Version 3.0 et màj suivantes

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Re: Version 3.0 et màj suivantes

Messagepar Miso58 » jeu. 21 déc. 2017 08:48

Nouveau patch sur le PTU : Alpha 3.0.0ap PTU.694271
Star Citizen Alpha 3.0.0ap PTU.694271 Patch Notes
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discussion
December 19th at 23:50
Star Citizen Patch 3.0.0ap

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


Alpha Patch 3.0.0ap has been released to the PTU, and is now available to test! Patch should now show: PTU-694271

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. Advanced profiles can be found under Keybindings→Advanced controls Customization→Control Profiles.


Major Known Issues:

You currently can not buy or sell cargo at Levski.
3D radars (both ship and helmet) are not rendering properly in planet atmosphere.
VMA is a work in progress and has numerous 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.

Feature Updates


Missions

Failing an escort mission due to friendly fire now requires 2 incidents.
Added a minimum jump distance to interdiction to avoid alerts popping up immediately after starting the jump animation.
Gaining an initial invite to mission giver (Ruto and Eckhart) missions should now be easier.

UI

Enabled VMA item preview and fixed some issues with item preview on the PMA.

Ships and Vehicles

Shifted some ship health to shield health.
IFCS improvements to increase rotational stability.

Cargo

First implementation of dynamic inventory and pricing. Locations now have variable pricing that will fluctuate over-time based on stock levels and restock rates. Note: Still a work in progress and implemented at major spawn locations (GrimHex, Port Olisar, and Levski) only.

Bug Fixes

There should no longer be commodity kiosks at Levski that lack ship destinations.
Repaired the pilot seat animations on the 300 series ships.
Fix for several ships that behaved erratically when near surfaces including: Scythe, Vanguard, Khartu-Al, Herald, and Glaive.
The player should die as expected when their ship explodes while in an powered off state.
Fixed a small reflective light on the canopy of the Scythe/Glaive.
Fix for ships despawning shortly after the player exited.
Co-pilots should no longer break pilot ship control if they enter first.
Removed a ladder at the Caterpillar space derelict that was blocking access to mission objectives.
Black box recovery missions on Cellin should no longer fail shortly after accepting the mission.
Removed debug text from Gladius HUD.
Fix for the name and price of items not appearing correctly during purchasing.
The VMA should no longer repeat the ship list as you scroll.
Fix for some weapons not having their sights attached when equipped through the PMA.
Fixed an issue that caused mission deliveries to outposts to be impossible to complete.
Elements of the combat visor should no longer be missing after the pilot exits the seat.
Enabled scrollable description windows on the VMA and fixed various visual issues.
AI ships spawning for environmental missions should no longer spawn on top of one another.
The ship owner using bed logout should no longer leave the passengers in an unplayable state.
Ships should once again be able to target one another in Arena Commander.
Fix for the Cutlass not flying correctly in a straight line.
Outposts should now be able to detect when a landing pad is in use by a ship before spawning a vehicle.
Logging out on the planet's surface from a ship's bed should no longer cause the ship to respawn underneath the surface upon return.
Corrected some dialogue issues during Escort missions.
Players should now be able to swap and equip gimbals on the VMA.
The Calico helmet should now have its HUD back.
Repeatedly opening and closely the MobiGlas while in EVA should no longer break the character.

Technical

Various crash fixes.
Various 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):

First implementation of persistence bed spawning will have numerous bugs and issues.
Items and ships placed in hangars are not persisting between sessions.
Repaired wings don't always restore weapons.
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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 » ven. 22 déc. 2017 08:18

Nouveau patch sur le PTU : Alpha 3.0.0aq PTU.694913 Patch Notes
Star Citizen Alpha 3.0.0aq PTU.694913 Patch Notes
pinned
discussion
Today at 0:58
Star Citizen Patch 3.0.0aq


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


Alpha Patch 3.0.0aq has been released to the PTU, and is now available to test! Patch should now show: PTU-694913

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. Advanced profiles can be found under Keybindings→Advanced controls Customization→Control Profiles.


Major Known Issues:

3D radars (both ship and helmet) are not rendering properly in planet atmosphere.
VMA is a work in progress and has numerous issues.
Some ships may be spawning without items, without the ability to "flight ready", and without the ability to run cargo. W/A: If this happens please file an insurance claim to replace the ship.

Feature Updates

General

Updated keybinding images in options menu and added keybindings for cycling MFD screens.

Universe

Reduced the NPC population.

Missions

Reduced the number of enemies spawned during ECN missions.
Restored Ruto and Eckhart reputation prerequisites to intended values.

UI

Scaled down the size of the "merged" weapon group PIP reticle.

Bug Fixes

The Constellation Aquila's elevator should now open and close properly.
Fix for several helmets missing visor screens.
The Reliant and Khartu-Al can now only be entered and exited while the vehicle landing gear is down.
Players should no longer have their ship despawned quickly, provided they don't have several ships scattered throughout the verse.
Fix for mission markers occasionally attaching to the player's ship.
Players should no longer intermittently lose the ability to activate interaction mode.
The Scythe and Glaive should no longer be stuck in a broken state after the player exits the ship.

Technical

Various performance tweaks.
Crash fix.

Known Issues:

Content missing key elements:

User Interface
Insurance and Persistence
Internal Ship Docking
Comm System

Bugs, issues, and work arounds (W/A):

First implementation of persistence bed spawning will have numerous bugs and issues.
Items and ships placed in hangars are not persisting between sessions.
Repaired wings don't always restore weapons.
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Re: Version 3.0 et màj suivantes

Messagepar Miso58 » ven. 22 déc. 2017 22:20

Nouveau patch sur le PTU : Alpha 3.0.0ar PTU.695051
Star Citizen Alpha 3.0.0ar PTU.695051 Patch Notes
pinned
discussion
Today at 21:06
Star Citizen Patch 3.0.0ar

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


Alpha Patch 3.0.0ar has been released to the PTU, and is now available to test! Patch should now show: PTU-695051

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. Advanced profiles can be found under Keybindings→Advanced controls Customization→Control Profiles.


Major Known Issues:

3D radars (both ship and helmet) are not rendering properly in planet atmosphere.
VMA is a work in progress and has numerous 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.

Feature Updates


UI

Various polish and bug fixes to the combat visor.

Bug Fixes

Kiosks at outposts should now recognize cargo ships landing near them.
Players should no longer gain a wanted level for destroying hostile ships.
Fix for "contact" ship audio playing for non-ship objects.
Removed Kareah as a possible location for various "steal" missions, since enemies spawned there would be engaged by the turrets.
Arena Commander map and game options should no longer display "undefined".

Technical

Minor crash fixes.

Known Issues:


Content missing key elements:

User Interface
Insurance and Persistence
Internal Ship Docking
Comm System

Bugs, issues, and work arounds (W/A):

First implementation of persistence bed spawning will have numerous bugs and issues.
Items and ships placed in hangars are not persisting between sessions.
Repaired wings don't always restore weapons.
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Re: Version 3.0 et màj suivantes

Messagepar Miso58 » sam. 23 déc. 2017 08:37

Nouveau et dernier patch sur le PTU : Alpha 3.0.0 PTU.695052 ouvert à tout le monde, et que la version release est pour bientôt

résumé de la news letter
Dear Citizen,

"Star Citizen Alpha 3.0 goes Live tomorrow. The latest build is currently in open PTU for all backers to play, but we’ll be make it an official Live release tomorrow to get more eyes and ships into the 'Verse to help stress test and identify the bugs to smash in the new year.

Now that the team had completed the heavy lifting to get the tech, content and systems for 3.0, they can focus on optimizations, feature consolidations, and polish for our first quarterly release

Thanks to all of our backers and the entire Cloud Imperium team for making this possible. The release expands the game and adds features, like procedural planetary tech, our new mission system, and the cargo and commodity system. It also introduces flyable ships like the Dragonfly, Nox, and an updated Cutlass Black.

The recently introduced Tumbril Nova is an imposing brute, but a closer look reveals a deceptively versatile tank. Learn more in a Q&A that highlights this iconic war machine. Also, check out our Around the Verse holiday special featuring extensive Squadron 42 gameplay.

Need the perfect gift this Holiday season? Pick up one of our discounted Starter Packages, like a chic Consolidated Outland Mustang, utilitarian RSI Aurora, or reliable Aegis Avenger? Check out all three exclusive packages here.

Our team will be taking a break over the holidays, and we’ll be back to full speed with our shows and updates on Jan 8th. We will, however, have episodes of Around the Verse airing on their usual day and time.

Happy Holidays, everyone.

Sincerely,

The Star Citizen Team"
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Re: Version 3.0 et màj suivantes

Messagepar Albazz » sam. 23 déc. 2017 09:13

En gros elle passe live dans la journée :up:
“…Le voyage est un retour vers l’essentiel…”
suivez ceci pour créer votre compte et commencer avec 5000 UEC
https://robertsspaceindustries.com/enli ... -9YRF-G3HC

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Re: Version 3.0 et màj suivantes

Messagepar Miso58 » sam. 23 déc. 2017 21:58

Ca y est la version 3.0.0 passe Live
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Re: Version 3.0 et màj suivantes

Messagepar Marelle » dim. 24 déc. 2017 09:31

Le père Noël en Gladius :dry:

Bien pour ceux qui sont en vacances.
Colossustransports.com

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Re: Version 3.0 et màj suivantes

Messagepar Miso58 » ven. 2 févr. 2018 08:26

La version 3.0.1 se trouve sur le PTU (Star Citizen Patch 3.0.1)
Star Citizen Alpha 3.0.1 PTU.706028 Patch Notes
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Yesterday at 20:55
Star Citizen Patch 3.0.1

Alpha Patch 3.0.1 has been released to the PTU, and is now available to test! Patch should now show: PTU-706028

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\StarCitizenPTU\LIVE.


NOTE: To avoid needing a full game download, the "C:\Program Files\Roberts Space Industries\StarCitizen" folder can be copied and renamed "C:\Program Files\Roberts Space Industries\StarCitizenPTU" prior to updating.


You will need to return to the RSI PTU Launcher for this build to work: https://install.robertsspaceindustries. ... ptu.33.exe. For those of you who have forgotten or lost your PTU password, you will need to run account recovery here: https://ptu.cloudimperiumgames.com/account/settings.


Major Known Issues:

Account copy is currently broken, if you already copied your account to PTU during the 3.0.0 PTU cycle your copy is still valid. If you did not copy your account during 3.0.0 PTU, we will be unable to grant access until the issue is resolved.
DO NOT USE THE VEHICLE MANAGER APP(VMA) Doing so will leave potentially resource expensive, small ship models behind.

New Features

General

Added monocle to PMA and added eye accessory slot as option in PMA.

Feature Updates


Ships and Vehicles

AI now have specific shield generators that provide half the shield health/shield regen.
For all ships, shield HP reduced, regen lowered, regen ramp up time increased. Shields now allow more physical damage through the less health they have.
For all ships, armor reduced to 1.00 for physical and 0.90 for energy for all ships.
Missile damage and explosive radius reduced.

Bug Fixes

Players should no longer be sorted into races that have already started, causing an error code.
Speculative fix for ships missing items.
Reputation should now persist between player sessions.
Fix for ship EMP weapons charging much faster than intended.
Fix for certain weapon families starting at max spread and recovering significantly slower than expected.
When trying on/inspecting clothes your face should no longer be illuminated by helmet lights that aren't there.
Fix for ships duplicating if changes were made to the pledge while an insurance claim was being made.
Admin NPCs should now accept boxes and allow players to complete related missions.
Boxes placed on admin counters should no longer fall through to the floor.
REC rented items should no longer invalidate prior rentals and rentals with time remaining from the prior patch should now be available.
Carryable crates dropped from vehicle destruction in excess of SCU crates in Cargo Grids will now spawn on positions of Cargo Grids instead of near world origin.
Players should no longer be able to break their character and be stuck spawning as a white spere.

Technical

Various crash fixes.

Known bugs, issues, and work arounds (W/A):

When using the Mobiglas there is a chance to cause a graphical glitch that will remain for the duration of the session. W/A: Relaunching into crusader should fix it.
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Re: Version 3.0 et màj suivantes

Messagepar Miso58 » ven. 2 févr. 2018 21:50

La version 3.0.1 passe Live
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Re: Version 3.0 et màj suivantes

Messagepar Oberour » ven. 28 déc. 2018 14:19

Salut à tous!

Une petite question sur les MAJ à venir...
Je n'ai rien vu à ce sujet sur la roadmap, et pas trouvé sur le forum.

Parle-t-on de possible customisation de véhicules, autres que pod d'armements ou upgrade materiel?
Par exemple, pourra-t-on changer la peinture du vaisseau, lui donner un nom (autre que le nom de série)?
Permettant une identification visuelle de guildes avec blasons et couleurs...
Ou bien imprimer une vrai personnalité au vaisseau..
(exemple: je kif de pouvoir piloter un hull que j'assure sous le nom de "Nostromo". du coup, il apparait sur les radars et dans les comlink comme "Nostromo")
C'est du détail, mais cela m'étonne de ne jamais en avoir entendu parler?
Tout comme la version pirate du Caterpillar... c'est un peu con de s'afficher comme tel je trouve. mais dans ce cas, pourras t on maquiller d'autres vaisseaux? A l'instar des poids lourd qui affichent leur société ou les états qui affichent leurs couleurs et drapeaux sur leurs matériel militaires sans garder les couleurs du constructeur ni le nom...