Star Citizen 2018 Roadmap Released!

Star Citizen 2018 Roadmap Released

On January 5th 2018, backers received and email from RSI that linked to this production update on the teams plans for 2018.  They gave us the full roadmap that is planned for Star Citizens development for the entire year.  As we heard at Citizencon, CIG plans to deliver quarterly releases starting in March of 2018, followed by June, then September, and finally wrapping up the year with their last major release in December.

The first release in March will be less about adding gameplay features, but all about performance optimizations and improvements to what was released for 3.0.  They do plan on adding a few gameplay features, but none of them were mentioned at all.  While I did hear some negative comments about the lack of gameplay additions in this patch, performance improvements make the current gameplay a lot more fun and simply playable.  In my opinion, some of the combat missions with sub 20fps are difficult and not enjoyable.  As a joystick user, the issues with ESP are frustrating.  A lot of these things could be improved simply by the game just being smoother.

In June, we get our first major gameplay content drops.  The team hopes to add the first iteration (tier 0) versions of: Mining, Salvaging, Mobile Refuling, and Repair.  While they will be first implementation and very basic most likely, this is the release most people are really excited for.  In addition to all of this, they want to add the ability to create player missions, which basically allows us to trade things and money.  Even more, the team is going to improve on the subsumption AI for both on foot and in ships.  I do believe we will see improvements on the AI around the landing zones before this though.

Moving on to September, CIG would like to add object container streaming.  This is a massively important piece of tech that needs to come online that will allow the game to expand into a proper universe.  For now we will see additional destinations added to the Stanton System in this patch, but this is the underlying tech to actually build the universe as we understand it.  With this addition the team would like to start testing land claims.

The last release in December is really vague, where the post states “Now that our streaming tech has been tested and can support the huge amount of new data content introduced, we will continue to expand the Stanton System, allowing players to explore, fulfill their career choices, and do many different types of missions, either with friends or on their own.”  It is hard to tell what exactly we will be exploring or playing in the final two patches, but you have to imagine a planet or two will be dropping in September and the complete system in Decemeber.

I think its very important to understand one thing, CIG CLEARLY states that they want to do quarterly releases REGARDLESS of what content is finished and ready for release.  If something isn’t ready it will get pushed back to the next release.  This absolutely will happen, be logical here with your expectations of 2018.  We hope to have a full Stanton System, and that’s it.  We will not see a Star Citizen release in 2018, but we will see a lot of the gameplay features that are needed fleshed out based on the expectations from the team, but again, please remember these aren’t promises, they are the teams goals.

I hope you all enjoyed this post, what are your thoughts on CIG’s plans for Star Citizen in 2018?  Share your thoughts in the comment section below.  Like what we do here at [REDACTED] Consider supporting us on Patreon or even buying some merchandise on our TeePublic Store.  See you in the next post!

Star Citizen Alpha 3.0 is Live!

Star Citizen Alpha 3.0 is Live!

The highly anticipated 3.0 patch is finally open to all backers after many months of testing with the Evocati Test Flight and on the Public Test Universe.  One year ago on December 24th 2016 Star Citizen 2.6 with Star Marine was released to the public.  This was the last major patch released by CIG to it’s backers until this weeks 3.0 patch.  Given the amount of time in between the two patch releases, there is a lot added to the latest update.  We will highlight the major changes in this post, but you can read the full patch notes for the 3.0 patch here.

Delta Patcher-

The Delta patcher may have been more anticipated by hardcore backers than any of the gameplay additions to the 3.0 patch.  This allows the backers to download updates much more efficiently than we have in the past, especially backers with data caps this helps immensely.  If you would like to download and install the new patcher click here.

Three Crusader Moons-

While this addition is less than what was originally said to be in the 3.0 patch (we were suppose to be landing on not only moons, but planets with cities and multiple biomes), the impact is still incredibly high.  The first time you go land on Daymar and see the atmospheric effects of the entry burn, there is nothing like it.  I will share CIGs description of the moons from their website below:

  • Cellin
    • Cellin is Crusader’s closest satellite. Visitors to the moon are greeted by the massive gas giant sitting prominently in the sky above. If you can take your eyes off the sky, then you’ll notice that Cellin’s flat surface is punctuated by dormant volcanoes.

 

  • Daymar
    • With the thickest atmosphere of the three moons, Daymar is covered with winding canyons and rugged mountain ranges, giving it the appearance of an arid, desert planet. Though Crusader has been granting mining licenses to tap into the moon’s resources, the atmosphere is unbreathable for Humans.

 

  • Yela
    • The third and final Crusader moon is Yela, the moon’s covered in ice crust on certain sections of the moon, while other parts are dominated by a typical mixture of soil and snow. The temperatures are quite bracing here, so plan to bring a thermos of tea or a nip of something stronger to help stay warm.

 

  • Levski
    • The home of the People’s Alliance, this new landing zone was founded in an abandoned mining facility as an egalitarian alternative to the UEE.

Surface Outposts-

On the planets there are a number of locations we can land, specifically surface outposts that are prominently displayed on our HUD’s.  These outposts are centered around the new dynamic missions system.

Mission System Update-

No more ICC missions!  We are now able to access our mission manager through our Mobiglass and accept over 20 different mission types, some with good and evil variants to take advantage of the reputation system.

  • Mission Givers

The team added two missions givers to the map, Miles Ekhart, and Ruto who are triggered through the reputation system and give the backers a different take on the mobiglass based mission system as you have to actually visit them (once summoned) to take their missions.

Items 2.0-

The items system has been updated in this patch that gives the player and their friends a lot more control with the ships.  We are now able to lock our ship from the cockpit as well as open doors using the interaction system.

Interaction System-

This is one of the most impactful changes to the game in this patch, almost everything revolves around it.  We use it to open doors, pick up cargo, place it, access MFDs, and other screens, as well as a number of other things.  By holding “F” you gain a number of options available to interact with items all over the world around you.

Cargo-

You can now purchase cargo at one location and sell it at another for a profit.  This is the first non-combat related gameplay added to the game yet.  I am really looking forward to seeing them implement more gameplay, but so much relies on them getting cargo working perfectly.

mobiGlas Apps-

Four major apps were added that better allow the backers to enjoy gameplay and customize their ships and characters:

  • Contract Manager: This is a redesign of the mission App that is currently available within mobiGlas and is the next step in allowing players more control over their mission tracking.
  • Personal Manager: This App will allow players to review their inventory and customize various aspects of their suit and weapons.
  • Vehicle Manager: This mobiGlas app allows the Player to modify/customize their ships directly rather than using the upright terminals.
  • StarMap: The Starmap will be introduced to allow players to view the Persistent Universe at large and select planets to quantum travel to.

New & Updated FPS weapons-

The team has been showing us updates to these guns for a LONG time, I am very pleased to have them in our hands.  Expect to see a deep dive into each one of these guns in the near future from the [REDACTED] team members.

  • BEHR P8-SC – SMG
  • APAR Scourge – Railgun
  • [UPDATED] KLWE Gallant – Rifle
  • [UPDATED] KLWE Arrowhead – Sniper Rifle
  • [UPDATED] KSAR Devastator-12 – Shotgun
  • [UPDATED] KLWE Arclight – Pistol
  • [UPDATED] Gemini LH86 – Pistol
  • [UPDATED] BEHR P4-AR – Assault Rifle

New & Updated Ships/Vehicles-

The highlight ship of the group is clearly the update Cutlass Black, i think they did a great job, and its useful in basically every mission available in the patch.

  • [Updated] Cutlass Black
  • Drake Dragonfly
  • Aopoa Nox
  • RSI Ursa Rover
  • RSI Constellation Aquila
  • MISC Prospector
  • Updated RSI Aurora
  • Aegis Sabre Raven

I hope you all enjoyed this post, what was the most exciting or important thing added to the patch in your opinion?  Share your thoughts in the comments section below.  Like what we do here at [REDACTED], consider supporting us on Patreon or even buying some merchandise on our TeePublic Store.  See you in the next post!

Crytek vs. Star Citizen Lawsuit [UPDATED]

CryTek vs. Star Citizen Lawsuit

On 12/12/17 the German publisher Crytek, famous for games like Far Cry and Crysis filed a complaint to a California District Court stating that Cloud Imperium Game was in breach of contract with them.  Crytek believes that CIG entered an agreement with them on these three key points as well as others:

  1. CIG promised to use CryEngine exclusively on Star Citizen.
  2. To collaborate with Crytek on their work with the engine including any changes they made.
  3. Protect Crytek’s intellectual property.

Their complaint alleges that:

  1. CIG decided to use the CryEngine early on for not just one game, but two Star Citizen and the single player campaign Squadron 42.  CryTek seems to be seeking damages on the unpaid licensing fees for the second game.
  2. They did not collaborate.
  3. They share CryEngine code on a number of their weekly shows, namely Bug Smashers.

I am not a lawyer by any means, I just wanted to share the basic facts with the community.  BoredGamerUK did a short video on this topic here, but I really want to send you over to a YouTuber that I like to watch when things like this arise.  It’s called The Lawful Masses with Leonard French:

UPDATE:

BoredGamerUK did an video update on CIG’s response to the lawsuit from CryTek:

I will let you formulate your own opinion on the subject, and if you would like to discuss this topic please leave a comment below. Like what we do here at [REDACTED], consider supporting us on Patreon or even buying some merchandise on our TeePublic Store.  See you in the next post!

Star Citizen Patch Notes: Patch 3.0

Star Citizen Patch Notes: Patch 3.0

Star Citizen Alpha Patch 3.0.0 is now available! Alpha 3.0.0 is our largest content release to date featuring numerous tech, core system updates, and new features. Players will have access to planetary surfaces for the first time on four moons (Yela, Daymar, and Cellin) along with an asteroid (Delamar). These new surfaces are expansive, with over 3 million square kilometers dotted with surface outposts and derelict ships. Additionally, we have added four new ships, our first dedicated surface vehicle (Ursa Explorer), the foundation of our revamped mission system with new missions, a completely new launcher and patcher system, and so much more!

Your launcher should should show “3.0.0-695052” as the client version. It is strongly recommended that players delete their USER folder for the Public client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Roberts Space Industries\StarCitizen\LIVE.

Important:

  • Many new features are present as a first implementation and still have numerous adjustments and tweaks to be made to bring them to full design specifications.
  • Many optimizations are still incoming and performance isn’t up to our standard as is.
  • With so many new systems coming online, there are likely to be numerous bugs left to smash and balance changes to hammer out.
  • We want you to be part of our open development! Report issues and bugs you encounter on our issue council: https://robertsspaceindustries.com/community/issue-council.

Key Game-play How Tos:

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, there are hotkeys available for quick start-up which you can find under “Advanced Controls Customization”

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.

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.

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.

Major Known Issues:

  • Persistent player location respawn is currently only working if the player returns to the same instance. This is not the intended final functionality.
  • The combat visor is an early, spartan prototype that is meant to give players core functionality. There’s still work remaining.

New Features

General Content

Breathing, Stamina & Heart Rate

  • Oxygen Supply: Many areas, such as space or the moons of Crusader, do not have breathable atmospheres and are dangerous for characters unless they’re wearing a pressure suit. Most pressure suits are equipped standard with an oxygen tank. As you breathe, you will slowly consume the oxygen inside your tank. Your oxygen tank will automatically begin to refill once you are inside an area, station, ship or outpost with a breathable atmosphere. If your oxygen supply runs out, your pressure suit contains a small buffer of oxygen to provide you with a short amount of time to try to find an oxygen supply. If your suit is not sealed or you’re not wearing a helmet, you will not have this buffer. If you do not have any oxygen available, you will asphyxiate and quickly pass out.
  • Stamina: As you exert more effort by running, jumping, etc., your muscles work harder and begin to consume more oxygen. To keep up with this higher demand, your heart rate and breathing increase to provide your muscles with a steady supply of oxygen. Wearing heavier armor will increase how much effort it takes to do actions and will tire you out sooner. The more you exert yourself, the harder you breathe and the faster your oxygen supply will be depleted.
  • Heart Rate Monitor: The heart rate monitor on your helmet’s HUD and in your MobiGlas functions as an exertion/stamina meter. As a character exerts themselves, their heart rate increases. If a character exerts themselves too much, they will enter a hyperventilated state. This will restrict the actions that you can perform, and things like running, sprinting or vaulting will be blocked until you exit the Hyperventilated state. Heart rate and breathing can also effect recoil handling and aim. As your heart rate increases the character’s aim will begin to sway, ranging from a minor wobble to wild drifting. Once levels reach certain critical thresholds your vision will also begin to be effected, slowly dimming till it goes completely black. Once your heart rate returns to normal, so will your vision and movement.

Wound System

  • Injury is now taken into account for status effects to a small degree including movement penalties for limb damage.

Interaction System

  • Interaction Mode: Holding down the [F] key will activate Interaction Mode – a contextual cursor will appear in the center of the screen, interaction points will highlighted, even from a distance. The parallax cursor movement allows selection of anything on screen with little head movement, while retaining full input control. Movement is limited to walking speed while in Interaction Mode. Holding the right mouse button enters into ‘focus’; the camera rotates and zooms in on the cursor location, putting it in the center of the screen. From here, the cursor behaves normally. Releasing right click returns to standard view. Left click confirms the selection, and the associated action begins. Releasing [F] will always immediately return to natural gameplay.
  • Inner Thought Prompt: When near enough to interact, the inner thought prompt will softly appear on the player screen, tilting towards the location of the interaction to help provide context to the inner thought text. The text will inform you of the action that will be performed upon interaction.Moving away, looking away, or having line of sight to the interaction point blocked will remove the inner thought prompt. The inner thought text will display on screen relative to the object of interaction, but will stay at a fixed size so it’s guaranteed readable. The ellipse below the text indicates that secondary options are available, and they can be accessed with the cursor or mouse wheel.

Hint System

  • Added the foundation of a new “hint system” which will allow players to learn about how to play the game whilst playing it and reduce the burden of having to consult an off-line resource.

Party Launch System

  • Added new command /partylaunch. If the party leader enters /partylaunch into the chat window in game, this will send a notification to each party member when the leader enters an instance that they can either accept or ignore. If accepted they will be put into Matchmaking system to join the leader. If the server doesn’t have enough space for the full party, all players in the party will be put back into Matchmaking to find another server. If not in a server, whenever the party leader launches into a new server a partylaunch will automatically be generated for everyone.

Universe

Planetary Surfaces

  • We have implemented the first fully modeled, explorable planetary surfaces. These include three moons; Yela, Daymar, and Celin, as well as the mining planetoid Delamar. Each planetary body has unique atmospheric composition, pressure, and gravity as well as a variety of surface outposts and derelict ships to explore, many tied to our new missions system.

Planetary Motion

  • Planetary bodies now have rotational motion complete with dynamic day/night cycles.

Surface Outposts

  • Planetary surfaces are dotted with surface outposts representing a variety organizations and functions. Each outpost is unique and has its own power system and oxygen supply, many with usable Kiosks and landing pads with associated ASOP terminals.

Persistence

  • Your character and ship’s persistence state is now being updated every few minutes and on logout. After death, you will respawn in the station you last visited. Visiting is determined by proximity. Additionally, players can now logout using ship beds. Entering a ship bed will present the player with a “logout” option that if used will persist the ship and player’s location. Upon return, the player will wake in their ship bed with their ship in the location of logout.

Air Traffic Control (ATC)

  • Landing and take off at larger public facilities is now controlled by Air Traffic Control (ATC). The ATC acts as the connection between you and the landing tower using the MFD comms function in every ship. When attempting to land, you will open a communication channel to the tower and ask for permission. The tower then checks if all the requirements are fulfilled and will advise appropriately. To hail ATC, cycle one of your ship MFDs to the “Comms” panel and select the hail symbol for the desired port.

New Locations

  • Levski: Levski is a base built directly into the rock on the asteroid Delamar. The base was originally an active mining facility but, after being left derelict for a number of years, new residents moved in and it became a hotbed for political radicals & criminals. The main areas are controlled by various political groups with a strong anti-UEE sentiment and they try to keep order best they can. Levski has the choice of numerous shops spread across multiple floors with many missions available. You can access Levski by foot, ship or ground vehicle.
  • Shops: New items (clothing, armor, weapons, components) added to shop inventory. Added Dumper’s Depot to major locations.

AI Subsumption

  • We have introduced the basics of subsumption. You should now see NPCs going about their daily lives at all 3 major landing zones (Grim Hex, Port Olisar, and Levski).

Turret System

  • Updated Turrets: Turrets have been updated with the addition of targeting deadzones, movement ranges that prevent you from shooting your own ship, an updated UI, and a staggered fire mode.
  • Automated Turrets: You will find automated turrets defending Port Olisar, Security Post Kareah, and the various Comm Arrays. These turrets will automatically engage and fire at wanted criminals.

Kiosks

  • We have introduced shop Kiosks. The main variants of the Kiosk will be used for buying/selling commodities (cargo). The intention is that you will have separate inventories at each station and major landing zone. Kiosks will only be able to interact with items that are local to the shop’s location. The kiosk will be able to interrogate, and manipulate, any cargo, loadout, or the inventory of these local elements. By default, the kiosk will show everything you have access to in that location, but will be able to drill down to facilitate any specific ship cargo manifest.

Dynamic Inventories and Pricing

  • Locations have variable commodity pricing that will fluctuate over-time based on stock levels and restock rates. At the moment, this only effects cargo purchased at kiosks and is only present at major spawn locations (Levski, GrimHex, and Port Olisar).

Afterburner

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

Quantum Travel System

  • Quantum travel (QT) destinations are now selected via the MobiGlas Starmap app or via the 3D radar Starmap on appropriate ships.
  • Whether or not an object can be targeted for QT is determined by the drive’s detection range and is based off gravitational values. The larger the object the further away you can detect it and large objects with small objects in orbit drown out their detection capabilities at long ranges. This means you will not be able to travel from point A to B at all times, but instead may need to move into orbit of a larger body to detect destinations also in orbit. For example, to get to a station orbiting a moon that orbits a planet, the route is Planet>Moon>Station.
  • There’s now a short range quantum travel speed variant for moving around different orbital points of moons and small planetary bodies.
  • Quantum travel speeds, spooling time, and cooldown times are variable based on the size and quality of the drive.

Mission System

  • The missions system has been revamped with new missions, mission givers, and greater variety. Each of the below missions has many variants and types, including lawful/unlawful, and many can be done in cooperation with other players. Some variants will require the player to gain a certain kind of reputation, which itself can be earned by doing different types of missions or by your actions within the verse.
    • Delivery
    • Deploy
    • Recovery
    • AI Bounty Hunt
    • AI Assassination
    • Collection
    • Waste disposal
    • Patrol
    • Derelict investigation
    • Escort
    • Mission Givers: Ruto and Eckhart

Interdiction and Environmental Missions

  • AI now have the capability to interdict players during quantum travel, forcing them to drop out of quantum. In addition, there are random environmental encounters scattered throughout the verse.

Doors and Airlocks

  • Doors and airlocks have been updated with additional functionality.
  • Introduced basic ship security including the ability to lock and unlock your ships to control access.

 

Star Citizen Patch Notes: Patch 2.6

Star Citizen Patch Notes: Patch 2.6

Star Citizen Patch 2.6.0

Alpha Patch 2.6.0 has been released, and is now available for players! This patch provides access to Star Marine – with two maps and two game modes to choose from, we hope you’re all as excited as we are for this release! We also have four new flyable ships, four new variants of existing ships, new FPS combat mechanics such as cover, mantle and vault, major ship balance changes, Pirate Swarm game mode and so much more in the form of fixes and updates to existing content!

Your launcher should show “2.6.0-490789-c” as the client version. It is strongly recommended that players delete their USER folder for the Live 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\Cloud Imperium Games\StarCitizen\Public.

Please review our current list of Patch 2.6.0 Known Issues, and take full advantage of our Issue Council area of the Community site to report any bugs you encounter, as well as contribute to other players submissions.

Important Issues:

  • Players in a party will be separated after finishing a multiplayer game. You will have to re-form parties after a match.
  • Star Marine Leaderboards are not yet in-game, and will show up as “Coming Soon”.
  • Star Marine loadouts can take 15-30 seconds to save to the database. If you proceed into the game right away, it will sometimes place you in the default loadout instead.

Patcher Stalls

If you find that your launcher has stalled with only a small quanitity of data remaining left to download, we recommend that you use a VPN to complete the download.

Should you need a free VPN Service that we have confirmed to work as a solution for this problem we recommend checking out Tunnelbear found here.

Should you need more assistance with this issue please feel free to contact us via our support page here.

Contents:

New Features

Star Systems:

Crusader

  • The Grim HEX Bar is now open and ready for your absolutely legal and legitimate business!
  • Crusader has several new locations to visit and a new ICC Probe mission.
  • The Yela Asteroid belt has received some updates, with a much denser field and more varied salvage locations.

Game Systems:

Arena Commander

  • Pirate Swarm is a new game mode to Arena Commander, for both Drone Sim and Spectrum matchups.
    • Players will be challenged to defeat increasing numbers and increasingly difficult waves of varied pirates.
    • The number of pirates that spawn will scale based on the number of players present.
  • Enemies in specific Arena Commander game modes (Vanduul Swarm, Pirate Swarm, Squadron Battle, Battle Royale) now drop pickup items.
    • Anyone in the match can obtain these pickups by flying through them.
    • These pickups come in four types, and will restore afterburner fuel, missiles, ballistic ammo or repair your ship.
  • Players are now promoted through the ranks of the UEE Navy on the Arena Commander leaderboards.
    • Work your way up from Starman Recruit all the way up to Legatus Navium – a special rank only awarded to the first player to reach it per season.
  • The majority of ships are unlocked for use in Arena Commander private and single player matches, including the Constellation, Retaliator and Caterpillar.
  • Capture the Core has been deactivated as an available Arena Commander game mode at this time.

Star Marine!

  • Our first-person combat simulator Star Marine is now available for players!
  • Two maps will be available in the initial Star Marine release, OP Station Demien and Echo Eleven.
  • Star Marine has two available game modes for 2.6.0.
    • Elimination, an every-man-for themselves mode where you duke it out for the highest kill-score.
    • Last Stand, where Outlaws and Marines wrestle for control of four key computer access points to earn points for their team over 4 rounds. The team with the most points wins!
  • Beyond the weaponry you’ve already come to know and love in Crusader, grenades are also available in Star Marine from the ammo crates.
  • Leaderboards are also now available for Star Marine via the website.
    • These include tracking of points, ranking and score similar to what is already available in Arena Commander.
  • Players are now promoted through the ranks of the UEE Marines on the leaderboards.
    • Work your way up from Trooper all the way up to Legatus Marinuum – a special rank only awarded to the first player to reach it per season.
  • Loadout customization is enabled for Star Marine.
    • Users can select weapons for each available slot, and armor type (light or medium).
    • Please keep in mind because team distribution is random, players will need to edit both their Outlaw and Marine loadouts to ensure that they receive a correct loadout for both teams.

Star Marine Scoring

  • Standard Kills are worth 100 points.
  • A “Bleed Out Kill” is worth 75 points.
    • This is based on who got the last blow on an enemy before they subsequently bled to death.
  • Suicide inflicts a penalty of -200 points.
  • “First Blood” kills give a bonus of +100 points, rewarded to the first player to score a kill.
  • “Revenge Kill” +50 points, rewarded if your next kill was the player who last killed you.
  • “Ace Award” +100 points.
    • Ace is awarded if you kill 5 players without dying.
    • You are marked to all over players with a pulse of an icon at your location every time you make a kill at 5 and over.
  • “Ace Spree” is +25 points, and increases for each kill by an Ace over the first five until their Ace Spree ends.
    • Kill #6 a bonus of +25, at #7 kills a bonus of +50, ect.
  • “Ace Kill” +150 bonus points awarded for killing an enemy who is an Ace.
    • +25 points for for every one of their kills over 5.
  • “Nemesis Award” +150 points, awarded for killing the same enemy 3 times without being killed by them.
  • “Redemption Award” +150 points, awarded for killing your Nemesis.
  • “Resurgence Award” +50 points, awarded for killing an enemy when you have had more than 3 deaths without a kill.
    • Bonus +50 points for every death without a kill over 3.

Combat Emotes

  • In addition to everything else that comes with Star Marine, we have also implemented some basic combat signals to the keypad of the keyboard for Star Marine.
  • These will broadcast at a much shorter range then a chat message or emote normally would, and allow players who are not in voice chat to convey very basic strategy to each other.
    • /left – Keypad 1
    • /stop – Keypad 2
    • /right – Keypad 3
    • /yes – Keypad 4
    • /forward – Keypad 5
    • /no – Keypad 6
    • These are not bound to the Gamepad at this time.

Health System Updates

  • Bleeding has been added to the game!
  • Bleeding is a debuff that stacks (additive) with itself, and will decrease your total health pool each second it ticks down.
  • Each body part that enters a ruined state (10% or less health) can apply a stack of Bleeding.
  • Right now, each Bleeding stack deals 1 damage per second.
  • When your health pool reaches zero, your character dies.
  • To stop bleeding, you must use a MediPen to restore your injured limb out of the Ruined state.

Lobby Refactor

  • Our new front end user interface is now implemented, with updated graphics and new features.
  • Some notable changes include all new loadout customization section for Arena Commander.
    • This allows players to edit their ship components for Arena Commander matches through the game interface without the use of Port Modification.
    • Ship loadouts edited in this way will be retained from session to session and carry over into Arena Commander, but not Crusader.
    • Players still have the option of viewing and editing their ships via the Port Modification in the hangar.
  • Players already in a Lobby will now be able to receive, accept and decline invites to other lobbies.
  • Changing the game mode or map while in a Lobby will now unready all players, so they can re-confirm the new match configuration.

Third Person Camera

  • The third-person cameras for both Vehicle and On-Foot have received some major quality of life changes in 2.6.0.
  • Many of the improvements are “under the hood” for our teams to use for new content, videos and cinematics, but there are some new features that players can use right away in 2.6.0 to help you get that perfect shot.
  • Vehicle/Ship Camera now has three third-person camera modes – Chase Camera, Vehicle Orbit and Passenger Orbit.
    • Chase Camera is similar to the classic third person view of your ship from the upper-rear, but with many more features.
    • Vehicle Orbit gives you control of a full range of rotation for your camera centered around the vehicle.
    • Passenger Orbit gives you control of a full range of rotation for your camera centered around the passenger.
  • On Foot Camera now has two third-person camera modes – Third-Person Follow and Third Person Orbit.
    • Third-Person Follow is identical to the current 2.5.0 camera implementation and does not support the new features at this time.
    • Third Person Orbit gives you control of a full range of rotation for your camera centered around your character.
  • You can switch between the camera views by tapping F4 on the keyboard. However behind the F4 modifier there are several new features, including the ability to adjust the camera field of view via different lens sizes, or offsetting the position of the camera around the ship for different angled shots.
    • New: Lens Size Selection (Chase Camera, Vehicle Orbit, Passenger Orbit and Third Person Orbit)
      • HOLD F4 & Numpad + will increases the lens size, and HOLD F4 & Numpad – will decreases the lens size.
    • New: Camera Offset (Chase Camera, Vehicle Orbit, Passenger Orbit and Third Person Orbit)
      • HOLD F4 & Left/Right Arrows moves the target position in the X axis, HOLD F4 & Up/Down Arrows moves the target position in the Y axis, and HOLD F4 & PageUp/PageDown moves the target position in the Z axis
    • New: Orbit (Vehicle Orbit, Passenger Orbit and Third Person Orbit).
      • Z to toggle the Orbit on and off. When active, the user can control the camera rotation via their mouse movements.
    • New: Reset to Default
      • HOLD F4 & Numpad * will reset the third-person camera to default.

Social Module

  • New chat commands and functionality have been added!
    • /addignore , /removeignore , /showignore, /tell, /partyinvite , /partyleave, /addcontact, /removecontact
    • “Ignore” is new, and will add players to your ignore list. There is currently not UI to view which players you have ignored other then the /showignore command, so use with caution.
    • /tell allows you to send a private message to another player.
    • The party and contact chat commands are shortcuts with the same as the existing functions in your Contact UI.

Ships:

  • Four new ships are both flight and hangar ready!
    • The Aegis Vanguard Hoplite
    • The Drake Herald
    • The Drake Caterpillar
    • And the Origin 85X
  • Four new ship variants are available!
    • The Anvil Hornet F7C Wildfire
    • The Aegis Avenger Titan Renegade
    • The Aegis Sabre Comet
    • The Aegis Gladius Valiant
  • We have also made the following ships available in Arena Commander, though they are restricted to Private Matches and Single Player games.
    • Constellation Andromeda
    • Retaliator
    • Caterpillar

Ship Balance Updates

We have made some significant changes to how ships perform in 2.6.0, and expect this will significantly alter combat tactics for many players. One of the largest changes has been in ship speeds. As more and more ships have gone into the game, the speeds have slowly crept up to make room for them. The end result is that combat in SCM mode has progressively got worse and further apart. With these increased speeds, undesirable sliding when turning comes in, and with that, more unintended collisions and a general requirement to not fly near any of our cool setups in the world.

Up to now, certain ships were held as a gold standard, meaning that we had to force values for new ships far beyond where they should naturally sit. Our goal is to nominalize speed and reset the balance across the board. Reducing the SCM speeds has allowed us to keep/tweak the afterburner/cruise speeds close to what they currently are and to put a resource on boost fuel and its management to hop between engagements.

Alongside the flight speed changes, we’re also rebalancing a lot of the weapon velocities, as they also had started stretching out to match the speeds. While these reductions in velocities are not as drastic as the SCM reductions, the goal is to bring both in line for a more satisfying combat experience.

The changes mean that the management of this boost and afterburner going forward is once again become a viable combat tactic.

Flight System Changes

  • Complete rebalance of SCM speeds and ship handling for all ships.
  • Cruise mode has been removed at this time.
    • Afterburner has been rebalanced such that the max speed of Afterburner is now comparable to (2.5.0) Cruise, and fuel consumption/availability has been adjusted accordingly.
    • The goal is that Afterburner becomes the method to engage/disengage combat as well as gives the choice between outright speed or better handling.
  • Precision mode still exists, but can only be accessed via Landing mode.
  • The keyboard binding “V” no longer shifts between Cruise/Precision/SCM as the two first modes have been removed.
  • All ships have had a pass on their thruster fuel consumption values and heat generation.
  • All ships have had a pass on their fuel intake regeneration rates.
  • All ships have had a pass on their fuel tank capacities.
  • General thruster usage now consumes a small amount of fuel.
  • Both Afterburner and Boost now consume fuel.
    • Afterburner consumes more fuel than Boost on a per item basis.
    • Depending on the maneuvers being pulled with Boost this may feel like Boost is draining more fuel.
    • Consumption and regeneration rates have been retuned to allow for long distance straight-line speeds.
  • Strafe has had some adjustments made to fit the many flight changes made.
    • Using strafe during normal flight, you should only get a change in velocity of +/- SCM max velocity, rather than +/- Afterburner max velocity.
    • Your strafe velocity range is no longer higher when using Afterburner.
    • If you are flying over SCM max speed and switch into decoupled mode, strafe will allow you to decelerate, but not accelerate.
    • Strafing forward while in decoupled mode now properly uses the main engine and allows for AB usage.
  • Made adjustments (based on player feedback) to how Dual Stick controls are interpreted by the IFCS.

Afterburner Functionality Changes

  • Afterburner and boost consumption rates have been adjusted.
    • Once fuel is depleted you are kicked out of afterburner until enough has regenerated.
    • Afterburner no longer automatic disables GSAFE.
  • When Afterburner is pressed:
    • Fuel when Afterburner is being used is rapidly consumed. Please note that fuel is burned more when accelerating.
    • Afterburner fuel consumption stops when SHIFT is released or desired Afterburner speed is achieved. Please note that no fuel is burned when idling, i.e., not accelerating.
    • Maneuvering ability is currently not scaled down as you get closer to Max Afterburner.
  • When Afterburner is released:
    • Power drawn and heat signature increase are proportional to percentage of Max Afterburner speed you are at.
    • If you try to pitch or yaw, IFCS will arrest you down to the SCM speed indicated by the throttle setting (roll does not trigger this).
    • This arrest of speed is more gradual and smoother than a direct throttle adjustment. The drop in velocity is currently at the normal deceleration rate for SCM.

Boost Functionality

  • Boost (“X” on the keyboard) replaces the former Space Brake mapping.
  • Space Brake is now “LeftAlt + X” on the keyboard (“ShoulderLeft+ThumbLeft” on gamepad) and is a shifted version of Boost.
    • Functions the same as before in that it does not alter your throttle position, but uses Boost to stop quickly.
  • Boost improves thrust to all secondary maneuvering/retro thrusters.
    • Whilst these thrusters consume less fuel in their Boost state, depending on the maneuvers being pulled you may experience a higher draw of fuel.
  • Holding down Boost (“X” on the keyboard) allows you to turn/stop quicker.
  • If you want to brake quickly, throttle to zero and press (“X” on the keyboard).

General Balance Changes

  • Complete rebalance of all missile loadouts for all ships.
    • All new missile racks and missiles have been created and outfitted to all ships.
    • Every ship has had its missile rack hardpoints adjusted.
  • Rebalance of countermeasure ammo.
  • All missile rack hardpoints are now editable and missile rack items can be exchanged again.
  • Complete rebalance of all shields for all ships.
    • These simulate the Item 2.0 shield values that will come with a future patch.
    • As such they are approximations of the intended default loadouts.

First Person:

Animations

  • We have made a huge number of updates and additions to first-person combat animations in 2.6.0.
    • This includes cover (both while standing and in crouch).
    • Vaulting, which allows characters to jumping over obstacles and low cover such as over railings.
    • Mantle, which allows characters to grab ledges or other hand-holds and pull themselves on top of other objects.
  • These are primarily implemented Star Marine at this point, to allow players to test them in a focused environment.
  • The Klaus and Werner ATT-4 Laser Rifle is now named “Klaus and Werner Gallant Laser Rifle” in-game.
  • The Gemini LH-86 Ballistic Pistol is now named “Gemini L86 Ballistic Pistol” in-game.

User Interface:

The following updates have been made to the Default keybindings. All the below changes can be rebound as desired.

    • Scoreboard in Arena Commander and Star Marine is now activated via “F1” on the Keyboard.
    • “Exit Seat” is no longer behind Modifier 1 on any device.
    • Exit Seat “Hold F” on the keyboard and “Hold Y” on the gamepad will now exit, however the “hold” time has been increased.
    • Holster weapon is now “Hold R” on the keyboard, and “Hold X” on the gamepad
    • Removed the Throttle Max and Throttle Min from the double tap “S” and “W” on the keyboard.
      • Max / Min Throttle can be toggled via Backspace still on the default keybinds.
    • Added prone toggle (independent of crouch) on “X” on the keyboard.
      • Crouch is still on “LeftCtrl” on the keyboard.
    • Afterburner is now the only action on “LeftShift” for the Keyboard, “B” on the Gampad, and “Button 7” on the Joystick.
    • Boost is now on “X” for the Keyboard, “L3” on the Gampad, and “Button 6” on the Joystick.
    • Spacebrake is now on “LeftAlt+X” for the Keyboard – see the details of the flight balance changes to understand how Space Brake now uses boost to break faster.
    • IFCS mode shift has been removed, as Cruise has been removed and accessing Precision mode is done via activating Landing Mode.
    • Cycle safeties are now on the “V” key of the Keyboard, no modifier required.
    • Heal moved to “V” on the Keyboard to minimize accidental presses of the grenade when trying to heal.
    • New camera controls accessed via holding down “F4” – see the section in the 2.6.0 patch notes for the new Third-Person Cameras.
    • Walk moved to “B” on the Keyboard.
    • Combat emotes mapped to Numpad 1 through 6. See the section in the 2.6.0 patch notes for the new Combat Emotes.
    • Flight Pitch is now inverted by default on the Gamepad.
    • 3rd Person Orbit camera is now on “LB + R3” on the Gamepad.

 

Updates and Fixes

Star Systems:

Area 18, ArcCorp

  • Fixed a number of small geometry holes around and outside of AstroArmada.
  • Fixed a number of missing graphical detail levels around Dumper’s Depot.
  • Fixed a number of props in the Casaba Outlet that were clipping into each other.
  • Fixed an issue where players could very rarely find themselves unable to move if they left ArcCorp directly after dying inside of a buggy and immediately returned to the server.
  • Fixed a number of texture conflicts in the alley behind Casaba Outlet.

Crusader

  • Fixed an issue where deceased players would sometimes function as ammo crates.
  • Fixed a number of missing graphical detail levels on Port Olisar props.
  • Fixed an issue where the Reliant KORE would sometimes spawn partially inside of the Port Olisar landing pad.

Grim HEX, Crusader

  • Fixed a texture conflict issue on several directional arrow decals in Grim HEX.
  • Fixed texture conflicts on a number of Grim HEX props.
  • Fixed reversed warning decals on the Grim HEX generators.
  • Fixed a typo on one of the decals in the Grim HEX cargo area.
  • Fixed an issue where one of the Grim HEX asteroids was missing some collision.
  • Fixed an issue where the Grim HEX elevator doors were missing audio.
  • Fixed a number of issues with flickering decals in and around the Grim HEX landing pads.

Hangars (All)

  • Fixed an issue where the fish were missing from several of the fish tank flair items.
  • Fixed an issue where the hangar elevator screen could become unpinned if the user moved their mouse during interaction.

Aeroview Hangar

  • Fixed an issue where players would see a unintended haze in the Aeroview hangar.

Selfland Hangar

  • Fixed an issue where several door panels were missing graphical detail levels and would disappear at specific distances/angles.

VFG Industrial

  • Fixed an issue where several small tables in the VFG Industrial hangar would disappear at specific distances.
  • Fixed an issue where the lighting in the VFG Industrial hangar would shift drastically when the player camera was at specific angles and locations.

Million Mile High Club

  • Fixed a number of small texture conflicts on the ceiling of Million Mile High Club.

Game Systems:

Shopping

  • Fixed an issue when players in flightsuits would find their flashlight remaining in mid-air when they tried on civilian clothing.

Social Systems

  • Fixed an issue where players who are in your party and your contact list would appear on your contact list twice.

Arena Commander

  • Fixed an issue where the “Join Team” button would appear as available for the team the user was already on.
  • Fixed a number of missing Arena Commander audio cues.
  • Ejections in Squadron Battle and Battle Royale should no longer count toward the kill/death ratio on Leaderboards.
  • The game mode “Capture the Core” has been deactivated for the foreseeable future.
  • Fixed an issue where the scoreboard could get stuck on screen in Vanduul Swarm if it was on-screen when the character died.
  • Fixed an issue where ship components such as weapons and turrets were not correctly generating points when damaged in AC game modes.

Ships:

  • Fixed an issue where Automatic Landing would activate intermittently when approaching a landing area.
  • Fixed an issue where killing the pilot of a ship with a FPS weapon would cause the pilot to enter a death/respawn loop until they relogged or the ship was destroyed.
  • Fixed several issues where turret auto-stabilization was not functioning when the ship was in motion.
  • Fixed an issue where character items (flashlight, mobiGlas, weapons) would trail behind the pilot when their ship was in motion.
  • Fixed an issue where certain HUD or UI elements would be stuck on the player screen if they ejected and survived.
  • Updated the ship headlights on the Aurora (all), M50, 300i, Reliant, Freelancer, Mustang (all), Argo MPUV, Hornet (all), Gladiator, Vanguard, Sabre, Retaliator and Gladius.
  • Fixed an issue where missile splash damage was not correctly affecting ship shields.
  • Chaff countermeasures should now be more effective in breaking target lock and reducing CS signature.
  • Fixed an issue with missiles, so they should now properly inherit velocity from the ship that fired them.
  • Fixed a bug preventing Space Brake from working properly in Decoupled Mode.

Individual Ships

  • 300 Series
    • Fixed an issue with low detail levels on certain 300 components.
  • Avenger Stalker
    • Fixed some of the pilot animations where they were not correctly aligned with the Avenger flightstick.
  • Avenger Warlock
    • Fixed an issue causing the Avenger Warlock’s EMP charge level to display for everyone in the instance.
  • Constellation Andromeda
    • Fixed a texture conflict with a specific orange decal on the the Constellation Andromeda support pillars.
    • Fixed an issue with the gimbals on the lower nacelles of the Constellation Andromeda that would allow it to accept weapons too large for the location and port.
  • Constellation Phoenix
    • Fixed an issue where there was no audio for entering the turret seat of the Phoenix.
  • Freelancer
    • Fixed an issue where the Freelancer turret was missing key audio.
    • Fixed an issue where the Freelancer shields could not be toggled off.
  • Freelancer DUR/MAX/MIS
    • Fixed an issue where the audio systems of these ships could be edited in the hangar and swapped with the systems of other ships.
  • Gladiator
    • Fixed an issue where the third-person cockpit view would be too close to the player when the ship was moving.
    • Fixed an issue where the orbit passenger camera was not focusing on the passenger properly.
  • Gladius
    • Fixed an issue where the third-person cockpit view would be too close to the pilot when the ship was moving.
  • Hornet Series (All)
    • Fixed an issue with low detail levels on certain Hornet components.
    • Fixed an issue where sitting in the turret of a Hornet would sometimes teleport the gunner to the map origin.
  • Hornet F7CM
    • Fixed an issue where the wing lights would continue following the ship after the wing or tail had been destroyed.
  • Khartu-Al
    • Fixed a number of small lighting issues with the Khartu-Al during landing and taking off.
    • Fixed an issue where the Khartu-Al boosters would not reappear after the ship was repaired.
  • Mustang Beta
    • Fixed an issue where the main weapons would appear to fire in a 360 arc when transitioning camera angles.
  • P-52 Merlin
    • The P-52 Merlin now temporarily will regenerate boost/afterburner fuel.
      • This is a temporary change, until parasite craft can refuel by docking with their host craft in the PU.
  • Retaliator
    • Fixed an issue where the gunners wrists appeared to be broken when seated in the turrets.
  • Reliant KORE
    • Fixed several minor issues with how the pilot gripped the flightstick of the Reliant.
    • Fixed a number of minor lighting issues inside of the Reliant cargo hold.
  • Vanduul Glaive and Scythe
    • Fixed an issue where the “cockpit” would remain open after the pilot had entered the ship and taken off.
  • Vanguard Warden
    • Fixed the hand positioning of the turret gunner in the Vanguard Warden.
    • Fixed the port for the Warden nose gun, so that it can no longer accept weapons not intended for it.
    • Fixed an issue where some of the Vanguard Warden multi-function displays could not be viewed.

First Person:

Animations

  • Fixed a number of issues with transitions during various jumping animations.
  • Fixed a number of minor animation issues with weapon draw, aim and fire while in crouch and prone.
  • Fixed a number of issues tied into characters being able to continue firing their FPS weapons while in the middle of an emote such as /dance.
  • Fixed an issue where players would not see any animations play when other characters on the server looted an item.

Weapons

  • All of our FPS weapons have received audio and graphical tweaks.
  • Fixed an issue where the Behring P4-AR would be missing the sights after respawn on Crusader.

User Interface:

Gamepad

  • Updated the default ship aiming curve for pilots using the Gamepad.
  • Fixed an issue where Gamepad users could change teams in the Arena Commander lobby, even when there was only one team available.

Joystick

  • Fixed a number of problems joystick users were experiencing with E.S.P.

Technical:

  • Fixed some performance drops associated with rapid transition of camera views.
  • Fixed an issue where spamming the Escape key on a loading screen would load the menu without any options or means to back out without a client restart.
  • Fixed a number of rare issues with account persistence, where data would stop updating after certain upgrades.
  • Fixed a number of edge cases with account persistence that would sometimes cause players to spawn in invisible, missing certain equipment and other similar bugs.
  • Fixed a number of client crashes.
  • Fixed a number of server crashes.

Source: RSI Website

Star Citizen Patch Notes: Patch 2.5

Star Citizen Patch Notes: Patch 2.5

Alpha Patch 2.5.0 has been released and is now available for players! This patch provides access to our GrimHEX outlaw base, new clothing options, new automated landing technology and three new flyable ships – the Reliant KORE, Argo MPUV (Cargo Variant), and Argo MPUV (Passenger Variant). This is all in addition to bug fixes for the rest of our game and content.

Your launcher should show “2.5.0-393743” as the client version. It is strongly recommended that players delete their USER folder for the Live 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\Cloud Imperium Games\StarCitizen\Public.

Please review our current list of Patch 2.5.0 Known Issues and take full advantage of our Issue Council area of the Community site to report any bugs you encounter, as well as contribute to other players submissions.

Important Notices:

  • Exit Seat is now “Hold F” on keyboard and “Hold Y” on gamepad.
    • This includes beds, seats and chairs.
  • We will be wiping the persistence database with this patch from 2.4.1 to 2.5.0. All aUEC progress and item purchases will be reset.

Contents:

New Features

Star Systems:

Crusader

Crusader Industries would like to alert all pilots to avoid Yela and surrounding asteroid field. Pirates have become increasingly aggressive, and there have been reports returning to us over the past several months of their attempts to lure pilots off course with fake requests for assistance. Crusader Industries believes they are based out of the decommissioned Green Imperial station, however attempts to locate the station have been difficult of late. Please report any suspicious activity, and consider any unidentified craft leaving the asteroid field extremely dangerous.

The people of GrimHEX asteroid station would like to cordially invite the Crusader Industries to QT into the nearest star. There aren’t any pirates operating out of our base and we’re open for business to everyone this economy left in the dust from here to Terra. You’re very welcome to visit and enjoy our fine goods, services and lodgings. Many shops of our shops and services are temporarily closed while we make some repairs from the last group of over-eager “heroes” that came through, but we welcome all comers!

  • GrimHEX is our new Outlaw base location that can be located by navigating through the Yela asteroid field or via dying/spawning while an Outlaw.
    • This abandoned Housing Exchange is located in the Yela asteroid field and has been increasingly popular among the criminal element.
    • Currently featuring a weapons/armor store and clothing store, they’re stocked with items you can’t find at Port Olisar.
    • GrimHEX will continue to expand with future patches to eventually include a bar, criminal missions and outlaw racing area.
  • Port Olisar, Crusader
    • The LiveWire Weapons franchise in Port Olisar is not selling energy weapons and only ballistic weapons can be purchased at this location for the time being.
    • Outlaw armor sets are available on GrimHEX exclusively, and can no longer be purchased at Garrity Defense.

Game Systems:

Shopping

  • Skutters is a small weapon and armor shop on GrimHEX, that just so happens to be specializing in energy weapons for the discerning shopper… who does not ask where they were obtained from.
  • KC Trending is a new location on GrimHEX station that offers a whole new selection of clothing for the discreet independent pilot. From shoes to hats, they’ve got the latest in underground fashion.

New Landing System!

  • The first phase of our new landing system has been implemented to provide a simpler, more intuitive landing experience.
    • This system will grow over the coming releases to ultimately incorporate things like docking and the ability to request/obtain landing authorization via the new Comms System.
  • Players are now able to enter Landing Mode by simply lowering their landing gear (done by tapping the “N” key on the keyboard).
  • Landing Mode reduces the speed of the ship down to Precision Mode speed and changes the AR display from regular AR to landing AR.
    • This flags landing pads as either Valid, Invalid or Recommended.
  • By default, Valid pads are unobstructed and the correct size for the ship, whereas Invalid pads are either obstructed or the wrong size.
  • There will only ever be one Recommended pad flagged at any one time, and it’ll normally be the closest Valid pad to the player.
  • Once over a pad, the player can either land their ship manually or automatically (holding down the “N” key).
    • This is provided that the Landings Zone offers Automatic Landing service.
  • A few seconds after touch down, Landing Mode will be disabled and the AR display will return to normal.
  • A few seconds after taking off, Landing Mode will re-enable for as long as the landing gear is down.
    • Putting the landing gear away will disable Landing Mode.

Item System 2.0

We have begun converting player and ship items to our new item system. As with the prior, similar updates to ship components, this is largely at the back-end level. Implementing new component class systems, naming conventions and other needed functionality, as well as retrofitting all existing armors and weapons to be compatible. These changes will allow us to implement greater modularity to first-person items. Additionally, this will allow items to interact with one another in a more direct and less “handwavium” simulation, setting the foundation for greater player interaction and future game play mechanics.

    • This should not affect the function of any in-game items, and changes to player item stats should be minimal.

 

Player Health System 2.0

  • We have implemented the first phase of our new player health system!
  • This includes the implementation of better individual limb damage and health, more granular damage states.
    • This also lays the groundwork for future features like injury penalties that impact your gameplay experience based upon the damage grade of your body parts.
  • Player health dolls should now show Normal (Green) health when it reaches 100%-61%, a Hurt (Yellow) state from 60%-41% health, a Damaged (Red) state from 40%-10%, and the Ruined (Dark Red) state at 10%-0%.
    • Taking a certain level of critical damage limb damage can also cause player death.

Wanted Level System Update

  • Players with outlaw wanted level who enter Crusader will spawn in GrimHEX.
  • This also applies to outlaw players who die and respawn in Crusader.
  • Players with outlaw wanted levels will no longer have Port Olisar as a QT option, and instead will see GrimHEX.

Ships:

  • The Reliant KORE, Argo MPUV (Cargo Variant), and Argo MPUV (Passenger Variant) are all now flight ready!
    • Reliant KORE is available in both Arena Commander and Crusader.
    • The Argo MPUV is only available in Crusader at this time, as it does not have weapons to defend itself in the Arena Commander simulation.
  • A new size 5 laser cannon, the M7A, has been introduced!
    • This is the now part of the Starfarer Gemini’s main turret loadout, as originally intended.

User Interface:

New Keybindings

  • Added a keybind mapping for X52 Pro HOTAS.

Keybinding Changes

Keyboard and Gamepad

  • Exit Seat is no longer behind Modifier 1 on any device.
    • It is now “Hold F” on keyboard and “Hold Y” on gamepad.
    • This has been given a longer hold time than most – at 1 second you will have to really want to exit your seat.
  • Landing
    • Landing System toggle and pad selection is no longer there – removed for a manual landing gear deploy retract and autoland.
    • Deploy landing gear with “N” for keyboard / “B” for gamepad.
    • Hold these keys while in a landing zone to autoland.

Keyboard Only

  • Mapped new actions for Cooler Rate Increase / Decrease Throttle
    • Keyboard binding is “Left Alt + numpad 7/8”
  • Power Plant throttle moved to be next to the Cooler throttle
    • Keyboard binding is “Left Alt + numpad 4/5”
      • (Double tap for max and min)
  • Removed the Throttle Max and Throttle Min from the double tap “S” and “W” for the default key mapping.
    • This was done to prevent accidental collisions, however it can still be mapped by the player as they wish.
    • There is also still the Max / Min toggle on “Backspace” if required.

Updates and Fixes

Star Systems:

Crusader

  • Fixed an issue where shadows around Port Olisar would flicker at certain angles and perspectives.
  • Updated and simplified the Quantum Travel marker names for better readability.
  • Made some minor visual effects updates to the interior of Port Olisar.
  • Made some balance changes to the pirate ships in Crusader so they use updated components.

Area 18, ArcCorp

  • Finished a massive lighting and visual effects update to Area 18, ArcCorp.
  • Fixed an issue where a large green arrow could be seen in reflection of the Jobwell glass.
  • Fixed an issue where the user camera could clip through the wall of the incinerator on Area 18.

VFG Industrial Hangar

  • Adjusted the lighting in the VFG hangar to be less dark.

Game Systems:

Arena Commander

  • Fixed an issue where the decals would disappear off of the landing pads in Free Flight game mode.

EVA

  • Fixed a bug that allowed player characters to slide uncontrollably across landing pads when transitioning out of EVA at speed.
  • Fixed an issue where EVA animations would stutter when approaching a landing pad.

Shopping

  • Fixed an issue where inspecting weapons would cause the users outfit to switch into the standard flight suit regardless of what they were currently wearing.
  • Fixed an issue where the weapon shops were not correctly recognizing the maximum number of equipped weapons, resulting in a number of problems, including causing some size 3 FPS weapons to disappear.

Social Module

  • Name-tags for players in Augmented Reality now appear at 25 meters.
  • Fixed an issue where using the mobiGlas hotkey while in a turret would cause a chain reaction of problems.

Ships:

  • Fixed an issue where the CF-007 Bulldog Repeater, CF-117 Badger Repeater, and CF-227 Panther Repeater didn’t slow their rate of fire when running low on energy.
  • Fixed issues where the missile smoke trail effects could not be seen unless the missile is very close to the viewer.

Individual Ships

  • Aurora
  • Fixed an issue where the engine thruster exhaust effects was displaying circular blurs instead of proper visuals.
  • Avenger
  • Made a number of exit and enter animation improvements for the Avenger Warlock.
  • Constellation Andromeda
  • The missile racks for the Constellation Andromeda can no longer be edited by Port Mod.
  • The side missile racks on the Constellation Andromeda should now target and fire properly.
  • Cutlass Black
  • Made a number of exit and entrance animation improvements for the Cutlass Black.
  • The missile racks for the Cutlass Black can no longer be edited by Port Mod.
  • Freelancer
  • Added strafing control animations for the Freelancer pilot.
  • Updated the audio for the Freelancer cockpit doors so it is properly synced.
  • Added boosting visual effects to the Freelancer’s thrusters.
  • Toned down the brightness of the Freelancer maneuvering thruster.
  • Gladiator
  • The missile and torpedo racks on the Gladiator can no longer be edited Port Mod.
  • Gladius
  • Fixed an issue where the shell casings on the Scorpion gun would fly in front of the pilot before disappearing.
  • Hornet
  • Made some improvements to the Hornet series audio, for all variants except the F7C-M.
  • Fixed an issue with the F7C-M Hornet, where the ship would not transition into damage states correctly on being damaged.
  • Fixed some of the control issues with the F7C-M Hornet Turret.
  • M50
  • The missile racks for the M50 can no longer be edited by Port Mod.
  • Mustang
  • Fixed an issue with the Mustang Beta, Gamma, Delta, and Omega wherein the ships had no explosion audio or visual when destroyed.
  • Fixed an issue where the Mustang series could not be repaired if wings were damaged.
  • Fixed an issue where users could not exit the Mustang Gamma if it was partially damaged and landed.
  • Fixed an issue where there were no lights present in the back of the Mustang Beta.
  • Fixed an issue where the exterior lights on the Mustang Alpha did not function.
  • Fixed an issue where the locker onboard the Mustang Beta could not be interacted with.
  • Fixed an issue where the armor plates on the Mustang Delta wings would continue to float alongside after the wings were destroyed.
  • Reliant KORE
  • Fixed an issue where excessive fog was leaking out of the Reliant in the Hangar.
  • Sabre
  • Fixed an issue with the AEGIS Sabre where the throttle floats in mid-air during entry animations.
  • Made some alterations to the Sabre handling to make it more nimble, and have less jerkiness when rolling.
  • Starfarer
  • Added strafing control animations for the Starfarer pilot.
  • Fixed an issue where the forward port landing skid on the Starfarer was offset from housing.
  • Vanguard Warden
  • The missile racks on the Vanguard Warden can no longer be edited by Port Mod.

First Person:

  • First-person camera views have received significant attention to provide a much more stable and smooth viewing experience for players.
  • There is now a UI sound that is triggered when an enemy is shot by the player.
  • Updated the “Examine Pistol” animation for shopping.
  • Made a number of improvements to character prone animations.
  • Fixed an issue where the death animation would play twice when a character was shot.
  • Fixed an issue where the burp emote contained no audio.
  • Fixed an issue where the user would desync after aiming down the sights of the Arrowhead Sniper Rifle.
  • Assault rifles will now properly re-center after the user sprints.

User Interface:

Interface

  • Fixed an issue where the Port Modification Hangar modes would still show the name of a ship after it had been removed.
  • Fixed an issue with Hostility UI, where the orange wanted icon for Wanted Level 1 would not appear.
  • Fixed an issue where the 3rd person Free Cam could not zoom in or out.
  • Fixed an issue where changes to the Graphics Quality in the options menu did not actually change the quality of graphics.
  • Fixed an issue where the camera could remain locked to the elevator menu transition, after backing out of the universe menu.

HUD

  • Ship target HUD now dynamically changes colors based on the allegiance of the target.
  • Fixed an issue where users in free cursor mode would still fire their primary Weapon Group when clicking.
  • Fixed an issue where the aiming reticle on a Gamepad or a HOTAS would become very erratic when targeting enemies.
  • Fixed an issue where the Retaliator HUD would not update correctly after the ship was repaired.

Technical:

  • Fixed a number of client crashes.
  • Fixed a number of server crashes.
  • Fixed a client disconnection (Code 1) that would sometimes occur when loading into Arena Commander.
  • Added a new error (10002) for players who are disconnected due to duplicate login.
    • This can be due to the account already being logged in on another computer or client.
    • This can also happen after a crash or force-close of the game, when the prior connection has not timed out yet.

Optimizations

  • Fixed an issue with Area 18, ArcCorp, where there were severe FPS drops when looking at the center of the level.
  • Fixed an issue where switching between 1st and 3rd camera view would briefly drop the client frames per second down to 5.

Star Citizen Patch Notes: Patch 2.4

Star Citizen Patch Notes: Patch 2.4

Alpha Patch 2.4.0 has been released and is now available for players! This patch provides access to our new Shopping experience, full Hangar interactivity from within the game client via new options and the Port Modification App. Many changes to Crusader and Port Olisar including the implementation of new missions, Alpha Currency and Defender reputation. Tying all these new features together and making them truly possible is our first iteration of server-side Persistence – our first persistent server databases! With this we can begin storing information about in-game characters, items, currency and reputation so they can be recalled between game play sessions. We also have our first pass on control unification between flight and fps controls which promises a much greater experience for our players, new flyable Starfarer and Starfarer Gemini, the hangar-ready Reliant and numerous fixes across the game.

Your launcher should should show “2.4.0-363258” as the client version. It is strongly recommended that players delete their USER folder for the Public client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Cloud Imperium Games\StarCitizen\Public.

Please review our current list of 2.3.0 Known Issues FAQ, and take full advantage of our Issue Council area of the Community site to report any bugs you encounter, as well as contribute to other players submissions.

Contents:

New Features

Star Systems:

ArcCorp

  • After months of construction, the Casaba Shopping Outlet has opened up on ArcCorp!
    • Interested pilots can now purchase the latest fashions from around the frontier at affordable prices.
  • Cubby Blast has also fixed the main sales computer, and is ready to sell eager pilots weapons, flight suits and armor sets.
  • The shop clerks in ArcCorp have received some graphical improvements to be less soulless.

Crusader

  • Port Olisar has been renovated. While some areas are still under construction, completed sections include improved atrium and the opening of several new shops, including Casaba Shopping Outlet, Garrity Defense and Live Wire Weapons.
  • Crusader Industries has made lockers available in both the Ez Hab rooms and outside the Port Olisar airlocks, to allow pilots to change their clothing during long stops.
    • If a player wishes to change their default civilian clothing, they will need to go to the shops in Port Olisar or ArcCorp and “Equip” items they have purchased.
    • This is a very temporary implementation until we have a better equipment access system implemented.
  • Characters now spawn into Port Olisar in their civilian clothing by default.
  • Characters who exit Port Olisar in civilian clothing rather then a spacesuit will die.
  • Comms Arrays will now automatically become disabled after a certain amount inactivity.
  • New landing pads have been added to all of the Port Olisar struts to allow them to hold larger ships.
  • The asteroid fields around Crusader have proven to be incredibly dangerous to shipping traffic after the veritable flood of pirates into the area.
    • As a result, enterprising salvage-hungry pilots may find many more wrecks and valuables in need of recovery in the Yela asteroid fields.
    • Likewise those who are enlisted by Tessa Bannister (at the local ICC Probe Station) may also find the odd keepsake of the poor lost souls who perished in the remote asteroid fields.
  • Security Post Kareah has received some renovations, including the addition of improved security station, airlock monitoring and contraband.

Hangar

  • Hangar selections will no longer be available via the RSI website.
  • Players with multiple hangars can now select the Hangar they wish to use from the Main Menu of the game!
  • Inside of the “Options” menu, in the Game Options section, there is now a drop-down menu that will allow players to select which Hangar they would like to use.
    • This selection will persist between sessions.
    • Players who change their default Hangar while still inside the Hangar will need to exit and re-enter the hangar to see it update in the game-client.
  • Ships can be selected inside the Hangar via the Port Modification App.
  • The expansion bays for each Hangar are temporarily out of service.
    • This is temporary while we rework certain aspects of the expansion bays, so that they function alongside the Port Modification App.
    • The VFG industrial central hangar has been expanded to allow owners of large ships to spawn craft in while the expansion bays are worked on.
    • Likewise the Revel & York central hangar bay is now Extra-Large to allow owners of the Starfarer to spawn it in while the expansion bays are worked on.
  • The character loadout selector has been removed from the Hangar.
    • Characters now all load in with the same RSI space suit by default.
    • New civilian clothing and armor can be obtained from ArcCorp and Port Olisar.
    • Clothing can be equipped from the lockers on Port Olisar, or by interacting with previously-purchased items in ArcCorp.
  • The Holotable has been removed from the Hangar… for now.
    • Players will be able to modify their ships via the Port Modification App.

Game Systems:

Bounty and Reputation System

Crusader Industries has identified a potential weakness in their criminal monitoring network at the understaffed Security Post Kareah. As a result, Crusader Industries has constructed a much improved security station, armory and are looking to contract reliable pilots in the area as security guards to help protect it.

  • “Defenders” who repair enough Comm Array or ICC Probe missions will get offered a contract from Crusader Industries to protect Security Post Kareah from nefarious parties.
  • Newly recruited security guards will receive a weapon from Crusader Industries armory, and will need to defend the station for 10 minutes without dying or allowing any criminals to breach the main security terminal.
  • Security guards are authorized and encouraged to eliminate any trespassers that enter the station, with a 100 aUEC bonus instantly awarded per trespasser that is dispatched.
  • Added a “Public Enemy” mission that will trigger for all Defenders if the Outlaw player attempts to interact with the hacking terminal.

In response to the crackdown, Outlaws in Crusader are getting more organized. Mysterious allies are offering missions to undermine and derail the efforts of Crusader Industries.

  • Outlaws and Defenders in Crusader will receive missions to hunt one another in Crusader, with varying rewards.
    • Defenders will lose their mission to hunt Outlaws if they are killed by a Outlaw.
  • Outlaws will receive a mission to kill the new security guard at Security Post Kareah.
  • Outlaws who have a bounty on them can no longer be tracked via mobiGlas if they are outside monitored space.
  • Capped the Outlaw wanted level that a character can obtain for turning off Comm Arrays at 2.
  • Outlaws will now receive a mission to keep the Comm Arrays offline.
    • The Outlaw will receive an aUEC reward every time they kill a player attempting to turn on the Comm Array.

General Changes

  • Both “Defender” and “Outlaw” missions award AUEC.
  • The timer for Outlaw Wanted Levels only counts down while the account is online on Crusader, and will persist between sessions.
  • Outlaws no longer receive a special load out when they respawn.
  • Character names will appear “Red” on Augmented Reality when they have Outlaw wanted levels, and they will appear as hostiles when targeted in space.
  • Outlaws at Wanted Level 5 will no longer get kicked from the server when they are killed.
    • Outlaw Wanted level will instead persist between sessions.
  • Each Outlaw Wanted level now persists for a number of hours (not minutes) equal to the rank of Wanted.
    • Wanted Level 1 persists for 1 hour, Wanted Level 2 persists for 2 hours, ect.
    • Wanted Level 5 would persist for 5 hours. Going all the way from Wanted Level 5 to Wanted 0 without taking actions to decrease the Wanted Level would take a total of 15 hours.
  • The hack time needed to reduce a wanted level has been increased, and is now based on the players current wanted level.
    • Time needed to hack terminal is now 1 minute per wanted level.
    • Example: To reduced your wanted level from 5 to 4, takes 5 minutes.
  • The “Defender” reputation of a character on Crusader will persist between sessions.
    • The “Defender” reputation of a player in Crusader is not currently displayed on the HUD.
    • A players “Defender” reputation is permanent assuming no criminal actions are taken. Performing any criminal action will instantly erase any good reputation earned, and place them at Wanted Level 1.

Alpha Currency (aUEC)

  • We have added a new currency type that can be earned in-game specifically for testing purposes – Alpha UEC.
  • aUEC is currently awarded from performing both Outlaw and “Defender” missions in Crusader, and can also be earned by salvaging rare valuables in the asteroid fields around crusader.
  • ICC Probe, Comm Array and Covalex PI missions will award aUEC.
    • The Covalex PI Mission rewards more or less aUEC depending on the ending you receive.
  • aUEC can be used to purchase items in both Port Olisar, Crusader and Area 18, ArcCorp.
  • Every account will start with 2750 aUEC.
  • aUEC can be tracked in-game via mobiGlas and will be periodically wiped as needed throughout the Star Citizen Alpha.

Ship Respawn Costs

  • We have enabled ship respawn costs for Port Olisar!
  • Destroyed ships will now have a respawn timer after being destroyed.
  • Player can pay a aUEC fee to bypass the timer, and the cost to bypass the timer decreases over time.
  • The respawn timer and cost differ from ship to ship, with small ships generally being much faster then large ship.
  • The timer will continue to countdown, even while player is logged out of Crusader.

Repair, Restock, Refuel

  • Repairs, Restock, and Refuel in Crusader now cost aUEC.
  • When a ship lands on a Cry-Astro pad, the mobiGlas of the pilot will open automatically to the Cry-Astro app and show the character which service they need and how much each one costs.
    • The pilot can then select which ones they wish to purchase and then “Confirm” the service purchase.

Shopping Experience

We have introduced the first iteration of the Shopping Experience to both Port Olisar and Area 18! Shopping is accessible through Augmented Reality (on by default now) and mousing over any item you are interested in will give you the name, description and price of an item.

  • AR will also present you with two options – “Try on” or “Buy Now”, which users can toggle between via the mouse wheel or “dpad down” on Gamepad.
    • Either option can then be selected via the standard “Interact” keybinding, which by default is via “F” on the keyboard or “Y” on the Gamepad.
  • “Try On” will bring up a dressing room preview of how the item looks.
  • “Buy Now” will take you to the checkout screen, where you can confirm your purchase before it is delivered to your locker on Port Olisar.
    • There is also a option called “Deliver To” that is greyed-out, pending implementation in a future iteration.
  • If you already own an item, the UI will show “Equip” instead of “Buy Now”.
  • Cubby Blast (ArcCorp), Live Wire Weapons and Garrity Defence (Port Olisar) offer all of our currently available weapons, flight suits and armor sets.
  • Casaba Outlets offer civilian clothing in the form of hats, footwear, pants, shirts and jackets.
    • The main Casaba Outlet store on ArcCorp has a much larger selection of attire.
  • Items purchased via the shopping experience will also persist from session to session.
    • Please note that throughout the alpha and beta of Star Citizen we will periodically wipe items back to a clean state status for further testing.

Persistence

One of the biggest features we’ve implemented in Alpha 2.4.0 is our first iteration of true server-side Persistence. Persistent databases are what allow us to store information on items, ships, and actions that a player has taken, such that they can return to exactly where they left off session-to-session. This is a huge step forward into the “Persistent” part of making the “Persistent Universe” the vast universe we all look forward to.

    • During this first iteration, the following items will now “Persist” on the database and be saved from session to session.
      • Alpha UEC
      • Item Purchases
      • Hangar Configurations
      • Ship Loadouts
      • Character Loadouts
      • Crusader Reputation (Criminal and Defender)
    • As new features are developed during Alpha, we anticipate that we will periodically reset the database to make way for new changes and fix problems that may have been diagnosed.

 

Port Modification App

What is this? What does it do? What doesn’t it do! This handy application allows pilots from all over the ‘verse to directly modify their Hangar and the loadouts of their ships. This fun-filled new option is housed as part of the mobiGlas and AR suite, and is enabled by default when in the Hangar.

  • Your AR vision will automatically show you interaction points (nodes) in both the Hangar and on your ships.
  • Nodes are places where you can place decorative items and ships. This is how you will place ships in your Hangar without use of the RSI website.
  • These nodes appear as blue points with cross hairs. When highlighted, the Port Mod nodes appear as a green circle with text that indicates what kind of node it is.
  • You can interact with a specific Port Mod Node by highlighting the node you want to use, and Left-Click with your mouse.
  • This brings up a menu that will show you a range of information. Including all available ships or decorative items that can be placed in that node, and any item or ship already placed that you might wish to remove via the large “X” at the top right of the UI.
    • If an item exists that would be eligible for the node, but is already in use by another node, the Port Mod App will inform you of the Hangar that your ship or item is currently located.
  • When viewing ships, the nodes will also indicate places where you can modify components on your ship!
  • The Port Modification app works in both the Hangar and Crusader!
  • Changes made in the Hangar will carry over to your Arena Commander simulation sessions, and changes made in Crusader will carry on in the ‘verse from session to session.
  • *Please note: *The loadouts of the Vanduul Scythe and Glaive ships cannot be modified, as they use proprietary components.

Social Module

  • mobiGlas now shows both AUEC (Alpha UEC) and UEC in the top right corner of the main mobiGlas page.
  • Augmented Reality is now on by default.
  • Chat window is now open by default (Toggle ‘F12’ to open/close window).

Ships:

  • The MISC Reliant (Base) has been added as a Hangar-Ready ship.
  • The Starfarer (Base) and the Starfarer Gemini are now flight-ready, and available for pilots to summon in Crusader.
  • Ship health has received a balance pass across the board.
    • Ships that will have seen an increase in health include the Mustang (All), 300i and Freelancer.
    • Ships that will have seen a decrease in health include the Aurora (All), 325a, 315p, Hornet (all), Gladiator, Vanguard and Constellation Andromeda.
  • Ship armor and shields are currently going through a review for potential rebalancing, and may experience minor changes.

Components

  • A new ship weapon has been added to the game in the form of the AMRS PyroBurst Plasma Scattergun.
    • This Size 3 weapon fires a close-range but wide burst of plasma energy at the target, with a secondary detonation on impact.

First Person:

  • A whole slew of animation changes have been made to support the new shopping experience.
  • We have added a slew of new items from armor to civilian clothing that players can obtain and use through the Shopping experience.
    • Our initial selection of civilian clothing includes five styles of jackets, three different shirt styles (in a wide variety of colors), six styles of pants (also in a wide range of colors), shoes and hats!
    • We also have familiar Marine and Outlaw armors, flightsuits and the full assortment of FPS weapons.
  • Added airlock death animation and sound effects.
  • FPS weapons now function inside of ships with Interior Physics grids. These include the Constellation Andromeda, Retaliator, Starfarer, Vanguard Warden, Freelancer and Cutlass Black.

User Interface:

The keyboard, mouse and gamepad default keybindings have received a massive update to better unify controls between different peripherals and also between flight and FPS modes. You can read more about the philosophy behind the changes on our 2.4.0 Comm Link, but major changes include:

  • mobiGlas is now on F1 on the Keyboard.
  • Spacebrake is now on “X” (Keyboard) and “LeftShoulder+B” (Gamepad).
  • Exit ship/Exit seats is now on “Left Alt+F” (Keyboard) and “LeftShoulder+Y” (Gamepad).
  • Cycle Countermeasure is now “G” (Keyboard), and “Dpad Down” (Gamepad).
  • Launch Countermeasures is now Hold+“G” (Keyboard) or Mouse Button 4, “RightShoulder” (Gamepad).
  • Throttle Min/Thottle Max is now “Backspace” (Keyboard) as a toggle.
  • Self-Destruct and Force Respawn are now “Right Alt” + Hold “Backspace” (Keyboard), and “LeftShoulder + RightShoulder” + “X” (GamePad).
  • The keybinding changes are very extensive and we strongly recommend that players review the keybindings in-game.
  • For those players who desire the old keybind layout, we also have Legacy keybinding profiles available for Gamepad and Keyboard.
    • These are located in the game menu under Options → Keybindings → Advanced Keybindings → Control Profiles.
    • “Keyboard Legacy” and “Gamepad Legacy” will have the old pre-2.4.0 keybindings with only minimal updates to prevent conflicts.

Updates and Fixes

Star Systems:

ArcCorp, Area 18

  • Fixed an issue where a lighting effect on the elevator doors would pop as the doors opened and closed.
  • Fixed an issue where a bright light was flickering on and off in the center of AstroArmada.
  • Toned down some of the lighting in the Customs area of ArcCorp.
  • Fixed an issue where the visual effects for the Sphere outside of TDD Jobwell were missing.
  • Fixed an issue where the Cubby Blast sign had some texture clipping and conflicts.

Crusader

  • Fixed an issue where the Yela asteroid were missing a number of graphical detail levels.
  • Fixed an issue where Quantum Traveling to an object would sometimes cause the player’s ship to be moved about 3000m in a random direction.
  • Fixed an issue wherein ramming another player’s ship and destroying your own ship in the process, would give the other user a Criminal Wanted level.
  • Fixed an issue where the Audio for Comms Array activation and deactivation was playing globally across the server.
  • Made changes to the look of various glass materials throughout Crusader.
  • Fixed some visual issues when flying up to and landing on CryAstro Stations.

Hangar

  • Fixed an issue where the door frames in the VFG Industrial hangar were missing detail levels.

Game Systems:

Arena Commander

  • Added the ability for characters to suicide in Arena Commander.
  • Removed the Tutorial temporarily.

IFCS

  • Precision mode velocity damping now only applies to strafe.
  • Strafe is no longer affected by the space-brake.

Ships:

  • Fixed an issue where pilots who entered certain landed ships would sometimes see the artificial horizon holo-disc grow huge on their screens.
  • Fixed an issue where several ships would take a very long time to destroy unless their cockpit took damage.

Individual Ships

  • 300 Series
  • Fixed an issue where the 300i and 350r landing gear would hover a few inches above the landing pad.
  • Aurora
  • Fixed an issue where maneuvering thruster audio on the Aurora LN was repeating excessively at moderate-to-high volume levels.
  • Avenger
  • Fixed an issue where the zoom-camera for the Avenger HUD would pull the camera too far toward the left or right when zooming in on screens.
  • Fixed an issue where the Avenger (all) would drain fuel very quickly when using boost or afterburner.
  • Fixed an issue where the Avenger Warlock was missing its Visor HUD information.
  • Cutlass Black
  • Fixed an issue where the zoom camera for the Cutlass Black HUD would pull the camera too far downward when zooming in on screens.
  • Fixed an issue where the entrance audio for the Cutlass Black did not attenuate over distance or direction.
  • Fixed an issue where the ramp suspension had no collision for all Cutlass variants.
  • Fixed an issue where the turret seat of the Cutlass Black was hovering inside of the cargo bay until it had been interacted with.
  • Gladiator
  • Fixed an issue where the left wing landing gear of the Gladiator would sometimes spawn in deployed for Arena Commander matches.
  • Fixed an issue where the Gladiator exterior lights were not aligned to the body of the ship.
  • Gladius
  • Fixed an issue where the zoom-camera for the Gladius HUD would pull the camera too far toward the left or right when zooming in on screens.
  • Fixed an issue where the Gladius pilot had no strafe animations.
  • Hornet
  • Made some minor art and visual effect tweaks to the Hornet series of ships.
  • Improved damage states to the Hornet series.
  • Added new graphical detail levels.
  • Fixed issues with the landing gear door, right weapon hardpoint, and missile bay positions.
  • Fixed how the pilot hands connect to the joystick and controls of the Hornet.
  • Fixed cockpit lighting in the Hornet.
  • Removed some older ship animations that were causing the nose of the ship to lift up.
  • Added improved canopy eject animations.
  • Khartu-Al
  • Fixed an issue where using automated landing on the Khartu-al would sometimes cause the ship to strafe….forever.
  • Fixed an issue with the Khartu-Al where flying close to objects would cause the ship to rapidly switch between landing and flight mode.
  • P-52 Merlin
  • Fixed an issue where the Merlin maneuvering thrusters were missing graphical detail levels.
  • Retaliator
  • Fixed an issue where the zoom camera for the Retaliator HUD would pull the camera too far toward the center when zooming in on screens.
  • Sabre
  • Fixed an issue with the Aegis Sabre where the color and damage shaders were visible on the interior of the landing gear doors.
  • Starfarer
  • Fixed an issue where character who walked past a ladder in the Starfarer would automatically climb the ladder.
  • Fixed an issue where there was a flickering white light around the external gangway of the Starfarer.
  • Fixed an issue where the captain’s seat on the Starfarer had no “Use” prompt.
  • Fixed an issue where panels in the Starfarer Docking Collar were reversed.
  • Vanguard Warden
  • Fixed an issue where the Vanguard Warden’s missile racks could be attached to any ship.

Components

  • Fixed an issue where both the Max Ox Neutron Cannon (S1 and S2) were unaffected by overheating.

First Person:

  • Fixed an issue where characters would not lift their leg when EVA’ing around the Port Olisar rings.
  • Fixed an issue where the helm flashlight had a blur effect inside of ships.
  • Fixed an issue where the wheels and glass on the Greycat Buggy had graphical detail problems that would cause it to pop in and out at close range.
  • Fixed an issue where the Greycat Buggy was spawning with its wheels partially in the floor of the Hangar and ArcCorp.
  • Fixed an issue where the FPS Radar was oriented to the helmet and would rotate with it, instead of moving with the player.

FPS Weapons

  • Fixed an issue where the small arms fire from FPS weapons would not manifest inside of a ships physics grid.
    • Gun battles inside of ships are now fully possible!
  • Fixed an issue where the Devestator-12 Energy Shotgun damage abruptly dropped off at a certain distance.
  • Fixed an issue where swapping an Arrowhead Sniper rifle for another weapon would leave the Arrowhead rifle floating in mid-air.
  • Fixed an issue where players could not pick up dropped Arrowhead Sniper rifle.
  • Fixed an issue where headshots taken with the Arrowhead Sniper rifle wouldn’t register past a certain distance.
  • Fixed some visual effect issues with the Arrowhead Sniper Rifle.
  • Fixed an issue where characters would drop their gun both when unholstering and when switching weapons.

User Interface:

  • Fixed an issue where the HUD Interaction cursor was not properly aligned with multi-function displays, making it difficult to cycle screens.
  • Fixed an issue where users could not rotate a turret with a HOTAS or Joystick peripheral.
  • Fixed an issue where certain keybindings were saved to the incorrect peripheral and were not saved on restart.
  • Fixed an issue where the “double tap” binding for player keybindings was not saving correctly.
  • Fixed an issue where the HUD Icons on the helmet holoradar were affected by motion blur, causing them to stretch when turning or looking around.
  • Fixed an issue with where the controls were not correctly mapped for the X52 joystick.

Technical:

  • Fixed a number of client crashes.
  • Fixed a number of server crashes.

Optimizations

  • Made some graphical performance tweaks to the Constellation Andromeda.
  • Made some continued performance improvements to the game servers.
  • Fixed some significant lag tied to the chaff visual effects.
  • Fixed a series of freezes and other performance problems that would occur on certain CPU’s, particularly when in the Tutorial game mode.

Source: RSI Website

New Hardpoint & Weapon Mount Sizes

I just wanted to go over the new System Star Citizen is using for Hardpoint Sizing & mounting of weapons as of the Drake Buccaneer Concept Sale:

Only some ships are using the new system at the moment and others need to be updated & refactored. Don’t look at a Size 5 mount and think you can mount 2 Size 4 weapons there just yet. The Buccaneer and SH are for sure and I would expect most of the smaller ships to already be on this system.

https://soundcloud.com/redactedtv/new-hardpoint-weapon-mount-sizes-star-citizen

How It Works

The New system actually really simple

A Weapon Hardpoint has a Size

You can have a fixed weapon upto the maximum size of the hardpoint

OR Reduce the Hardpoints Size by 1 for each modifier:

Gimbaled/Unmanned Turret = 1

Manned Turret = 1

Twin-Linked = 1

Then

Size of the (largest) weapon you want to use = X (X is it’s Size)

Examples

So the Canard Turret on a Super Hornet is a Size 3 Mount

Size 1 Weapon = 1

Gimbaled = 1

Twin-Linked = 1

Total Size = 3

“Yes it houses 2 weapons BUT in the new Hardpoint system that is accounted for, you just have to add +1 for it being twin linked you don’t have to add the size of the weapon again” So the mount is using 2 size 1 weapons.

 

The Buccaneer Undermount is Size 4, it could mount 2x Size 2 Weapons

Size 2 Weapon = 2

Gimbaled = 1

Twin-Linked = 1

Total Size = 4

 

In the future the plug and piping system will come into play. So that only certain plugs / turrets and mounts can be used on certain hardpoints, you can’t put the Hornet Canard Turret on a Sabre for example.

And pipes will restrict certain items / weapons, as everything will have requirements whether that’s power, information from the cockpit, cooling. Each hardpoint will have different pipes and therefore resources.

Also there may need to be a mount available to so in the case of the SH it’s the Canard Turret.

 

Again to go back to our earlier examples again:

On the Super Hornet you could replace that Size 3 Canard Mount with

Fixed Size 3 Weapon OR

Gimbaled Size 2

Fixed Twin-Linked Size 2s (assuming the correct mount is available)

 

The Buccaneer’s undermount could be changed to

A Fixed Size 4

Gimbal Size 3

Fixed Twin-Linked Size 3s (again assuming the mount is available)

 

This does change a lot of perspective ship builds knowing that fixed twin-linked is a thing, it might also help benefit Stick & relative mode users too. But ship stats do need to be updated.

Checkout CIG Matt Sherman’s Post on the Subject

 

MISC Prospector FAQ

Welcome to Some More Star Citizen, today I wanted to talk more about the Prospector & the 2 Q&As that were done for it.

I’ll do a video & article like this with every concept ship Q&A compiling them and going into a bit more detail about the ship too.

If you’d like to read those Q&As or learn more about the Prospector or Mining Profession check the links below!

https://robertsspaceindustries.com/comm-link//15317-MISC-Prospector-Q-A-Part-1

https://robertsspaceindustries.com/comm-link//15319-MISC-Prospector-Q-A-Part-2

This is video is more specifically talking about those Q&As as well as points not addressed in my Original Prospector Concept Video.

 

General Ship & Equipment

The Prospector is most certainly for 1 Person only, it is designed with that in mind from life support, pilot seat and facilities. The Prospector is a dedicated mining ship and as such there are not any plans for salvage or repair variants of the ship at this time.

The General maneuverability is pegged currently as “the poorer side of average” The idea being that it will be in precision mode most of the time moving around asteroids. Don’t expect to win any races.

The Prospector will have 1 Light Shield Generator. The idea there is to protect it from rocks and debris not weapon fire.

It is also equipped with 2 size one laser repeaters and some basic countermeasures.

The Prospector can travel through small jump points & is equipped with a light Jump and light Quantum Drive.

There are not any escape pods on the Prospector but the door to the exit is close to you where ever you are on the ship.

 

Mining

Mining Lasers can be used as make-shift weapons although they are not designed for that role, their low damage, short range and high power draw making it only viable in dire situations. But it does deal damage & you could get lucky.

Mining Laser & Mining Equipment fit into specific hardpoints & require other systems connected to them to operate correctly, so only specialised ships will have the ability to mine.

You can leave your mining laser running and go afk or do other things around the ship but you will lose out on efficiency, managing the heat & power of your laser will be key to profitable mining. Also problems, gas pockets & other situations (based on where, what and how you are mining) may occur that require your attention or you risk damage to your ship & equipment.

The Prospector can land on planets or asteroids of an appropriate size enabling it to mine deeper than it might be able to from space. But it can do both space and landed mining.

The Prospector is much more of a scalpel than the Orion, it is able to pin-point specific pockets of minerals that it want’s to extract & just get them. Where as the Orion is more likely to much the entire asteroid. Scanner wise it will act like a shorter range accurate mineral detector than the Orion scanning single asteroids at a time, rather than a large group or field.

Planet-Side mining is still being worked out, they don’t have the numbers or mechanics for us at this time. But containers will be able to be dropped on planets or in space and stored by other ships.

All containers should be compatible with other ships.

So for example the containers that the Prospector drop can be easily attached to a Hull Series. But all Cargo containers will be as standardised as possible in the Verse for as much compatibility as possible.

In regards to it’s filtering & refining capabilities, the Prospector will be removing useless rock but is not as advanced as the Orion’s equipment which will be a lot more efficient.

Cargo

The Prospector can hold 128 cargo units this includes all the container space & filled reserve containers. Containers will contribute to the mass of your ship. Jettisoning / detaching them will therefore decrease the prospectors mass making it a little more responsive. Currently that cargo is only planned for the use of Ore & as such the Prospector is unsuitable for general cargo.

 

Other

There isn’t any specific planned interaction with the Orion and Prospector specifically together. Both ships synergies well with the Hull Series.

In the concept art, what is the large disc beneath the ship used for?

The large disc is acting as a conduit for the ship’s scanners. A large part of mining will be in scanning and finding the resources you want to mine in space, but especially planetside.

 

Afterthought

That’s all the info they gave us in those FAQs, The MISC Prospector won’t be available in game for a while, but should be on sale a few more times before now and the PU full release. So don’t worry if you haven’t grabbed one and you wanted it. You’ll also be able to get these in game without having to purchase them with real money you only need a game package!

Remember all commenters on my Channel throughout May are in for a chance to win a MISC Prospector – Details in the description!

Take care guys and I’ll see you in the Verse.

 

https://soundcloud.com/redactedtv/misc-prospector-faq-star-citizen

Star Citizen Patch Notes: Patch 2.3

Star Citizen Patch Notes: Patch 2.3

Alpha Patch 2.3.0 has been released on Live, and is now available for players! This patch provides access to our new flyable Khartu-al, the hangar-ready Starfarer (and a corresponding hangar bay it can fit in), as well as two new FPS weapons, new components, updates to FPS animations and EVA, as well as numerous fixes across the game.

Your launcher should should show “2.3.0 – 336649” as the client version. It is strongly recommended that players delete their USER folder for the Live 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\Cloud Imperium Games\StarCitizen\Live.

Please review our current list of 2.3.0 Known Issues FAQ, and take full advantage of our Issue Council area of the Community site to report any bugs you encounter, as well as contribute to other players submissions.

Contents:

New Features

Star Systems:

  • The Revel & York Hangar has a new extra-large hangar bay attached to its left outer hangar bay.
    • The hangar bay does not appear on the Hangar Management on the website.
    • Instead, if you have a Starfarer on your account and the Revel & York hangar configured as your active hangar, it will auto-load the extra-large hangar and add the Starfarer.
  • We have added additional Security AI around Port Olisar, that will attack any players that have a wanted level.
  • Yela salvage sites in Crusader are now lit by green flares.

Ships:

  • The Starfarer Base is now Hangar-ready!
    • This ship can be viewed only in the Revel & York Hangar, via its new extra-large hangar bay.
    • If you have a Starfarer on your account, you will only need to activate the Revel & York hangar on the website and then load into it in-game.
  • The Khartu-al is now flight-ready!

Component Update

We have continued our large update to our existing Ship component system. This is largely at a back-end level – implementing a new component class system, naming conventions and other needed functionality, as well as retrofitting all existing ships to be compatible. These changes will allow us to implement a greater range of modular internal ship components. Additionally, this allows components to interact with one another in a more direct and less “handwavium” simulation of a ships internal systems, setting the foundation for greater player interaction and future game play mechanics.

  • We have a new component class – Power Plants – have been added to the Holotable.
    • Power Plants (as you expect) power the systems of the ship.
    • All ships have been retrofitted with generic power plants to provide the same level of “power” they possessed before.
  • We have added 2 Power Plants, the AEGIS Regulus and Amon & Reese OverDrive
    • These can be mounted on all variants of the following ships: Avenge, Aurora, Mustang, 300 Series, Hornet, Gladiator, Gladius, M50, P-52 Merlin

First Person:

  • We have added the Arrowhead Sniper Rifle to Crusader.
    • The reward for killing a Level 5 Wanted Criminal is now the Arrowhead sniper rifle.
  • We have added the Devastator-12 Shotgun to Crusader.
    • The Covalex PI mission now rewards the Devastator-12 Shotgun.
  • Both new weapons can be found as random salvage finds in the Yela Asteroid field.
  • The Klaus & Werner ATT4 energy rifle (previously awarded for killing a Level 5 Wanted Criminal) is now available on Kareah.

Animations

  • We have made a number of changes and improvements to character animations!*
  • These include improvements to starts, stops and steps transitions.
  • Adjusted animations for sprinting while holding a stocked gun.
  • Adjusted the animations for leaning out of cover, as characters were sticking out much too far.
  • Adjusted the sprint animation for both unarmed and carrying a pistol.
  • Adjusted the aim-down-sights animations while in EVA, so it is no longer slower than when aiming-down-sights on foot.
  • Fixed issue where the audio of players footsteps and other movement sound FX is very very quiet to other clients.
  • Fixed an issue where looking up while running forward would cause the character neck to contort unnaturally.
  • Fixed an issue where weapons could be “lowered” while prone, causing odd animation errors.
  • Enter, exit and fall animations for recovering from EVA tumbles have been added.

Updates and Fixes

Star Systems:

ArcCorp

  • A lighting update around Area 18 has begun!
  • Fixed an issue where some of the weapons in Cubby Blast were missing textures.
  • Fixed an issue where a creepy shadow lurked around the incinerator in ArcCorp.
  • Fixed an issue where the small monitors in Jobwell, Area 18 were missing detail levels.
  • Fixed an issue where the damaged Hornets wing in Dumpers Depot was missing a prop item.
  • Fixed some texture conflicts in around Dumpers Depot.
  • Fixed an issue where some of the ashtray and canister props throughout ArcCorp were missing detail levels.
  • Fixed an issue where some of the table and chairs in G~Loc were out of position.

Crusader

  • Fixed an issue where the player could become physically desynced, causing one user to be stuck on the floor of the other users screen.
  • Fixed an issue where the Pirates for several of the research missions would destroy the objective before the player could reach it.
  • Fixed an issue where some of the Pirates from the third research mission would not attack the player until fired upon.
  • Fixed an issue where the landing pad lights in Kareah contained some glitches.
  • Fixed an issue where the Covalex shipping hub textures and objects would stream in slowly.
  • Fixed an issue where the audio trigger for entering a “monitored zone” was playing when a character spawned at Port Olisar.
  • Fixed an issue where the ceiling in EZ Hab, Port Olisar, could be clipped through.
  • Fixed an issue where self destructing a ship on a Cry-Astrp repair pad would leave the repair pad unusable.

Hangar

  • Finished the relight pass of the VFG Industrial and Aeroview Hangar.
  • Fixed a small collision issue with the VFG Industrial crates.
  • Fixed an issue with the “Parking Zone” decals in the Aeroview hangar disappearing at certain angles.

Million Mile High Club

  • Fixed an issue where the MMHC Wall Decal was inside of the nearby fishtank.

Game Systems:

Arena Commander

  • Fixed an issue where the tutorial hangar doors made no noise when they opened or closed.
  • Fixed an issue in the Tutorial, where Gilly’s dialog subtitles would cut off or display debug text.
  • Fixed an issue where the Drone Sim, Vanduul Swarm timer will continue ticking even if paused.
  • Fixed an issue where large props like the terraformer in Arena Commander would become detached or divide into pieces after having been bumped.

EVA

  • Fixed an issue where positional movement of the character model can become highly erratic or uncontrollable when transitioning from Gravity to Zero-G.
  • Fixed an issue where the user camera would become delayed or lagged when boosting in EVA.
  • Fixed an issue where characters could sometimes lose collision after trying to EVA into a ship with interior physics grid.
  • Fixed an issue EVA thruster audio was not affected by the audio sliders in the options menu.
  • Fixed some issues where EVAing on to Port Olisar would cause weird character behavior.
  • Fixed an issue where entering a ship via a use prompt (Aurora, 300, Mustang) would cause EVA to behave very erratically.
  • Fixed an issue where entering the back of a ship via EVA will sometimes leave the character sprawled on the floor.
  • Fixed an issue where clients could get into a desynced state after EVAing.

IFCS

  • Added a audio cue for selecting different IFCS modes.
  • Fixed an issue where Comstab and Cruise mode could not be enabled at the same time.

Quantum Travel

  • Fixed an issue where the pilot of a ship could eject from their ship while in Quantum Travel.
  • Fixed an issue where the Quantum Travel markers will flicker, if the distance will use 20% or more fuel.

Social Systems

  • Fixed an issue where left-clicking while the mobiGlas was enabled would break the character and draw out the user camera.
  • Fixed a bug that caused AR mode to show the name labels of dead characters.
  • Fixed an issue where multiple player handles would appear on Crusader instances, instead of the UI listing “Multiple Contacts”.
  • Added audio cues to the chat interface, including for chat messages sent and received.
  • Fixed an issue where users could not access Contracts or Party system on the main game menu.

Ships:

  • Made some additional changes and improvements to Turret deadzone and speed movement.
  • Fixed an issue where pilots of a Gladius and Hornet who are killed while entering the cockpit would result in them respawning inside the cockpit.
  • Fixed an issue where depth of field and field of view effects would persist if the user ejected from their ship while zoomed in.
  • Fixed an issue where missiles were acting erratically in their pathing after having been fired.
  • Fixed several bugs with missile speed performance, and re-adjusted their speeds accordingly.
    • Doubled the radar scanning distance for all ships in conjunction with the missile rebalance.
    • Halved countermeasure amounts as part of missile balance amount.

Individual Ships:

  • 300 (All)
    • Fixed an issue where the 300 series of ships were missing parts of the ship where the wings met the body.
    • Fixed an issue where players were unable to reenter the 300 series via EVA.
  • 315p
    • Fixed an issue where the engine housing of the 315p was missing geometry, allowing players to see through the ship.
  • 350r
    • Fixed an issue where the exit audio on the 350r wasn’t relative to the actual position of the listener.
    • Fixed an issue with the 350r where it was missing panels between the back landing legs.
  • Aurora (All)
    • Fixed an issue where the Aurora had a seem running down the middle of the bed.
    • Fixed an issue where the pilot legs would clip through the seat of the Aurora.
    • Fixed an issue where the Aurora had mirrored textures inside of the cockpit.
  • Constellation (All)
    • Fixed an issue where the arm chair controls panels in the Constellations had odd white texture panels instead of screens.
  • Constellation Andromeda
    • Fixed an issue where the ejection covers on the Constellation Andromeda were missing detail levels.
    • Moved the radar sphere on the Constellation Andromeda to be less obtrusive in the overall ship HUD.
  • Constellation Phoenix
    • Fixed a texture issue with the dorsal turret windshield tint on the Constellation Phoenix.
  • Constellation Taurus
    • Fixed an issue where the Constellation Taurus had some very dark objects around the turret and and bridge area.
    • Fixed an issue where the floor underneath the turret seats of the Constellation Taurus had visible seams.
    • Fixed an issue with texture conflicts around the cockpit of the Constellation Taurus.
    • Fixed an issue where the Constellation Taurus had some very dark objects around the turret and and bridge area.
  • Cutlass Black
    • Fixed an issue where the Cutlass Black mechanical-engine audio was extremely loud and at close proximity to the player.
    • Fixed an issue where exiting the pilot chair of a Cutlass Black would cause the characters head to twist around.
    • Fixed an issue where the Cutlass Black had texture conflicts on and around its hazard markings.
  • Cutlass Red
    • Fixed an issue where the Cutlass Red was a missing button on the wing of the ship.
  • Freelancer
    • Fixed an issue where the missiles of the Freelancer were missing detail levels.
    • Fixed an issue where the Freelancer could not be selected on the ship Holotable.
  • Gladiator
    • Fixed an issue with the Gladiator wing deploy/retract animation.
  • Gladius
    • Fixed some missing textures on the maneuvering thrusters for the Gladius.
    • Fixed an issue where the Gladius was missing portions of its flight HUD.
  • Hornet (all)
    • Fixed an issue where pilots who left the cockpit of their Hornet while in Zero-G could find their ship zipping off into space.
  • M50 Interceptor
    • Fixed an issue where the M50 interceptor had a backfire-like noise when using the boost.
    • Fixed an issue where the M50 Interceptor landing gear and cockpit ladder would disappear at certain distances and angles.
  • Mustang (all)
    • Fixed an issue where there was a mirrored decal on the ring wing of the Mustang (all) causing text to display backwards.
  • Mustang Alpha
    • Fixed some texture conflicts in the Mustang Alpha cargo hold.
  • Mustang Beta
    • Fixed some overly reflective textures present on the sink, toilet and door of the Mustang Beta.
  • Mustang Gamma
    • Fixed some texture conflicts on the starboard side of the Mustang Gamma.
  • Retaliator
    • Fixed an issue where the engineering station of the Retaliator was not displaying power readouts.
  • Sabre
    • Fixed an issue where the Sabre flight HUD and the Quantum Travel HUD were not centered.
    • Fixed an issue where the Sabre was missing geometry on its starboard landing bay.
    • Fixed an issue where the Sabre was missing some detail levels.
  • Vanduul (All)
    • Fixed an issue where the large wing guns were missing firing animations on the Vanduul Glaive and Scythe.
  • Vanguard Warden
    • Fixed an issue where characters could exit the Vanguard Warden by running into the cockpit of the ship and jumping up.

First Person:

  • Fixed an issue where the LH-86 pistol would float in mid-air if a character is killed while holding it.

User Interface:

  • The Contacts Menu UI has received a readability pass.
  • Added a ship HUD item to display “Time to Cruise Max speed”.
  • Fixed an issue where the space brake keybind would not prevent the ship from strafing.

Technical:

  • Made several backend improvements to how bass audio is managed.
  • Fixed a number of client crashes.
  • Fixed a number of server crashes.