Alpha Patch 3.10.0 has been released to Wave 1 PTU, and is now available to test! Patch should now show: VERSION 3.10.0-PTU.5639290.
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\StarCitizen\PTU.
Database Reset: YES
Long Term Persistence: Enabled
Starting REC for PTU: 50,000
Please monitor sc-testing-chat in spectrum for updates and testing instructions.
r_displaySessionInfo = 1
- Ship flight in and out of atmosphere
- Updated building blocks ship UI for all flyable ships.
- High speed combat changes
- Turret gameplay
- Origin M50 Improvements
- Electron FPS Weapons and Electron Damage
- Body Dragging
- Citizen Trading App
- New Targeting Method
- Delivery Mission Improvements
- Attempting to perform an orbital QT to Levski from orbit will instead direct the player to Origin at Orbital QT speed.
- Players are not able to join friends PU instance from the main menu
- All 3D icons in personal inventory don’t appear correctly when in the PIT
- Landing gear will take multiple presses of the keybind to activate.
- When leaving an Exit Spline in some Large Ships, the Ships will not re-enter the Spline correctly and fall towards the Planet without returning control to the Player
- Security scans won’t recognize the drugs on board a players ship during the Drug Production run missions
- The Ship Hologram / 3D Model will take over 20 seconds to load the first time the Player views one in VMA or the Arena Commander Menus
- The Area18 nav marker will appear at the central plaza, not the spaceport.
- Legally landed ships may be impounded
- Multi-Tool in Klescher Prison Commissary does not come with a OreBit mining attachment
- If the player exits to menu/disconnects/crashes during the prison load screen transition their load-out will not be changed
- Player may get stuck on a loading screen when leaving prison or respawning
- Player may get stuck on a prison loading screen if sent back to prison a second time without clearing their crime stat
- When going into ADS and crouching / prone you will be unable to see through the optics scope on the Arrowhead or P6-LR
- Freelook does not always work properly in turrets
- Turrets ignore power setting
- Players may fall out of turrets and clip through geometry when exiting them with the female model (Workaround: Avoid choosing the female model for now)
- Turret projectiles and fixed weapon fire is slightly desynced so hits may appear to not register but do
- Exiting a remote turret from the pilot seat will activate freelook for the pilot. Press Z to deactivate freelook to continue normally
- Player will be unable to control the movement of Super Hornet using mouse Controls after Exiting the Remote Turret using Interaction Mode
Added mobiGlas Variants
Adding the initial implementation of mobiGlas Variants which gives the player the ability to switch out their mobiGlas for another one with various colours. Players will be able to purchase these in game at the new Factory Line shop in New Babbage on microTech.
Added Helmet Visor Wiping
Action that lets the player wipe their visor clear when it has become too obstructed by snow/rain/moisture. This action is available through the default keybind of LShift+Z or through the Inner Thought menu.
NPC Improvements: Bartender
With this addition of Bartenders to the Persistent Universe, we are introducing the standard that all future vendors will be built from. The job of a Bartender is to serve drinks to the many bar patron’s of the Persistent Universe. They can take orders from players and serve anything from bottled beer from the fridges or draught beer from the tap, to make a hand-crafted whiskey and cola in front of their customer and serve it. When not serving drinks, Bartenders will be seen keeping their work environment tidy by wiping down counters, disposing bottles, and polishing glasses, and chatting with patrons dynamically. This includes updates to NPCs in bars so they walk up to the bartenders to order drinks and use tables while drinking. Currently the updated bartenders are in GrimHEX, Lorville, Levski, and New Babbage.
Cover Usage V1
Expanding the tactic selection for the NPC-Human Combat to analyze the environment and detect, in absence of full cover, possible positions where they can engage enemies without being fully exposed to them. This includes objects such as small crates, which could potentially provide partial cover.
Shotgun Assault Tactic
Added the ability for combat AI to engage the player using a wider variety of weaponry, react dynamically to both player behavior and the environment, and engage strategically and realistically.
Player Trading App
We are introducing the first iteration of the Player Trading App onto the mobiGlas. This first implementation will allow players to immediately send in-game aUEC and Merits to another player regardless if they are on or offline or on a different server and will require a percentage tax of the transfer amount to process.
Adding the initial functionality to allow players to interact with dead and unconscious characters, and move them. Whilst an actor is dragging they can equip, use and holster 1-handed weapons, i.e. pistols and knives (the dragging character holds onto the victim with their left hand, leaving the right hand free).
Thruster Efficiency Curves, Jerk, and Aerodynamics
Thruster efficiency curves drastically change the way thrusters work in differing atmospheres. In atmospheres our thrusters now lose efficiency and become much weaker. This is dependent on the ship and the thruster type to some degree, but ships are now much weaker when in atmospheres and cannot fly in the maneuverable way they used to.
Aerodynamics – Ships now have individually simulated aerodynamics surfaces that contribute various little forces to the motion of the ship. The result is both much more realistic and enjoyable to fly, and a significantly more detailed simulation. Expect lots of subtle, unique flight characteristics per ship that give them a lot more character. Ships with wings are now able to stall, do level turns, lose speed in tight turns, and various fancy aerodynamic features. The aerodynamic interaction with wind is now more details and expect wind to push and pull on ships in more complex ways. Ship aerodynamics will now change as you switch between configurations. Breakable parts now affect the aerodynamics, so break off a wing and the ship will not fly straight anymore.
Jerk – This is a core change to how ships move, both in space and in atmosphere that makes them much smoother and feel more weighty. Jerk is a measure how quickly the ship’s acceleration changes, and previously it was infinite. Now it’s a finite quantity that means thrusters do not respond immediately to changes in acceleration. Expect weightier feeling ships but with similar levels of maneuverability
Electron is a new damage type that consists of energy, distortion, and stun. When a target is hit with electron they become charged and if the target receives a secondary hit while charged it will create an electron detonation that can chain to nearby targets. The size of this detonation is dependent on the initial and subsequent damage values on the target.
High Speed Combat
Ship systems will now suffer the consequences of traveling at high speed, restricting some of the options that players will have at maximum velocity that will push players into engagement at lower speeds. When flying above SCM speeds, weapon accuracy, gimbal assist speed, and missile lock speed will be negatively affected.
New Target Method
Fundamental changes to how targets are tracked on and off your screen with UI updates to improve the visibility of locked, tracked, and pinned targets which includes: New UI for the TVI, PIP, indicator, range indication, firing indication, assisted gimbals, and fixed gunsight. New UI for targets including the return of orientation style brackets, orientation arrows, and motion ribbons many of which are able to be turned on or off in the game options. New targeting and target selection flow.
Unselected targets should no longer display markers around them. Automatic selection of “best” target based on your view cone, selection method is now a combination closest to center of cone, distance, and hostility. Once selected a target can be locked or pinned. Locked targets display additional targeting information (distance, ribbon trail, direction). Unlocked targets that move offscreen/outside the cone lose the selection and a new target is selected. Hostile, friendly, and all targets within the forward cone can be cycled as well. Locked targets that move offscreen/outside the cone retain their selection. Pinned targets are displayed to all members of the ship’s channel. All states of lock/pin have different reticles to show they are different states.
With this new targeting system there are quite a few changes to keybinds and options. Players may want to familiarize themselves with the new options in the keybinds options menu. This includes but is not limited to: Lock focused target (Tap 1), Target nearest attacker (target who has you locked, Tap 2), Pin Currently Selected Target (Tap 3) , Cycling Pinned Targets Forward (Tap 4) and Back (Tap 5), Cycling Sub-Targets Forward (Tap 6) and Back (Tap 7), Resetting Sub-Target (Tap 8 ), and Removing all pinned targets (Tap 0). Players can also pin a target to a specific place on the pinned target list by holding ALT+# or having the setting enabled for “Tap To Lock, Hold to Pin”.
Ships and Vehicles
Added: KRIG P72 Archimedes Emerald
Added ship paints to in game shops.
Adds in game purchasable ship paints to shops in the ‘verse. These are purchased with in game aUEC from Dumper’s Depot and Omega Pro shops and can be applied using the ship loadout manager in your mobiGlas.
Weapons and Items
New FPS Weapon: LBCO Atzkav Sniper rifle
The Atzkav is a unique precision sniper rifle from Lightning Bolt Co. Once the charging handle is engaged, it accurately fires a charged electron to deal significant energy damage that spreads to nearby conductive targets. This special pulse effect also leaves a residual charge in the strike area that increases damage delivered by subsequent electron shots. Alongside the rifle’s special firing capabilities, the Atzkav is best known for its distinct barrel that crackles with energy when powering its next shot. Currently, this can be acquired at Skutters in GrimHex.
New FPS Weapon: Lightning Bolt Co. Yubarev Electron Pistol
Engineering excellence only scratches the surface of the distinct Yubarev pistol. Former merc turned weapon manufacturing mogul Irina Arkady oversaw every aspect of the weapon, imbuing it with power, practicality, and panache. Featuring a classic woodgrain grip and cutting edge barrel design, the Yubarev fires a charged electron shot that impacts not only your target, amplifying the charge with each hit, but can spread to additional conductive targets in range.
New FPS Weapon: Gemini C54 Ballistic SMG
Easy to handle and a beauty to behold with its purple accented styling, the C54 is a sleek and precisely balanced SMG from Gemini. Its lightweight polymer frame and ergonomic design makes it ideal for close quarter engagements. The C54 is capable of firing 10mm rounds on full auto to provide maximum support and target saturation to ensure that any engagement ends quick.
Day/Night temperature changes on planets
We are introducing a new mechanic to planets that causes the temperature to rise and fall with the day and night cycle. This means that planets should be warmer during the day and cooler during the night.
These updates are to make GrimHEX a more complete landing zone. The main changes include new location-branded utilitarian hangars accessible by the main hub. This includes 2 large and 1 extra-large hangar to allow larger ships to land.
High Tech Hangars
Full replacement of the current New Babbage Hangars to the new High Tech Hangars.
New Babbage Shop Additions
Introducing new shops to New Babbage such as a novelty Kiosk in the New Babbage spaceport interior which will sell souvenirs and knick-knacks. Also coming to the spaceport is The Factory Line, a flagship store for microTech, which sells their top of the line products, such as mobiGlas variants, simpods, a new microTech hacking chip, and other various computer related items.
Planet Re-Drop – Height maps quality update
Updates made to all the heightmaps used on planets and moons to fully take advantage of their higher resolution. This will mean more detail can be utilized during the painting process. This includes a full location re-drop to make sure all landing zones, derelicts, underground facilities, and outposts are set correctly into the updated environments.
Ocean Shader Improvements
Added support for in-game oceans to react to flares and local lights using screen-space and cubemap reflection. Upgraded shading to include a Fresnel component and Sub-surface scattering term, and new shader features, to enhance the realism of oceans with improved refraction and additional detail layers. Added ability for ocean to react to wind conditions to increase or decrease wave turbulence.
Quantanium mineable unique visual material
This is a visual change to Quantanium nodes to give it a new, unique material that will differentiate it from other mineables.
Added additional LODs to Port Olisar landing pads and rings to help with assets popping in and out at a distance.
Added commodity inventory to outposts around microTech.
Added new ships to inventories at Astro Armada, New Deal, and Teach’s Ship shop.
We have added missions to repair broken oxygen dispensers for merits. These missions will trigger periodically as oxygen kiosks in the prison caves will break over time and signal that they in need of repairs. When a player accepts and completes the mission they will be rewarded with merits.
Law System – Impounding Improvements
We are introducing new changes to the Impounding mechanics currently present in the game. When blocking a landing pad on a vehicle without permission, a message will appear on the visor UI of all players aboard it which includes a timer that will count down until the vehicle is impounded. Different actions that cause a ship impounding, such as pad obstruction or reckless operation of vehicle, can now have different impounding times and fines.
Restricted Areas V2
We’ve reworked restricted areas around spaceports so they now have landing splines to guide you into the allowed area of where you can land your ship. When requesting landing or taking off you will be required to fly down an assigned tunnel, which will show up as an AR 3D path in your HUD. Along with this, the distance at which restricted area warnings are displays on the ship HUD will now scale based on ship speed.
Rebuilding our ship HUDs to use the new building blocks UI system ahead of further redesigning the look of the UI. This includes updates to the design of TVI (Total Velocity Indicator) and reworked center targeting UI. Note: This change is currently not for ground vehicles will come in a future update.
Turret Usability Improvements
Turrets have undergone a slew of changes to increase their usability. Turrets now have a fixed assist system, using weapon convergence to nudge weapons toward the target, while still rewarding precise aim and area targeting. In addition, we added a modifier for how much the acceleration of a target is taken into account for PIP prediction. We now update the PIP purely on the velocity which gives us a much more stable firing solution and decreases the effects network jitter of juking behavior.
We have also made numerous updates to controls including adding a new binding map for turrets and new optional control tunings. VJoy style controls have been added and set to default (Keybind “Q” swaps between VJoy and relative mouse mode), Added ESP to turrets (Keybind “E” to enable/disable), Gyro Mode (Press “G” to enable/disable), customizable turret velocity limiter (LShift enables and W/S/Mousewheel to change limits), combined/staggered fire mode (Keybind “V” to Swap between), and holding down “C” will automatically re-center the turret.
Turret UI now shows specific status labels so that there is no uncertainty what the turret is doing including VJoy mode, turret rotation, gimbal borders, and aim quality. In addition, the UI has been given numerous symbols to indicate the position of the turret relative to the ship, the limits of its motion, and the quality of fixed assist action.
Updated ship control settings
We have made updates to the default ESP settings. ESP radius and dampening effect is now customizable in the options menu. We have added additional v-joy visibility and functionality settings to the option menu.
Updates to Star Marine scoring and REC conversion
Score for kills in Star Marine has been doubled to 200. Increased score limit for Elimination to 5000 (up from 3000), and adjusted the score to REC conversion due to these changes.
Miscellaneous Gameplay Changes
- Moved the Personal Inner Thought back and page arrows to the middle of the menu and added a dark background behind the wheel
- Greatly increased the reward payouts for doing Twitch Pacheco missions.
- ECN, Bounty Hunter, and Escort mission rewards should now scale better based on difficulty.
- Added Underground Facilities Missions around microTech and its moons.
Ships and Vehicles
ORIGIN Jumpworks M50 Improvements
Updates to the ORIGIN M50 to improve the player experience. This includes making the landing gear compressible, updates to bring it to the new damage system, cockpit improvements, and updating UI metrics.
Variable armor values have returned to ships
We have setup some minor armor variation to ships. Ships designed to take punishment will now have slightly higher damage resistance (ex. Cutlass Blue). Stealthier ships will have signature reduction in armor, at the cost of some damage resistances.
Drake Buccaneer QoL Update
Intake/Fuel tanks no longer fall off randomly with sing/engine detachment. Missile Pylon/S3 gun mounts swapped around to provide firepower when a wing is detached. Changed default missiles to a mix of standard IR/CS. Glass dirt/wear pass to help with pilot visibility.
Drake Caterpillar QoL Update
Weapons changed from 4x size 2 (with size 1 installed) to 2x size 3 (with size 2 installed). Turrets updated to be 2x size 4 (manned) and 1x size 3 (remote). Glass dirt/wear pass to help with pilot visibility.
Anvil Gladiator QoL Update
Increased turret from size 2 to 3, increased turret weapons from size 2 to size 3, default weapons changed from gimbaled size 2 to fixed size 3.
Xian Scout QoL Update
Updated flight performance. Weapon hardpoints increased in size from size 3 to size 4. Default equipped weapons changed from fixed size 2 to gimbaled size 3.
Dragonfly and Nox QoL Update
Polish pass on Dragonfly and Nox handling and increased speed.
Sabre Raven QoL Update
Added Rear side thrusters onto the Sabre Raven.
Weapons and Items
KLWE Mass Driver S1-3 Ship Weapons Rework
Visual rework of the original Sledge Series Mass Driver ship weapons. Players can buy these in game at various shops in the PU.
Increased overheat threshold for Size 5 and larger Behring M7A Laser Cannons.
Increase ship cull distance to help with ships visually popping in/out.
Weapon Impact sparks will now be affected by wind.
Major Bug Fixes
- Authorized Execution Warrant missions from Hurston should no longer award the player with a Homicide crimestat.
- After the first wave of enemies the patrol beacon should now consistently move to the next patrol area during a patrol mission.
- Fixed an issue that was causing NPCs to stand in place on seats around the PU.
- Glass in the Aeroview hangar should no longer be heavily obscured by scratches when looking out of the upper room.
- Fixed Mustangs being able to equip S2 quantum drives.
- Fixed audio element of Carrack thrusters so it should no longer be excessively loud to players inside the ship.
- AI should no longer regularly go into a “relaxed” aim stance during combat.
- Fixed ADS positions on FPS weapons to be centered so that crosshairs line up to bullet firing.
- Fixed an issue causing some mission descriptions to display locations as “Destination”, “LocationAddress’ or ‘Pickup/DropoffAddrees’ in the description.
- Ships and Vehicles will no longer hurt themselves when firing their EMP Weapons.
- Weapon lockers on the 890j, Constellations, Vanguard Sentinel, and Carrack should now persist weapons when the ship is stored and retrieved.
- Fixed an issue that called Physicalised bottles to spam audio effects in players habs.
- Hangar 02 in CRU-L4 rest stop should now be accessible via elevator.
- Starfarer Gemini should no longer spawn the interior damage state active while the ship is at full health.
- There should no longer be a 5-7 second delay when firing the torpedoes on the Aegis Eclipse.
- Players will no longer become trapped in the Origin 600i kitchen table after sitting down and standing up from one of the kitchen chairs.
- Fixed missing areas of gravity on the surface of Delamar.
- Fixed 5 Client crashes.
- Fixed 1 Server crashes.