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Star Citizen V2.3.0

Data wydania: 2016.03.26


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 HUDwere 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.

 

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