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Akanoes

2.1.1 now on PTU and available to everyone =D

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Alpha Patch 2.1.1 has been released to the PTU, and is now available for player testing! This patch is primarily performance and crash fixes for Crusader and Arena Commander, as well as some ship balance changes.
Your launcher should should show “2.1.1-313225-PTU” 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\Cloud Imperium Games\StarCitizen\Test.

Please review our list of 2.1.0 Known Issues, and take full advantage of our Issue Council area of the Community site to report any bugs you encounter, as well as contribute to other players submissions.

 

2.1.1

Some important call-outs

  • A jet-pack looking item is appearing on the back of characters in Crusader. This will be removed shortly.
  • We are aware that ArcCorp is still suffering from some texture problems and level of detail popping.

 

Arena Commander Module

Balance/Tweaks

Components

  • Improved the overheat rate of the Revenant Gatling gun, so that it will go longer before overheating.

Ships

  • Slightly reduced the overall maneuverability of the Vanguard Warden.
  • The Vanduul Glaive now has cruise speed of 1080.
  • The Vanduul Scythe now has a cruise speed of 995.
  • The Vanduul Glaive has received a significant increase to ship health.

Fixes

Gameplay

  • Fixed an issue where enemy Vanduul AI ships would spin out of control when killed and only despawn on hitting the simulation boundary.
  • Fixed an issue where damaging or destroying a Vanguard Warden was not awarding points in Arena Commander.

Ships

  • Fixed the position of the radar globe in the Vanguard Warden ship HUD.
  • We are temporarily changing the Vanguard to use one shield at 6x current strength, to closer mimic its final function.
  • This is temporary as the tech for the six-shield set up the Vanguard will have in its final iteration is not yet implemented in 2.1.
  • Fixed an issue with the Cutlass Black and Retaliator turrets, where the weapons were misaligned and not correctly attached to the turret mounts.

User Interface

  • Fixed an issue where the central MFD information was offset from the ship HUD on the Vanguard Warden’s screen.

 

Persistent Universe

Additions

Gameplay

  • Increased the maximum player count in Crusader from 16 to 24.
  • The maximum player ship count in the instance is still locked to 16 while we gather data.

Fixes

Gameplay

  • Fixed a bug that caused all doors in ArcCorp and Million Mile High club to break.

Technical

  • Fixed a number of server and client crashes.

 

2.1.1a

Some important call-outs:

  • We are aware that ArcCorp is still suffering from some texture problems and level of detail popping.
  • VFG Industrial has a small spot of missing collision in the floor, in front of the hangar bay doors to the elevator. It can be avoided by sprinting over it or using the Main Menu → Universe interface.
  • The Vanguard Warden can sometimes spawn in with one or more of its lasers floating inside of the ship.
  • Similarly, the Vanguard Warden lasers will rarely fire off-center.

 

Arena Commander Module

Balance/Tweaks

Ships
The Vanguard Warden has received a number of maneuverability tweaks, based on feedback and our own observations.
Simple movements should result in much less oversteer and sliding when doing simple movements.
Changes of direction when pitching and yawing should now come with improved acceleration.
It should no longer be able to get into unrecoverable spins unless severely damaged.

Fixes

Ships
Fixed an issue where Vanguard Pilots would find their character eyes visible in the middle of their screen, after respawning in Arena Commander games.

 

Persistent Universe

Additions

Gameplay
The max player count for Crusader has been returned to 16.
We gathered a ton of great data during the time it was increased, thanks to everyone who jumped into for testing!

Fixes

Environment
Removed an errant Devastator-12 Energy Shotgun that would spawn inside of one of rare wrecks in the Yela Asteroid Field.
This was removed because it would cause a client crash. If any player finds this still in-game on this new build, please report it to Issue Council ASAP. Thank you!

Technical
Made several FPS performance improvements to the Constellation Andromeda while in Crusader.

Edited by Akanoes

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what was the point of going to everyone? i thought the entire point of PTU was a limited group of hard core players 

It is called 'Public Test Universe' and not 'Private Test Universe'. 

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what was the point of going to everyone? i thought the entire point of PTU was a limited group of hard core players 

More testers = More bugs found and fixed

Also, they F'ed up the Vanguard. From what I saw on reddit they changed the wrong values so its still super maneuverable but it has major understeer now and with fixed weapons, it's hell xD

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Welp, 2.1.1b came out... it literally did 1 thing.. fix some collision in the VFG Industrial Hanger floor. Too lazy to put it up there xD

If things go well though, it will go live.

Edited by Akanoes

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I'm not sure if this is the right thread but in the new Baby PU 2.1.1 release my upgraded weapon loadouts no longer carry over into the PU from the hanger or Arena Commander.  Anyone have the solution to this?  I'm flying a 300R with Tarantulas in AC and in PU it changes me to the stock Omnisky VI but adds a Bulldog in the nose which isn't stock and I've never even used in that location.

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I'm not sure if this is the right thread but in the new Baby PU 2.1.1 release my upgraded weapon loadouts no longer carry over into the PU from the hanger or Arena Commander.  Anyone have the solution to this?  I'm flying a 300R with Tarantulas in AC and in PU it changes me to the stock Omnisky VI but adds a Bulldog in the nose which isn't stock and I've never even used in that location.

Not really the right place but I'll help anyway ;) As far as I know you've never been able to take a custom loadout into the PU and from what I can see on the ship page your nose gun should be empty, so be happy you got a gun there at all :P 

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Not really the right place but I'll help anyway ;) As far as I know you've never been able to take a custom loadout into the PU and from what I can see on the ship page your nose gun should be empty, so be happy you got a gun there at all :P 

LOL thanks and yes having an extra gun in the nose over the stock loadout is a positive :)

In Alpha 2.0 though you could take in your custom loadout if you changed things out in the Holotable then took it into Arena Commander it would save to the PU as well.  Saw the trick on somebody's YouTube video, I think it was BoredGamer maybe.  It was great because the 350r with Size 2 Tarantulas in the wings and a Size 3 Tarantula in the nose is incredibly effective. 

What area is more appropriate for this type of technical question discussion?

Sorry I just saw the Ship and Equipment thread, maybe this should be moved there?

http://forums.tacticaladvance.co.uk/forum/5-ship-and-equipment-discussion/

Edited by Jorunn

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What area is more appropriate for this type of technical question discussion?

Sorry I just saw the Ship and Equipment thread, maybe this should be moved there?

http://forums.tacticaladvance.co.uk/forum/5-ship-and-equipment-discussion/

The baby PU would be fine or the "General questions & chat" but as a reply to this thread, not a lot of people will see it :P 

That was a useful trick though, didn't know about it sadly =<

Edited by Akanoes

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