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NFOR et Star Citizen

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Phase Evocati en cours de préparation pour la 3.2  

Les Evocatis son une sélection de personnes qui ont accès à la phase de tests préliminaires, appelé PTU, avant les autres joueurs pour aider les devs à localiser les bugs et qui se sont engagés à remonter le plus rapidement possible les problèmes rencontrés ingame .Ceci  afin que les bugs bloquants soient éliminés les uns après les autres pour la version qui sortira en Live pour tous les joueurs. Plus la version est déboguée, plus l'accès au PTU est autorisé par vagues à chaque fois plus grandes de testeurs.Une fois obtenu une version relativement stable , celui-ci passe en version ouverte à tous sur les serveurs de RSI.

Il faut savoir que la mise en place du patch 3.2 est prévue pour la fin du mois de juin !
Capture1.JPG

On vient de me confirmer le lancement du PTU unknown.png

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STAR CITIZEN
 
 
Création de compte et guide d’achat sur le Pledge Store 
par NewLexican Vous souhaitez acheter Star Citizen (Version actuelle : Alpha 3.1) ou sa campagne solo, Squadron 42 ? Ce guide non-officiel aidera les citoyens en devenir à s’inscrire en utilisant un code parrainage, à comprendre les différentes possibilités offertes dans le Pledge Store ainsi que leurs subtilités respectives parfois moins évidentes à deviner. Enfin ce guide vous fournira la compréhension et les conseils qui vous permettront de vous assurer que ce que vous achetez correspond à ce que vous cherchez.

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Contenu du patch 3.2: 

 

  1. Star Citizen Patch 3.2.0
  2. Alpha Patch 3.2.0 has been released to the Evocati, and is now available to test! Patch should now show: PTU-776764.
  3.  
  4. 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.
  5.  
  6. Major Known Issues:
  7.  
  8.     Servers may occasionally cause an issue where ASOP terminals will return undefined errors to players.
  9.     Some features may be missing or partially implemented, but not ready for testing and as such are not listed in the initial release notes.
  10.     Spooling your quantum drive is intended to show only local destinations, but is currently showing distant ones and may miss local points of travel.
  11.     Refinery kiosks (for selling ore) currently do not function properly.
  12.     All item ports in hangars are size 1 and all items are called but unable to be placed.
  13.     Items on display in shops are currently lacking UI interaction and can't be purchased.
  14.     Scanning is only partially implemented.
  15.     Gimbal lock with gimbals equipped may cause unintended pip motion versus AI opponents.
  16.     Mine-able rocks are only found on Cellin
  17.  
  18. USER.cfg settings:
  19. r_displayinfo = 3
  20. Testing Focus
  21.  
  22.     Mining: Scanning, mining, extraction, and Prospector function.
  23.     Avenger and Avenger variant core flight and functioning.
  24.     Orbital Quantum travel.
  25.  
  26. New Features
  27. General
  28.  
  29.     Added sensitivity settings for xbox controller.
  30.  
  31. Universe
  32.  
  33.     Mining on planetary bodies.
  34.  
  35. Mining Gameplay
  36.  
  37. Prospecting for Deposits: To scan for deposits, use the "ping" mechanic. Enter the ship's scanning mode (TAB) then hold and release RMB to scan. Any minable deposits will appear highlighted with a UI targeting bracket around them. Note: A ping will also temporarily increase passive radar detection range.
  38.  
  39. Scanning Deposits: Enter mining mode (RCTRL + TAB) and aim the mining reticle at the rock you wish to scan/mine. Your ship will automatically begin the scanning process and reveal the contents of the rock.
  40.  
  41. Fracturing: Use LMB to activate the ship's mining laser. Keep the "Rock Energy Level" inside the optimal window (green) by adjusting the "Laser Throttle" using the mouse wheel. Once the "Rock Energy Level" is inside the optimal window the "Fracturing Sensor" bar will begin to increase and once at 100% the rock will break apart into smaller chunks. Chunks that can be further shattered/mined will highlight orange when targeted whereas chunks that are now extractable will highlight purple.
  42.  
  43. When the "Rock Energy Level" bar exceeds the optimal window and goes into the red, the "Overcharge Sensor" bar will begin to increase. If the "Overcharge Sensor" bar goes to 100%, the rock will explode violently damaging the player's ship and destroying all extractable material.
  44.  
  45. Extracting Ore: To extract ore from the purple highlighted bits of rock, switch from “Fracture Mode" to "Extraction Mode" using RMB, then using LMB to activate the extraction tractor beam. The "Cargo Capacity" bar will begin to increase as the ore is extracted to the ship's cargo.
  46.  
  47. Selling Ore: Ore can be sold at GrimHex, Levski, and Port Olisar at specific kiosks located near the Admin Clerk desks. Interact with these kiosks (F), select the Prospector from the top left ship drop down menu then select "Sell to Refinery".
  48.  
  49.     Added orbital path generation for Quantum Travel, allowing travel around planetary bodies to near surface destinations.
  50.     Wanted value now goes up once the ship is despawned when illegally parking rather than immediately upon touch down.
  51.  
  52. Ships and Vehicles
  53.  
  54.     Ships now have scanner/ping items and function to ships.
  55.  
  56. To enter scanning mode, press "TAB". Hold RMB to charge a ping pulse. Press "V" narrow the ping focus and "C" to widen it.
  57.  
  58.     Added remote turret camera view and controls to applicable ships
  59.  
  60. Remote turret control stations can now enter this view via the interaction system. Implemented on Ursa Rover, 600i, and the Super Hornet.
  61. FPS
  62.  
  63.     FPS weapons are now included in dynamic economy pricing.
  64.     Added headshake on recoil.
  65.  
  66.  
  67. Feature Updates
  68. General
  69.  
  70.     Updated loading screens for all game modes.
  71.     Joystick can now control pitch/yaw while in free look.
  72.     The chat window is now open by default and available in third person.
  73.  
  74. Universe
  75.  
  76.     Players should automatically get pulled out of Kiosk interaction when inactive for a period of time.
  77.     Set-up new RTT screens on shopkeeper terminals.
  78.     Quantum travel now has a calibration time and a separate spooling time before becoming activatable.
  79.  
  80. Press the quantum travel key once (B) to activate spooling, which will bring up local possible destinations (long range travel still requires StarMap interface). Aligning the nose of your ship with the intended destination will automatically began the calibration process. Once complete, push and hold "B" to begin quantum travel.
  81.  
  82.     Improved quantum travel target alignment functionality.
  83.  
  84. Missions
  85.  
  86.     Mission objectives are now ordered on the MobiGlas for oldest to newest.
  87.  
  88. FPS
  89.  
  90.     Updated glass PBR for helmets.
  91.     Changed rolling when prone to state switching rather than push to hold.
  92.     Adjusted weapon recoil and spread behavior.
  93.     Added a lean system to FPS combat.
  94.  
  95. Leaning left and right is activated by using the Q and E keys respectively.
  96.  
  97.     Expanded the ability to pick up objects to more navigational states and contexts.
  98.     Improved stop, initial step, and turn animations for the player avatar.
  99.     Changed the weighting of the on foot 3rd person camera.
  100.  
  101. Ships and Vehicles
  102.  
  103.     Updated retro thruster art and animation on the M50.
  104.     Added landing gear compression to Starfarer Base and Gemini.
  105.     Complete Rework: Aegis Avenger including increase in base size, increase in hardpoint size, changes in default loadout, new animations, along with interior and exterior revamp.
  106.     Updated the MISC Prospector to have a tractor/siphoning beam and a laser cutting beam for mining, as well as supporting animations.
  107.     Own/Self status MFDs are now on and selectable for the Retaliator.
  108.     Updated the visual effect of the Khartu-Al's quantum travel.
  109.     Update for cockpit animations of the Reclaimer.
  110.     Shield health is now a single pool divided per face rather rather than individual pools.
  111.     Updated the Drake Herald with landing gear compression.
  112.     Expanded the flight ready interaction set triggers to prevent overlap with door interactions on the Hornet series.
  113.     Lowered power plant output to create meaningful consequences to power allocation.
  114.     Rebalanced heat generation and cooling to create more meaningful consequences to components and ship functioning.
  115.     Reduced the shield and power plant available slots on the Sabre.
  116.     Increased passive and active power draw for ship weapons.
  117.     Set up shield generator power use to be proportional to the amount of shield energy required.
  118.     Updated ship atmospheric terminal velocities to correct some ships being able to exceed them.
  119.     Lowered base IR and EM signatures for all ships.
  120.     Enabled paints in the VMA and setup the Aurora to equip its various paint schemes.
  121.     Repositioned and centered the HUD on the Sabre.
  122.     Increased the range of AMRS Scatterguns, range and damage of APAR scatterguns, and increased the spread of all scatterguns.
  123.     Updated Reliant to only carry 1 size 3 gun rather than 2.
  124.     Retuned boost scale of Razor and variants to match other ships and made variants closer to base model.
  125.  

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  1. Bug Fixes

  2.  

    Reskinned multiple jackets to fix t-shirt clipping issues.

    The top thrusters on the Dragonfly should now rotate.

    Outposts should no longer have ATC communication or landing assignment.

    The landing system should no longer report the ship as landed too far from the surface/pad.

    The punk hair style should no longer having missing LODs from certain angles/distances.

    Weapons rented with REC should no longer be usable in the Persistent Universe.

    Fix for item ports on the vehicle manager app (VMA) sometimes showing isolated text.

    Corrected Terrapin thruster orientation issues.

    EVA entry into the Prospector should no longer get the character stuck in a falling state.

    Limited excessive field of view changes in director's camera controls.

    Added missing countdown timers for self destruct in the Constellation series.

    Background stars should no longer appear in front of the planet on Dying Star.

    HUD warnings in the P52-Merlin should now be the proper color.

    Players should now show up on the FPS radar consistently.

    Automated turrets at Comm Arrays should now function properly.

    Grenade audio should now be effected by pressurization.

    The player should now be able to look around while crawling forward.

    The player's pistol will now fire in the direction its facing while crawling.

    Control should now be locked when entering quantum travel, preventing arrival spin out.

    Modified internal collisions for the Ursa Rover to prevent the player form clipping through the roof.

    The player should no longer snag or hitch when transition between interior/exterior of ships.

    The shields should now properly cover the Khartu-Al and Reliant in their various flight modes.

    Fixed an issue where the persistent universe loading screen was shown on game boot up.

    Temporarily removed explosive damage from the Combine Cannon to fix issues with hit prediction.

    Players should no longer be missing their ankles when wearing Waylite shoes.

    Players should no longer be able to mount weapons on utility slots not intended for them.

    Unbinding fire group 1 should now work properly.

    Squadron Battle UI should no longer appear at the top of the screen after dying in free flight.

    Fixed an issue where the power triangle hotkeys were incorrectly calling other keys causing unintended results.

    Keybinds are now tied to hardware IDs to fix windows reordering.

    Fixed an issue where two players bed logging out at the same time would disabling the logout prompt for one.

    Players should no longer log back in at PU origin after bed logout in certain ships.

    Gravity on the landing pads in Arena Commander free flight should now be more consistent.

    Players should now be able to be killed by grenades when within the physics grid of a ship.

    Fixed a small gravity gap near point B on Station Demien.

    The Khartu's lateral thrust show now work properly when in landing configuration.

    The start line graphic for Arena Commander race modes should now properly swap from stop to go at the start of a race.

    The manned turret of the Gladiator should now rotate properly.

    Fixed an issue where ships couldn't self destruct in racing modes.

    Ship and spawn locations should persist after bed logout, even if the player changes regions/servers.

    Corrected damage type for size 2 Tarantula ballistic cannon to only physical.

    Removed accidental damage bonus for R97 shotgun.

    Small lights on the Sabre series should no longer glow during forward acceleration.

    Fixed an issue where players could get stuck in the door of the Prospector.

    Fix for vehicle aim/look controls not accounting for roll.

    "Track" on ASOP terminals should now work properly.

    Fixed an issue where shields were missing audio effects.

    Fixed an issue with the ADS animation of the R97 shotgun.

    Fixed some flipped decals on the Starfarer exterior.

    The left side, rear thrusters on the Vanguard should no longer have exhaust firing in the wrong direction.

 

Technical

 

    Fixed 7 crashes.

    Various performance tweaks.

    GPU Crash Fix.

  1. Ships and Vehicles

  2.  

* Updated retro thruster art and animation on the M50.

* Added landing gear compression to Starfarer Base and Gemini.

• Complete Rework: Aegis Avenger including increase in base size, increase in hardpoint size, changes in default loadout, new animations, along with interior and exterior revamp.

* Updated the MISC Prospector to have a tractor/siphoning beam and a laser cutting beam for mining, as well as supporting animations.

* Own/Self status MFDs are now on and selectable for the Retaliator.

* Updated the visual effect of the Khartu-Al's quantum travel.

* Update for cockpit animations of the Reclaimer.

* Shield health is now a single pool divided per face rather rather than individual pools.

* Updated the Drake Herald with landing gear compression.

* Expanded the flight ready interaction set triggers to prevent overlap with door interactions on the Hornet series.

* Lowered power plant output to create meaningful consequences to power allocation.

* Rebalanced heat generation and cooling to create more meaningful consequences to components and ship functioning.

* Reduced the shield and power plant available slots on the Sabre.

* Increased passive and active power draw for ship weapons.

* Set up shield generator power use to be proportional to the amount of shield energy required.

* Updated ship atmospheric terminal velocities to correct some ships being able to exceed them.

* Lowered base IR and EM signatures for all ships.

* Enabled paints in the VMA and setup the Aurora to equip its various paint schemes.

* Repositioned and centered the HUD on the Sabre.

* Increased the range of AMRS Scatterguns, range and damage of APAR scatterguns, and increased the spread of all scatterguns.

* Updated Reliant to only carry 1 size 3 gun rather than 2.

* Retuned boost scale of Razor and variants to match other ships and made variants closer to base model.

 

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Un résumé de l'émission d'hier :

 

 

Pipeline des vaisseaux: explications.

 

 

Pour info, j'ai accès aux informations des évocatis, ce qui me permet d'obtenir des données qui ne sont pas encore connues par la communauté.

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Si tout est tenu, ça veut dire que fin de l'année on devrait déjà avoir une mouture pas déconnante en terme de contenu de base

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