output. Throttle Max – This is the 100% value for the Power Plants maximum power output. Throttle Stealth – This is an updating bar which denotes the Stealth value that Throttle is set to when the Stealth Button is pressed (see below). Power Usage – Currently generated power. Power Required – Required power by all items. Power Deficiency – Amount of required power minus the currently generated power. Only appears when the power plants aren’t able to supply enough required power. Stealth – This button sets the Throttle to the Stealth value, which is the sum on Power value of all connected items that are on, plus a small reserve value (10% to start). As individual items will be able to be turned off, this bar will move up and down as the Stealth value changes. Once the Stealth Button has been activated and the Throttle value reduced, you may then readjust the Throttle to suit your needs or adjust the Power Priority Triangle to work with the reduced power output. Power Priority Triangle – Moving the indicator on the Power Priority Triangle adjusts the percentage of power that is distributed to the three major systems (Shields, Weapons, and Thrusters) if total power requested is larger than available power generated. Nudging toward one system should add to it, and take proportionally to the other systems. Groups – Each group (Shields, Weapons, Thrust) are represented by icons. Priority – Percentages for each group. These should total 100%; dead center of the triangle should indicate 33% on each corner of the triangle. Power Deficiency – If any group isn’t receiving its requested power, it is indicated by an icon. Signals: Heat – As the point of throttling power to items is to control your ship’s signals, they are indicated here. Heat – Total heat generated by items. Heat Capacity – Total heat capacity available to the ship. EM – Current total EMsignature. IR – Current total IR signature. *Power – Items
    On Button – This turns individual power plants on/Off. Please note that the only items that can be turned on and off from this page are power plants. All other items are only observable in their on/off states. Item Name Item Name Distortion Damage – Appears when distortion damage is received, and disappears when there is none. Item Type – Reorder by cycling item type (all categories). This is a list of available types: Power Plant (power in this case is power generated) Shield Generator Gun Main Thruster Maneuvering Thruster Quantum Drive Jump Drive Radar Avionics Power – For power plants, power generation. For all other items, item power usage. Heat – The current heat the item is generating. Health – How much health each item has remaining. Wear – How much wear each item has remaining. Item Group Power Shields Weapons Thrusters Shields – Systems On Button – Turns all shield emitters and shield generators on/Off. Shield Generator Throttle – This works exactly like the Power Throttle in all other MFDs and throttles Power for the shield generators. Shield Status – As before, a top-down (for front, back, left, and right) and side (top and bottom) shield health is displayed. Face repair is represented by the highlighted bar, and each face’s health is indicated by the value next to it. Top – Represents the health to front, back, left, and right. Side – Represents the health to top and bottom. Face Priority – Dragging the pip toward a face moves priority toward that face. Increasing face priority both increases the rate at which it is repaired when damaged, and also redistributes health toward it when the shields are healthy. Top – Represents the face priority to front, back, left, and right. Side – Represents to the face priority to top and bottom. Face Hardening – Selecting a face temporarily gives it extra resistance, allowing you to brace for damage to a particular face. Standby – This button turns off the actual shield temporarily to allow it to repair more quickly at the cost of not having the shields on while this is happening. Shields – Items On Button – This turns individual shield generators on/Off. Item Name – Reorder alphabetically by shield generator name. Item Name – Shield Generator name. Distortion Damage – Appears when distortion damage is received, and disappears when there is none. Type – Item Type Icon Power – Shield generator power usage. Heat – The current heat the shield generator is generating. Health – How much health each shield generator has remaining. Wear – How much wear each shield generator has remaining. Weapons – System On Button – Turns all weapons and missiles on/Off. Weapon Group On Button- This turns all weapons in the weapon group on/Off. Weapon Group Number – Weapon Group 1 or 2. Weapon Group Throttle – This works exactly like the Power Throttle in all other MFDs and throttles Power for that Weapon Group. Weapons Number – Number of weapons in that Weapon Group. Missiles On Button – This turns all missiles on/Off. Missiles Icon Missiles Number – Number of missiles left. Weapons – Items On Button – This turns individual weapons on/Off. Item Name. Item Name – Weapon Name Distortion Damage – Appears when distortion damage is received, and disappears when there is none. Weapon Group – The Weapon Group number (there are two). Clicking this specific element switches the fire group to the other fire group (there are currently two fire groups). Ammo Type Ammo Remaining Ammo – Ammo remaining in current reload. Reloads – Ammo reloads remaining. Power – Gun power usage. This will be useful for showing you how much power each gun requires to use. Heat – The current heat the item is generating. Health – How much health each gun has remaining. Wear – How much wear each gun has remaining.  
    Technical
    Universe
    Increased player-cap to 50. Menu
    Added FOV scale to menu. Audio
    New low ammo audio. New ship weapon audio. New ship engine audio. Graphical
    New “Fog” VFX. New Debris Motion. New Quantum Travel VFX. New Ship Destruction VFX. New Ship “trails” VFX. New layered ship weapon impacts. Optimizations
    Added additional serialization. Improved emitter update performance.  
    Feature Updates
    Universe
    ASOP Terminals
    Added ship selector with more information. Shops
    Adding Magazines and Grenades to Cubby Blast. Added new armors/weapons to Garrity Defense. Added new clothing to various stores. Missions
    Many new job contracts available via the Mission Manager App. Split “wanted” and “criminality” reputations. Only players at wanted level 3 should appear hostile. CrimeStat
    Reworked, but still basic implementation of crimes and criminality. Split “wanted” and “criminality” reputations. Only players at wanted level 3 should appear hostile. Grim Hex
    Additional props. Updated art assets. Moved ASOP terminals to main railing.  
    Ships & Vehicles
    General
    Updated with new hit reactions. Updated ship entry and interaction animations. Drake Cutlass Black: Complete Rework.
    RSI Aurora Series: Complete Rework.
    Aegis Avenger
    Updated dashboard. Aegis Vanguard
    Cockpit rework. Aegis Sabre
    Cockpit display rework. Aegis Gladius
    Cockpit display rework. HUD update. Anvil Gladiator
    Separated art for pilot/copilot geometry. Drake Herald
    Rescaled self-destruct timer. Vanduul series
    Updated lighting. Merlin
    Updated lighting. MISC Reliant
    Updated lighting. Drake Caterpillar
    Added airlock hole for EVA hatch. Ship Weapons
    Updated animations. Knightbridge Arms series: Complete Rework. Klaus and Werner Repeater Series: Complete Rework.  
    Star Marine
    Armors
    Armor and equipment weight now alters run speed and stamina drain. Light/Medium/Heavy armor piece damage reduction balancing. Weapons
    New P8-SC SMG available. Tweaks and balance changes across all weapons.  
    Arena Commander
    Scoring rework.
     
    First Person
    Animations
    Updated jumping. Updated pistol animations. Gear
    Equipment Weight Equipment weight now influences actor state and run speed. Weapons
    Complete art rework: Devastator 12 Shotgun. Complete art rework: Arrowhead Sniper Rifle. Complete art rework: P4-AR Assault Rifle. Complete art rework: Arclight Pistol. Complete art rework: Gallant Rifle. Complete art rework: Gemini L86.  
    Technical
    Menu
    Reskinned “Contacts” page. Keybindings and Controls
    Tweaked controls for turrets for improved experience. Added joystick mappings for EVA and FPS. Added joystick mappings for interaction mode. Added gamepad mappings for interaction mode. Added ADS zoom in and out for gamepad. Audio
    Updated internal ship audio. Updated quantum travel audio. Updated shopping UI audio. Updated collision audio. Graphical
    Exposure Improvements. Specular Improvements.  
    Fixes
    Bug Fixes
    Universe
    Fixed LOD issues on Olisar. Fixed delayed/missing music in Crusader. Fixed missing purchasable items form ArcCorp. Added proper collision to GrimHex shop window. Fixed an issue where spawning a Freelancer in front of a Scythe would cause them to collide. Fixed missing collision in Aeroview hangar. Vehicles
    Suspension should now work properly. Ships
    EMP Charges no longer have a chance to kill players. Fixed some audio feedback issues. Khartu-Al Corrected several backward or missing decals. Gladiator Fixed exterior lighting. Mustang Series Corrected several backward or missing decals. Fixed cracked glass appearance on cockpit from a distance. Caterpillar Fixed an issue with shadow flicker in cockpit. 300 Seires Corrected several backward or missing decals. Fixed some clipping geometry. Fixed texture normals. Vanguard series Fixed a bug with Hoplite destruction VFX. Vanduul Fixed collision issues with Scythe and Glaive landing gear. Starfarer Player no longer t-poses when entering/exiting turret. Constellation series Reduced the interaction point size of ladders. Resolved missing or quiet audio for fly by. FPS
    Fixed some issues with grenade markers. Fixed players momentarily in aim pose during jump. Projectiles sh ould now spawn in correct zone. Fixed issue where players could use MediPen without reducing supply or without HUD updating. Arena Commander
    Fixed LOD issue on Dying Star central spire. Fixed LOD issues for landing pads. Star Marine
    Visual Clean-ups for Star Marine: Demien. Cleaned up issues with player lighting. Fixed issue where all players were marked hostile for spectator. Players no longer slide into hacking animation when interacting with terminals from side or back. Removed grenade damage through barrier into spawn room. General
    Fixed issue where players were unable to join on friends if different regions are selected. Fixed issue where if both players add each other to contacts they both appear as permanently offline. Fixed an issue where only the first PTU account copy would get added to friends system. Fixed an issue where loading into the universe would present no destinations after finishing a match of Arena Commander. Fixed an issue where input recognition would fail when overlapping inputs.  
    Balance
    Ships
    Boost and afterner are additive rather than multiplicative Quantum fuel tanks and consumption have been updated for new planet.ary distances. Shield regen now has a “set-back” value rather than a static interupt. FPS
    Increased hip fire recoil. Damage and spread balancing across all weapons. Reduced procedural breathing sway effects in ADS. Added damage reduction component to armor items. Increased damage reduction of medium and heavy armors. Increased movement speed difference between light and medium.
  24. Like
    Akanoes got a reaction from SnH_Firefighter in How to install PTU 3.0   
    Hi Everyone, We are ready for more stress testing on the latest Star Citizen Alpha 3.0 version, so we’d like to open up the PTU to more players. We will be publishing Star Citizen Alpha 3.0 to the PTU in stages for the following three groups — 1st Wave testers, Subscribers, and Concierge Members. 
     
    Tonight we are granting access to 1st Wave testers and going from one stage to the next will depend on server stability. You can follow the status of your group below.
     
    To play Alpha 3.0, you must download and install the new PTU Launcher: https://install.robertsspaceindustries.com/star-citizen/RSI-Setup-1.0.0-ptu.25.exe. It features the Delta Patcher, which will drastically reduce the size of incremental game updates. You will also need to copy your account to the PTU. Here’s a refresher on how to do that:
     
    1) Log on to the RSI website using your normal credentials.
    2) Copy your account to the PTU by visiting the Settings section of your RSI account or going directly here https://robertsspaceindustries.com/account/copy/ptu. Following this step, you should receive an email with your PTU-specific password.
    3) Download the PTU Launcher.
    4) Launch the installer exe and follow the instructions on screen. 
    5) Log in to the PTU Launcher using your login ID and the PTU-specific password received in the email.
    6) Make sure the “Live” channel is selected under the Star Citizen logo and download the latest build. 
    7) Enjoy Alpha 3.0!
     
    The goal of this initial PTU release is to increase our total player count in an effort test concurrency. We also need you to focus on testing the traversal system by quantum traveling, landing on moons, locating and visiting Levski, and just exploring the great expanse of space around Crusader.
     
    Please note that the complete Alpha 3.0 experience is not in this build, as some features are still being implemented and refined. These features will be added to future builds when ready for wider testing.
     
    PTU 1st Wave: Access to PTU open!
    Subscribers: Access to PTU open! 
    Concierge: Access to PTU open!
     
    Lastly, you are allowed to create content/stream with this patch.
     
     
    Source
  25. Like
    Akanoes got a reaction from SnH_Firefighter in How to install PTU 3.0   
    Hi Everyone, We are ready for more stress testing on the latest Star Citizen Alpha 3.0 version, so we’d like to open up the PTU to more players. We will be publishing Star Citizen Alpha 3.0 to the PTU in stages for the following three groups — 1st Wave testers, Subscribers, and Concierge Members. 
     
    Tonight we are granting access to 1st Wave testers and going from one stage to the next will depend on server stability. You can follow the status of your group below.
     
    To play Alpha 3.0, you must download and install the new PTU Launcher: https://install.robertsspaceindustries.com/star-citizen/RSI-Setup-1.0.0-ptu.25.exe. It features the Delta Patcher, which will drastically reduce the size of incremental game updates. You will also need to copy your account to the PTU. Here’s a refresher on how to do that:
     
    1) Log on to the RSI website using your normal credentials.
    2) Copy your account to the PTU by visiting the Settings section of your RSI account or going directly here https://robertsspaceindustries.com/account/copy/ptu. Following this step, you should receive an email with your PTU-specific password.
    3) Download the PTU Launcher.
    4) Launch the installer exe and follow the instructions on screen. 
    5) Log in to the PTU Launcher using your login ID and the PTU-specific password received in the email.
    6) Make sure the “Live” channel is selected under the Star Citizen logo and download the latest build. 
    7) Enjoy Alpha 3.0!
     
    The goal of this initial PTU release is to increase our total player count in an effort test concurrency. We also need you to focus on testing the traversal system by quantum traveling, landing on moons, locating and visiting Levski, and just exploring the great expanse of space around Crusader.
     
    Please note that the complete Alpha 3.0 experience is not in this build, as some features are still being implemented and refined. These features will be added to future builds when ready for wider testing.
     
    PTU 1st Wave: Access to PTU open!
    Subscribers: Access to PTU open! 
    Concierge: Access to PTU open!
     
    Lastly, you are allowed to create content/stream with this patch.
     
     
    Source
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