The Star Citizen Thread v 4

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So is there any ETA on 2.2 yet?

We are testing the PTU for 2.2, so I would hope by the end of the week.

Edit: These are the release notes:

[h=2]Star Citizen Patch v2.2.0[/h]Alpha Patch 2.2.0 has been released to PTU, and is now available for player testing. This patch provides access to our new flyable Sabre, the hangar-ready Khartu-al, our new Hostility, Monitored Zone and Bounty systems as well as tweaks to our FPS animations, new fps weapons, and numerous fixes across the game. During this initial testing phase, PTU access will be restricted to a small group of players that we will expand on over time. We have also increased the maximum number of players per instance of Crusader from 16 to 24 on the PTU so that we can gather performance data.
Your launcher should should show “2.2.0-323338” 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 2.2.0 PTU 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.
Important Issues:

  • There are red-gold lights surrounding the major space stations on Crusader, which is distorting visuals in the areas.
  • Ship engines can sometimes become stuck at 10 m/s even when in SCM mode.
  • The Klaus & Werner ATT4 energy rifle is not currently being awarded to players that kill a Level 5 Criminal.
  • Using the Holotable in the Revel & York hangar will cause the game client to become unresponsive.
  • EVA’ing back into a ship with interior physics is having issues such as permanent ragdoll and death.
    • We highly recommend using a ship with a cockpit if you have one available, or using the test Sabre.
[h=2]New Features[/h][h=3]Star Systems:[/h]Crusader
  • The scale of the system has adjusted, the planet Crusader and moons are at a more appropriate distance from one another.
    • Comm Arrays have been re-positioned accordingly.
    • Comm Array 8 has been removed.
    • The Comm Arrays have been changed drastically as part of the new Monitored Space and Bounty systems and no longer unlock Research missions.
    • For the time being, Research Missions are now offered to characters who visit ICC Probe 849.
      • ICC probe 849 is now on the QT Nav Points list.
  • There are three new icons on the player visor HUD while in Crusader.
    • An icon will appear in the top-left of your screen when you are in Monitored space.
      • This icon looks like a satellite sending off little signals.
    • To the right of Monitored Space, there is an icon to indicate when you are in an Armistice Zone.
      • This icon looks like a bullet with a line through it.
    • To the right of the Armistice Zone icon, an icon will appear if you are a wanted criminal.
      • This icon looks like a shooting range target, with a border that will become incrementally more orange with each Criminal level.
[h=3]Game Systems:[/h]Your efforts repairing Comm Arrays in Crusader have not gone unnoticed by Crusader Industries!
Monitored Space System
  • “Monitored” space are large areas of the Crusader system that are being actively monitored by Crusader Industries. These areas are centered around any active Comm Arrays in Crusader, as well as Cryo-Astro and Port Olisar.
  • By disabling the Comm Arrays, you can toggle monitored space off for that area. Likewise you can reactivate “Monitoring” by activating the local Comm Arrays.
  • Comm Arrays will be active or disabled at-random when a instance is first brought up.
    • Disabling a Comm Array has consequences, because no-one except a Criminal would ever want to go unnoticed by Crusader Industries.
  • Players who are not currently considered a “Criminal” will receive missions for any Comm Arrays that need to be reactivated.
  • Player character kills made in unmonitored space will go unnoticed by local authorities.
Bounty System
  • In an effort to improve security in the Crusader region while their local staffing is low, Crusader Industries has activated their “Bounty” system and encourages all pilots to hunt down any wanted criminals in their space.
  • Destroying an empty ship, colliding with a landed ship (in Monitored space), or disabling a Comm Array gives the offending character 1 level of Wanted Criminal.
    • However, these are not cumulative and will not take your character above 1 Criminal level.
  • Killing a player character or destroying an occupied ship (in Monitored space) gives 1 Cumulative level of Criminal.
  • Crusader Security AI will spawn and attack any Criminal (of any wanted level), that enters the area around Cry-Astro Station or Port Olisar.
  • There are 5 Criminal levels available. At Level 5 point, a global bounty mission is posted to all characters on the server instructing them to hunt down and kill the character.
    • Players who successfully complete the bounty mission for a Level 5 Criminal will find a Klaus & Werner ATT4 Energy rifle waiting for them in their bedroom on Port Olisar. Courtesy of Crusader Industries.
  • Each Criminal level adds 30 seconds of “jail time” to your respawn. When a Criminal is killed, they will be locked into their spawn-bedroom for the duration of their penalty time.
  • When a Level 5 Criminal is killed, they are removed from the server.
    • This functionality is for the purposes of testing of the system, as consequences within current game systems is limited.
  • There are only two ways to reduce your Criminal level.
    • Waiting 10 minutes without committing a crime will naturally reduce the level by 1.
    • There is a console in Security Post Kareah that you can “hack”. Each hack you initiate and complete drops your wanted level by 1.
      • However, each hack takes 1 minutes to complete, and other criminals can interrupt your hack by initiating their own.
Hostility System
  • Pirates and Crusader Security now recognize potential friends and foes.
    • Pirates will spawn to protect disabled Comm Arrays from non-Criminals.
    • Crusader Security will spawn to protect active Comm Arrays from Criminals.
    • Both will become much more aggressive toward anyone who takes action toward them.
  • When a character initiates combat with another character, the aggressor is flagged as “hostile” to the defender.
    • Defenders do not receive a penalty or a Wanted Criminal level for killing a player that initiated combat in Monitored Space.
 
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and....

Party System RevampThis encompasses a wide range of quality-of-life improvements, updates and fixes to the party system in Star Citizen.

  • When a party is formed and a member attempts to join an instance for the first time, the matchmaking system will automatically look for a server with the “Best Fit” for the party size.
  • Once a party member has entered an instance, the elevator UI (Hangar and Main Menu) will show those instances with a party member inside on top. Followed by instances that have contacts.
  • Matchmaking system now takes into account the number of players in a party when selecting a server.
  • The Matchmaking will ‘reserve’ slots on the server for the rest of your party for two minutes, to allow them time to select the instance and zone in.
  • The party leadership will now automatically migrate to another player, if the leader goes offline.
  • If a party member goes offline, then comes back online, the Party UI is properly restored in the Contacts list (F11).
  • Players that go offline will remain in the party for 10 minutes, before being timed out of the party.
  • The party will disband if all party members are offline for 5+ minutes.
  • Party Leaders can now kick any offline members.
Social System
  • “Full” instances with contacts in them will now go to the bottom of the list of instances in the elevator screen.
  • AR view has a new seamless overlay to prevent it from interfering with normal gameplay.
    • It will still provide the name of characters.
  • AR view is now “On” by default in all zones. You can disable it by pressing “F10”, but it will re-enable on zoning.
Physical EVA
  • Physical EVA has been re-enabled for 2.2.0, after extensive fixing and tweaks on our end.
[h=3]Ships:[/h]
  • The Aegis Sabre is now flight-ready and owners of this ship can access it in Arena Commander and Crusader.
  • The Xi’an Khartu-Al is now available and owners of this fine ship can now view it in the Hangar.
  • We have been making a number of changes to the movement behavior of manned turrets, as we are aware that they don’t behave in a fluid or intuitive manner at the moment.
    • This is very much still in-progress.
  • SCM and Cruise speeds have been re-balanced across the board for all ships.
    • SCM speeds have been increased for the Retaliator, Gladius, Freelancer, Gladiator, Vanguard Warden, F7A Hornet, F7C Hornet, F7C-S Ghost , F7C-R Tracker, Mustangs (all) , Vanduul Glaive, P-52 Merlin, Vanduul Scythe, M50 Interceptor and 350r.
    • SCM speeds have been decreased for the Aurora (All), Cutlass Black, Avenger (All), F7C-M Super Hornet, 325a, 315p and 300i.
    • Cruise speeds have been increased for the Aurora LN, Aurora CL, Aurora LX, 325a, 315p, 350r.
    • Cruise speeds have been decreased for the Constellation Andromeda, Freelancer, Gladiator, Aurora ES, Aurora MR, Cutlass Black, Avenger (All), Vanguard Warden, Hornet (All), Mustang (all), Vanduul Glaive, 300i, P-52 Merlin, Vanduul Scythe, Gladius and M50 Interceptor.

- - - - - Additional Content Posted / Auto Merge - - - - -

and...

ComponentsShip Component Update.

We have begun a 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.


  • These changes should not affect the performance of ships in any significant way at this point compared to 2.1, unless noted otherwise. However it is important to emphasize that this is very much a work-in-progress.
  • A new component class – Coolers – has been added to the Holotable.
    • Coolers are used to dissipate the active heat built up from other components.
    • At this point, they primarily act to help cool weapon systems.
    • All ships have been retrofitted with generic coolers to provide the same level of “cooldown” time they experienced before.
  • Two new coolers have been implemented.
    • The Wen/Cassel Endo and J-Span Cryo-Star, both size 1 class.
    • These can be mounted on all variants of the following ships: Avenge, Aurora, Mustang, 300 Series, Hornet, Gladiator, Gladius, M50, P-52 Merlin.
    • During the PTU, all backers will have access to these coolers automatically for maximum testing.
  • Decreased heat per shot of the Mantis GT-220, and increased heat pool.
[h=3]First Person:[/h]
  • We have made extensive improvements to first-person animations, specifically for FPS . These include:
    • Added better transitional animations from “Look” to “Aim” poses.
    • Added improved animations for when a weapon is in a “lowered” state, both while standing and while in crouch.
    • Fixed an issue where characters would be unable to aim-down-sight during certain “transitional” animations.
    • Added FPS “cover” animations, for exiting and entering aim-down-sights from cover while holding a weapon.
    • Fixed some animation issues, where the reload animations would not play if the character was when reloading from aim-down-sights.
    • Adjusted the “sway” of characters while running with a stocked rifle (P4-AR).
    • Fixed an issue where players could “look down” while their character is prone, holding a weapon, with something solid in the way.
      • This fixes a problem where characters could balance in the air on the front muzzle of their gun.
    • Polished transitional animations when a character goes from prone movement, back into Idle.
    • Animations have been added to support weapons being fired while prone, and while moving-in-prone.
    • Added transitional animations for moving from low cover to high cover with a stocked weapon.
    • Removed much of the helmet and HUD bob that occurred in first-person camera mode.
    • Fixed an issue where lying prone in a tight or enclosed area caused characters to bounce back and forth off the collision.
    • Fixed an issue where the P4-AR was not being held correctly when the character was in zero-G.
  • Tweaked the look-pose of characters when in first person view, such that users can now see the feet of their character (rather then their chest) when looking down.
  • Players on Crusader will now have a radar HUD on their visor while on foot.
    • This radar will display the location of any nearby player characters that are also on foot.
    • (They’re coming out of the walls!)
[h=3]Technical:[/h]
  • We have implemented a new Crash Handler to our game client with 2.2. Now when the game client crashes, a pop-window will appear asking you if you would like to report the crash to us. The handler submission will include game logs from the client and DxDiag information on the system. This will allow us to rapidly gather data on game client crashes that are occurring in our PTUand Live environments, while also vastly simplifying the process for players to report crashes to us.

- - - - - Additional Content Posted / Auto Merge - - - - -

and...

a long list of fixes.
 
Thanks zecumbe! I think it will be hilarious to watch how these anti-griefing mechanics play out (and possibly backfire), also I heard Star Marine is now Schröedinger's Marine? No need to answer, just a rhetorical question. Also, 27GB download...because delta patching is so last century!
 
Star Marine was released on 2.2 PTU! Oups, confirmed bug. :D

QEmfoZ9.png


And the Character Loadout Screen: http://i.imgur.com/MLXvds7.png


The 2.2 Patch is decently big, also player counts are back to 24 players, testing testing. The FPS Cover seems to have made it to 2.2 as well. Will download to check this stuff out.
 
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Jex =TE=

Banned
Can anyone tell me about this repair work you can do in SC that I heard about? You can craft your own repair items or something and fix peoples ships? So in effect you could be a master mechanic and have players come to you to have their ship repaired is that right?
 
Can anyone tell me about this repair work you can do in SC that I heard about? You can craft your own repair items or something and fix peoples ships? So in effect you could be a master mechanic and have players come to you to have their ship repaired is that right?

https://www.youtube.com/watch?v=OsA8rglWoEU#t=846s

I think "We may" is the keyword here, this was supposed to be a confirmed mechanic but it feels like it is being Cooped, StarMarined or PrivateServered (your pick).
 
Can anyone tell me about this repair work you can do in SC that I heard about? You can craft your own repair items or something and fix peoples ships? So in effect you could be a master mechanic and have players come to you to have their ship repaired is that right?

Here is the whole post on the Ship repair and maintenance: https://robertsspaceindustries.com/comm-link/engineering/15062-Ship-Repair-And-Maintenance

That's the confirmed mechanic when it comes to it. But yeah, owning a ship like Crucible is pretty much be the "Healer" Class of a Space Sim, players coming to you to repair their ships.

It is a choice of a game activity to follow through.


this was supposed to be a confirmed mechanic but it feels like it is being Cooped, StarMarined or PrivateServered (your pick).

???? This is a confirmed mechanic, that question on the components had not to do with the question he asked about. :rolleyes:
 
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Here is the whole post on the Ship repair and maintenance: https://robertsspaceindustries.com/comm-link/engineering/15062-Ship-Repair-And-Maintenance

That's the confirmed mechanic when it comes to it. But yeah, owning a ship like Crucible is pretty much be the "Healer" Class of a Space Sim, players coming to you to repair their ships.

It is a choice of a game activity to follow through.




???? This is a confirmed mechanic, that question had not to do with the repair mechanic, much less what he asked about. :rolleyes:

Yeah sorry, you are right, in this particular instance they are pushing back the "tuning" mechanic, as for the repairs what is now is that you land and drones do it in a few seconds? Looking forward to further iteration of that.
 
Yeah sorry, you are right, in this particular instance they are pushing back the "tuning" mechanic, as for the repairs what is now is that you land and drones do it in a few seconds? Looking forward to further iteration of that.

Nothing was changed there from what was already said, ships, roles, personal "patching" tools for characters, and so on, it's not to be one automated system as the current repair mechanic, on Crusader that is fully automated, is a place-holder, so is the fuel one, as said since 2.0 very first release they will be replaced (even so the repairing mechanic as designed will be present on player ships way more than it would ever be when AI repairs your ship). We will see this coming together as they do, from having a Starfarer going around fueling players in need, to a Crucible going around repairing players in need, this "support" ships are set to give one interesting gameplay layer.
 
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"
  • Removed much of the helmet and HUD bob that occurred in first-person camera mode."

It is a little thing...but this makes me very happy.
 

Jex =TE=

Banned
Nothing was changed there from what was already said, ships, roles, personal "patching" tools for characters, and so on, it's not to be one automated system as the current repair mechanic, on Crusader that is fully automated, is a place-holder, so is the fuel one, as said since 2.0 very first release they will be replaced (even so the repairing mechanic as designed will be present on player ships way more than it would ever be when AI repairs your ship). We will see this coming together as they do, from having a Starfarer going around fueling players in need, to a Crucible going around repairing players in need, this "support" ships are set to give one interesting gameplay layer.

And this is the direction they need to take the game. Give players the opportunities to make their own path in the universe in an interesting and rewarding way. I'm hoping there will be a complexity to it so you need to learn your respective roles and become masters of them.

One thing that disappointed me with the comms array mission was once you eva'd and went into the structure, all you did was press a button. I'm hoping there will be a little more complexity on things like this too. I like the idea of having to bring up a schematic on my hud or something to press the buttons in the right order or soemthing. Pressing an "I win" button isn't very immersive.
 
[IMGUR]fHozy[/IMGUR]


Yela scale is now fixed, before a dense asteroid belt (2nd image) now spread out (1st image) while the moon seems many times its original size.
 
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No TrackIR re-integration yet?

Didn't expect it yet, to be realistic.

But boohoo anyway....

I think that is not on their to do list yet, however SC is probably more going in the RPG direction than the SIM direction, not that this is a bad decisions. Actually that will probably be good, as you can't be every thing even though CR really would like to.
 
PTU is going as intended :p

hvnGsPf.jpg


And this is the direction they need to take the game. Give players the opportunities to make their own path in the universe in an interesting and rewarding way. I'm hoping there will be a complexity to it so you need to learn your respective roles and become masters of them.

This is exactly what makes me like SC much, the focus on variety of gameplay and to give both depth and reward to those different paths, there was like a photo taken on a billboard that shows a bit of how they're rolling out systems in terms of missions, things that go on AI's side, stuff like that: http://i.imgur.com/N5aTmMk.jpg
 
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Data-Mining provides fruits once again, talking about Repairing stuff posts ago... just check out the personal multi-tool, used for repairing (this does not come from CIG, assets data-mined instead):

[video=youtube;lQDHpeNiFzQ]https://www.youtube.com/watch?v=lQDHpeNiFzQ&feature=youtu.be[/video]

Quite gives a one idea of what may happen with you inside a multi-crew ship under combat and you need to run around with that patching stuff xD
 
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