phil bottle 9,824 Posted July 21, 2019 Share Posted July 21, 2019 The latest build is now live. It's about 5GB. I'll copy the patch notes in the next post. Remember to delete the 'User' folder. When you open the launcher, wait a bit, there's a new version of that too and it will prompt you to install it. Link to comment https://forevergaming.co.uk/forum/forums/topic/7190-star-citizen-36-now-live/ Share on other sites More sharing options...
phil bottle 9,824 Posted July 21, 2019 Author Share Posted July 21, 2019 Alpha Patch 3.6.0 has been released to LIVE and is now available! Patch should now show: LIVE-2247930 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. New Launcher We are using a new, unified launcher (version 1.2.0). You can download the new launcher here:https://robertsspaceindustries.com/download Known Issues Players may get stuck on the initial loading screen. W/A: Alt+F4 and restart or attempt to suicide your character (on load screen) to force a respawn. Missiles on the Anvil Ballista may occasionally be unable to lock and/or fire. W/A: Reclaim or respawn and try again. Mission givers can sometimes be in the incorrect position and may not interact normally. The HUD vanishes when the quantum drive is enabled. Dropping the hacking chip on planetary surfaces can cause it to fall through. Significant first person framerate reduction can occur. Textures will display across the visor on some helmets. AI ships have an unintended wing wobble behavior. The terrain on Lyria might disappear in some areas (high terrain in high density areas). New Features General Added a hold to activate option for head tracking (available at the comms menu). Added option to select head tracking source and camera selection. Universe Added additional crimestat hacking locations, terminals, and updated the hacking system Hacking now requires a stowable, single-use device which can be found at various locations and shops and is stored as a gadget, retrievable using the “4” key. The devices vary in style and quality, with some more “legal” devices able to do the job with minimal required upkeep from the player but over an extended period of time. Other devices, of a more illicit nature, hack very quickly but require constant interaction upkeep from the player to keep in operation. Additionally, longer periods put the hacking player at risk as counter-missions can be generated to stop them. The updated behavior applies to removal of crimestat as well as shutting off comm arrays. The slow, reliable device can be found at some shops in the verse including Cubby Blast but the more illicit device may require seeking out less reputable vendors. Additionally, there are now expanded locations where a player can attempt to hack away their crime stat. Added automated turrets to GrimHex. Complete overhaul of the law and criminality system Crimestat now directly impacts the level of opposition and how active their pursuit style. The higher the crimestat, the more active and difficult the pursuers. Crimes are split into less severe misdemeanors, which are enforced via fines, and more punishing federal offenses which will result in the player being engaged by hostile AI and bounty hunters. Law is enforced in a jurisdiction system with the main jurisdiction for the Stanton system being UEE, which tracks and enforces federal offenses. Regional jurisdiction is specific to a given area (ie. Crusader, Hurston) which police their own misdemeanors and have their own rules for control substances and unique security forces. The rules and crimes for each region will be listed in the mobiGlas “Journal” for that jurisdiction and are updated as you move through the regions. GrimHex is a unique case of a jurisdiction that does not respect the authority of UEEand does not report crimes to them. GrimHex also field dampens the area around it to protect its visitors. Misdemeanor fines are deducted from your account directly, provided you have the funds as a temporary measure until fine payoff kiosks are implemented. Various security forces may also randomly approach the player as they move around the verse. If the player encounters these forces and is a felon or in current possession of a ship that has been reported stolen (another player has made an insurance claim on that ship), they will immediately be attacked. If not, the player will be requested to halt and submit to a scan via ship to ship comms. If the player fails to stop within a certain time period, with repeated warnings, they will be given a crimestat and attacked. If the submit to a scan and are in possession of illegal goods, they will be fined and the goods removed. Stolen goods and illegal commodities can now only be sold at less than reputable locations, some of which may require some investigation to locate. Missions Added illegal style delivery missions for prohibited and stolen goods. Ships and Vehicles Added hover mode. Hover mode will automatically engage near planetary surfaces with atmosphere below a certain velocity threshold. When engaged, ships will swap to VTOL thruster modes, which will include alternate thruster configurations when applicable. When in hover mode, the ship will hover level until the player gives an input. Pitch forward/backward will result in moving forward/backward and roll will result in lateral movement. If the ship attains enough forward velocity it will automatically switch to rear thrust driven forward flight. Added ship purchasing kiosks to ship shops around the verse. Added visual wear to ship components and tweaked the parameters of wear. Ship components (coolers, power plants, shields) now suffer from noticeable degradation which can accumulate through time and through specific behaviors (frequent overheating, damage). Degradation can be repaired with any other ship damage at major stations. Added “misfire” events to ship shields, thrusters, power plants, and coolers. Some ship components (coolers, power plants, shields, thrusters) now have a chance to misfire. The base chance for a component in perfect condition is extremely low. Misfire chances increase with increasing degradation, damage, and heat. Misfires can be minor visual blips, major with periods of reduced functionality, or critical temporary shutdowns. New Ship: Kruger Intergalactic P-72 Archimedes. New Vehicle: Anvil Ballista New Ship Weapon: MaxOx Neutron Repeaters Rapid fire short-mid range weapons found in sizes 1 through 3. Uses “neutron” style damage, which has damage that increases over its range. Neutron Repeaters are available at Centermass in Area18. Added nozzle flaps to the F7C and F7CM. Grouped thrusters into a “power group” which can now be throttled to control thruster acceleration. Thruster power throttle is default bound to RALT+mouse wheel and is available in the keybinding menu. To allow players to track current power throttle to thrusters, a meter of percent power has replaced what was the hydrogen fuel meter and hydrogen fuel has moved to a static percent readout on the bottom of the HUD. Added a cargo grid to the Valkyrie. Added ship hailing. You can now start a video call with the pilot of a ship/vehicle that you’re targeting while in your ship/vehicle with a hotkey (6), selecting the target in either the Comms/Targeting MFD, or in your MobiGlas Comms app. Added ship specific voice channel. When entering a ship, you now join its ship channel. When selecting the ship channel after you’ve joined it, you can VoIP and Chat with other members that are actively in that ship channel. You’ll automatically leave the ship channel if you leave the ship for a period of time or move too far from the ship. FPS Added customizable weapon attachments Some FPS weapons can now be customized via various attachments. Available attachments are red dot (1x zoom), holographic (3x), a telescopic (4x), and a telescopic (8x). These can be found at FPS weapon shops that carry compatible weapons. Added the ability to free look and activate head tracking while holding a weapon. Free look in first person now operates as a hold rather than a smart toggle. New FPS Weapon: Behring S38 Pistol This reliable Behring sidearm features a streamlined design and a lightweight polymer frame that helps to minimize recoil. And with the quick fire semi-automatic fire mode, it’s easy to see why the versatile and dependable S38 has become a standard sidearm across the Empire for both citizens and law enforcement officers. Can be purchased at Center Mass and Port Olisar. New FPS Weapon: Klaus & Werner Lumin V SMG A solid and dependable laser submachine gun with a reputation for durability, reliability, and accuracy. Can be purchased at Center Mass and Conscientious Objects. UI The comms visor display now displays which channel you are VOIP broadcasting to, who else is in the channel with you, and who is speaking. Players can now invite an entire channel into their party. Players now default auto-join the global proximity VOIP channel. Feature Updates General Unified TrackIR and FOIP head tracking buttons. Updates and numerous polish to head tracking functionality including the addition of head roll. Universe Complete update of Rest Stop exteriors and shapes, including thematic variations. Moved Delamar further away from Crusader and into its own object container. Updated commodity pricing to reflect the addition of black markets and stolen goods. Updated several locations to now use decoupled lighting for improved visual look. Reduced the volume of the combat music and added an option to mute this music event. Added the ability for AI pilots to strafe during passes. Added Oxypen and MediPen to Lorville Tammany and Sons shop. Updated transit system to streamline flow and usage. Trains are now on loops with multiple trains on each line, which should reduce waiting times across the board. Elevators can now move to any pad/hangar and are no longer specific to one hangar/pad. A selection of available destinations will be available via interaction at the interior elevator button panel. Added “average” skill level for AI pilots to increase variation. Updated and expanded player carriable items. Adding clustering for mineable entities. Mineable rocks now appear in medium to large clusters rather than single rocks and their locations have been updated to reflect this. Lighting pass on exteriors of underground facilities. Various visual tweaks around Lorville. Increased refinery kiosk pay out to give a slightly higher yield to mined materials. Missions Re-enabled ECN missions. Various improvements to FPS based missions. Temporarily removed escort and distraction style missions. There are now as many PVP bounty missions offered as there are eligible criminal player targets. UI Video and lighting improvements to comms calls. Color and names of channels can now be edited in the mobiGlas. Players can now decide which chat channel is directed to the visor. FPS Improved the look and feel of the character jump mechanic. Updated ragdoll properties to improve look and feel in all situations. Polish to smooth out first person turns and crouch turns. Added a display screen to the GRIN multi-tool. Added display screen to KLWE Arclight pistol. Ships and Vehicles Complete rework of the Aegis Vanguard Warden. Revised the P-52 Merlin. Updated the HUD of the Gladius. Decreased the hull strength of the Arrow. Increased the hull strength of the Reliant. Significantly increased the hull strength of the Khartu-Al. Removed the ability to change paints on the VMA and Arena Commander vehicle editor as it had applied in unintended situations. The ability to swap paints on the Aurora and the Graycat will be added back at a later date. Updated JUST quantum drives for increased durability and more distinction from other classes. Further updates to ship weapon audio. Reworked shield values and functionality Shields have been reworked to add major differences between manufacturers and classifications with the goal of providing a difference in feel and value. Size 1 shields have had their health pools readjusted and regen reworked. For size 1, shields now stop regenerating on hit and once a set period of time passes without further strikes, the shields will began to regen again. The functional goal of this is to limit shield regeneration during a fight and have the shield work more to stop the enemy doing significant damage right at a fight’s outset. There is one exception, ASAS (manufacturer) shields constantly regenerate, but have a reduced health pool. Size 2 shields work similar to before, but now with more difference between manufacturers. At size 2 there is no damage delay, low regeneration, and a large health pool. Size 3 shields have very large health pools and regeneration rates, with the goal of requiring multiple ships working together to overcome their regen. Reworked ship shields so power setting only impacts regen. Toned down the shield shader VFX. Changed the shield regen delay to be per generator rather than per face. Overclocking no longer affects shield allocation rate or hardening. Updated Prospector main engine with VFX. Updated AI Hammerheads to “gunship” type flight behavior. Updated ship weapon audio. Increased the damage output of missiles. Updated the cooling for Dragonfly and Nox thrusters to make them more usable. Removed collision from the Freelancer’s turret forks as a temporary work around to get larger objects in, pending animated retract. Updated rate of fire on all repeater weapons. Added audio feedback for player g-force stress. Major Bug Fixes Missiles should now be able to be counter-measured appropriately. Fixed missing thruster damage VFX for the 300 series. Ship controls for the Nox should now animate when strafing. IFCS sounds for coupled/cruise should now work for all ships. Customized 325a’s should no longer have mismatched cargo holds. Strafing should now animate on the Cutlass HOTAS. The HUD should now properly update when changing fire-mode on the KSAR Scalpel. Players should no longer get stuck inside of ArcCorp rooftops when they go prone. Players should now be able to vault or mantle from a crouch. Players should no longer be able to force pass out by jumping. Loading into Arena Commander as a spectator should no longer cause an infinite load screen. The comms MFD should now update properly. Added an interaction to the interior of the cargo bay of the 300 series to avoid players getting stuck. The Eclipse radar should no longer be reversed. Fixed a head-flip and smooth tracking issue when doing fast turns on foot. Fix for visual blurring on rotating asteroids. The attitude flight HUD should now appear properly when flying at Delamar. JUST quantum drives should now have a distinct feel from other types. The Reliant series should now be able to store handheld cargo. Combat music should no longer seem much louder than others. Fixed missing radar on customized ships. Fixed weapons should no longer aim toward the target as if gimbaled when in assist mode. Turret HUD markers should no longer appear if the player isn’t facing them. Increased the health of destructible turrets so they can’t be destroyed with melee attacks. Turret movement audio should now play properly. Updated spline jumps to avoid impacts with the planetary body. Fixed a visual issue with the Valkyrie camo skin. Assisted gimbals should no longer wander when no target is locked and the ship is in motion. The undersuit should no longer display thruster VFX when not in EVA. Using automated landing at rest stops should no longer cause the ship to move away rather than land. Ship engine and idle glows should now properly be off when the ship is off. Fixed an issue where scan blob contact VFX were played for everyone in the area. Ruto’s face should now appear. Female characters should now sit in the copilot seat of the Super Hornet correctly. Party launch and “join friends” should now work from the main menu. Targeting pips should no longer continue to show and lock to screen after a weapon is destroyed. Fixed an issue where some MFD screens would be blank from the copilot or support seat. Players should no longer fall through a planet when loading back in if they previously logged out in a bed. Link to comment https://forevergaming.co.uk/forum/forums/topic/7190-star-citizen-36-now-live/#findComment-120980 Share on other sites More sharing options...
Plumbers Crack 4,068 Posted July 23, 2019 Share Posted July 23, 2019 On 7/21/2019 at 2:15 PM, phil bottle said: Alpha Patch 3.6.0 has been released to LIVE and is now available! Patch should now show: LIVE-2247930 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. New Launcher We are using a new, unified launcher (version 1.2.0). You can download the new launcher here:https://robertsspaceindustries.com/download Known Issues Players may get stuck on the initial loading screen. W/A: Alt+F4 and restart or attempt to suicide your character (on load screen) to force a respawn. Missiles on the Anvil Ballista may occasionally be unable to lock and/or fire. W/A: Reclaim or respawn and try again. Mission givers can sometimes be in the incorrect position and may not interact normally. The HUD vanishes when the quantum drive is enabled. Dropping the hacking chip on planetary surfaces can cause it to fall through. Significant first person framerate reduction can occur. Textures will display across the visor on some helmets. AI ships have an unintended wing wobble behavior. The terrain on Lyria might disappear in some areas (high terrain in high density areas). New Features General Added a hold to activate option for head tracking (available at the comms menu). Added option to select head tracking source and camera selection. Universe Added additional crimestat hacking locations, terminals, and updated the hacking system Hacking now requires a stowable, single-use device which can be found at various locations and shops and is stored as a gadget, retrievable using the “4” key. The devices vary in style and quality, with some more “legal” devices able to do the job with minimal required upkeep from the player but over an extended period of time. Other devices, of a more illicit nature, hack very quickly but require constant interaction upkeep from the player to keep in operation. Additionally, longer periods put the hacking player at risk as counter-missions can be generated to stop them. The updated behavior applies to removal of crimestat as well as shutting off comm arrays. The slow, reliable device can be found at some shops in the verse including Cubby Blast but the more illicit device may require seeking out less reputable vendors. Additionally, there are now expanded locations where a player can attempt to hack away their crime stat. Added automated turrets to GrimHex. Complete overhaul of the law and criminality system Crimestat now directly impacts the level of opposition and how active their pursuit style. The higher the crimestat, the more active and difficult the pursuers. Crimes are split into less severe misdemeanors, which are enforced via fines, and more punishing federal offenses which will result in the player being engaged by hostile AI and bounty hunters. Law is enforced in a jurisdiction system with the main jurisdiction for the Stanton system being UEE, which tracks and enforces federal offenses. Regional jurisdiction is specific to a given area (ie. Crusader, Hurston) which police their own misdemeanors and have their own rules for control substances and unique security forces. The rules and crimes for each region will be listed in the mobiGlas “Journal” for that jurisdiction and are updated as you move through the regions. GrimHex is a unique case of a jurisdiction that does not respect the authority of UEEand does not report crimes to them. GrimHex also field dampens the area around it to protect its visitors. Misdemeanor fines are deducted from your account directly, provided you have the funds as a temporary measure until fine payoff kiosks are implemented. Various security forces may also randomly approach the player as they move around the verse. If the player encounters these forces and is a felon or in current possession of a ship that has been reported stolen (another player has made an insurance claim on that ship), they will immediately be attacked. If not, the player will be requested to halt and submit to a scan via ship to ship comms. If the player fails to stop within a certain time period, with repeated warnings, they will be given a crimestat and attacked. If the submit to a scan and are in possession of illegal goods, they will be fined and the goods removed. Stolen goods and illegal commodities can now only be sold at less than reputable locations, some of which may require some investigation to locate. Missions Added illegal style delivery missions for prohibited and stolen goods. Ships and Vehicles Added hover mode. Hover mode will automatically engage near planetary surfaces with atmosphere below a certain velocity threshold. When engaged, ships will swap to VTOL thruster modes, which will include alternate thruster configurations when applicable. When in hover mode, the ship will hover level until the player gives an input. Pitch forward/backward will result in moving forward/backward and roll will result in lateral movement. If the ship attains enough forward velocity it will automatically switch to rear thrust driven forward flight. Added ship purchasing kiosks to ship shops around the verse. Added visual wear to ship components and tweaked the parameters of wear. Ship components (coolers, power plants, shields) now suffer from noticeable degradation which can accumulate through time and through specific behaviors (frequent overheating, damage). Degradation can be repaired with any other ship damage at major stations. Added “misfire” events to ship shields, thrusters, power plants, and coolers. Some ship components (coolers, power plants, shields, thrusters) now have a chance to misfire. The base chance for a component in perfect condition is extremely low. Misfire chances increase with increasing degradation, damage, and heat. Misfires can be minor visual blips, major with periods of reduced functionality, or critical temporary shutdowns. New Ship: Kruger Intergalactic P-72 Archimedes. New Vehicle: Anvil Ballista New Ship Weapon: MaxOx Neutron Repeaters Rapid fire short-mid range weapons found in sizes 1 through 3. Uses “neutron” style damage, which has damage that increases over its range. Neutron Repeaters are available at Centermass in Area18. Added nozzle flaps to the F7C and F7CM. Grouped thrusters into a “power group” which can now be throttled to control thruster acceleration. Thruster power throttle is default bound to RALT+mouse wheel and is available in the keybinding menu. To allow players to track current power throttle to thrusters, a meter of percent power has replaced what was the hydrogen fuel meter and hydrogen fuel has moved to a static percent readout on the bottom of the HUD. Added a cargo grid to the Valkyrie. Added ship hailing. You can now start a video call with the pilot of a ship/vehicle that you’re targeting while in your ship/vehicle with a hotkey (6), selecting the target in either the Comms/Targeting MFD, or in your MobiGlas Comms app. Added ship specific voice channel. When entering a ship, you now join its ship channel. When selecting the ship channel after you’ve joined it, you can VoIP and Chat with other members that are actively in that ship channel. You’ll automatically leave the ship channel if you leave the ship for a period of time or move too far from the ship. FPS Added customizable weapon attachments Some FPS weapons can now be customized via various attachments. Available attachments are red dot (1x zoom), holographic (3x), a telescopic (4x), and a telescopic (8x). These can be found at FPS weapon shops that carry compatible weapons. Added the ability to free look and activate head tracking while holding a weapon. Free look in first person now operates as a hold rather than a smart toggle. New FPS Weapon: Behring S38 Pistol This reliable Behring sidearm features a streamlined design and a lightweight polymer frame that helps to minimize recoil. And with the quick fire semi-automatic fire mode, it’s easy to see why the versatile and dependable S38 has become a standard sidearm across the Empire for both citizens and law enforcement officers. Can be purchased at Center Mass and Port Olisar. New FPS Weapon: Klaus & Werner Lumin V SMG A solid and dependable laser submachine gun with a reputation for durability, reliability, and accuracy. Can be purchased at Center Mass and Conscientious Objects. UI The comms visor display now displays which channel you are VOIP broadcasting to, who else is in the channel with you, and who is speaking. Players can now invite an entire channel into their party. Players now default auto-join the global proximity VOIP channel. Feature Updates General Unified TrackIR and FOIP head tracking buttons. Updates and numerous polish to head tracking functionality including the addition of head roll. Universe Complete update of Rest Stop exteriors and shapes, including thematic variations. Moved Delamar further away from Crusader and into its own object container. Updated commodity pricing to reflect the addition of black markets and stolen goods. Updated several locations to now use decoupled lighting for improved visual look. Reduced the volume of the combat music and added an option to mute this music event. Added the ability for AI pilots to strafe during passes. Added Oxypen and MediPen to Lorville Tammany and Sons shop. Updated transit system to streamline flow and usage. Trains are now on loops with multiple trains on each line, which should reduce waiting times across the board. Elevators can now move to any pad/hangar and are no longer specific to one hangar/pad. A selection of available destinations will be available via interaction at the interior elevator button panel. Added “average” skill level for AI pilots to increase variation. Updated and expanded player carriable items. Adding clustering for mineable entities. Mineable rocks now appear in medium to large clusters rather than single rocks and their locations have been updated to reflect this. Lighting pass on exteriors of underground facilities. Various visual tweaks around Lorville. Increased refinery kiosk pay out to give a slightly higher yield to mined materials. Missions Re-enabled ECN missions. Various improvements to FPS based missions. Temporarily removed escort and distraction style missions. There are now as many PVP bounty missions offered as there are eligible criminal player targets. UI Video and lighting improvements to comms calls. Color and names of channels can now be edited in the mobiGlas. Players can now decide which chat channel is directed to the visor. FPS Improved the look and feel of the character jump mechanic. Updated ragdoll properties to improve look and feel in all situations. Polish to smooth out first person turns and crouch turns. Added a display screen to the GRIN multi-tool. Added display screen to KLWE Arclight pistol. Ships and Vehicles Complete rework of the Aegis Vanguard Warden. Revised the P-52 Merlin. Updated the HUD of the Gladius. Decreased the hull strength of the Arrow. Increased the hull strength of the Reliant. Significantly increased the hull strength of the Khartu-Al. Removed the ability to change paints on the VMA and Arena Commander vehicle editor as it had applied in unintended situations. The ability to swap paints on the Aurora and the Graycat will be added back at a later date. Updated JUST quantum drives for increased durability and more distinction from other classes. Further updates to ship weapon audio. Reworked shield values and functionality Shields have been reworked to add major differences between manufacturers and classifications with the goal of providing a difference in feel and value. Size 1 shields have had their health pools readjusted and regen reworked. For size 1, shields now stop regenerating on hit and once a set period of time passes without further strikes, the shields will began to regen again. The functional goal of this is to limit shield regeneration during a fight and have the shield work more to stop the enemy doing significant damage right at a fight’s outset. There is one exception, ASAS (manufacturer) shields constantly regenerate, but have a reduced health pool. Size 2 shields work similar to before, but now with more difference between manufacturers. At size 2 there is no damage delay, low regeneration, and a large health pool. Size 3 shields have very large health pools and regeneration rates, with the goal of requiring multiple ships working together to overcome their regen. Reworked ship shields so power setting only impacts regen. Toned down the shield shader VFX. Changed the shield regen delay to be per generator rather than per face. Overclocking no longer affects shield allocation rate or hardening. Updated Prospector main engine with VFX. Updated AI Hammerheads to “gunship” type flight behavior. Updated ship weapon audio. Increased the damage output of missiles. Updated the cooling for Dragonfly and Nox thrusters to make them more usable. Removed collision from the Freelancer’s turret forks as a temporary work around to get larger objects in, pending animated retract. Updated rate of fire on all repeater weapons. Added audio feedback for player g-force stress. Major Bug Fixes Missiles should now be able to be counter-measured appropriately. Fixed missing thruster damage VFX for the 300 series. Ship controls for the Nox should now animate when strafing. IFCS sounds for coupled/cruise should now work for all ships. Customized 325a’s should no longer have mismatched cargo holds. Strafing should now animate on the Cutlass HOTAS. The HUD should now properly update when changing fire-mode on the KSAR Scalpel. Players should no longer get stuck inside of ArcCorp rooftops when they go prone. Players should now be able to vault or mantle from a crouch. Players should no longer be able to force pass out by jumping. Loading into Arena Commander as a spectator should no longer cause an infinite load screen. The comms MFD should now update properly. Added an interaction to the interior of the cargo bay of the 300 series to avoid players getting stuck. The Eclipse radar should no longer be reversed. Fixed a head-flip and smooth tracking issue when doing fast turns on foot. Fix for visual blurring on rotating asteroids. The attitude flight HUD should now appear properly when flying at Delamar. JUST quantum drives should now have a distinct feel from other types. The Reliant series should now be able to store handheld cargo. Combat music should no longer seem much louder than others. Fixed missing radar on customized ships. Fixed weapons should no longer aim toward the target as if gimbaled when in assist mode. Turret HUD markers should no longer appear if the player isn’t facing them. Increased the health of destructible turrets so they can’t be destroyed with melee attacks. Turret movement audio should now play properly. Updated spline jumps to avoid impacts with the planetary body. Fixed a visual issue with the Valkyrie camo skin. Assisted gimbals should no longer wander when no target is locked and the ship is in motion. The undersuit should no longer display thruster VFX when not in EVA. Using automated landing at rest stops should no longer cause the ship to move away rather than land. Ship engine and idle glows should now properly be off when the ship is off. Fixed an issue where scan blob contact VFX were played for everyone in the area. Ruto’s face should now appear. Female characters should now sit in the copilot seat of the Super Hornet correctly. Party launch and “join friends” should now work from the main menu. Targeting pips should no longer continue to show and lock to screen after a weapon is destroyed. Fixed an issue where some MFD screens would be blank from the copilot or support seat. Players should no longer fall through a planet when loading back in if they previously logged out in a bed. Phil, any chance of editing your post as plain text please mate? I’m struggling with pale blue text on grey background #BeKindToOldEyes phil bottle 1 Thanks to Capn_Underpants for the artwork Link to comment https://forevergaming.co.uk/forum/forums/topic/7190-star-citizen-36-now-live/#findComment-121004 Share on other sites More sharing options...
phil bottle 9,824 Posted July 23, 2019 Author Share Posted July 23, 2019 27 minutes ago, Plumbers Crack said: Phil, any chance of editing your post as plain text please mate? I’m struggling with pale blue text on grey background #BeKindToOldEyes That's done I think, let me know! Link to comment https://forevergaming.co.uk/forum/forums/topic/7190-star-citizen-36-now-live/#findComment-121005 Share on other sites More sharing options...
Plumbers Crack 4,068 Posted July 23, 2019 Share Posted July 23, 2019 49 minutes ago, phil bottle said: That's done I think, let me know! I can read it now....it's now unintelligable rather than unreadable!! 😂😂 phil bottle 1 Thanks to Capn_Underpants for the artwork Link to comment https://forevergaming.co.uk/forum/forums/topic/7190-star-citizen-36-now-live/#findComment-121008 Share on other sites More sharing options...
Plumbers Crack 4,068 Posted July 29, 2019 Share Posted July 29, 2019 OK, I've playing this for 12+ hours now and have completed one single contract. Having spent a couple of hours with Phil who has got me flying and navigating, watched a few vids and asked a few questions on the in-game chat I must say I feel more than a little frustrated about a few things..... Why is the Skyline SatNav feature so user unfriendly...what about a few helpful prompts! Why when I'm coming into land on a peaceful planet or even a bloody R&R station do I drop my ship gently to the surface only for it to be blown across the ground and turned upside down? On a planet maybe, but an R&R station...there's no bloody wind in space, there's no atmosphere!!! Why, when you're in Quantum Travel and the ship on-board computer says "Engines critical!!" is there no easy way to abort QT? A big, red button would help! Some helpful soul in the game chat told me to press 'i' to turn engines off and then typed "If you move the power balance triangle thingy so there's no power to weapons and the split is 50/50 engines and shields you can QT further and keep your engines cooler - but don't forget to put it back after" Also, there have been the occasional being kicked from the game for no reason at all - I was just using QT guv, honest! and also the occasional bout of lag when you first log into Port Orliss (?) All very frustrating but.....I love the game, I really do enjoy it! Now, if they could just sort some of the annoying crap out I'd be really happy unless @phil bottle it's a case of "Cockpit Error" then please put me on the right track phil bottle, GazzaGarratt and J4MES OX4D 3 Thanks to Capn_Underpants for the artwork Link to comment https://forevergaming.co.uk/forum/forums/topic/7190-star-citizen-36-now-live/#findComment-121131 Share on other sites More sharing options...
J4MES OX4D 10,060 Posted July 29, 2019 Share Posted July 29, 2019 9 minutes ago, Plumbers Crack said: OK, I've playing this for 12+ hours now and have completed one single contract GazzaGarratt and phil bottle 2 Link to comment https://forevergaming.co.uk/forum/forums/topic/7190-star-citizen-36-now-live/#findComment-121132 Share on other sites More sharing options...
phil bottle 9,824 Posted July 29, 2019 Author Share Posted July 29, 2019 1 hour ago, Plumbers Crack said: Why is the Skyline SatNav feature so user unfriendly...what about a few helpful prompts! I'm sure they'll add features to it to make it nicer to use, main concern for them right now is functionality. It work well once you get used to it. 1 hour ago, Plumbers Crack said: Why when I'm coming into land on a peaceful planet or even a bloody R&R station do I drop my ship gently to the surface only for it to be blown across the ground and turned upside down? On a planet maybe, but an R&R station...there's no bloody wind in space, there's no atmosphere!!! They changed/added 'hover' when ships reach a certain distance from ground. It;s a new feature and is still a bit buggy - hence your experience 😆 1 hour ago, Plumbers Crack said: Why, when you're in Quantum Travel and the ship on-board computer says "Engines critical!!" is there no easy way to abort QT? A big, red button would help! Some helpful soul in the game chat told me to press 'i' to turn engines off and then typed "If you move the power balance triangle thingy so there's no power to weapons and the split is 50/50 engines and shields you can QT further and keep your engines cooler - but don't forget to put it back after" As far as I'm aware the only way to leave QT is if the ship breaks or it another player 'interdicts' you. But that "Engines Critical" warning just means that the ship itself will drop out of QT due to engine heat, sao shouldn;t be an issue. The ship won;t overheat and blow up, as far as I'm aware at least 😋 1 hour ago, Plumbers Crack said: Also, there have been the occasional being kicked from the game for no reason at all - I was just using QT guv, honest! and also the occasional bout of lag when you first log into Port Orliss (?) Port Olisar has been laggy since the day it was created but doesn't seem to affect me much. It'll improve as the game gets optimised. 1 hour ago, Plumbers Crack said: All very frustrating but.....I love the game, I really do enjoy it! Now, if they could just sort some of the annoying crap out I'd be really happy unless @phil bottle it's a case of "Cockpit Error" then please put me on the right track I'm really happy you've been trying it out Dave, we'll have to pressgang @GazzaGarratt and @Diddums 😎 GazzaGarratt and Diddums 2 Link to comment https://forevergaming.co.uk/forum/forums/topic/7190-star-citizen-36-now-live/#findComment-121134 Share on other sites More sharing options...
Plumbers Crack 4,068 Posted July 29, 2019 Share Posted July 29, 2019 So I spend the last hour travelling across a vast distance across space, having your trip derailed by the space cops, to pick up a package. Pick up the package, refuel and set the cranky satnav to the delivery point only to find the route is obstructed. Try another way, obstructed. Third time lucky, engage quantum travel only to have the journey interrupted by the space cops again! Finally after all this make the final run in and drop down gracefully to land.......only to crash and die because I forgot to put the fecking landing gear down!!!! AAAAAAAGGGGGGHHHHHH!!!!!!!!!!!! 🤬🤬🤬🤬 J4MES OX4D, phil bottle, Diddums and 1 other 2 2 Thanks to Capn_Underpants for the artwork Link to comment https://forevergaming.co.uk/forum/forums/topic/7190-star-citizen-36-now-live/#findComment-121138 Share on other sites More sharing options...
phil bottle 9,824 Posted July 30, 2019 Author Share Posted July 30, 2019 Awesome Dave, some of QT journeys over long distances take a few minutes IRL.Sent from my SM-G955F using Tapatalk Link to comment https://forevergaming.co.uk/forum/forums/topic/7190-star-citizen-36-now-live/#findComment-121143 Share on other sites More sharing options...
Diddums 4,346 Posted August 1, 2019 Share Posted August 1, 2019 Well I guess today's lesson is nag and ye shall receive. Started off firing up the launcher and trying to load up the game, no dice. Rebooted everything a few times and eventually got it going. Found my ship, figured out how to fly it sortof, still got much to learn. I'm going to print off a keymap tomorrow and laminate it, stick it on my wall or sumfink. Whatever. Figured out how to hyperdrive, selected a mission and flew at what I thought was the objective. Turns out it was a satellite or something and I wasn't allowed to be there so I did what any sane man would do and turned around. Sort of. I suspect the bits missing from this image are stuck to someone's satellite somewhere in space. You're welcome, pikey scum. Anyways. Still got loads to learn, but at least I'm out the starting blocks. Might have another go this weekend if anyone's on. Cheerio ❤️ GazzaGarratt and phil bottle 2 Link to comment https://forevergaming.co.uk/forum/forums/topic/7190-star-citizen-36-now-live/#findComment-121185 Share on other sites More sharing options...
Plumbers Crack 4,068 Posted August 1, 2019 Share Posted August 1, 2019 3 hours ago, Diddums said: Well I guess today's lesson is nag and ye shall receive. Started off firing up the launcher and trying to load up the game, no dice. Rebooted everything a few times and eventually got it going. Found my ship, figured out how to fly it sortof, still got much to learn. I'm going to print off a keymap tomorrow and laminate it, stick it on my wall or sumfink. Whatever. Figured out how to hyperdrive, selected a mission and flew at what I thought was the objective. Turns out it was a satellite or something and I wasn't allowed to be there so I did what any sane man would do and turned around. Sort of. I suspect the bits missing from this image are stuck to someone's satellite somewhere in space. You're welcome, pikey scum. Anyways. Still got loads to learn, but at least I'm out the starting blocks. Might have another go this weekend if anyone's on. Cheerio ❤️ Is the writing in the bottom right hand corner of the picture the warning message you received? 😂😂 Diddums 1 Thanks to Capn_Underpants for the artwork Link to comment https://forevergaming.co.uk/forum/forums/topic/7190-star-citizen-36-now-live/#findComment-121196 Share on other sites More sharing options...
Diddums 4,346 Posted August 2, 2019 Share Posted August 2, 2019 6 hours ago, Plumbers Crack said: Is the writing in the bottom right hand corner of the picture the warning message you received? 😂😂 No sir! That's Windows telling me to stop being a tightarse, but luckily, and I'm sure you can relate to this, when it's in the last few pixels of a 32" monitor you don't even notice it 🤣 Plumbers Crack 1 Link to comment https://forevergaming.co.uk/forum/forums/topic/7190-star-citizen-36-now-live/#findComment-121198 Share on other sites More sharing options...
phil bottle 9,824 Posted August 10, 2019 Author Share Posted August 10, 2019 Bug fix patch now live GazzaGarratt 1 Link to comment https://forevergaming.co.uk/forum/forums/topic/7190-star-citizen-36-now-live/#findComment-121393 Share on other sites More sharing options...
Plumbers Crack 4,068 Posted August 10, 2019 Share Posted August 10, 2019 “Bug inserted causing Plumbers Crack to crash when attempting landing no matter how gently and carefully he attempts it. Parking ship at 45 degrees against lighting standard option also available “ 🙄 Thanks to Capn_Underpants for the artwork Link to comment https://forevergaming.co.uk/forum/forums/topic/7190-star-citizen-36-now-live/#findComment-121398 Share on other sites More sharing options...
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