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Star Citizen Patch 3.0.0al Full patch notes can be found here: https://ptu.cloudimperiumgames.com/spectrum/community/SC/forum/1/thread/star-citizen-patch-3-0-0-ptu-2 Alpha Patch 3.0.0al has been released to the PTU, and is now available to test! Patch should now show: PTU-688322 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\LIVE. Important: Focus: New patcher, station traversing, ship spawning, StarMap app, quantum travel, landing, air traffic control (ATC) system, quantum fuel usage/balance, hydrogen fuel usage/balance, afterburner, shopping, ship MFDs, missions, core combat (mission related). All the ships are flyable, but the following are the ships that have had the most attention and focus: Gladius, Hornet Series, Sabre, Vanguard, Constellation Series, Cutlass Black, Caterpillar, Nox, Dragonfly, Prospector, Freelancer, Aurora series, Argo series, Buccaneer, Greycat, Starfarer series, Khartu-AL, Avenger series, Gladiator, Mustang series, Herald, Merlin, 300 series, Ursa. We would like you to focus on the above for this wave of testing and bug reports. NOTE: Other content and features are in and listed in the notes, but currently not the focus of this testing phase as they undergo bug fixes and polish. Additionally, there's content that is not listed in the notes that are intended for live release and will be added iteratively during the testing cycle. Key Game-play How Tos: Afterburner: There is now a single afterburner with the ability to achieve higher top velocity under certain conditions, giving us AB SCM and AB Cruise with the only distinction being two different speeds. You can only enter AB Cruise if your flight path is a straight, forward line. Otherwise you're limited to AB SCM, i.e. while maneuvering/strafing. Once in AB Cruise you can release the afterburner key and go into an AB idle mode to maintain your current speed. Throttle setting and y-axis strafe level allows incremental speeds, but you will decelerate if you change your vector. If you continue to hold AB and maneuver, you drop to AB SCM speed until you return to straight-line flight. AB Idle holds your current velocity as long as you're not maneuvering and decoupled rotation is allowed while in AB idle. Show Location: We have added a command that allows you to find your location in coordinates (useful for bug reporting purposes). Enter "/showlocation" in the chat box (make sure you are in a all chat) to get coordinates. Ship Start Up: Approach the entry point of your ship, then press and hold "F" to activate the interaction system. Select from the various inner thought prompts using the cursor or mouse wheel to move between them. Once inside your ship, again press and hold "F" and select the "Flight Ready" prompt to run through complete ship start up. Alternatively, you can press the "F5" key for quick start up. Landing: Landing now takes place through an Air Traffic Control (ATC) system. When close to a landing location, request a landing by navigating to your "Comms" menu on the MobiGlas (note: this is incorrectly displayed as a ship icon) and pushing the hail button (wifi symbol). Wait a moment, and ATC should assign you a landing location. Note, you may need to request take off to leave Levski (trigger opening of bay doors). Quantum Travel: To quantum travel to a destination, open your MobiGlas (F2) and select the StarMap App (diamond shaped symbol). From there, use the mouse to select a destination. Whether or not an object can be selected for QT is determined by gravitational values (The larger the object the further away you can detect it, large objects with small objects in orbit drown out their detection capabilities at long ranges). Meaning you will not be able to travel from point A to B at all times, but instead may need to move into orbit of a larger body to detect destinations also in orbit. For example, to get to a station orbiting a moon that orbits a planet, the route is Planet>Moon>Station. Once you have a destination selected you can "set destination" on your MobiGlas to bring up a quantum travel target. As before, align with the QT target and press "B" to travel. Changes to Default Keybindings: Controls now default to a "basic" mapping that only includes core functions and leaves many things unbound The "basic" mapping is meant to be simplified controls for beginners. Players can then go through keybinds and bind how they wish or import an "advanced" binding from among several presets. Experienced players will most likely want to do one of those two things to gain full functionality. Major Known Issues: You may see some unusual AI, derelict, and asteroid activity around the verse. 3D radars (both ship and helmet) are not rendering properly in planet atmosphere. VMA is a work in progress and has numerous issues including: Unable to unequip shop components, 3D weapon holograms don't rotate with ship, and some ships are missing hard-points. Control changes are incomplete and may have bugs. Some ships may be spawning without items or without the ability to "flight ready". W/A: If this happens please file an insurance claim to replace the ship. First implementation of persistence bed spawning will have numerous bugs and issues. Items and ships placed in hangars are not persisting between sessions. Focus Feature Updates Universe Tweaked the fuel consumption rate back to previous values but kept the new fuel tank capacities and recharge rates. Moved Starmap icons to be camera facing in default view. Removed ATC from Cryastro. The Drake Cutlass Black has joined the derelict ranks. Added flares on planet derelicts to make them more visible at night. Missions Increased the time of the Eckhart issued escort mission so that it doesn't fail regularly. Rebalanced the pirate waves to remove the M50s. UI Added item port highlights to the PMA. Ships and Vehicles Feature Update - Ship health and armor balance pass. Ship health now correlates more closely with the size of a ship. All ships now have varying degrees of armor, with those ships more dedicated to combat being more heavily armored. Note from the designer: "This means the smaller ships like the M50, Aurora and Mustangs will not have much health relative to the larger ships. This is intended as we are trying to apply a proper scale of health to all the ships. Armour has been balanced around the ship’s function. The intent is to balance it so that a ship’s armour reduces energy damage more than physical damage. The exception is with Vanduul ships, which have their damage multipliers reversed." Ursa Rover: Turned on interior auxillary lighting, reduced overall health. Gladiator: Added more interaction prompts for entry and made interacting with them easier. Bug Fixes Ships should now no longer be able to occupy the same space when returning after bed logout. The pilot's feet should no longer be contorted backwards on the Dragonfly. Hangar flair plants should now properly render when placed. The port-side landing gear should now function properly on the Glaive. The throttle animation on the Mustangs should no longer be reversed. Various repairs to the Avenger Warlock and its EMP to get the ship fully functional again. Quantum jumps should now take planetary rotation into account, so players will no longer end up off of their intended destination. The copilot of the Cutlass should no longer steal weapon control from the pilot. Fix for Port Olisar not always obstructing quantum travel destinations. Adjusted seat access highlights for the Caterpillar command module to have interactions be at eye level and less prone to odd behavior. Altruciatoxin and Widow commodities should now be properly placed inside the destination ship when purchased. There should now be atmosphere in the zone between the body and the cockpit of the Herald. Weapons and turrets should now properly take and transfer damage to their parent ships. Entering the beds of the Constellations from 3rd person view should no longer snap the camera to the pilot seat. The player should now properly exit the seat when finished interacting with Eckhart. Fixed unattended ship marker remaining on the UI when a ship is cleaned up after illegal landing. Dying and then respawning in 3rd person view should no longer place the camera inside of the player's head. Fixed holographic objects casting shadows from player helmet lights. The rear door of the prospector should now highlight properly when accessed via interaction system. Computer consoles and books should no longer overlap the delivery area at Port Olisar. Player suicide action should now function properly again. Fixed some seat exit issues with the Scythe so it should now work reliably. Fixed flight ready prompt on the Prospector floating away from the panel. The ship's 3D radar should no longer generate particle effects. Removed a pillar in the Caterpillar cargo area where the ladders are located so the player doesn't get stuck with a full cargo load. The cargo door control panel on the Reliant should now highlight properly with interaction system. Players should no longer have actions locked into a "carrying" state when throwing a carry-able item. Audio should now properly play when requesting a landing pad or landing. Dying while talking to the admin NPC should no longer break all interactions with them. The radar should no longer stay on when the Freelancer is powered off. The Aurora series should now have a radar. Added some missing Retaliator QT effects. Fixed incorrect targeting keymap for cycle friendly targets. Attempting to open the Starmap while inside an EZHab should no longer cause the player to get stuck. Swapped the VMA and Comms app icons. The Cutlass should now orient properly for auto-landing. Technical Various Crash Fixes. Various small performance tweaks. Added internal tools to diagnose CPU spikes. Non-Focus Feature Updates Arena Commander Adjusted the shield components on Vanduul and pirate swarm enemies. FPS New sniper scope texture. Bug Fixes Fixed a spawn/respawn issue in Vanduul swarm that would casual the cycle to repeat until you win. Various polish and fixes to visual issues in the VFG Industrial hangar. Known Issues: Content missing key elements: User Interface Insurance and Persistence Internal Ship Docking Comm System Bugs, issues, and work arounds (W/A): Items and ships placed in hangars are not persisting between sessions. Repaired wings don't always restore weapons.