Version 3.0 et màj suivantes

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Chris_Orlok
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Re: Version 3.0 et màj suivantes

Messagepar Chris_Orlok » lun. 7 août 2017 18:48

Merci pour l'info !

Par contre, on dépasse le calendrier Gregorien, me semble t-il : General PTU : 2017-18-18 to 2017-08-31.

A quel mois cela correspond t-il dans le futur ? ^^
Non non c'est normal, c'est le calendrier CIG qui à fuité. Sur leur planète les années font 24 mois. C'est pour celà qu'ils sont toujours en retard chez nous et dans les temps chez eux. Mais chut, il ne faut pas révéler le pot aux roses. :gamer:

Re: Version 3.0 et màj suivantes

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Miso58
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Re: Version 3.0 et màj suivantes

Messagepar Miso58 » sam. 12 août 2017 07:52

nouveau report pour la sortie de la 3.0.0
par contre, dans le dernier planning, ils ne mettent plus de date de mise à disposition (evocati, PTU, LIVE)
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Re: Version 3.0 et màj suivantes

Messagepar Miso58 » jeu. 23 nov. 2017 09:29

ça y est la 3.0.0 sort des mains des Evocatis pour arriver sur le PTU

patch note ici : https://ptu.cloudimperiumgames.com/comm ... -Alpha-300

la vague 1 de testeurs est activée, :gamer:
si les serveurs tiennent le coup, ce sera ensuite les 'subscribers' et les 'concierges' qui rejoindront le PTU pour ce week end :pew:
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Re: Version 3.0 et màj suivantes

Messagepar Miso58 » mar. 5 déc. 2017 10:56

1er et 2ème patch Alpha 3.0.0 aa & ab PTU.673332
Star Citizen Alpha 3.0.0 aa & ab PTU.673332 Patch Notes (belated notes)
discussion
November 28th at 1:46
Star Citizen Patch 3.0.0 aa & ab

Full patch notes can be found here: https://ptu.cloudimperiumgames.com/spec ... -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

N/A


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.
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Miso58 - UEE Citizen #731724
Referal code : STAR-LMYG-JVMK

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Re: Version 3.0 et màj suivantes

Messagepar Miso58 » mar. 5 déc. 2017 10:58

3ème patch Alpha 3.0.0ac PTU.674844
Star Citizen Alpha 3.0.0ac PTU.674844 Patch Notes
pinned
discussion
November 28th at 22:17
Star Citizen Patch 3.0.0ac

Full patch notes can be found here: https://ptu.cloudimperiumgames.com/spec ... ptu-2Alpha Patch 3.0.0ac has been released to the PTU, and is now available to test! Patch should now show: PTU-674844It 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.

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.
Image
Miso58 - UEE Citizen #731724
Referal code : STAR-LMYG-JVMK

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Miso58
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Messages : 1886
Enregistré le : mer. 6 janv. 2016 17:12

Re: Version 3.0 et màj suivantes

Messagepar Miso58 » mar. 5 déc. 2017 10:59

4ème patch Alpha 3.0.0ad PTU.675526
Star Citizen Alpha 3.0.0ad PTU.675526 Patch Notes
pinned
discussion
Yesterday at 22:13
Star Citizen Patch 3.0.0ad

Full patch notes can be found here: https://ptu.cloudimperiumgames.com/spec ... -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.

Non-Focus Feature Updates


N/A


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.
Image
Miso58 - UEE Citizen #731724
Referal code : STAR-LMYG-JVMK

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Miso58
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Messages : 1886
Enregistré le : mer. 6 janv. 2016 17:12

Re: Version 3.0 et màj suivantes

Messagepar Miso58 » mar. 5 déc. 2017 11:00

5ème patch Alpha 3.0.0ae PTU.677001
Star Citizen Alpha 3.0.0ae PTU.677001 Patch Notes
pinned
discussion
Yesterday at 21:58
Star Citizen Patch 3.0.0ae

Full patch notes can be found here: https://ptu.cloudimperiumgames.com/spec ... -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.

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.


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.
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Miso58
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Enregistré le : mer. 6 janv. 2016 17:12

Re: Version 3.0 et màj suivantes

Messagepar Miso58 » mar. 5 déc. 2017 11:02

Nouveau patch Alpha 3.0.0af PTU.677618
Star Citizen Alpha 3.0.0af PTU.677618 Patch Notes
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discussion
Yesterday at 22:50
Star Citizen Patch 3.0.0af

Full patch notes can be found here: https://ptu.cloudimperiumgames.com/spec ... -0-0-ptu-2

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.

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.
There are frequent and pervasive CPU spikes associated with ships using a physics grid.
First implementation of persistence bed spawning will have numerous bugs and issues.
Items and ships placed in hangars are not persisting between sessions.
Both Constellations and the Cutlass currently can't be made flight ready.

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.
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Rico Gordini
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Messages : 16
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Re: Version 3.0 et màj suivantes

Messagepar Rico Gordini » mar. 5 déc. 2017 18:06

Bonjour,

Tout d'abord Merci pour ces posts et mes excuses à l'avance si mes questions vous paraissent idiotes. En effet j'ai moins de 24h de SC et ne dispose pas de votre Culture en la matière. J'ai quelques interrogations sur la V3.0
1/ Combien de planètes ou lunes différentes seront elles visitables ?
2/ Les métiers dont il est question seront ils disponibles dans cette alpha 3.0 ?
3/ Devrais-je réaliser un achat supplémentaire à mon starter Pack pour bénéficier de la 3.0 ?
4/ La différentes villes aperçues dans la vidéo du CitizenCon sont elles prévues dans cette alpha ou ultérieur ?
5/ Savez vous si la sortie de Squadron 42 est indexée à la sortie de l'Alpha 3.0 ?
6/ Compte tenu de votre connaissance du domaine SC et de votre expérience et sachant que la 3.0 est en "PTU" ,avez vous une idée de fourchette de date de sortie possible (1 semaine, 1 mois, 3 mois, 1 an ?)
7/ J'ai vu dans certaines vidéos, des modules d'habitation sur pilotis posés sur lunes ou planètes, est-ce inclus dans la 3.0 et seront ils disponibles ?

Encore mes excuses pour ces questions de novice et d'avance merci à celui ou ceux qui pourront m'éclairer.

Bien cordialement à tous, Citoyens

Rico Gordini

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Jayrah
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Messages : 13
Enregistré le : ven. 16 juin 2017 10:20

Re: Version 3.0 et màj suivantes

Messagepar Jayrah » mer. 6 déc. 2017 09:38

Bonjour Rico,

Toute question est légitime, surtout lorsqu'on vient d'arriver.

1/ En dehors de Arcorp, qui se limite à un espace restreint, et qui ne se situe pas dans le même module que "Univers", aucune planète ne pourra être visitée. Seulement 3 lunes, ainsi qu'une proto-planète pourront ainsi être visités : Yela, Daymar, Cellin, et enfin, Delamar (le plus gros des astéroïdes de la ceinture du système Nyx).

2/ Techniquement, on peut dire qu'aucune mécanique "métier" ne sera vraiment jouable à la 3.0. Bien entendu, il y aura des approches métiers, comme le mercenariat, transporteur, "commerçant", "explorateur", ect ... Pour les exemples cités, je m'explique :
- Mercenaire : Oui dans les faits, non dans le fond car la mécanique des contrats (joueur/pnj) ne sera pas encore implémenté. Je ne sais même pas si le transfert d'argent entre joueur pourra être possible. Je ne pense pas.
- Transport de passager : Oui dans les faits (avec joueurs), cependant la mécanique de jeu n'existera pas pour gérer un groupe ou une foule de PNJ.
- Transport de Fret : Oui, mais ! On pourra transporter de la cargaison, mais il s'agit d'une première itération car lors d'un achat effectué dans une station, la cargaison ainsi acheté apparaîtra par magie dans le cargo de votre navire. Le concept souhaité pour la release est que le joueur (ou équivalant) doit lui même porter/transporter sa cargaison du commerçant jusqu'à son cargo.
- Commerçant : Oui, via des échanges de bien entre joueur, ou la vente/achat de biens chez un commerçant. Non, dans la mesure où il ne sera pas possible de tenir une boutique et de vendre ses biens indirectement à des joueurs/pnjs.
- Explorateur : Tout le monde pourra se balader et trouver des "choses" sur les lieux pouvant être visités. Toutefois, il n'y aura pas de mécanique de scan système, faune, roche, de trou de ver, de planète, ect ...
- Mineur: Non. Dans la 3.1 peut être.
- Soldat : Non. (SQ42 nous voilà !)
- Agent de surface sur une station : Malheureusement non, pour ceux qui en rêvaient.

3/ Absolument pas ! Un simple starter pack permettant de jouer à la 3.0 est suffisant.

4/ Si tu parle de Arcorp, oui et non (pas dans l'Univers persistant de la 3.0). Si tu parle de Levski, oui.

5/ Non. Du moins nous sommes dans l'inconnu, mais nous devrions en savoir plus très bientôt en Décembre.

6/ D'expérience, je pense parler pour tous les backers, on ne peut rien supposer, mais cela devrait se faire bientôt (Q1 2018). C'est actuellement en PTU pour certains catégories de personnes et non toutes. La 3.0 live se fera quand CIG (donc Chris) estimera que cette itération est suffisamment stable.

7/ Oui, des modules pourront être visités sur les lunes. Cependant, on ne pourra pas être propriétaire de ces dit-modules.

Au plaisir, Citoyen.