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Star Citizen Patch 3.0.0ah
Star Citizen Patch 3.0.0ai
Full patch notes can be found here: https://ptu.cloudimperiumgames.com/spectrum/community/SC/forum/1/thread/star-citizen-patch-3-0-0-ptu-2
Full patch notes can be found here: https://ptu.cloudimperiumgames.com/spectrum/community/SC/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
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.
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:
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).
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.
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.
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.
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:
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.
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.
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.
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).
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.
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:
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.
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.
First implementation of persistence bed spawning will have numerous bugs and issues.
Items and ships placed in hangars are not persisting between sessions.
Items and ships placed in hangars are not persisting between sessions.
Focus Feature Updates
Focus Feature Updates
Universe
Universe
Significantly increased hydrogen refuel speed at Cryastro.
Updated quantum travel effects for the Khartu-Al.
Changed under-suit weapon attachment points. Players can now only attach one primary weapon to under-suits. More will require an armor attachment.
Added some additional set content around space derelicts.
Shopping
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.
Adjusted the logo size of items sold at Skutter's.
Updating airlock cycle lighting to show distinct stages.
UI
Ships and Vehicles
Added a journal entry for when players first enter the game.
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
Bug Fixes
Players should no longer run into areas where they fall through the interior space of the 300 series.
Adjusted the Starfarer Captain MFD position.
The MobiGlas should now pop up properly when riding the Nox.
Medical supplies should no longer manifest as agricultural supplies.
Ships should properly be destroyed when self-destructing.
Players should no longer return T-posed when logging out in the bed of the Prospector.
Missiles should no longer be able to fire when powered off on the MFD.
Adjusted the auto-landing on the Cutlass so it situates properly on the pad.
Gamma/Omega pilots should no longer be able to get stuck when exiting.
Entering the ship via EVA should no longer pass the player through the geometry for Mustang Gamma and Omega.
The "tractor beam" console in the Command Module should no longer have atmosphere issues.
Players should no longer be able to exit the Buccaneer while its in motion.
Players should no longer T-pose upon returning after bed logout int the Aurora series.
The Mustangs Gamma and Omega should now have their proper paint schemes.
Players should no longer T-pose upon returning after bed logout int the Herald.
The Cutlass should now have two beds and players should no longer return to them T-posed.
Fixed missing Starkitten Dragonfly dashboard.
Players should no longer return T-posed when logging out in the Mustang Beta's bed.
Damage states should no longer appear different to different players.
Elevators at Levski should no longer close on the player and trap them.
Mission objectives should now properly update when reaching the objective for ECN alert missions.
Players should no longer be able to remove items from the shop by trying them on and walking away.
Players should no longer be able to reset their oxygen meter by swapping armor on the PMA.
Various fixes for floating and clipping assets at Levski.
The Starfarer should have its radar back.
Players should no longer be able to get stuck in a "falling" state.
The co-pilot MFD in the Freelancer should now properly fit on the display.
The top of the MobiGlas should no longer be cut off while in EVA.
For escort missions, the ship being escorted should no longer move before combat objective is complete.
Avenger engine trails should no longer clip through the ship when maneuvering at speed.
AI/NPC ships should no longer spawn vacant.
Fixed various objective and placement issues related to black box recovery missions.
Fixed an issue where NPC voices would be lost after alt-tabbing.
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
Technical
Various crash fixes.
Various crash fixes.
Performance tweak.
Minor performance tweak.
Non-Focus Feature Updates
Non-Focus Feature Updates
N/A


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:
Content missing key elements:
User Interface
User Interface
Insurance and Persistence
Insurance and Persistence
Internal Ship Docking
Internal Ship Docking
Comm System
Comm System
Bugs, issues, and work arounds (W/A):
Bugs, issues, and work arounds (W/A):
Items and ships placed in hangars are not persisting between sessions.
Items and ships placed in hangars are not persisting between sessions.
Vehicle customizer app on wrong MobiGlas button and not yet functioning.
Vehicle customizer app on wrong MobiGlas button and not yet functioning.
Repaired wings don't always restore weapons.
Repaired wings don't always restore weapons.