Alpha 3.0 PTU Patch Notes

Discussion in 'Star Citizen Notes & Reports' started by BoredGamerUK, Nov 28, 2017.

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  1. BoredGamerUK

    BoredGamerUK BoredGamer Premium User Content Creator BoredGamer Mod

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    THIS IS WHERE ALL THE PATCH NOTES FOR THE STAR CITIZEN ALPHA 3.0 LEADING UPTO A LIVE BUILD WILL BE STORED. ORIGINAL 1st PATCH AT THE TOP THEN IN ASCENDING ORDER TO THE LATEST PATCH/INFO.

    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.

    Important:
    • Focus: New patcher, station traversing, ship spawning, StarMap app, quantum travel, landing, air traffic control (ATC) system, quantum fuel usage/balance, hydrogen fuel usage/balance, afterburner, shopping, ship MFDs, missions, core combat (mission focus).
    • 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.
    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 as they undergo bug fixes and polish. Additionally, there's content that is not listed in the notes that are intended for live release and will be added iteratively during the testing cycle.

    Key Game-play How Tos:
    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

    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.
    • 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.
    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.
    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.
    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
    Planetary Surfaces
    • 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: Your character and ship's persistence state is now being updated every few minutes and on logout. After death, you will respawn in the station you last visited. Visiting is determined by proximity.
    • 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.
    New Locations
    • Levski: 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.
    • 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 and 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 in preparation of the room system.
    • 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 Commodoties
    Introduced the first implementation of cargo
    Salvage:
    • 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 Grid:
    • Ships 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 Vendors:
    • 1 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
    Consumable
    • Oxygen Capsule
    Weapons
    • Added: Behring P8-SC SMG
    Ships & Vehicles
    Ships
    General:

    • Added hit reactions
    • Added damaged and emergency interior states
    • Added compressed landing gear.
    New:

    • RSI Constellation Aquila
    • MISC Prospector
    • Aopoa Nox
    • Drake Dragonfly
    Vehicles
    New:
    • RSI Ursa Rover
    Components
    • Gravlev System for bikes (Nox and Dragonfly)
    • Shield Emitters, Coolers, and Power Plants have returned with new functionality
    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
    UI & 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.
    • Comm App (detailed below)
    Ship HUD and MFD

    New Ship MFD feature Render to Texture (RTT)

    Multiple selectable MFDs per screen
    • 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 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.
    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:
    1. Power Plant (power in this case is power generated)
    2. Cooler (no heat, but for health/wear indication)
    3. Shield Generator
    4. Gun
    5. Main Thruster
    6. Maneuvering Thruster
    7. Quantum Drive
    8. Jump Drive
    9. Radar
    10. Power - The current item power usage.
    11. Heat - The current heat the item is generating.
    12. Health - How much health each item has remaining.
    13. Wear - How much wear each item has remaining.
    Power System
    • On Button - Turns all power plants On/Off.
    • Power Throttle
    1. Throttle - This throttles the connected Power Plants' maximum power output.
    2. Throttle Max - This is the 100% value for the Power Plants maximum power output.
    3. 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).
    4. Power Usage - Currently generated power.
    5. Power Required - Required power by all items.
    6. 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.
    1. Groups - Each group (Shields, Weapons, Thrust) are represented by icons.
    2. Priority - Percentages for each group. These should total 100%; dead center of the triangle should indicate 33% on each corner of the triangle.
    3. 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.
    1. Heat - Total heat generated by items.
    2. Heat Capacity - Total heat capacity available to the ship.
    • EM - Current total EMsignature.
    • IR - Current total IR signature.
    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
    1. Item Name
    2. 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:
    1. Power Plant (power in this case is power generated)
    2. Shield Generator
    3. Gun
    4. Main Thruster
    5. Maneuvering Thruster
    6. Quantum Drive
    7. Jump Drive
    8. Radar
    9. 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
    1. Power
    2. Shields
    3. Weapons
    4. Thrusters
    Comms:
    The Comms system is available as a menu uption on ship MFDs.Support Screens. The player will have to enter Interaction Mode (hold down "F") in order to see and select the Inner Thought Comms options (note this is not the end functionality) The Inner Thought Comms options that are available to the player will be context sensitive.
    • Requesting landing: Use the Comms system when in range of a landing zone to request a landing pad. The air traffic control (ATC) will respond and assign you a pad. In some instances, such as at Levski where the landing pads are enclosed, you will need to use the same system to request a take off.
    • Shields:
    System
    • 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.
    1. Top - Represents the health to front, back, left, and right.
    2. 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.
    1. Top - Represents the face priority to front, back, left, and right.
    2. 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.
    Items
    • On Button - This turns individual shield generators On/Off.
    • Item Name - Reorder alphabetically by shield generator name.
    1. Item Name - Shield Generator name.
    2. 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.
    Items
    • On Button - This turns individual weapons On/Off.
    • Item Name.
    1. Item Name - Weapon Name.
    2. 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
    1. Remaining Ammo - Ammo remaining in current reload.
    2. 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
    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
    General
    • Updated colorgrade for Crusader.
    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 Contract App.
    CrimeStat: Reworked, but still basic implementation of crimes and criminality.
    • Split "wanted" and "criminality" reputations.
    • Only players at wanted level 3 should appear hostile.
    • If criminal is killed by security, they lose wanted levels.
    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.
    • Updated all exterior and interior ship lights.
    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: Arclight Pistol.
    • Complete art rework: P4-AR Assult Rifle.
    • Complete art rework: KLWE Gallant.
    • Complete art rework: Gemini L86.
    Technical
    Universe
    • Increased player-cap to 50
    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.

    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
    • Fixed some audio feedback issues.
    • EMP Charges no longer have a chance to kill players.
    • 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. The nose of the Constellations should now properly take damage.
    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 afterburner are additive rather than multiplicative.
    • Quantum fuel tanks and consumption have been updated for new planetary 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.
     
    Last edited: Dec 6, 2017
  2. BoredGamerUK

    BoredGamerUK BoredGamer Premium User Content Creator BoredGamer Mod

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    Star Citizen Patch 3.0.0 aa & ab
    Full patch notes can be found here: https://ptu.cloudimperiumgames.com/...forum/1/thread/star-citizen-patch-3-0-0-ptu-2

    Alpha Patch 3.0.0 aa & ab has been released to the PTU, and is now available to test! Patch should now show: PTU-673332

    It is strongly recommended that players delete their USER folder for the Public client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Roberts Space Industries\StarCitizen\LIVE.

    Important:
    • Focus: (UPDATED) New patcher, station traversing, ship spawning, StarMap app, quantum travel, landing, air traffic control (ATC) system, quantum fuel usage/balance, hydrogen fuel usage/balance, afterburner, shopping, ship MFDs, missions, core combat (mission related).
    • (UPDATED) All the ships are flyable, but the following are the ships that have had the most attention and focus: Gladius, Hornet Series, Sabre, Vanguard, Constellation Series, Cutlass Black, Caterpillar, Nox, Dragonfly, Prospector, Freelancer, Aurora series, Argo series, Buccaneer, Greycat, Starfarer series, Khartu-AL, Avenger series, Gladiator, Mustang series, Herald, Merlin, 300 series, Ursa.
    We would like you to focus on the above for this wave of testing and bug reports.

    NOTE: Other content and features are in and listed in the notes, but currently not the focus of this testing phase as they undergo bug fixes and polish. Additionally, there's content that is not listed in the notes that are intended for live release and will be added iteratively during the testing cycle.

    Key Game-play How Tos:
    Afterburner: There is now a single afterburner with the ability to achieve higher top velocity under certain conditions, giving us AB SCM and AB Cruise with the only distinction being two different speeds. You can only enter AB Cruise if your flight path is a straight, forward line. Otherwise you're limited to AB SCM, i.e. while maneuvering/strafing. Once in AB Cruise you can release the afterburner key and go into an AB idle mode to maintain your current speed. Throttle setting and y-axis strafe level allows incremental speeds, but you will decelerate if you change your vector. If you continue to hold AB and maneuver, you drop to AB SCM speed until you return to straight-line flight. AB Idle holds your current velocity as long as you're not maneuvering and decoupled rotation is allowed while in AB idle.

    Show Location: We have added a command that allows you to find your location in coordinates (useful for bug reporting purposes). Enter "/showlocation" in the chat box (make sure you are in a all chat) to get coordinates.

    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.

    Major Known Issues:
    Eckhart's first mission currently breaks the player character.
    Items and ships placed in hangars are not persisting between sessions.

    Focus Feature Updates
    UI
    • Changed the landing helper UI to show only for the assigned landing pad when using the ATC. Increased the size and range at which this is visible.
    Bug Fixes
    • Ship weapons should now properly converge. (Thursday update)
    • Character should no longer T-pose on entry/exit of ship.
    • Character model should now be present on PMA.
    • Updated LOD ratios on the Daymar cliffs to avoid visual popping.
    • Fixed the size 3 power-plants having wrong parameters, rendering the Gemini unflyable.
    • You should no longer be able to cause a permanent screen fade if you exit to menu while passing out.
    • Fixed an issue where some ship weapon audio couldn't be heard from a distance.
    • Players should no be able to sit down in front of Eckhart to advance the mission dialogue.
    • Mission audio should now work for Eckhart missions.
    • Ship weapon whizby audio should now be working.
    • Audio ambience in Port Olisar should no longer bleed into adjacent rooms.
    • Fixed gravlev bottoming out and occasionally jumping too high.
    • The pet fish shop counter in Levski should now have collision.
    • Fixed missing collision on the bars of the back right weapon rack at Conscientious Objects.
    • Fixed the foggy glass at Garrity Defense.
    • Simultaneous spawning of ships should no longer confuse the ASOP terminal and cause markers to be placed on another player's ship.
    • Spawning a second ship at the ASOP terminal should no longer leave an invalid 0m marker for the first ship.
    Technical
    • Various crash fixes.
    • Minor performance tweak.
    Non-Focus Feature Updates
    Known Issues:
    Content missing key elements:
    • User Interface
    • Insurance and Persistence
    • Internal Ship Docking
    • Comm System
    Bugs, issues, and work arounds (W/A):
    • Eckhart's first mission currently breaks the player character.
    • Items and ships placed in hangars are not persisting between sessions.
    • 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.
     
  3. BoredGamerUK

    BoredGamerUK BoredGamer Premium User Content Creator BoredGamer Mod

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    Update: 27th November 615pm CST/1215am GMT

    Current Build: 3.0.0-673332
    Build in Testing: 3.0.0- 674154


    Status: After testing, QA found two major blockers in build 674154 that will result in us delaying deployment until tomorrow.

    We'll be passing this information off to our teams in Europe to take a look at when they're in office tomorrow morning, and we'll restart our build evaluation process tomorrow afternoon.

    The 3.0.0 update represents months and months of development, and stabilizing and bug fixing in any PTU phase does take time. Your participation has been absolutely fantastic and incredibly helpful in this first phase of 3.0 testing. Thanks everyone.
     
  4. BoredGamerUK

    BoredGamerUK BoredGamer Premium User Content Creator BoredGamer Mod

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    Star Citizen Patch 3.0.0ac PTU.674844
    Alpha Patch 3.0.0ac has been released to the PTU, and is now available to test! Patch should now show: PTU-674844

    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).

    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.

    We would like you to focus on the above for this wave of testing and bug reports.

    NOTE: Other content and features are in and listed in the notes, but currently not the focus of this testing phase as they undergo bug fixes and polish. Additionally, there’s content that is not listed in the notes that are intended for live release and will be added iteratively during the testing cycle.

    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.

    Major Known Issues:
    Eckhart’s first mission currently breaks the player character.
    Items and ships placed in hangars are not persisting between sessions.
    Focus Feature Updates
    General
    • FOV min/max is now defined by screen aspect ratio.
    Universe
    • Changed the time for hacking down wanted levels to vary more.
    • Altered Comm Arrays so they don’t overlap with other monitored zones.
    • Created a “Crusader Wanted” tutorial journal entry for when players attain their first wanted level.
    • Increased the abandonment range and the cut off timers for some missions.
    • Visual clean-up and polish at Levski.
    • Added additional lighting to outposts and outpost landing pads for better nighttime illumination.
    Missions
    • Tweaked the lights on the black box to be seen from a greater distance.
    • Enemy AI should now attack civilian ships and cargo manifests have been added to their ships when appropriate.
    • Ships and Vehicles
    • MFD Screen focus polish (middle mouse button) and added hotkey focus screen switching (cycle with WASD).
    • Starfarer: Updated with new glass shader.
    Bug Fixes
    • Fixed replaceme textures appearing on ship damage.
    • Accepting the first mission from Eckhart should no longer break the character.
    • Floating debris and props should now properly have physics.
    • Engine trails should no longer be created while the engines are turned off.
    • Kudre Ore should now be properly marked and labeled on both the HUD and the StarMap.
    • Added a check to make sure combat area for patrol missions only triggers once.
    • The “Steal” missions should now have properly text strings.
    • Mission markers should now correctly appear on the StarMap when accessed from the pilot’s seat.
    • The Star Kitten Dragonfly should now properly appear in game.
    • The mining machines at moon outposts should now have animations.
    • Fixed various outpost assets that appeared black.
    • AI enemies should no longer spawn inside of asteroids.
    • Added missing MFD options from MFD menu of ARGOs.
    • Fixed various turbulence and atmospheric flight bugs for the Khartu-Al, Glaive, and Scythe.
    • Fixed some floating props around GrimHex.
    • On ship destruction, Sabre pilots should die properly rather than get stuck.
    • Vaulting directly into EVA should no longer cause the player to ragdoll.
    • Fixed an issue that allowed any gun to use any other magazine if swapped via the PMA.
    • The KRIG Quarreler should now properly have overheat.
    • Fixes for mission objectives becoming broken for the “Recover Stolen Goods” mission.
    • Removed the usable interaction from airlocks so players don’t drop boxes anymore.
    • Equipping items using the PMA while the character model is facing away should no longer cause the model to become invisible.
    • The copilot of the Dragonifly should no longer lose character control when exiting in EVA.
    • The Hoplite should now properly have door control from the pilot seat.
    • The pilot’s hands and feet in the Retaliator should no longer appear twisted and broken.
    • Fixed some atmosphere issues inside of the Vanguard.
    • The Avenger should no longer have a “communications” interaction prompt inside the cockpit.
    • The mission list should now properly update after you accept a new mission.
    • The lifts/elevators should no longer get stuck in the doors closing state at Levski.
    • Weapon fire to the starboard wing of the Caterpillar should now correctly cause damage.
    • The starboard door should now be visible on the Cutlass.
    • Various LOD fixes for all 300 series ships.
    • Improved Gladiator tail damage to be more recognizable.
    • Missiles should no longer bounce off shields without exploding.
    • Plugged in hole in wall assets at Levski.
    • Altered pass-by ship sounds so it no longer cuts off abruptly.
    • Ship landing dust should no longer appear offset from the ship nor cull/disappear at a short distance.
    • Black box missions should now fail if the asset is destroyed.
    • Corrected seat and dashboard interaction highlight for the Retaliator.
    • Chaff should no longer appear to explode inside of or clip through geometry.
    • The planet collect missions that are associated with derelict ships should now have a proper location beacon on the derelict.
    • Fix for boxes being placed into world space but then vanishing.
    • Fixed overlapping MFDs on Greycat.
    • The nose of the derelict Caterpillar should no longer have a missing LOD effect on approach.
    • Fixed LOD issues with the Gladius and updated landing gear bay interior.
    • Fixed buggy behavior of StarMap if accessed during quantum travel.
    • The ARGOs should now properly have HUDs.
    • The lift/elevator should now properly have an interaction highlight on the Retaliator.
    • EVA thrusters should no longer be on while a player isn’t moving.
    • Player hands should no longer clip into the dashboard when exiting the copilot seat of the Starfarer.
    • Turning engines on should no longer trigger the “engines offline” audio.
    Technical
    • Numerous crash fixes.
    • Various performance tweaks.
    Non-Focus Feature Updates
    Cargo
    • Added logos to the 1 scu cargo commodities.
    Star Marine
    • Added dirt and wear to Star Marine loadouts.
    Bug Fixes
    • Updated “metal box” art so it isn’t the same as “mineral box”.
    • Players should now be able to sell medical supplies at Port Olisar.
    • Commodities should now correctly detach from the Constellation when its destroyed.
    • Ships should now correctly consume hydrogen fuel.
    • The Cutlass should now drop cargo when destroyed.
    • Adjusted EVA access points on the 85x to make them easier to locate.
    • The 85x cockpit should now properly have atmosphere.
    Known Issues:
    Content missing key elements:
    • User Interface
    • Insurance and Persistence
    • Internal Ship Docking
    • Comm System
    Bugs, issues, and work arounds (W/A):
    • Items and ships placed in hangars are not persisting between sessions.
    • 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.
     
    Last edited: Dec 6, 2017
  5. BoredGamerUK

    BoredGamerUK BoredGamer Premium User Content Creator BoredGamer Mod

    Messages:
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    Star Citizen Alpha 3.0.0ad PTU.675526 Patch Notes
    Full patch notes can be found here: https://ptu.cloudimperiumgames.com/...forum/1/thread/star-citizen-patch-3-0-0-ptu-2

    Alpha Patch 3.0.0ad has been released to the PTU, and is now available to test! Patch should now show: PTU-675526

    It is strongly recommended that players delete their USER folder for the Public client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Roberts Space Industries\StarCitizen\LIVE.

    Important:
    • Focus: (UPDATED) New patcher, station traversing, ship spawning, StarMap app, quantum travel, landing, air traffic control (ATC) system, quantum fuel usage/balance, hydrogen fuel usage/balance, afterburner, shopping, ship MFDs, missions, core combat (mission related).
    • (UPDATED) All the ships are flyable, but the following are the ships that have had the most attention and focus: Gladius, Hornet Series, Sabre, Vanguard, Constellation Series, Cutlass Black, Caterpillar, Nox, Dragonfly, Prospector, Freelancer, Aurora series, Argo series, Buccaneer, Greycat, Starfarer series, Khartu-AL, Avenger series, Gladiator, Mustang series, Herald, Merlin, 300 series, Ursa.
    We would like you to focus on the above for this wave of testing and bug reports.

    NOTE: Other content and features are in and listed in the notes, but currently not the focus of this testing phase as they undergo bug fixes and polish. Additionally, there's content that is not listed in the notes that are intended for live release and will be added iteratively during the testing cycle.

    Key Game-play How Tos:
    Afterburner: There is now a single afterburner with the ability to achieve higher top velocity under certain conditions, giving us AB SCM and AB Cruise with the only distinction being two different speeds. You can only enter AB Cruise if your flight path is a straight, forward line. Otherwise you're limited to AB SCM, i.e. while maneuvering/strafing. Once in AB Cruise you can release the afterburner key and go into an AB idle mode to maintain your current speed. Throttle setting and y-axis strafe level allows incremental speeds, but you will decelerate if you change your vector. If you continue to hold AB and maneuver, you drop to AB SCM speed until you return to straight-line flight. AB Idle holds your current velocity as long as you're not maneuvering and decoupled rotation is allowed while in AB idle.

    Show Location: We have added a command that allows you to find your location in coordinates (useful for bug reporting purposes). Enter "/showlocation" in the chat box (make sure you are in a all chat) to get coordinates.

    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.

    Major Known Issues:
    Items and ships placed in hangars are not persisting between sessions.
    Items are missing from shops and cargo from kiosks.
    Equipping a weapon already equipped in another slot on the PMA results in a client crash.

    Focus Feature Updates
    UI
    • When in interaction mode, mousewheel zoom now scales step size based on scroll wheel velocity.
    • Switched interaction prompt to "grab" for cargo boxes and "chat" for mission givers.
    Ships and Vehicles
    • Aurora series: Updated external geometry to include store-all system for cargo and adjusted SCU carrying capability.
    • Mustang series: Lighting update and polish.
    Bug Fixes
    • Moved dashboard interaction for "open ladder" on the Avenger series to make it easier to interact with.
    • The Dragonfly, when hovering in landing mode, should now be able to properly make left turns.
    • The automated defense turrets at the comm arrays should now function properly (be careful wanted criminals, level four or higher).
    • The 300 series should now properly have a "Flight Ready" interaction prompt.
    • Realigned wing hardpoints to fix weapons clipping into the mounts.
    • Fixed an area inside the 300 series that had no internal atmosphere.
    • The Hornet should no longer be able to carry cargo if the module is not attached.
    • You should no longer lose ambient audio when in the driver's seat of the Greycat.
    • Players should no longer be able to walk around while trying on clothing.
    • Players should no longer be able to fall through elevator physics grid at Levski.
    • Fixed an issue where derelict missions wouldn't work after abandoned by a player.
    • Fixed an issue where the ship being escorted wouldn't quantum travel away at the end of the mission.
    Technical
    • Various crash fixes.
    • Minor performance tweaks.
    Content missing key elements:
    • User Interface
    • Insurance and Persistence
    • Internal Ship Docking
    • Comm System
    Bugs, issues, and work arounds (W/A):
    • Items and ships placed in hangars are not persisting between sessions.
    • 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.
     
    Last edited: Dec 6, 2017
  6. BoredGamerUK

    BoredGamerUK BoredGamer Premium User Content Creator BoredGamer Mod

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    Star Citizen Alpha 3.0.0ae PTU.677001 Patch Notes
    Full patch notes can be found here: https://ptu.cloudimperiumgames.com/...forum/1/thread/star-citizen-patch-3-0-0-ptu-2

    Alpha Patch 3.0.0ae has been released to the PTU, and is now available to test! Patch should now show: PTU-677001

    It is strongly recommended that players delete their USER folder for the Public client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Roberts Space Industries\StarCitizen\LIVE.

    Important:
    • Focus: New patcher, station traversing, ship spawning, StarMap app, quantum travel, landing, air traffic control (ATC) system, quantum fuel usage/balance, hydrogen fuel usage/balance, afterburner, shopping, ship MFDs, missions, core combat (mission related).
    • All the ships are flyable, but the following are the ships that have had the most attention and focus: Gladius, Hornet Series, Sabre, Vanguard, Constellation Series, Cutlass Black, Caterpillar, Nox, Dragonfly, Prospector, Freelancer, Aurora series, Argo series, Buccaneer, Greycat, Starfarer series, Khartu-AL, Avenger series, Gladiator, Mustang series, Herald, Merlin, 300 series, Ursa.
    We would like you to focus on the above for this wave of testing and bug reports.

    NOTE: Other content and features are in and listed in the notes, but currently not the focus of this testing phase as they undergo bug fixes and polish. Additionally, there's content that is not listed in the notes that are intended for live release and will be added iteratively during the testing cycle.

    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.

    Show Location: We have added a command that allows you to find your location in coordinates (useful for bug reporting purposes). Enter "/showlocation" in the chat box (make sure you are in a all chat) to get coordinates.

    Ship Start Up: Approach the entry point of your ship, then press and hold "F" to activate the interaction system. Select from the various inner thought prompts using the cursor or mouse wheel to move between them. Once inside your ship, again press and hold "F" and select the "Flight Ready" prompt to run through complete ship start up. Alternatively, you can press the "F5" key for quick start up.

    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.

    Major Known Issues:
    Clicking on Multiplayer in Arena Commander causes the client to crash. Game modes are currently disabled due to this bug.
    First implementation of persistence bed spawning will have numerous bugs and issues.
    Items and ships placed in hangars are not persisting between sessions.

    Focus Feature Updates
    Universe
    • Quantum travel VFX minor polish.
    • Adjusted LODs and lighting at outposts.
    • Various lighting and functionality polish for comm arrays.
    • Various interaction cursor updates.
    • Texture and collision polish to derelict Caterpillar.
    • Ship bed persistence spawning is now on. Note from the designer: This should allow players to log off (disconnect) from a PU server via a ship bed. This is done by using player interaction mode to get into bed and then triggering the “log out” interaction via the inner thought. This persists the location of the player in their current ship and the ship’s position. On re-connection, if the player was the ship's legal owner, they will be put back in the bed and the ship will be respawned at the point the player logged off at. If the ship the player was in got destroyed after the player logged out (i.e. you were in a friend’s ship when you logged out so it wasn’t instantly removed), you should respawn back at the last station you were at.
    • Added automated defense turrets around Port Olisar and security post Kareah.
    • To improve performance we have removed 50% of NPC's from stations.
    • Automated landing can now trigger from slightly further away from the assigned bad.
    Missions
    • Increased the time to report to the start of a patrol mission.
    • Moved corpses into better locations, adjusted the derelicts to allow better flow & added pirates to the derelicts.
    Ships and Vehicles
    • Gladius: Updated top displays to 4:3 aspect, converted displays to full MFDs, and updated ship headlights.
    Bug Fixes
    • The TroMag EMP on the Sabre Raven should now have proper bubble VFX.
    • Fix for dying/crashing while carrying a box leaving you with it permanently attached to your hand even after log off/log on.
    • All ships should now be locked to non-owner players by default when spawned at the ASOP terminal.
    • Updated Star Kitten Dragonfly to have correct seat texture.
    • Shops and commodities should again be available throughout the verse.
    • Fixed animation on mining machines.
    • Fixed various collision and visual issues at derelicts.
    • Kudre Ore outpost should now be properly labeled and marked.
    • Ships spawning into Arena Commander modes should no longer have landing gear down or have landing mode thrust levels.
    • Corrected mis-aligned VFX thruster positioning on the Retaliator.
    • The game should no longer crash when equipping a weapon that is already equipped in another slot.
    • Fixed odd camera display when requesting a ship from Levski ASOP terminals.
    • Fixed yaw/roll joystick animations being incorrect on various ships.
    • The two struts opposite the main cargo area of the Starfarer should now have collision.
    • Fixed an issue where the player would not have any stance active while ducking, allowing them to survive without oxygen indefinitely.
    • Several fixes to prevent missions breaking due to loss or destruction of mission critical items.
    • Fixed LOD popping issue with Constellation turrets.
    • Fixed HUD position being too low on the ARGOs.
    • Raised the thruster overheat cap and lowered the heat, power and atmosphere heat factors to prevent engines overheating and cutting off with afterburner (more balance on this will come later).
    • Players should no longer be able to set the Starfarer or the Caterpillar as delivery destinations at GrimHex on the kiosk, where they can't be spawned.
    • The controls in the Khartu-Al should now properly reflect roll.
    • Fixed some issues with Eckhart interactions.
    • Various fixes for camera view from seats and beds.
    • Reduced the number of M50s spawned in various enemy waves.
    Technical
    • Several crash fixes.
    • Various performance tweaks.
    Non-Focus Feature Updates
    UI
    • Added ship view to the Arena Commander loadout manager.
    Cargo
    • Added running sound for kiosks.
    • Carry-able commodity crates dropped from a destroyed vehicle will now appear in persistent data when placed inside of another vehicle.
    Content missing key elements:
    • User Interface
    • Insurance and Persistence
    • Internal Ship Docking
    • Comm System
    Bugs, issues, and work arounds (W/A):
    • Items and ships placed in hangars are not persisting between sessions.
    • 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.
     
    Last edited: Dec 6, 2017
  7. BoredGamerUK

    BoredGamerUK BoredGamer Premium User Content Creator BoredGamer Mod

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    Star Citizen Patch 3.0.0af PTU.677618
    Alpha Patch 3.0.0af has been released to the PTU, and is now available to test! Patch should now show: PTU-677618

    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).

    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.

    We would like you to focus on the above for this wave of testing and bug reports.

    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.

    Major Known Issues:
    • Ships currently only have one functioning MFD.
    • There are frequent and pervasive CPU spikes associated with ships using a physics grid.
    • Both Constellations and the Cutlass currently can’t be made flight ready.
    • First implementation of persistence bed spawning will have numerous bugs and issues.
    • Items and ships placed in hangars are not persisting between sessions.
    Focus Feature Updates
    Universe
    • Removed trash from in front of Levski market and swapped out Dumper’s clerk for one with stable hair.
    UI
    • Updated cursors for interactions on various ships
    • Added audio for inner thought prompts.
    Ships and Vehicles
    • Pressing “F6” now completely powers down your ship.
    • Balance pass on item 2.0 components, notably shields.
    Bug Fixes
    • Fixed permanently open doors at Garrity Defense.
    • Fixed atmosphere issues in the command module of the Caterpillar.
    • The automated turrets should now properly function.
    • Entering the pilot seat of the Mustang Gamma/Omega should no longer teleport the player underneath the ship.
    • Fixed an atmosphere gap in the Cutlass where the cargo hold met the cockpit area.
    • Fixed an issue in the Starfarer where when a second player sits in a seat all MFDs turn off until power is cycled.
    • Quantum travel entry sounds should now play for the Gladius.
    • Updated texture streaming to fix some issues with moon surfaces.
    • Refactored how impact damage is calculated to fix high damage for low speed player impacts.
    • Set escort missions to spawn Constellation Aquilas and changed navpoint markers.
    • Fixed objective update spam and re-ordered missing crew list to be more logical.
    • Fixed missing audio from journals during the PI wanted mission.
    Technical
    • Minor crash fixes.
    • Fixed the Arena Commander multiplayer mode entry crash.

    Non-Focus Feature Updates
    Cargo
    • Carryable commodity crates dropped from a destroyed vehicle will now appear in persistent data when placed inside of another vehicle.
      Bug Fixes
    • Exiting the pilot seat of the 85x while landed should no longer trap the player inside the ship geometry.
    • Players should now be properly receiving score for damage in Arena Commander swarm modes.
    • Fixed various VFX and trigger issues with exploding objects in Star Marine.
    Known Issues:
    Content missing key elements:
    • User Interface
    • Insurance and Persistence
    • Internal Ship Docking
    • Comm System
    Bugs, issues, and work arounds (W/A):
    • Items and ships placed in hangars are not persisting between sessions.
    • Vehicle customizer app on wrong MobiGlas button and not yet functioning.
    • Repaired wings don’t always restore weapons.
     
    Last edited: Dec 6, 2017
  8. BoredGamerUK

    BoredGamerUK BoredGamer Premium User Content Creator BoredGamer Mod

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    Volunteer Regression Testing: 3.0.0af
    We have included a list of various bug fixes, but we would like your help determining if these issues are still present. If you'd like to volunteer your time to check if a bug or issue is or is not fixed, please examine the list below and fill in what you can on the following form: https://goo.gl/forms/P33ck4Ye3P5pvo7z1. Bear in mind, you can always go back to fill in answers as you go. If you do find a persistent bug, feel free to reply to this thread with a screenshot or a video.
    • Fixed permanently open doors at Garrity Defense.
    • Fixed atmosphere issues in the command module of the Caterpillar.
    • The automated turrets should now properly function.
    • Entering the pilot seat of the Mustang Gamma/Omega should no longer teleport the player underneath the ship.
    • Fixed an atmosphere gap in the Cutlass where the cargo hold met the cockpit area.
    • Fixed an issue in the Starfarer where when a second player sits in a seat all MFDs turn off until power is cycled.
    • Quantum travel entry sounds should now play for the Gladius.
    • Updated texture streaming to fix some issues with moon surfaces.
    • Refactored how impact damage is calculated to fix high damage for low speed player impacts.
    • Fixed missing audio from journals during the PI wanted mission.
    As always, your help is much appreciated. See you in the verse!
     
  9. BoredGamerUK

    BoredGamerUK BoredGamer Premium User Content Creator BoredGamer Mod

    Messages:
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    Star Citizen Alpha 3.0.0ag PTU.678451 Patch
    Full patch notes can be found here: https://ptu.cloudimperiumgames.com/...forum/1/thread/star-citizen-patch-3-0-0-ptu-2

    Alpha Patch 3.0.0ag has been released to the PTU, and is now available to test! Patch should now show: PTU-678451

    It is strongly recommended that players delete their USER folder for the Public client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Roberts Space Industries\StarCitizen\LIVE.

    Important:
    • Focus: New patcher, station traversing, ship spawning, StarMap app, quantum travel, landing, air traffic control (ATC) system, quantum fuel usage/balance, hydrogen fuel usage/balance, afterburner, shopping, ship MFDs, missions, core combat (mission related).
    • All the ships are flyable, but the following are the ships that have had the most attention and focus: Gladius, Hornet Series, Sabre, Vanguard, Constellation Series, Cutlass Black, Caterpillar, Nox, Dragonfly, Prospector, Freelancer, Aurora series, Argo series, Buccaneer, Greycat, Starfarer series, Khartu-AL, Avenger series, Gladiator, Mustang series, Herald, Merlin, 300 series, Ursa.
    We would like you to focus on the above for this wave of testing and bug reports.

    NOTE: Other content and features are in and listed in the notes, but currently not the focus of this testing phase as they undergo bug fixes and polish. Additionally, there's content that is not listed in the notes that are intended for live release and will be added iteratively during the testing cycle.

    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.

    Show Location: We have added a command that allows you to find your location in coordinates (useful for bug reporting purposes). Enter "/showlocation" in the chat box (make sure you are in a all chat) to get coordinates.

    Ship Start Up: Approach the entry point of your ship, then press and hold "F" to activate the interaction system. Select from the various inner thought prompts using the cursor or mouse wheel to move between them. Once inside your ship, again press and hold "F" and select the "Flight Ready" prompt to run through complete ship start up. Alternatively, you can press the "F5" key for quick start up.

    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.

    Major Known Issues: .
    • Ships currently only have one functioning MFD.
    • Some ships may be spawning without items or without the ability to "flight ready". W/A: If this happens please file an insurance claim to replace the ship.
    • First implementation of persistence bed spawning will have numerous bugs and issues.
    • Items and ships placed in hangars are not persisting between sessions.
    Focus Feature Updates
    Universe
    • Increased the engagement range of automated turrets.
    • Fuel balancing pass on all ships to fix slow recharge and high fuel usage when mobile.
    Missions
    • Added in sub-objectives when collecting vital pieces of evidence for the "P.I. Wanted" mission.
    UI
    • MobiGlas: Removed size number from port/item list, replaced "X" with "Unequip", added "grade" field, adjusted currently equipped item to a clearer highlight, and added headings above item list.
    Bug Fixes
    • Fixed formatting issues for journal text.
    • The Gladius should no longer spawn nose up.
    • Fix for T-pose upon login when logging out of the Starfarer bed.
    • Fixed removed items not persisting as removed when opening and closing the MobiGlas.
    • Interaction points should now correctly highlight inside the M50.
    • The shopkeeper should now be back in Dumper's Depot at Levski.
    • Fixed Avenger engine glow not turning off when spawned.
    • Updated MFD screens to fit properly into the mounts of the Prospector.
    • Fixed mission item despawning with ship and corrected mission objectives.
    • Fixed a pause in movement when entering EVA for the first time.
    • Fixed for boxes being stock in a carried state when failing a pickup animation (box-hand).
    • The interior bomb bay doors on the Retaliator should now open properly.
    • Updated Sabre series thrusters so engines don't glow when ship is powered off.
    • Updated Retalaitor thrusters so engines don't glow when ship is powered off.
    • Fixed abandoned outpost delivery objective causing failed mission when picking up mission item.
    • Logging out in the captain's bed of the Retaliator should no longer return the player T-posed.
    • Door audio should no longer be missing when the door is used for the first time.
    • Players should no longer be able to disable seat function by opening MobiGlas while exiting the seat.
    Technical
    • Fix for CPU spikes.
    Non-Focus Feature Updates

    Bug Fixes
    • AI should no longer have placeholder names on the top right when spawned into Arena Commander.
    Known Issues:
    Content missing key elements:
    • User Interface
    • Insurance and Persistence
    • Internal Ship Docking
    • Comm System
    Bugs, issues, and work arounds (W/A):
    • Items and ships placed in hangars are not persisting between sessions.
    • Vehicle customizer app on wrong MobiGlas button and not yet functioning.
    • Repaired wings don't always restore weapons.
     
    Last edited: Dec 6, 2017
  10. BoredGamerUK

    BoredGamerUK BoredGamer Premium User Content Creator BoredGamer Mod

    Messages:
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    Volunteer Regression Testing: 3.0.0ag
    We have included a list of various bug fixes, but we would like your help determining if these issues are still present. If you'd like to volunteer your time to check if a bug or issue is or is not fixed, please examine the list below and fill in what you can on the following form: https://goo.gl/forms/FSNqHFgY8ksoAc6A3. Bear in mind, you can always go back to fill in answers as you go. If you do find a persistent bug, feel free to reply to this thread with a screenshot or a video.
    • Fixed formatting issues for journal text.
    • The Gladius should no longer spawn nose up.
    • Fix for T-pose upon login when logging out of the Starfarer bed.
    • Interaction points should now correctly highlight inside the M50.
    • The shopkeeper should now be back in Dumper's Depot at Levski.
    • Fixed Avenger engine glow not turning off when spawned.
    • Updated MFD screens to fit properly into the mounts of the Prospector.
    • Fixed for boxes being stuck in a carried state when failing a pickup animation (box-hand).
    • Updated Sabre series thrusters so engines don't glow when ship is powered off.
    • Updated Retalaitor thrusters so engines don't glow when ship is powered off.
    • Logging out in the captain's bed of the Retaliator should no longer return the player T-posed.
    • Door audio should no longer be missing when the door is used for the first time.
     
  11. BoredGamerUK

    BoredGamerUK BoredGamer Premium User Content Creator BoredGamer Mod

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  12. BoredGamerUK

    BoredGamerUK BoredGamer Premium User Content Creator BoredGamer Mod

    Messages:
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    Star Citizen Alpha 3.0.0ah PTU.679448 Patch Notes
    Full patch notes can be found here: https://ptu.cloudimperiumgames.com/...forum/1/thread/star-citizen-patch-3-0-0-ptu-2

    Alpha Patch 3.0.0ah has been released to the PTU, and is now available to test! Patch should now show: PTU-679448

    It is strongly recommended that players delete their USER folder for the Public client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Roberts Space Industries\StarCitizen\LIVE.

    Important:
    • Focus: New patcher, station traversing, ship spawning, StarMap app, quantum travel, landing, air traffic control (ATC) system, quantum fuel usage/balance, hydrogen fuel usage/balance, afterburner, shopping, ship MFDs, missions, core combat (mission related).
    • All the ships are flyable, but the following are the ships that have had the most attention and focus: Gladius, Hornet Series, Sabre, Vanguard, Constellation Series, Cutlass Black, Caterpillar, Nox, Dragonfly, Prospector, Freelancer, Aurora series, Argo series, Buccaneer, Greycat, Starfarer series, Khartu-AL, Avenger series, Gladiator, Mustang series, Herald, Merlin, 300 series, Ursa.
    We would like you to focus on the above for this wave of testing and bug reports.

    NOTE: Other content and features are in and listed in the notes, but currently not the focus of this testing phase as they undergo bug fixes and polish. Additionally, there's content that is not listed in the notes that are intended for live release and will be added iteratively during the testing cycle.

    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.

    Show Location: We have added a command that allows you to find your location in coordinates (useful for bug reporting purposes). Enter "/showlocation" in the chat box (make sure you are in a all chat) to get coordinates.

    Ship Start Up: Approach the entry point of your ship, then press and hold "F" to activate the interaction system. Select from the various inner thought prompts using the cursor or mouse wheel to move between them. Once inside your ship, again press and hold "F" and select the "Flight Ready" prompt to run through complete ship start up. Alternatively, you can press the "F5" key for quick start up.

    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.

    Major Known Issues:
    • Single-player Arena Commander maps can become merged into a single map with the assets from all. Not intended, enjoy.
    • Some ships may be spawning without items or without the ability to "flight ready". W/A: If this happens please file an insurance claim to replace the ship.
    • Ships currently only have one functioning MFD.
    • First implementation of persistence bed spawning will have numerous bugs and issues.
    • Items and ships placed in hangars are not persisting between sessions.
    Focus Feature Updates
    Universe
    • Significantly increased hydrogen refuel speed at Cryastro.
    • Changed under-suit weapon attachment points. Players can now only attach one primary weapon to under-suits. More will require an armor attachment.
    Shopping
    • Adjusted the logo size of items sold at Skutter's.
    UI
    • Added a journal entry for when players first enter the game.
    Bug Fixes
    • Players should no longer run into areas where they fall through the interior space of the 300 series.
    • The MobiGlas should now pop up properly when riding the Nox.
    • Ships should properly be destroyed when self-destructing.
    • Missiles should no longer be able to fire when powered off on the MFD.
    • Gamma/Omega pilots should no longer be able to get stuck when exiting.
    • The "tractor beam" console in the Command Module should no longer have atmosphere issues.
    • Players should no longer T-pose upon returning after bed logout int the Aurora series.
    • Players should no longer T-pose upon returning after bed logout int the Herald.
    • Fixed missing Starkitten Dragonfly dashboard.
    • Damage states should no longer appear different to different players.
    • Mission objectives should now properly update when reaching the objective for ECN alert missions.
    • Players should no longer be able to reset their oxygen meter by swapping armor on the PMA.
    • The Stararer should have its radar back.
    • The co-pilot MFD in the Freelancer should now properly fit on the display.
    • For escort missions, the ship being escorted should no longer move before combat objective is complete.
    • AI/NPC ships should no longer spawn vacant.
    • Fixed an issue where NPC voices would be lost after alt-tabbing.
    Technical
    • Various crash fixes.
    • Performance tweak.
    Bug Fixes
    • Commodity amount in loose crates will no longer count against how much additional commodity you can buy at kiosks Loose crates obstructing cargo grids still applies.
    Known Issues:
    Content missing key elements:
    • User Interface
    • Insurance and Persistence
    • Internal Ship Docking
    • Comm System
    Bugs, issues, and work arounds (W/A):
    • Items and ships placed in hangars are not persisting between sessions.
    • Vehicle customizer app on wrong MobiGlas button and not yet functioning.
    • Repaired wings don't always restore weapons.
     
    Last edited: Dec 7, 2017
  13. BoredGamerUK

    BoredGamerUK BoredGamer Premium User Content Creator BoredGamer Mod

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    Volunteer Regression Testing: 3.0.0ah

    We have included a list of various bug fixes, but we would like your help determining if these issues are still present. If you'd like to volunteer your time to check if a bug or issue is or is not fixed, please examine the list below and fill in what you can on the following form: https://goo.gl/forms/T6HscJ0N56VaVQTD2. Bear in mind, you can always go back to fill in answers as you go. If you do find a persistent bug, feel free to reply to this thread with a screenshot or a video.
    • Players should no longer run into areas where they fall through the interior space of the 300 series.
    • The MobiGlas should now pop up properly when riding the Nox.
    • Ships should properly be destroyed when self-destructing.
    • Missiles should no longer be able to fire when powered off on the MFD.
    • Gamma/Omega pilots should no longer be able to get stuck when exiting.
    • Players should no longer T-pose upon returning after bed logout int the Aurora series.
    • Players should no longer T-pose upon returning after bed logout int the Herald.
    • Fixed missing Starkitten Dragonfly dashboard.
    • Damage states should no longer appear different to different players.
    • Players should no longer be able to reset their oxygen meter by swapping armor on the PMA.
    • The Stararer should have its radar back.
    • The co-pilot MFD in the Freelancer should now properly fit on the display.
    • For escort missions, the ship being escorted should no longer move before combat objective is complete.
    • Fixed an issue where NPC voices would be lost after alt-tabbing.
     
  14. BoredGamerUK

    BoredGamerUK BoredGamer Premium User Content Creator BoredGamer Mod

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    Star Citizen Alpha 3.0.0ai PTU.681830 Patch
    Full patch notes can be found here: https://ptu.cloudimperiumgames.com/...forum/1/thread/star-citizen-patch-3-0-0-ptu-2

    Alpha Patch 3.0.0ai has been released to the PTU, and is now available to test! Patch should now show: PTU-681830

    It is strongly recommended that players delete their USER folder for the Public client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Roberts Space Industries\StarCitizen\LIVE.

    Important:
    • Focus: New patcher, station traversing, ship spawning, StarMap app, quantum travel, landing, air traffic control (ATC) system, quantum fuel usage/balance, hydrogen fuel usage/balance, afterburner, shopping, ship MFDs, missions, core combat (mission related).
    • All the ships are flyable, but the following are the ships that have had the most attention and focus: Gladius, Hornet Series, Sabre, Vanguard, Constellation Series, Cutlass Black, Caterpillar, Nox, Dragonfly, Prospector, Freelancer, Aurora series, Argo series, Buccaneer, Greycat, Starfarer series, Khartu-AL, Avenger series, Gladiator, Mustang series, Herald, Merlin, 300 series, Ursa.
    We would like you to focus on the above for this wave of testing and bug reports.

    NOTE: Other content and features are in and listed in the notes, but currently not the focus of this testing phase as they undergo bug fixes and polish. Additionally, there's content that is not listed in the notes that are intended for live release and will be added iteratively during the testing cycle.

    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.

    Show Location: We have added a command that allows you to find your location in coordinates (useful for bug reporting purposes). Enter "/showlocation" in the chat box (make sure you are in a all chat) to get coordinates.

    Ship Start Up: Approach the entry point of your ship, then press and hold "F" to activate the interaction system. Select from the various inner thought prompts using the cursor or mouse wheel to move between them. Once inside your ship, again press and hold "F" and select the "Flight Ready" prompt to run through complete ship start up. Alternatively, you can press the "F5" key for quick start up.

    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.

    Major Known Issues:
    • Some ships may be spawning without items or without the ability to "flight ready". W/A: If this happens please file an insurance claim to replace the ship.
    • First implementation of persistence bed spawning will have numerous bugs and issues.
    • Items and ships placed in hangars are not persisting between sessions.
    Focus Feature Updates
    Universe
    • Updated quantum travel effects for the Khartu-Al.
    • Added some additional set content around space derelicts.
    • Added admin office counter plus an admin NPC to GrimHex and Port Olisar. Note: This NPC will be part of many port based delivery missions and is interactable.
    • Updating airlock cycle lighting to show distinct stages.
    Ships and Vehicles
    • Retuned Nox and Dragonfly angular values to fix various gravlev issues.
    • Changed all screens designated as "support screens" to MFDs.
    • Constellation series: Adjusted auxiliary lighting in the cargo bay of Constellations to make it easier for players to see.
    • Aurora series: Polish for exit bed animations, interior lighting adjustments, and added new glass shader to the MFD panels.
    • Retaliator: Updated bed enter/exit animations and pod doors.
    Bug Fixes
    • Adjusted the Starfarer Captain MFD position.
    • Medical supplies should no longer manifest as agricultural supplies.
    • Players should no longer return T-posed when logging out in the bed of the Prospector.
    • Adjusted the auto-landing on the Cutlass so it situates properly on the pad.
    • Entering the ship via EVA should no longer pass the player through the geometry for Mustang Gamma and Omega.
    • Players should no longer be able to exit the Buccaneer while its in motion.
    • The Mustangs Gamma and Omega should now have their proper paint schemes.
    • The Cutlass should now have two beds and players should no longer return to them T-posed.
    • Players should no longer return T-posed when logging out in the Mustang Beta's bed.
    • Elevators at Levski should no longer close on the player and trap them.
    • Players should no longer be able to remove items from the shop by trying them on and walking away.
    • Various fixes for floating and clipping assets at Levski.
    • Players should no longer be able to get stuck in a "falling" state.
    • The top of the MobiGlas should no longer be cut off while in EVA.
    • Avenger engine trails should no longer clip through the ship when maneuvering at speed.
    • Fixed various objective and placement issues related to black box recovery missions.
    • Improved interaction highlights and interaction prompt usability on the Starfarer's docking airlock.
    • Fixed an issue where only one MFD would work at any given time.
    • Fixed side-door collision issue on Caterpillar.
    • Adjusted missing or broken VFX for quantum travel on several ships.
    • Players should now be able to enter the command module doorway on the derelict Caterpillar.
    • Fixed an issue where the objective marker for recovery stolen goods was in the wrong location.
    • Fixed an issue where ATC did not see Starfarers on pads, causing players to be able to spawn another on top.
    • Players should no longer return T-posed when logging out of the bed of the 300 series.
    • Fixed various lighting issues in Levski.
    • Fixed various VFX issues associated with the destruction of Avengers.
    • Removed unsealed helmets and updated pricing for helmets at shops.
    • Added new shop mannequins for undersuits only.
    • Reversing joystick animations on the Constellation series so they animate properly.
    • Fixed issues with lighting (appearing black) for the Turret and exterior doors of the Warden and Hoplite.
    • Automated Turrets should now properly function in multiplayer.
    • Reworked Ruto's waste disposal mission so it doesn't spawn multiple instances and lock players out of accessing Ruto.
    Technical
    • Various crash fixes.
    • Minor performance tweak.
    Content missing key elements:
    • User Interface
    • Insurance and Persistence
    • Internal Ship Docking
    • Comm System
    Bugs, issues, and work arounds (W/A):
    • Items and ships placed in hangars are not persisting between sessions.
    • Vehicle customizer app on wrong MobiGlas button and not yet functioning.
    • Repaired wings don't always restore weapons.
     
  15. BoredGamerUK

    BoredGamerUK BoredGamer Premium User Content Creator BoredGamer Mod

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    Star Citizen Alpha 3.0.0aj PTU.684185 Patch Notes
    Full patch notes can be found here: https://ptu.cloudimperiumgames.com/...forum/1/thread/star-citizen-patch-3-0-0-ptu-2

    Alpha Patch 3.0.0aj has been released to the PTU, and is now available to test! Patch should now show: PTU-684185

    It is strongly recommended that players delete their USER folder for the Public client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Roberts Space Industries\StarCitizen\LIVE.

    Important:
    • Focus: New patcher, station traversing, ship spawning, StarMap app, quantum travel, landing, air traffic control (ATC) system, quantum fuel usage/balance, hydrogen fuel usage/balance, afterburner, shopping, ship MFDs, missions, core combat (mission related).
    • All the ships are flyable, but the following are the ships that have had the most attention and focus: Gladius, Hornet Series, Sabre, Vanguard, Constellation Series, Cutlass Black, Caterpillar, Nox, Dragonfly, Prospector, Freelancer, Aurora series, Argo series, Buccaneer, Greycat, Starfarer series, Khartu-AL, Avenger series, Gladiator, Mustang series, Herald, Merlin, 300 series, Ursa.
    We would like you to focus on the above for this wave of testing and bug reports.

    NOTE: Other content and features are in and listed in the notes, but currently not the focus of this testing phase as they undergo bug fixes and polish. Additionally, there's content that is not listed in the notes that are intended for live release and will be added iteratively during the testing cycle.

    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.

    Show Location: We have added a command that allows you to find your location in coordinates (useful for bug reporting purposes). Enter "/showlocation" in the chat box (make sure you are in a all chat) to get coordinates.

    Ship Start Up: Approach the entry point of your ship, then press and hold "F" to activate the interaction system. Select from the various inner thought prompts using the cursor or mouse wheel to move between them. Once inside your ship, again press and hold "F" and select the "Flight Ready" prompt to run through complete ship start up. Alternatively, you can press the "F5" key for quick start up.

    Landing: Landing now takes place through an Air Traffic Control (ATC) system. When close to a landing location, request a landing by navigating to your "Comms" menu on the MobiGlas (note: this is incorrectly displayed as a ship icon) and pushing the hail button (wifi symbol). Wait a moment, and ATC should assign you a landing location. Note, you may need to request take off to leave Levski (trigger opening of bay doors).

    Quantum Travel: To quantum travel to a destination, open your MobiGlas (F2) and select the StarMap App (diamond shaped symbol). From there, use the mouse to select a destination. Whether or not an object can be selected for QT is determined by gravitational values (The larger the object the further away you can detect it, large objects with small objects in orbit drown out their detection capabilities at long ranges). Meaning you will not be able to travel from point A to B at all times, but instead may need to move into orbit of a larger body to detect destinations also in orbit. For example, to get to a station orbiting a moon that orbits a planet, the route is Planet>Moon>Station. Once you have a destination selected you can "set destination" on your MobiGlas to bring up a quantum travel target. As before, align with the QT target and press "B" to travel.

    Major Known Issues:
    • Control changes are incomplete and may have bugs and issues. Known: Alt modifier activates free look as well. Suicide does not function.
    • Some ships may be spawning without items or without the ability to "flight ready". W/A: If this happens please file an insurance claim to replace the ship.
    • First implementation of persistence bed spawning will have numerous bugs and issues.
    • Items and ships placed in hangars are not persisting between sessions.
    Focus Feature Updates
    General
    Universe
    • Updated music around major stations.
    • Changed all security Avengers for Gladius security variants.
    • Added additional hab units to Port Olisar.
    Missions
    • Added asteroid fields as possible locations for steal and recovery missions.
    Ships and Vehicles
    • Vehicle Manager App (VMA) has been updated. Note: This is still accessed incorrectly through the comms symbol on the mG.
    • Updated shield health values, four-face charge times, one-face charge times, down delay times, and reallocation values. Face hardening should now work and have a noticeable effect.
    • Tweaks to lower the strength and effect of turbulence on all ships.
    • Revised hydrogen fuel consumption for all ships: Larger tanks, smaller cost for linear and angular motions, and ship intakes now pull in 20% of allotted fuel when idle.
    • Freelancer: Changed support screens to MFDs.
    • Retaliator: Changed support screens to MFDs.
    Bug Fixes
    • Missions with delivery objectives on Daymar should now work properly.
    • Accepting the intro waste disposal mission from Ruto should no longer lock out other players from Ruto missions.
    • Bed logout prompt should now function in the Avenger series.
    • Fixed an issue where Ruto mission markers were sometimes appearing far from their attached location.
    • The Starfarer copilot MFD should work with all features.
    • Fixed an issue where Eckhart would no longer invite the player for further missions after completing the first.
    • Updated glow on GrimHex signs to make the text readable.
    • Re-enabled item display on PMA.
    • Ship components should now update when replaced via the port mod app.
    • The character's hand should no longer contort when operating the throttle in the Hornet series ships.
    • Made the screen textures transparent to fix standout on the Merlin.
    • External particle effects should no longer be retained after quantum travel when viewed by another player.
    • Enter/exit animations for the Merlin should no longer break after the first usage.
    • Fix for zero-g enter/exit animations for the M50, which tended to hurt or kill the player.
    • The Freelancer should no longer respawn when someone who is not the owner reconnects after logging out from the bed.
    • Logging in post-bed logout after the Vanguard is destroyed will no longer spawn the player in bed debris.
    • The 3D ship radar should now show ships properly.
    • Players should no longer be able to open the Starmap with the 'Home' key while in 'try on' mode.
    • Audio should now correctly play for all ATC and video should work for Levski ATC.
    • Fixed pickup point for illegal drugs to correctly spawn.
    • Ground vehicles should now have an external light keybinding.
    • Fixed various interior asset issues with the Avenger Warlock.
    • The Sabre should no longer spawn in leaning back on the rear landing gear.
    • Fixed criminal delivery mission so that GrimHex is the destination rather than Port Olisar.
    • Moved books overlapping delivery part of admin table at Port Olisar.
    • Players should no longer lose Ruto mission after accepting for reputation changes gained along the way.
    • Outpost on surface locations should no longer interact like Quantum Travel points on the Starmap.
    Technical
    • Minor performance tweak.
    • Minor crash fixes.
    • Arena Commander swarm mode crash fix.
    Non-Focus Feature Updates
    Ships:
    • 85x: Changed support screens to MFDs.
    Known Issues:
    Content missing key elements:
    • User Interface
    • Insurance and Persistence
    • Internal Ship Docking
    • Comm System
    Bugs, issues, and work arounds (W/A):
    • Items and ships placed in hangars are not persisting between sessions.
    • Vehicle customizer app on wrong MobiGlas button and not yet functioning.
    • Repaired wings don't always restore weapons.
     
  16. BoredGamerUK

    BoredGamerUK BoredGamer Premium User Content Creator BoredGamer Mod

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    Star Citizen Alpha 3.0.0ak PTU.685145 Patch Notes

    Full patch notes can be found here: https://ptu.cloudimperiumgames.com/...forum/1/thread/star-citizen-patch-3-0-0-ptu-2

    Alpha Patch 3.0.0ak has been released to the PTU, and is now available to test! Patch should now show: PTU-685145

    It is strongly recommended that players delete their USER folder for the Public client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Roberts Space Industries\StarCitizen\LIVE.

    Important:
    • Focus: New patcher, station traversing, ship spawning, StarMap app, quantum travel, landing, air traffic control (ATC) system, quantum fuel usage/balance, hydrogen fuel usage/balance, afterburner, shopping, ship MFDs, missions, core combat (mission related).
    • All the ships are flyable, but the following are the ships that have had the most attention and focus: Gladius, Hornet Series, Sabre, Vanguard, Constellation Series, Cutlass Black, Caterpillar, Nox, Dragonfly, Prospector, Freelancer, Aurora series, Argo series, Buccaneer, Greycat, Starfarer series, Khartu-AL, Avenger series, Gladiator, Mustang series, Herald, Merlin, 300 series, Ursa.
    We would like you to focus on the above for this wave of testing and bug reports.

    NOTE: Other content and features are in and listed in the notes, but currently not the focus of this testing phase as they undergo bug fixes and polish. Additionally, there's content that is not listed in the notes that are intended for live release and will be added iteratively during the testing cycle.

    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.

    Show Location: We have added a command that allows you to find your location in coordinates (useful for bug reporting purposes). Enter "/showlocation" in the chat box (make sure you are in a all chat) to get coordinates.

    Ship Start Up: Approach the entry point of your ship, then press and hold "F" to activate the interaction system. Select from the various inner thought prompts using the cursor or mouse wheel to move between them. Once inside your ship, again press and hold "F" and select the "Flight Ready" prompt to run through complete ship start up. Alternatively, you can press the "F5" key for quick start up.

    Landing: Landing now takes place through an Air Traffic Control (ATC) system. When close to a landing location, request a landing by navigating to your "Comms" menu on the MobiGlas (note: this is incorrectly displayed as a ship icon) and pushing the hail button (wifi symbol). Wait a moment, and ATC should assign you a landing location. Note, you may need to request take off to leave Levski (trigger opening of bay doors).

    Quantum Travel: To quantum travel to a destination, open your MobiGlas (F2) and select the StarMap App (diamond shaped symbol). From there, use the mouse to select a destination. Whether or not an object can be selected for QT is determined by gravitational values (The larger the object the further away you can detect it, large objects with small objects in orbit drown out their detection capabilities at long ranges). Meaning you will not be able to travel from point A to B at all times, but instead may need to move into orbit of a larger body to detect destinations also in orbit. For example, to get to a station orbiting a moon that orbits a planet, the route is Planet>Moon>Station. Once you have a destination selected you can "set destination" on your MobiGlas to bring up a quantum travel target. As before, align with the QT target and press "B" to travel.

    Changes to Default Keybindings: Controls now default to a "basic" mapping that only includes core functions and leaves many things unbound. Players can then go through keybinds and bind how they wish or import an "advanced" binding from among several presets, to gain full functionality you will want to take one of those two routes.

    Major Known Issues:
    • Control changes are incomplete and may have bugs and issues. Known: Alt modifier activates free look as well. Suicide does not function.
    • Some ships may be spawning without items or without the ability to "flight ready". W/A: If this happens please file an insurance claim to replace the ship.
    • First implementation of persistence bed spawning will have numerous bugs and issues.
    • Items and ships placed in hangars are not persisting between sessions.
    Focus Feature Updates
    General
    • Added basic keybinding for ship and vehicle lights to keyboard and gamepad.
    Universe
    • Placing admin offices and NPCs at various outposts.
    UI
    • Enabled 3d radar StarMap for all relevant ships. To access this, enter interaction mode (hold "F") and look at the radar. Basic controls: Hold middle mouse button and move the mouse up/down to zoom in/out. Hold the right mouse button to rotate the map and Radar. Hold the left mouse button to move the map and radar around.
    Cargo
    • Cosmetic price rebalance for commodities.
    • Added new scrap and waste 1 SCU commodity.
    Bug Fixes
    • The interaction prompt for entering the Buccaneer should now correctly highlight the cockpit.
    • Adjusted interaction points on the 300 series so it can be properly made flight ready.
    • The lifts/elevators at Levski should no longer appear to be in different places for different players.
    • The shopkeeper at KCtrending should now have voice and animation.
    • Adjusted piston animation for the rear door of the Cutlass so it works properly.
    • Automated turrets should be operational again.
    • Adjusted the shields on AI pirates.
    • Fixed missing music from Port Olisar.
    • Self destruct sequence and audio should work outside of the cockpit of the Starfarer.
    • Players should no longer be able to retract the landing gear of ships inside the hangar.
    • Using an audio terminal more than once should no longer repeat the audio for the player doing the PI wanted mission.
    • Fixed holographic objects not rendering in Arena Commander ship customization menu.
    Technical
    • Performance Tweak
    Known Issues:
    Content missing key elements:
    • User Interface
    • Insurance and Persistence
    • Internal Ship Docking
    • Comm System
    Bugs, issues, and work arounds (W/A):
    • Items and ships placed in hangars are not persisting between sessions.
    • Vehicle customizer app on wrong MobiGlas button and not yet functioning.
    • Repaired wings don't always restore weapons.
     
    Last edited: Dec 15, 2017 at 4:45 AM
  17. BoredGamerUK

    BoredGamerUK BoredGamer Premium User Content Creator BoredGamer Mod

    Messages:
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    399
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    Star Citizen Alpha 3.0.0al PTU.688322 Patch Notes

    Full patch notes can be found here: https://ptu.cloudimperiumgames.com/...forum/1/thread/star-citizen-patch-3-0-0-ptu-2

    Alpha Patch 3.0.0al has been released to the PTU, and is now available to test! Patch should now show: PTU-688322

    It is strongly recommended that players delete their USER folder for the Public client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Roberts Space Industries\StarCitizen\LIVE.

    Important:
    • Focus: New patcher, station traversing, ship spawning, StarMap app, quantum travel, landing, air traffic control (ATC) system, quantum fuel usage/balance, hydrogen fuel usage/balance, afterburner, shopping, ship MFDs, missions, core combat (mission related).
    • All the ships are flyable, but the following are the ships that have had the most attention and focus: Gladius, Hornet Series, Sabre, Vanguard, Constellation Series, Cutlass Black, Caterpillar, Nox, Dragonfly, Prospector, Freelancer, Aurora series, Argo series, Buccaneer, Greycat, Starfarer series, Khartu-AL, Avenger series, Gladiator, Mustang series, Herald, Merlin, 300 series, Ursa.
    We would like you to focus on the above for this wave of testing and bug reports.

    NOTE: Other content and features are in and listed in the notes, but currently not the focus of this testing phase as they undergo bug fixes and polish. Additionally, there's content that is not listed in the notes that are intended for live release and will be added iteratively during the testing cycle.

    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.

    Show Location: We have added a command that allows you to find your location in coordinates (useful for bug reporting purposes). Enter "/showlocation" in the chat box (make sure you are in a all chat) to get coordinates.

    Ship Start Up: Approach the entry point of your ship, then press and hold "F" to activate the interaction system. Select from the various inner thought prompts using the cursor or mouse wheel to move between them. Once inside your ship, again press and hold "F" and select the "Flight Ready" prompt to run through complete ship start up. Alternatively, you can press the "F5" key for quick start up.

    Landing: Landing now takes place through an Air Traffic Control (ATC) system. When close to a landing location, request a landing by navigating to your "Comms" menu on the MobiGlas (note: this is incorrectly displayed as a ship icon) and pushing the hail button (wifi symbol). Wait a moment, and ATC should assign you a landing location. Note, you may need to request take off to leave Levski (trigger opening of bay doors).

    Quantum Travel: To quantum travel to a destination, open your MobiGlas (F2) and select the StarMap App (diamond shaped symbol). From there, use the mouse to select a destination. Whether or not an object can be selected for QT is determined by gravitational values (The larger the object the further away you can detect it, large objects with small objects in orbit drown out their detection capabilities at long ranges). Meaning you will not be able to travel from point A to B at all times, but instead may need to move into orbit of a larger body to detect destinations also in orbit. For example, to get to a station orbiting a moon that orbits a planet, the route is Planet>Moon>Station. Once you have a destination selected you can "set destination" on your MobiGlas to bring up a quantum travel target. As before, align with the QT target and press "B" to travel.

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

    Major Known Issues:
    • You may see some unusual AI, derelict, and asteroid activity around the verse.
    • 3D radars (both ship and helmet) are not rendering properly in planet atmosphere.
    • VMA is a work in progress and has numerous issues including: Unable to unequip shop components, 3D weapon holograms don't rotate with ship, and some ships are missing hard-points.
    • Control changes are incomplete and may have bugs.
    • Some ships may be spawning without items or without the ability to "flight ready". W/A: If this happens please file an insurance claim to replace the ship.
    • First implementation of persistence bed spawning will have numerous bugs and issues.
    • Items and ships placed in hangars are not persisting between sessions.
    Focus Feature Updates
    Universe
    • Tweaked the fuel consumption rate back to previous values but kept the new fuel tank capacities and recharge rates.
    • Moved Starmap icons to be camera facing in default view.
    • Removed ATC from Cryastro.
    • The Drake Cutlass Black has joined the derelict ranks.
    • Added flares on planet derelicts to make them more visible at night.
    Missions
    • Increased the time of the Eckhart issued escort mission so that it doesn't fail regularly.
    • Rebalanced the pirate waves to remove the M50s.
    UI
    • Added item port highlights to the PMA.
    Ships and Vehicles
    • Feature Update - Ship health and armor balance pass. Ship health now correlates more closely with the size of a ship. All ships now have varying degrees of armor, with those ships more dedicated to combat being more heavily armored. Note from the designer: "This means the smaller ships like the M50, Aurora and Mustangs will not have much health relative to the larger ships. This is intended as we are trying to apply a proper scale of health to all the ships. Armour has been balanced around the ship’s function. The intent is to balance it so that a ship’s armour reduces energy damage more than physical damage. The exception is with Vanduul ships, which have their damage multipliers reversed."
    • Ursa Rover: Turned on interior auxillary lighting, reduced overall health.
    • Gladiator: Added more interaction prompts for entry and made interacting with them easier.
    Bug Fixes
    • Ships should now no longer be able to occupy the same space when returning after bed logout.
    • The pilot's feet should no longer be contorted backwards on the Dragonfly.
    • Hangar flair plants should now properly render when placed.
    • The port-side landing gear should now function properly on the Glaive.
    • The throttle animation on the Mustangs should no longer be reversed.
    • Various repairs to the Avenger Warlock and its EMP to get the ship fully functional again.
    • Quantum jumps should now take planetary rotation into account, so players will no longer end up off of their intended destination.
    • The copilot of the Cutlass should no longer steal weapon control from the pilot.
    • Fix for Port Olisar not always obstructing quantum travel destinations.
    • Adjusted seat access highlights for the Caterpillar command module to have interactions be at eye level and less prone to odd behavior.
    • Altruciatoxin and Widow commodities should now be properly placed inside the destination ship when purchased.
    • There should now be atmosphere in the zone between the body and the cockpit of the Herald.
    • Weapons and turrets should now properly take and transfer damage to their parent ships.
    • Entering the beds of the Constellations from 3rd person view should no longer snap the camera to the pilot seat.
    • The player should now properly exit the seat when finished interacting with Eckhart.
    • Fixed unattended ship marker remaining on the UI when a ship is cleaned up after illegal landing.
    • Dying and then respawning in 3rd person view should no longer place the camera inside of the player's head.
    • Fixed holographic objects casting shadows from player helmet lights.
    • The rear door of the prospector should now highlight properly when accessed via interaction system.
    • Computer consoles and books should no longer overlap the delivery area at Port Olisar.
    • Player suicide action should now function properly again.
    • Fixed some seat exit issues with the Scythe so it should now work reliably.
    • Fixed flight ready prompt on the Prospector floating away from the panel.
    • The ship's 3D radar should no longer generate particle effects.
    • Removed a pillar in the Caterpillar cargo area where the ladders are located so the player doesn't get stuck with a full cargo load.
    • The cargo door control panel on the Reliant should now highlight properly with interaction system.
    • Players should no longer have actions locked into a "carrying" state when throwing a carry-able item.
    • Audio should now properly play when requesting a landing pad or landing.
    • Dying while talking to the admin NPC should no longer break all interactions with them.
    • The radar should no longer stay on when the Freelancer is powered off.
    • The Aurora series should now have a radar.
    • Added some missing Retaliator QT effects.
    • Fixed incorrect targeting keymap for cycle friendly targets.
    • Attempting to open the Starmap while inside an EZHab should no longer cause the player to get stuck.
    • Swapped the VMA and Comms app icons.
    • The Cutlass should now orient properly for auto-landing.
    Technical
    • Various Crash Fixes.
    • Various small performance tweaks.
    • Added internal tools to diagnose CPU spikes.
    Non-Focus Feature Updates
    Arena Commander

    • Adjusted the shield components on Vanduul and pirate swarm enemies.
    FPS
    • New sniper scope texture.
    Bug Fixes
    • Fixed a spawn/respawn issue in Vanduul swarm that would casual the cycle to repeat until you win.
    • Various polish and fixes to visual issues in the VFG Industrial hangar.
    Known Issues:
    Content missing key elements:
    • User Interface
    • Insurance and Persistence
    • Internal Ship Docking
    • Comm System
    Bugs, issues, and work arounds (W/A):
    • Items and ships placed in hangars are not persisting between sessions.
    • Repaired wings don't always restore weapons.
     
  18. BoredGamerUK

    BoredGamerUK BoredGamer Premium User Content Creator BoredGamer Mod

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    Star Citizen Alpha 3.0.0am PTU.689345 Patch Notes


    Full patch notes can be found here: https://ptu.cloudimperiumgames.com/...forum/1/thread/star-citizen-patch-3-0-0-ptu-2

    Alpha Patch 3.0.0am has been released to the PTU, and is now available to test! Patch should now show: PTU-689345

    It is strongly recommended that players delete their USER folder for the Public client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Roberts Space Industries\StarCitizen\LIVE.

    Important:
    • Focus: New patcher, station traversing, ship spawning, StarMap app, quantum travel, landing, air traffic control (ATC) system, quantum fuel usage/balance, hydrogen fuel usage/balance, afterburner, shopping, ship MFDs, missions, core combat (mission related).
    • All the ships are flyable, but the following are the ships that have had the most attention and focus: Gladius, Hornet Series, Sabre, Vanguard, Constellation Series, Cutlass Black, Caterpillar, Nox, Dragonfly, Prospector, Freelancer, Aurora series, Argo series, Buccaneer, Greycat, Starfarer series, Khartu-AL, Avenger series, Gladiator, Mustang series, Herald, Merlin, 300 series, Ursa.
    We would like you to focus on the above for this wave of testing and bug reports.

    NOTE: Other content and features are in and listed in the notes, but currently not the focus of this testing phase as they undergo bug fixes and polish. Additionally, there's content that is not listed in the notes that are intended for live release and will be added iteratively during the testing cycle.


    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.

    Show Location: We have added a command that allows you to find your location in coordinates (useful for bug reporting purposes). Enter "/showlocation" in the chat box (make sure you are in a all chat) to get coordinates.

    Ship Start Up: Approach the entry point of your ship, then press and hold "F" to activate the interaction system. Select from the various inner thought prompts using the cursor or mouse wheel to move between them. Once inside your ship, again press and hold "F" and select the "Flight Ready" prompt to run through complete ship start up. Alternatively, you can press the "F5" key for quick start up.

    Landing: Landing now takes place through an Air Traffic Control (ATC) system. When close to a landing location, request a landing by navigating to your "Comms" menu on the MobiGlas (note: this is incorrectly displayed as a ship icon) and pushing the hail button (wifi symbol). Wait a moment, and ATC should assign you a landing location. Note, you may need to request take off to leave Levski (trigger opening of bay doors).

    • Quantum Travel: To quantum travel to a destination, open your MobiGlas (F2) and select the StarMap App (diamond shaped symbol). From there, use the mouse to select a destination. Whether or not an object can be selected for QT is determined by gravitational values (The larger the object the further away you can detect it, large objects with small objects in orbit drown out their detection capabilities at long ranges). Meaning you will not be able to travel from point A to B at all times, but instead may need to move into orbit of a larger body to detect destinations also in orbit. For example, to get to a station orbiting a moon that orbits a planet, the route is Planet>Moon>Station. Once you have a destination selected you can "set destination" on your MobiGlas to bring up a quantum travel target. As before, align with the QT target and press "B" to travel.
    Changes to Default Keybindings: Controls now default to a "basic" mapping that only includes core functions and leaves many things unbound The "basic" mapping is meant to be simplified controls for beginners. Players can then go through keybinds and bind how they wish or import an "advanced" binding from among several presets. Experienced players will most likely want to do one of those two things to gain full functionality.

    Major Known Issues:
    • Players are not able to spawn ground vehicles at outposts.
    • You may see some unusual AI, derelict, and asteroid activity around the verse.
    • VMA is a work in progress and has numerous issues including: Unable to unequip shop components, 3D weapon holograms don't rotate with ship, and some ships are missing hard-points.
    • Control changes are incomplete and may have bugs.
    • Some ships may be spawning without items or without the ability to "flight ready". W/A: If this happens please file an insurance claim to replace the ship.
    • First implementation of persistence bed spawning will have numerous bugs and issues.
    • Items and ships placed in hangars are not persisting between sessions.

    Focus Feature Updates

    Universe
    • Removed the ability to spawn and store ships at outposts.
    Missions
    • Implemented admin desk functionality for deploy beacon missions.
    • Lowered the reputation requirements to access mission givers, allowing players to assist in noting bugs and providing feedback.
    • Added admin desk functionality for steal and recovery style missions.
    Shopping
    • Enabled a scrollbar on multi-line text for the shopping screen of the Mobiglas.
    UI
    • Split VMA into "systems" and "weaponry" categories.
    Ships and Vehicles
    • Balance pass to reduce ship armor damage reduction.
    • Shield health changed so it increases more dramatically with shield size.
    Bug Fixes
    • Cordy's armor should no longer be missing core pieces.
    • The player should now be properly aligned with the ladder of the Herald when entering/exiting.
    • The ladder hatch should no longer remain open after entering the Mustang Omega/Gamma.
    • The wing thruster VFX should now display correct orientation on the Reliant.
    • Enter/exit animations on the Khartu-Al should no longer be offset.
    • Turret seat animations on the Constellation series should now play properly.
    • Players should now be able to logout in ship beds even if the owner doesn't have the ship powered on.
    • Fixed missing VMA hardpoints for the Prospector.
    • Players should now properly receive a UI marker for ships respawned after cleanup.
    Technical
    • Minor crash fixes.
    • Performance tweak.
    Non-Focus Feature Updates
    FPS
    • Added P8-SC weapon crates to Star Marine.
    Bug Fixes
    • The timer for private matches of SM/AC should no longer start before the player loads in.
    • Fixed an issue where the AI in Vanduul swarm would not spawn and force the next round then repeat until the player wins.
    Known Issues:
    Content missing key elements:
    • User Interface
    • Insurance and Persistence
    • Internal Ship Docking
    • Comm System
    Bugs, issues, and work arounds (W/A):
    • Items and ships placed in hangars are not persisting between sessions.
    • Repaired wings don't always restore weapons.
     
    Last edited: Dec 17, 2017 at 12:25 PM
  19. BoredGamerUK

    BoredGamerUK BoredGamer Premium User Content Creator BoredGamer Mod

    Messages:
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    Volunteer Regression Testing: 3.0.0am
    We have included a list of various bug fixes, but we would like your help determining if these issues are still present. If you'd like to volunteer your time to check if a bug or issue is or is not fixed, please examine the list below and fill in what you can on the following form: https://goo.gl/forms/BI7SrwZnYbRnHRvl2. Bear in mind, you can always go back to fill in answers as you go. If you do find a persistent bug, feel free to reply to this thread with a screenshot or a video.

    • Cordy's armor should no longer be missing core pieces.
    • The player should now be properly aligned with the ladder of the Herald when entering/exiting.
    • The ladder hatch should no longer remain open after entering the Mustang Omega/Gamma.
    • The wing thruster VFX should now display correct orientation on the Reliant.
    • Enter/exit animations on the Khartu-Al should no longer be offset.
    • Turret seat animations on the Constellation series should now play properly.
    • Players should now be able to logout in ship beds even if the owner doesn't have the ship powered on.
    • Fixed missing VMA hardpoints for the Prospector.
    • Players should now properly receive a UI marker for ships respawned after cleanup.
     
  20. BoredGamerUK

    BoredGamerUK BoredGamer Premium User Content Creator BoredGamer Mod

    Messages:
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    63
    Star Citizen Alpha 3.0.0an PTU.690275 Patch Notes

    Full patch notes can be found here: https://ptu.cloudimperiumgames.com/...forum/1/thread/star-citizen-patch-3-0-0-ptu-2

    Alpha Patch 3.0.0an has been released to the PTU, and is now available to test! Patch should now show: PTU-690275

    It is strongly recommended that players delete their USER folder for the Public client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Roberts Space Industries\StarCitizen\LIVE.

    Important:
    • Focus: New patcher, station traversing, ship spawning, StarMap app, quantum travel, landing, air traffic control (ATC) system, quantum fuel usage/balance, hydrogen fuel usage/balance, afterburner, shopping, ship MFDs, missions, core combat (mission related).
    • All the ships are flyable, but the following are the ships that have had the most attention and focus: Gladius, Hornet Series, Sabre, Vanguard, Constellation Series, Cutlass Black, Caterpillar, Nox, Dragonfly, Prospector, Freelancer, Aurora series, Argo series, Buccaneer, Greycat, Starfarer series, Khartu-AL, Avenger series, Gladiator, Mustang series, Herald, Merlin, 300 series, Ursa.
    We would like you to focus on the above for this wave of testing and bug reports.

    NOTE: Other content and features are in and listed in the notes, but currently not the focus of this testing phase as they undergo bug fixes and polish. Additionally, there's content that is not listed in the notes that are intended for live release and will be added iteratively during the testing cycle.

    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.

    Show Location: We have added a command that allows you to find your location in coordinates (useful for bug reporting purposes). Enter "/showlocation" in the chat box (make sure you are in a all chat) to get coordinates.

    Ship Start Up: Approach the entry point of your ship, then press and hold "F" to activate the interaction system. Select from the various inner thought prompts using the cursor or mouse wheel to move between them. Once inside your ship, again press and hold "F" and select the "Flight Ready" prompt to run through complete ship start up. Alternatively, you can press the "F5" key for quick start up.

    Landing: Landing now takes place through an Air Traffic Control (ATC) system. When close to a landing location, request a landing by navigating to your "Comms" menu on the MobiGlas (note: this is incorrectly displayed as a ship icon) and pushing the hail button (wifi symbol). Wait a moment, and ATC should assign you a landing location. Note, you may need to request take off to leave Levski (trigger opening of bay doors).

    Quantum Travel: To quantum travel to a destination, open your MobiGlas (F2) and select the StarMap App (diamond shaped symbol). From there, use the mouse to select a destination. Whether or not an object can be selected for QT is determined by gravitational values (The larger the object the further away you can detect it, large objects with small objects in orbit drown out their detection capabilities at long ranges). Meaning you will not be able to travel from point A to B at all times, but instead may need to move into orbit of a larger body to detect destinations also in orbit. For example, to get to a station orbiting a moon that orbits a planet, the route is Planet>Moon>Station. Once you have a destination selected you can "set destination" on your MobiGlas to bring up a quantum travel target. As before, align with the QT target and press "B" to travel.

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

    Major Known Issues:
    • Players will become stuck on a black screen when accessing the loadout menu of Star Marine
    • Clients will often crash on "exit to menu" from Arena Commander.
    • You may see some unusual AI, derelict, and asteroid activity around the verse.
    • 3D radars (both ship and helmet) are not rendering properly in planet atmosphere.
    • VMA is a work in progress and has numerous issues.
    • Control changes are incomplete and may have bugs.
    • Some ships may be spawning without items or without the ability to "flight ready". W/A: If this happens please file an insurance claim to replace the ship.
    • First implementation of persistence bed spawning will have numerous bugs and issues.
    • Items and ships placed in hangars are not persisting between sessions.
    Focus Feature Updates
    General
    • Camera zoom now requires F4 to be pressed and held.
    Missions
    • Expanded admin office delivery to several missions.
    Shopping
    • Added more item details to various ship components at Dumper's Depot.
    UI
    • VMA: Removed armor hardpoint from Gladius and added missing shield hardpoint to Dragonfly.
    • Added core visor self and target status screens Note: This is still a WIP.
    Bug Fixes
    • The Caterpillar should now have exterior door interaction points.
    • The turret of the Freelancer should now have audio.
    Technical
    • Minor crash fixes.
    • Performance Tweaks.
    Known Issues:
    Content missing key elements:
    • User Interface
    • Insurance and Persistence
    • Internal Ship Docking
    • Comm System
    Bugs, issues, and work arounds (W/A):
    • Items and ships placed in hangars are not persisting between sessions.
    • Repaired wings don't always restore weapons.
     
    Last edited: Dec 18, 2017 at 3:43 AM
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