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    Ten komunikat zostanie usunięty gdy się zalogujesz.

  • Nebthtet
    Nebthtet

    Alpha 3.1 już w rękach Evocati!

    Jak widać CIG nie zasypia gruszek w popiele i zgodnie z obietnicą ostro dąży do wydania wersji 3.1 w pierwszym kwartale roku (a dużo czasu do jego końca już nie zostało!). Patch alpha 3.1.0 właśnie został udostępniony Evocati, którzy mogą już testować nowości, o których my możemy tylko sobie poczytać na Roadmapie. Wersja testowa opatrzona jest numerem PTU-726521.

     

    Najbardziej zauważalne nowości, jakie pojawią się w 3.1 to:

    • Edytor postaci (czekamy na najbardziej paskudne efekty zabawy nim - nie okłamujmy się, od tego zawsze się zaczyna)
    • Możliwość tworzenia przez graczy beaconów (radiolatarni) z misjami do wykonania (w końcu będzie na co wydawać zarobione aUEC, a także pojawi się więcej rzeczy "do roboty")
    • Nowe statki i pojazdy:
      • Tumbril Cyclone (szkoda że to nie Czouk :()
      • Aegis Reclaimer (posiadacze Złomków - gotowi do pracy?)
      • Anvil Terrapin
      • MISC Razor (coś dla Strusi Pędziwiatrów, zobaczymy jak stawi czoła 350R i M50)
    • Nowe uzbrojenie:
      • Gemini R97 shotgun (PU)
      • KSAR Custodian (Star Marine)
      • Gemini R97 Shotgun (Star Marine)

     

    Oprócz tego jest poprawka usuwająca fochy adminów skutkujące konfiskatą paczek, masa poprawek błędów oraz hałda nowych. A wy na jaką nowość z wersji 3.1 czekacie najbardziej? Napiszcie w komentarzu pod artykułem!

     

    Pełna lista zmian w spoilerze poniżej.

    Spoiler

    Star Citizen Patch 3.1.0

    Alpha Patch 3.1.0 has been released to the Evocati, and is now available to test!  Patch should now show: PTU-726521

     

    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\StarCitizenPTU\LIVE.

     

    Major Known Issues:

    40014 will cause a client crash. W/A: If this occurs, wait 10 minutes and relaunch.

    The missing person/crew missions immediately abandon after accepting.

    ESP is currently not behaving as intended and IFCS fixes are still pending.

    The new ships and vehicles are incomplete and may be missing certain functionality.

    Drake Cutlass rear ramp and side doors can not be opened.

    A target ship despawning will cause the player to crash.

     

    USER.cfg settings:

    r_displayinfo = 3

     

    Instructions for creating a USER.cfg can be found here: https://robertsspaceindustries.com/spectrum/community/AVOCADO/forum/31515/thread/etf-guide-user-cfg-creation-and-settings

     

     

    Testing Focus

    For the purposes of testing, ETF will be restricted to certain ships uniformly that will not include the new ships/vehicles yet. For this initial phase, we would like you to play as normal to test stability, focus on regression testing of the numerous bug fixes, and help with the following test request: https://robertsspaceindustries.com/spectrum/community/AVOCADO/forum/84096/thread/etf-test-request-trade-route-travel-times

     

    New Features

    General

    Added a logout timer when logging out in range of other players.

     

    Implemented the Character Customizer.

    - Players will be required to create a character when attempting to access the "Universe" menu.

    - Available to customize: Head, eye color, hairstyle, hair color, and skin tone.

    - Once selections are made, players can "accept" or "revert" back to default.

    - After a custom character is created, that character will be used for all game modes.

    - Character's can be changed after being accepted via the "Character Customization" tab on the "Universe" menu.

     

    Universe

    Safe/persistent logout locations: Ship beds, major stations (Levski, GrimHex, Port Olisar).

    Implemented service beacons (Currently disabled, but below is how it should work).

     

    Creating a beacon

    - Locate "Create Beacon" on the far right of the Contract Manager of the MobiGlas.

    - Select a "Beacon Type" and subsequent options.

    Personal Transport: Destination, reputation requirements, payment offered.

    Combat Assistance: Reputation requirements, payment offered.

     

    - Created beacons can be viewed under the "Personal" tab under the "Beacons" group.

    - Created beacons can be canceled at anytime.

     

    Accepting a beacon

    - Beacons can be found under the "Beacons" group of the "General" tab of the Contract Manager.

    - Beacons will display beacon type, initiator's name, and payment offered.

    - Once accepted, you can cancel/withdrawl from the contract at anytime.

     

    Completing a beacon

    - Completed beacons will automatically move to the "History" tab.

    - Transport beacons will automatically be completed based on the transport destination.

    - Upon completion or cancellation, players can "rate" the other party (1 to 5).

    - Rating defaults to 3 if a player fails to rate before the time expires.

     

    Ships and Vehicles (comming soon, but not part of initial focus)

    Added: Tumbril Cyclone.

    Added: Aegis Reclaimer.

    Added: Anvil Terrapin.

    Added: MISC Razor.

     

    FPS:

    Added: Gemini R97 shotgun.

     

    UI

    Added visual change to better indicate when the player is in "focus mode" of interaction mode.

    Replaced old combat markers with new 3D markers including target brackets, hit indication, and missile locks.

    Added outline and further polish to target/self visor screens including additional hit effects for shields and hull areas.

    Added an additional MFD screen to customize the view angles of the target/self visor screens.

     

    Star Marine

    Added: KSAR Custodian.

    Added: Gemini R97 Shotgun.

     

    Bug Fixes

    Universe, Cargo, and Shopping

     

    Fixed missing helmet on a civilian in Grimhex.

    Items being purchased should no longer have 999999999 UEC in their name field.

    The internal geometry of the neck of the derelict Cutlass should no longer appear to lack any light.

    Players should no longer occasionally get stuck after performing an emote.

    The fan at Port Olisar's Dumper's Depot should now have spinning blades.

    ATC at planetary outposts should now be able to detect when a ship is landed and avoid spawning vehicles in that location.

    Medical supply boxes should no longer have "waste storage" written on them.

    Mining machines at moon outposts should now have audio.

    Fixed replaceme textured speakers found within Covalex.

    Fixed Eslin not being seated at his station at Levski, therefore not appearing on ATC comms.

    The interdiction effects should no longer began to play while the quantum drive is still spooling.

    The elevators in GrimHex should now properly have button press audio.

    Various tweaks to reduce excessive depth of field blurring.

    Players should no longer be able to push players off of ASOP terminals they are using.

    The mission marker should no longer appear huge when out of frame of the Starmap app.

    The ring/checkpoint UI markers should no longer have a delayed update when passed through during a race.

    Players should no longer be able to temporarily edit the text fields of an item they are purchasing.

    Fix for missing mission markers and moved bounty missions away from Kareah for Eckhart.

    Passengers should now properly see quantum effects when the ship they are riding in quantum travels.

    Fix for hangars occasionally missing atmosphere.

    The pet fish shop at Levski should now have collision for the shop counter.

    NPCs should no longer slide on turns.

     

    Admin NPCs should no longer become unresponsive after confiscating a box.

    Opening the MobiGlas while transitioning into EVA should no longer cause your EVA thrusters to get stuck on.

    Attempted fix for MobiGlas double trigger issue.

    Fixed missing couch interactions at Cafe Musain.

    ECN missions should now complete properly.

    Joining a game with your party while having the contact list open should no longer leave you at the main menu.

    Star Marine and FPS Gameplay

     

    The ending game scoreboard in Star Marine should now correctly show the score.

    Weapon audio should now propagate properly when on the surface of a rotating planetary body.

    The player should no longer be blocked from firing during certain transitional animations (ADS or crouching).

    Polished movement animations for player arms while moving crouched with a weapon drawn.

    Players should no longer get stuck with the options menu open if they had it open when a Star Marine match ends.

    Grenades should no longer occasionally be thrown as duds.

    Limited the rotation of the FPS Orbit spectator camera in Star Marine to prevent clipping.

    Combat emotes should no work when using a pistol or the railgun.

    Teammates in Star Marine should no longer occasionally have enemy colored tags.

    There should now be audio associated with the vital monitor to give a better indication of bleed out.

    Players should no longer be missing the timer and score HUD element at the top of the screen in Star Marine.

    The tracers for the Arclight Pistol should now render properly for the full distance.

     

    Ships, Vehicles, and Arena Commander

     

    The Reliant should now have its HUD back.

    The pilot's thumbs on the 300 series flight yoke should no longer bend backwards relative to g-force.

    Players should now properly die when their Sabre explodes.

    Fixed harsh camera angle changes during acceleration/deceleration for Dragonfly.

    The remote turret on the Super Hornet should no longer occasionally shoot through the cockpit.

    The Vanguard's various ship parts should no probably break up during ship destruction.

    The Freelancer DUR should now be spawnable in the hangar.

    The nose and cockpit of the Gladius should now break off properly when destroyed in zero-g.

    The nose of the Buccaneer should now break off properly when destroyed in zero-g.

    The cargo doors for the Starfarer should now have the proper associated audio.

    The audio for the Caterpillar elevator and side doors should now match up to the animation.

    The 3rd person camera for the Ursa passenger seat should no longer be alongside the rover.

    The Command Module of the Caterpillar should now properly break off during ship destruction.

    Hydrogen fuel should restore while the ship is off but still in motion.

    Ship controls should now properly animate when strafing in the Hornet.

    Fixed player zero-g collision issues that were making ship entry difficult.

    The radar screens on the Buccaneer and Caterpillar should no longer be inverted.

    Thrusters should no longer lose VFX after being repaired at Cryastro.

    The Herald should now break up properly during ship destruction.

    The Gladiator should now break up properly during ship destruction.

    In single player and co-op swarm modes the player should now spawn close to wingmen.

    The beds for the 300 series ships should now have proper audio.

    The Dragonfly UI should now properly update to reflect when the ship has moved into SCM flight mode.

    Entry into the Sabre Raven from zero-g should now work properly.

     

    Fixes for various issues with entry/exit on the 85x.

    Adjusted zero-g entry/exit animations for Scythe to fix timing off-set.

    The passenger's feet and ankles should no longer appear twisted in the Freelancer.

    Modified the damage behavior in the 300 series to fix issues with break-up and fixed bugs with the 325a and 315p paint schemes.

    Wanted indicators should now show properly on ship HUDs.

    Ramming another of your own ships should no longer give you a wanted level.

    Ship should no longer randomly change direction after activating Quantum Jump.

    The MobiGlas should no longer become stuck open when rapidly using while in an EVA state.

    Fixed the loop animation for weapon inspections so it operates cleanly.

    Repeater ship weapons should no longer appear to lag behind, creating the impression of multiple projectiles.

    Conversations with admins should now break properly when moving away.

    The VMA should now be usaable at GrimHex and Levski.

    Hangar flair fish should now have proper naming.

    Private matches of Arena Commander or Star Marine now require non-spectating players.

    The pilot and copilot's feet and hands should now align with the controls appropriately in the Starfarer.

    The Ursa Rover should now have collision sounds when driving into objects.

    Selecting a new ship before the last one has finished loading should no longer cause the VMA to display an incorrect loadout.

    Cargo bay VFX should no longer appear to float when the lift is lowered.

    Debug yellow text should no longer appear when prompted for vault opportunities.

    Zoom should no longer reset at motion when using the Arrowhead Sniper Rifle.

    Various fixes for destruction VFX bugs including stationary body left behind after explosion, ship bits looking whole after destruction, and improper detachments.

    Fixed lighting issues on derelict Caterpillar exterior.

    Fixed missing Dragonfly HUD.

    Scythe and M50 turbulence has been reduced near landing pads.

     

    The 325A should now be able to load and have its default missiles.

    The Avenger ejection seat should once again function properly.

    Lowered landing turbulence on the Reliant Kore.

    Spawned ships should now be read-only in the VMA.

    "Waiting for players" and other critical message lines should now appear properly in Arena Commander and Star Marine game modes.

    Races should now properly have checkpoint HUD indicators.

    Players should no longer spawn on top of one another at the start of an Arena Commander game.

    Ships in Arena Commander should now spawn with shields full.

    Inbound missile alerts should correctly expire after a missile is evaded.

     

    Numerous performance tweaks.

    Several crash fixes.

    Clients should no longer get stuck on a black screen when failing to connect to a server.

    Known bugs, issues, and work arounds (W/A):

     

    40014 will cause a client crash. W/A: If this occurs, wait 10 minutes and relaunch.

    The missing person/crew missions immediately abandon after accepting.

    ESP is currently not behaving as intended and IFCS fixes are still pending.

    The new ships and vehicles are incomplete and may be missing certain functionality.

    Drake Cutlass rear ramp and side doors can not be opened.

    A target ship despawning will cause the player to crash.

     

    Current Ship List

    AEGS Avenger Warlock

    AEGS Gladius

    AEGS Sabre Raven

    AEGS Vanguard Warden

    AEGS Vanguard Hoplite

    ANVL F7C-M Super Hornet

    ANVL Gladiator

    DRAK Buccaneer

    DRAK Caterpillar

    DRAK Dragonfly

    DRAK Herald

    MISC Freelancer

    MISC Prospector

    MISC Reliant Kore

    MISC Starfarer

    ORIG 300i

    ORIG 315p

    ORIG 325a

    ORIG 350r

    ORIG 85x

    ORIG M50

    RSI Ursa Rover

    VNCL Scythe

     

    • Lubię to! 7



    Opinie użytkowników

    Rekomendowane komentarze

    Pięknie :trollface:ale ja najbardziej czekam na trzy bardzo istotne poprawki

    1. Nie tracić zakupionych ładunków pomiędzy punktami lotu podczas zawieszenia się gry.

    2. Nie tracić zakupionych za REC/UEC broni podczas zawieszenia się gry które nie są defaultowymi dla wybranego statku a zostały zainstalowane przed lotem.

    3. W końcu aby można na stałe podmieniać broń i komponenty na wybranych statkach w Hangarach.

    Podziel się komentarzem


    Odnośnik do komentarza
    Udostępnij na innych stronach

    Nad persystencją pracują. Ale to na pewno jeszcze długa i usiana bugami droga. Co do hangarów - watpię. Póki co skupiają się na PU (i słusznie) gdzie aktualnie fit zmieniasz z poziomu mobiglasa. 

    Podziel się komentarzem


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  • Odpowiedzi

    • Q&A: Drake Kraken Following the launch of the Kraken from Drake Interplanetary, we took your community-voted questions to our designers to give you more information on the recently unveiled capital ship. Special thanks to John Crewe and Todd Papy for answering these questions.



      Do the Kraken’s shields cover other ships parked on the deck? The Kraken’s shields cover the hull of the ship and do not cover the ships or people that may be on the exposed landing pads. Ships contained inside the Hangars are covered by the shields. With the improvements to shield tech coming with Single Distance Field in the future, the projected bubble people currently see will be removed with a more hull wrapping projection of shield energy.

      What are the Kraken’s refuel, restock, and repair abilities for docked ships? The Kraken is, in many ways, a mobile base. This means it is able to refuel, restock and repair ships that have landed on it but these resources must be taken from the Kraken’s stores.

      Can you quantum travel while ships are parked on the deck? What about with people on the deck?

      Yes, you’ll be able to Quantum with ships parked on the deck. Quantum drives in our universe create a little bubble around the ship to move it and protects outward to cover those in very close proximity to the hull. Like other ships in our game, being outside your ship when in Quantum travel is an extremely dangerous scenario, so it’s not recommended due to the slightest misstep resulting in death or abandonment in deep space.

      What are your plans for landing on the Kraken while it is in motion? Like the Idris or other ships where you can land whilst they are in motion, we’ll provide automated landing solutions for those who do not wish to attempt a manual landing. This will provide a safe and secure landing at the expense of time, similar to our current automated landings at stations and rest stops.

      Can you spawn ships from the Kraken? When you spawn your Kraken, you will be able to spawn ships in/on it if you own them, but beyond that point no other ships can be spawned dynamically on-board. It is similar to how the Constellation will be able to have a ground vehicle within when spawned but is unable to spawn another ground vehicle in the hold, mid-flight. Players landing on the ship during game-play will have their ships permanently on the pad.

      What happens to the landed/hangar-landed ships if the Kraken pilot logs off/is disconnected? And what will happen when the owners of the landed ships log off? Do their ships persist until the Kraken is despawned, or is the pad free for another one to land on?
      The Kraken will follow the same rule-set as the persistent bed log off system we current have in game, if the owner of the Kraken logs off and there are no other players on-board, then it will be despawned. If there are still players on-board, then the Kraken and ships on-board will persist. If a player lands their ship on a Kraken, then proceeds to log off, their ship will persist with the Kraken until the point the Kraken is despawned or destroyed, at which point if the player then rejoins they will either have it respawn at the point the Kraken was or have to reclaim it in the event it was destroyed.

      How does the Kraken’s armor compare to other ships in its size-class, like the Idris? In true Drake fashion, the approach to construction prizes pragmatism and cost-effectiveness. Consequently, the Kraken is substantially less sturdy than the Idris and other dedicated military ships that are expected to face direct heavy or capital-scale firepower.

      What is meant by “Towards the rear of the ship public accommodations can be found for visitors and associates?” Does the Kraken offer any special function or gameplay for public services like shops, bars, medical, or trading for those who are waiting for repair or just visiting? There are onboard accommodation rooms to cover 1-2 players per landing pad. These are basic habs like you’d find at GrimHex and provide somewhere to rest, change, and sleep. There are no dedicated facilities like bars or trading areas on-board at this time.

      With the Kraken being capital ship size will it have escape pods now unlike other Drake ships? Drake sees no need to provide expensive escape pods when the Kraken can hold plenty of ships to facilitate escape in the “unlikely” event of an emergency.

      How many ships can the Kraken hold and still quantum drive with? The current design for Quantum Travel requires all the doors to be shut before the Quantum Drive can be initiated, with no requirements beyond that, such as checking for maximum ship amounts. The Kraken can therefore quantum travel with a full complement of ships, although as mentioned earlier, being on deck is a risky proposition.

      Can the Kraken equip military grade items or only civilian/industrial? The Kraken can only equip Civilian and Industrial items and comes with Civilian Grade C items by default.

      The Kraken brochure talks about configuring the rear hangars to fit our needs. Does this mean that the Kraken might have some modular capabilities to outfit those hangars to suit other functions like extended medical/S&R or salvage processing?
      Drake always look to maximize the use of their spaceships, and whilst these rear cargo holds are ostensibly for cargo, there is a significant amount of real estate that could be re-purposed in the future for alternative uses.

      How will this ship defend against armed boarding parties or other guests who refuse to leave? The internal layout of the ship provides quite a few choke-points from the landing pads, allowing a somewhat organized defense against boarding. There are no inbuilt mechanics within the ship to deal with guests who refuse to leave. That will be down to the owners persuasion techniques.

      Can we transfer cargo between docked/landed ships? If not, can cargo be transferred between docked/landed ships and the Kraken?
      Every external landing pad has access to the internal tram route via a loading hatch located within the airlock antechamber. The internal tram is primarily designed to carry cargo between the pads and the main cargo hold of the ship to facilitate cargo moving between ships and the Kraken itself.

      The Kraken shows some concept of it landed in a desert, as well as parked at Lorville . How can we expect it to fare in atmospheric flight. Does it have VTOL?
      As with all ships of this size, the atmospheric flight performance can be characterized as poor at best, but the Kraken does have multiple VTOL thrusters to allow it to take off and land in atmosphere. There are two located under the front “ears” that pivot to face 90 degrees down and more are built into the underside of the rear hull in a permanent down-facing layout.









      Przeczytaj całość
    • John Crewe and Paul Jones join Jared at CitizenCon 2948 to discuss the Drake Kraken and Anvil Valkyrie.

      To watch Reverse the Verse LIVE each and every week, tune into http://twitch.tv/starcitizen. Przeczytaj całość
    • I jeszcze podsumowanie do "Mrówy"  
    • Wczorajszy stream   Obłoki gazowe   Zebrane informacje  
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