******Official Star Citizen / Squadron 42 Thread******

Immature? yes, but i don't care, if you can't let out the 8 year old boy that still exists in us all once in a while then what's the point in playing PC Games?:)
The first interaction I had with another player was in one of the buggies you can ride in. Head on smash. Had to be done. Boom.. :D
 
The first interaction I had with another player was in one of the buggies you can ride in. Head on smash. Had to be done. Boom.. :D

"buggies you can ride in" what buggies? don't know about them :o

Anyway.... is anyone still crashing? i used too, i could get about 20 or 30 minutes of gameplay and then crash, DX11 Errors and such.

The last time it crashed i had Graphical artefacts all over the launcher, i turned off ShodowPlay and its hasn't crashed since, played it for 2 hours last night....

Also, is there a way to get to Crusader on the other side of the planet?
 
"buggies you can ride in" what buggies? don't know about them :o

Anyway.... is anyone still crashing? i used too, i could get about 20 or 30 minutes of gameplay and then crash, DX11 Errors and such.

The last time it crashed i had Graphical artefacts all over the launcher, i turned off ShodowPlay and its hasn't crashed since, played it for 2 hours last night....

Also, is there a way to get to Crusader on the other side of the planet?

I usually have 1-2 hours easily, but crashes sometimes came out of the blue.

About crusader...have a nice trip :) You can fly around in 10-20 hours i think. :)
 
Ha - The buy back option is up and you can't use store credit, you can only use real cash.

$101m raised and they bring out the biggest money grab to date.

Poor show and certainly won't slow down the CS tickets.
 
Whether or not that was the intention, I have no desire to comment but Bens confirmed that they will change it, although it appears to be more than just a 'turn the switch on' sorta thing.
 
2.1 has hit the PTU

Here's the patch notes that I've found .

Freelancer damage states are not fully implemented and will not be working during the initial 2.1.0 PTU launch.
Hangar Module
Additions:
Ships
The AEGIS Sabre is now hangar-ready!
The new MISC Freelancer (base) model is is now available in the Hangar!

Environment
A new lighting pass for Revel and York has begun.
Fixes:
Environment
Fixed an issue with texture conflicts in the left and right expansion bays of Selfland.
Fixed an issue where some untextured items would appear on the reflections inside the VFG Industrial Hangar.
Fixed an issue where there was a faint pink-purple tinge in the VFG Industrial Hangar lighting.

Technical
Fixed an issue where having all Constellation variants in the hangar at once would cause severe streaming issues.

User Interface
Fixed an issue where the ladders in the VFG Industrial had no use prompts to descend them.
Arena Commander Module:
Additions:
Gameplay
Pilots can no longer exit ships in Arena Commander.
Except for Free Flight mode, where pilots and crew can still exit their ships and EVA freely.
Fixes:
Gameplay
Fixed an issue where decoupled mode could be activated while in Cruise mode.
Fixed an issue where ship attachments (weapons and components) would not behave correctly when the ship was destroyed.
Fixed an issue where the Battle Royale game mode would sometimes not end.
Fixed an issue where players could get kicked from Vanduul Swarm for being idle while waiting to respawn.
Fixed an issue where ejecting during self-destruct would allow players to bypass the respawn penalty.

Ships
Fixed an issue where the self-destruct of a ship would be canceled after ejecting or exiting the pilot chair.
Fixed an issue where the P-52 Merlin could not respawn in Race mode.
Fixed an issue where multiple ships had broken or incorrect damage states in multiplayer game mode.

User Interface
Fixed an issue where Vanduul ships weapons were not being displayed in the OVR HUD.
Fixed an issue where ship holograms were not displaying sections of the ship.
Social Module:
Additions:
Gameplay
The first iteration of our new physicalized EVA system is in place.
Two new sliders have been added to the audio option menu.
“Dynamic Range” and “Ship Computer Speech Volume”.

Ship
The MISC Freelancer (base) is now flyable in Crusader.

Environment
Added an “aim” pose for characters that are prone.

User Interface
Both the Hangar Elevator and the Main Menu “Universes” UI now allows users to select instances (either best available or instances with friends/contacts) after they have selected the location.
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Amara-CIG
Developer
QASubscriber

Amara-CIG
Amara-CIG Posted: 1:35AM
Balance/Tweaks:

Gameplay

Mobiglas animations have been streamlined to make the process of accessing missions faster.

Character
Crouch animations and related locomotion have received some tweaks.
The animations for “Idle to Movement” and “Movement to Idle” while holding a pistol have been tweaked.
Some minor changes to how stop, starts, footsteps and running are animated.
Run/walk animations have received tweaks.

Technical
Several performance improvements for Crusader have been made.
The Port Olisar ship selector console has received some performance improvements.
Fixes:

Gameplay

Fixed an issue where weapons were not brought back up after MobiGlas had been toggled off.
Fixed an issue where aim-down-sight did not persist when transitioning to and from prone.
Fixed an issue where QT could not be activated once a character had passed the “edge of universe boundary”.
Fixed an issue where players could get back into a ship after ejecting, despite the canopy having been destroyed.
Fixed an issue where players could activate the ship self-destruct while in the green zone.
Fixed an issue where pilots would not receive a collision warning for certain objects and stations in Crusader.
Fixed an issue where ships that had self-on or near landing pads would not despawn and thus render the landing pad useless.
Fixed an issue where it was possible to get the Port Olisar airlocks stuck in a permanent cycle state.

Character
Fixed an issue where activating aim down sight would not correctly override sprint when the player had a weapon out.

Ship
Fixed an issue where the landing gear for the Retaliator Bomber was missing collision.
Fixed an issue where the Vanduul Scythe cockpit would shoot forward when the ship is destroyed.
Fixed an issue where decoupled mode could be used in Cruise mode.
Fixed an issue where interacting with the Constellation Andromeda side airlocks would catapult players out into space.

Environment
Fixed a typo on the construction sign for the ArcCorp Galleria, so it now correctly lists “2946” as the completion date.
Fixed an issue with railing collision in various areas of ArcCorp.
Fixed an issue where audio elements from the ship-terminals at Port Olisar would abruptly cut off as a character interacted with it.
Fixed an issue where the scroll bar in the Contacts List (“F11”) was very difficult to see.

Equipment
Fixed an issue where weapons would pop into place during select/deselect animations rather then happening smoothly.
Fixed an issue where the “Use” prompt for pick-ups (such as guns) would show up through walls.
Fixed an issue with the P4-AR Ballistic Rifle, where it added a camera jerk when shifting fire modes.

Technical
Fixed an issue where motion blur would be much more drastic on faster machines.
Fixed several server-side crashes.
Fixed some of the server and performance issues that were occurring when there were many AI ships active simultaneously.
Fixed an issue where joining instances via the “Contacts In Instance” function was frequently timing out.

User Interface
Fixed an issue where “Contacts in instance” was very difficult to read on the Elevator terminal UI.
Fixed an issue where the party list would disappear for the leader when there are more then 2 members of the party.
Fixed an issue where “Contacts In Instance” wouldn’t appear on the Hangar Elevator until the user had entered and exited a instance.
Fixed an issue where the text entry field for contacts had to be cleared by clicking “X” each time.
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