Contenu du patch 3.2:
Star Citizen Patch 3.2.0
Alpha Patch 3.2.0 has been released to the Evocati, and is now available to test! Patch should now show: PTU-776764. 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: Servers may occasionally cause an issue where ASOP terminals will return undefined errors to players. Some features may be missing or partially implemented, but not ready for testing and as such are not listed in the initial release notes. Spooling your quantum drive is intended to show only local destinations, but is currently showing distant ones and may miss local points of travel. Refinery kiosks (for selling ore) currently do not function properly. All item ports in hangars are size 1 and all items are called but unable to be placed. Items on display in shops are currently lacking UI interaction and can't be purchased. Scanning is only partially implemented. Gimbal lock with gimbals equipped may cause unintended pip motion versus AI opponents. Mine-able rocks are only found on Cellin USER.cfg settings: r_displayinfo = 3 Testing Focus Mining: Scanning, mining, extraction, and Prospector function. Avenger and Avenger variant core flight and functioning. Orbital Quantum travel. New Features General Added sensitivity settings for xbox controller. Universe Mining on planetary bodies. Mining Gameplay 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. 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. 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. 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. 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. 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". Added orbital path generation for Quantum Travel, allowing travel around planetary bodies to near surface destinations. Wanted value now goes up once the ship is despawned when illegally parking rather than immediately upon touch down. Ships and Vehicles Ships now have scanner/ping items and function to ships. To enter scanning mode, press "TAB". Hold RMB to charge a ping pulse. Press "V" narrow the ping focus and "C" to widen it. Added remote turret camera view and controls to applicable ships Remote turret control stations can now enter this view via the interaction system. Implemented on Ursa Rover, 600i, and the Super Hornet. FPS FPS weapons are now included in dynamic economy pricing. Added headshake on recoil. Feature Updates General Updated loading screens for all game modes. Joystick can now control pitch/yaw while in free look. The chat window is now open by default and available in third person. Universe Players should automatically get pulled out of Kiosk interaction when inactive for a period of time. Set-up new RTT screens on shopkeeper terminals. Quantum travel now has a calibration time and a separate spooling time before becoming activatable. Press the quantum travel key once ( 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. Improved quantum travel target alignment functionality. Missions Mission objectives are now ordered on the MobiGlas for oldest to newest. FPS Updated glass PBR for helmets. Changed rolling when prone to state switching rather than push to hold. Adjusted weapon recoil and spread behavior. Added a lean system to FPS combat. Leaning left and right is activated by using the Q and E keys respectively. Expanded the ability to pick up objects to more navigational states and contexts. Improved stop, initial step, and turn animations for the player avatar. Changed the weighting of the on foot 3rd person camera. Ships and Vehicles 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.