The Star Citizen Thread v5

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Good on them, trying to patch all ze bugs. I don't envy their job at all.

Sisyphus had it easy.

sisyphus.jpg
 
Star Citizen Patch 2.6.0m
Welcome to Star Citizen Alpha Patch 2.6.0m, PTU Testers! For the complete 2.6.0 PTU patch notes, you can find them here.
Your launcher should show “2.6.0-490444” 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\Test.
Please do take full advantage of the PTU Issue Council to report any bugs you encounter, as well as contribute to other players submissions.

Important Issues

  • Be advised that, in order to receive new lobby invites, you will need to restart the client after every match.
  • Star Marine Leaderboards are not in-game this build.
  • Our planned Electronic Access improvements for sequential map loading (“mega map”) are not in this build.
  • Scan is not complete, please refrain from using it (“Tab” key on default keybindings).
  • Missile rebalance is ongoing.
  • Flight Balance Changes to include Acceleration, Afterburner, Boost, Fuel Rates, and Jerk are ongoing.
  • New! Star Marine – Whenever a player respawns, all players will experience a lag spike
  • New! Being invited to a Multiplayer Match, then exiting and joining a Multiplayer game will always put you in a Battle Royale on Broken Moon
  • New! Combat Visors have a chance of not showing up in some ships.

Updates

  • Fixed a number of client and server crashes in Star Marine, Crusader and Arena Commander.
  • Fixed a number of issues causing error code 30000 and 10002 for players.
  • Fixed a number of issues with the Caterpillar MFDs.
  • Fixed an issue with the hands of a Reliant pilot going through the flightsticks.
  • Fixed an issue where Afterburner and Boost would continue after fuel had run out.
  • Fixed some missing audio with the Starfarer.
  • Improved the performance of Chaff Countermeasures against missiles.
  • Fixed Rikkord Memorial and Defford Link race maps so they are no longer caught on a loading screen.
  • Fixed a number of issues with the new frontend UI.
    • These include a number of lobby crashes and numerous graphical issues.

Flight Controls

  • Made adjustments, based on player feedback, to how Dual Stick controls are interpreted by the IFCS.
  • Strafing forward while in decoupled mode now properly uses the main engine and allows for AB usage.
  • Fixed a bug preventing Space Brake from working properly in Decoupled Mode.
Source: https://www.reddit.com/r/starcitizen/comments/5jod8w/new_ptu_build_260m/
 
Judging by bug reports it is not ready for telease, but CIG will push it out anyway.

SM yesterday on REDACTED stream was crashing about every 1-2 minutes to main menu...if he was lucky he got one kill or death in one session..
Basically it was frustrating PvB (Player vs Bugs) gameplay...
But yes, probably they will push it out anyway for "testing purposes"..
 
From what I understood from todays email its ready for testing in Public test universe.


I just launched the Star Citizen Launcher and there was no client update for me and consequently no 2.6 available. My Client version is still 2.5.0 - 393743 . It could be a gradual roll-out I suppose.
 
All you do is put the headset on when you enter a ship and take it off when you exit.

And it would take around 2 hours for CIG to add and refine a rendering mode toggle switch to send GPU output to headsets.

I feel that it's a strategic move to not have to support a VR player base at this early stage of the project. There certainly is no technical reason blocking it.

Fixng the VR problems in Star Citizen...
 
Fixng the VR problems in Star Citizen...

If you expect VR support for SC forget it ;)

To support VR they need again to refactor a lot of things, currently SC is bad for VR because:

1) SC has "traditional" fps with head bobbing = bad for VR.
2) spining ship chair animations - bad for VR.
3) cryengine3 that they are using is not build with VR support in mind = a lot of refactoring..
 
Fixng the VR problems in Star Citizen...

The canned animations, the bad framerate, the twitchy movement on foot and high rotations in space. Sure, no problems for VR at all.

And let's not get to the vomiting induced by those sudden physics glitches.
 
LMAO So THAT is why so many mods are active here :D

Heh, and since several of us are active in this thread, that just moves the load onto the others. Poor poor guys :D

Which is why the others all have chronic alcohol problems.

Sorry guys. :D

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BTW, does anyone know why you have to restart the client after each SM match?

Because that's a bit special. [ugh]
 
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So....thursday is here not seeing 2.6 yet???

Well, it's 2AM in LA, so it's too early to say if 2.6 will release when claimed by CIG.

From what I understood from todays email its ready for testing in Public test universe.

It's not the same thing, PTU is limited to a certain subset of backers, but the full PU release is supposed to happen today.

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You know, it's just hit me after reading the latest patch notes. Does the word "crunch" (as in often unpaid, severe overtime to hit a deadline) comes from the sound of programmers' hopes and dreams of "making games" being crushed?
 
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If you expect VR support for SC forget it ;)

To support VR they need again to refactor a lot of things, currently SC is bad for VR because:

1) SC has "traditional" fps with head bobbing = bad for VR.
2) spining ship chair animations - bad for VR.
3) cryengine3 that they are using is not build with VR support in mind = a lot of refactoring..

Easy solution: Play Star Citizen in virtual Desktop.

Virtual%2BDesktop%2B1-ed.jpg
 
Well, it's 2AM in LA, so it's too early to say if 2.6 will release when claimed by CIG.

Well they claim as I remember december 8. then they delayed for today....and yeah pls. do not put CIG and early in the same sentance because it´s sound 2 silly [cry]
 
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So you have to buy a very expensive VR headset, capable of previously unseen levels of immersion... to stare at a large screen while sitting in a chair?

Ubuesque, isn't it? I think that fits perfectly everything that's been made by CIG so far.
- Space with no actual "space" in it
- WWII plane-like ships behaving as such in cinematics/trailers but actually turrets
- Physicalized doors, but only moving when watched
- Module weeks away, but canned, but already in, but coming in december, but here with no leaderboards
- etc...
 
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Well they claim as I remember december 8. then they delayed for today....and yeah pls. do not put CIG and early in the same sentance because it´s sound 2 silly [cry]

Ok, I will rephrase that. It's now 3 AM in LA, so CIG has around 21 hours to release 2.6 to live servers if they want to make it before the most recent deadline.
 
Ok, I will rephrase that. It's now 3 AM in LA, so CIG has around 21 hours to release 2.6 to live servers if they want to make it before the most recent deadline.

Que fawning letter from the Chairman (incoming!!!).

The will say how good their studios are and working hard, and he didn't want to release something that wasn't ready. He'll say how things have been delayed because they've had to add more features!! and that they had to refactor everything they've done so far. /sarcasm.
 
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