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Patch 3.23 - What Do You Think?
Patch 3.23 released a week ago. It brought quite a bit of features, fixes and adjustments which touched many different parts of the game. I know we didn't have similar threads for previous releases but this version seems to be quite divisive so I'm curious how you guys feel about what we got. Do you like it? Do you hate it? Is there any specific criticism or feedback you have about certain features? Just so we're clear, I'm not trying to cause a "CIG is trash" drama here - this stuff can stay on Spectrum. I'm genuinely curious about your opinions about the patch.
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Star Citizen Alpha 3.23.1 Released
> Characters in this new environment will be built from LTP data so items such as medpens, ammo, rentals, and refinery jobs will be lost. - **Long Term Persistence:** Enabled - **Replication Layer:** Enabled - **Server Crash Recovery:** Enabled - **Starting aUEC:** 20,000 Changes: - Launcher 2.0 - Ship AI Pilot Balance Pass - NPC Locomotion Polish - Medical Bed Respawn Update - T3 medical beds will allow respawning up to 20km away - T2 medical beds (which previously allowed respawning up to 20km) will now allow respawning up to 50km away - AEGIS Saber Raven Gold Standard - Made Further Gamewide Client Performance Optimizations - Interior Map Materials Optimization - Water Caustics Visual Polish - Added Character Creator Validations - VFX Visual Improvements and Fixes Bug Fixes: - Fixed - PU - Stanton - UI - Oversized active Armistice Zone icon (STARC-108910) - Fixed - PU - Stanton - Actor - Respawning - Players who die and then get disconnected before respawning become stuck in a dead state and are unable to respawn - Fixed - PU - Stanton - UGF - Locations - Bunker elevator does not return up when called (STARC-111250) - Fixed - Multivehicle - PU - Vehicles / UI - QT effects are breaking HUD UI (STARC-104656) - Fixed - PU - Gamewide - Using a medpen causes you to drop your weapon - Fixed - PU - Distribution Centres - Elevators - Several elevator transit carriages created & destroyed immediately - Fixed - MULTIVEHICLE - PU - Vehicles / Components / Locations - It is possible when vehicles are spawned from fleet manager that radar components and elevator panels can detach from the ship and float permanently in a hangar, causing issues with collisions (STARC-101070) - Fixed - ARGO Mole / ROC - PU - Vehicle / UI - Vehicle HUD - Mining Mode UI has a variety of defects obstructing gameplay (STARC-88859) - Fixed - Drake Cutlass Black - Vehicles - Drake Cutlass Black is unable to liftoff from landing pads - Fixed - PU - Fleet Week 2024 - Actor / UI - Physical Shopping - Physical shopping AR Card is flickering when approached, impacting functionality - Fixed - Aegis Reclaimer - ALL VARIANTS - Ships / Salvage / Master Mode / UI - Players are unable to access claw in the copilot seat and the UI changes to QT / NAV master mode without any feedback to the copilot (STARC-111581) - Fixed - Anvil Hornet - ALL Variants - PU - Vehicles - Flight controllers have pitch and yaw rotational max speeds reversed - Fixed - PU - Stanton - ARC L4 - Locations - Lobby elevators cannot be called (STARC-109845) - Fixed - Community Localization - PU - Character Customizer / UI - Some labels cannot be localized (STARC-110101) - Fixed - PU - Law / Infractions / Notifications - Players cannot press charges against another player if they commit infractions against them - Fixed - PU - Stanton - Locations / Inventory - Users are able to place Hangar flare items in public areas where they cannot be picked back up - Fixed - MISC Prospector - PU/AC - Vehicles/Balance - Misc Prospector has invulnerable spot for its nose leading to no damage taken (STARC-109000) - Fixed - PU - Stanton - microTech - Creatures / AI - Kopion are jittering and teleporting when running - Fixed - PU - UI / Upscaling - Shopping Kiosk UI missing elements when Upscaling is enabled - Fixed - PU - Stanton - Mission Content / Law - Trespass timer will go to negative numbers (STARC-95347) - Fixed - PU - Option Menu - UI - "Water - Number of Simulated Regions" going back to Medium between sessions (STARC-104172) - Fixed - Origin 400i - PU - Vehicles - Life Support / Room System - Two room volumes are missing in the technical deck causing players to suffocate in the 400i (STARC-106700) - Fixed - Stanton - PU - mobiGlas / Visor Chat - Visor Chat messages remains visible over the mobiGlas - Fixed - PU - Physical Shopping - Locations - Multiple Locations - Items on display at multiple shops will end in 'Transaction Error' when attempting to quick buy - Fixed - PU - Stanton - Mission Content / UI / mobiGlas - Completing a contract while the mobiGlas is open on the contract does not open the specific contract in the History tab - Fixed - PU - Runtime Cubemaps - Graphics / Lighting - Runtime cubemaps are taking an excessively long time refresh and / or not refreshing at all - Fixed - PU - Stanton - Distribution Centers (DC) - Locations / AI - The worker NPCs sometimes use tractor beams to shoot at the player - Fixed - PU - Actor - EVA - Depending on orientation, player places weapon through their head and neck when ADS - Fixed - RSI Ursa - PU - Vehicles / Design - Cannot enter Remote Turret - Fixed - Greycat ROC - Stanton - ROC Mining Laser Not Activating - Fixed - Crosshair not showing on GRIN_ROC - Fixed - PU - Character Customizer - Clicking the Character Customizer screen after reviewing your model and going back to it will show T-Posed models - Fixed - AC - UI / Scoreboard - The Grav Race mode does not show or update player score - Fixed - AC - Free Flight - UI - It is possible to select ground Vehicles for AC Free Flight mode, which can cause UI problems once in game lobby Technical Updates: - Fixed 8 Client Crashes - Fixed 6 Server Crashes - Fixed an Out of Memory Crash - Fixed 2 Vulkan+Upscaling GPU Crashes - Made Further Entity Graph Stability Improvements
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Added as targeting 4.0 release: - Server Meshing V1 - Mission System Refactor - Transit System Refactor - Pyro planets: - Pyro I - Pyro II - Monox - Pyro III - Bloom - Pyro IV - Pyro VI - Terminus - Pyro moons - Ignis - Vatra - Adir - Fairo - Fuego - Vuur - Pyro Space Stations - Outposts - Colonialism - Jump Points (working ones, between Stanton and Pyro) - Solar Burst - Life Support - Engineering - Charge/Drain - Multi-Tool Updates - Fire Hazard - Fire Extinguisher - MFD Rework and New Displays - Quasi Grazer (Space Cow) - Additional Player Customization (additional hair and facial hair options, face piercings) - RSI Zeus MkII ES Added as released in 3.23.0: - Mirai Pulse - Mirai Pulse LX Commited for 3.23.1: - Aegis Retaliator - Gold Standard - Vehicle Modularity
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Guests: - John Crewe, Vehicle Director - Ben Curtis, Vehicle Art Director TL;DW: - Sabre Raven gold standard - Sabre Firebird introduction (new missile ship) - Ursa Medivac introduction - Return of respawning at all med beds (distance based, varies by bed tier)
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Still no update to the progress tracker, "will be updated in the coming weeks". Release View changes: - Arena Commander: Grav Royale removed from Release View until critical issues are resolved - Changed to committed: - Distribution Centers (will only contain surface areas initially, underground parts will be added later) - Vulkan Graphics API Support (new graphics option in 3.23) - Water Simulation & Rendering Improvements - Volumetric Clouds Update - Image Upscaling (DLSS, FSR, in-house TSR) - Replication Layer Update
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Lots of people having issues getting into queue for download, but it's finally live! Let's goooooo!
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::: spoiler Highlights thanks to nerdgasm __**Notable Information**__ **3.23 included features** ➣ New Character customizer ➣ New MobiGlass   ✦ Revamped layout   ✦ New Health App   ✦ New Contract Manager App   ✦ New Starmap with a new Mini Map ➣ PIE/PIS   ✦ New Interaction system   ✦ Default item interaction binding   ✦ New Shopping interface   ✦ New looting screen   ✦ Backpack reloading   ✦ ADS tuning   ✦ Dynamic Crosshair ➣ New EVA ➣ Precision Targeting ➣ Master Modes ➣ New Maps and Modes to AC ➣ Distribution Centers ➣ Added new AI Fauna   ✦ Kopion   ✦ Marok ➣ Vulcan ➣ DLSS, FSR, TSR Upscaling ➣ Water rendering and simulation ➣ Replication layer Implementation ➣ Mirai Pulse straight to fly **3.23.X included features** note: "coming this quarter" ➣ Personal Persistent Hangers ➣ Item Banks ➣ Vehicle platforms ➣ Freight elevators :::
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Currently only works on the Retaliator, but hopefully this means other ships will start to see this soon.
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Added to 3.23.0: - Vulkan API support - Water Simulation & Rendering Improvements Changed to Commited for 3.23.0: - mobiGlas Rework - FPS: - Loot Screen - Map System - Visor & Lens HUD Rework - Player Interaction Experience - EVA T2 - Starmap Rework - Master Modes - New Missions - Creature Hunting - Fauna: - Kopion - Marok - Arena Commander: - Grav Royale - Custom Lobbies - New Flight Map - Miner's Lament Moved to 3.23.x: - Item Banks - Personal and Instanced Hangars - New Missions - Cargo Hauling - Freight Elevators
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Guests: - Gabriel Hector, Systems Designer - David "BONE" Gill, Technical Director for UI - Zane, UI everything man - Emily, UI Programmer TL;DW: - If you're sitting in a ship map will zoom out to a system level, if you're standing around it'll zoom in to local one. - Map will start zoomed out a bit more than it currently is while on foot. - Separate keybind for local map is coming. - There will be map filters for easier POI selection in the future. - Map will feature more info about POIs in the future (icons, type of location). - All the PU map improvements will be ported back to Squadron 42. - Persistent map pins will come in the future, not ready yet due to server meshing. - Map pins will be sharable with your party. - We should be able to plop pins anywhere on the star map. - Plans for landing UI: - Hangar door brackets. - Ladder/track to help guide to the hangar. - Ship and ground display when landing. - They got a little too excited when trying to make the UI cool and holographic and dialed it back after the feedback. There were (and are) some bugs that caused additional issues with readability as well. Trying to find a balance between super plain and movie UI. - Sometimes work gets released before it's ready - in regards to UI readability and polish. - "Readability isn't as straightforward to solve as we thought it would be." - Trying to figure out the best way to deal with exposure compensation. - They want to implement settings for color blindness and font sizes. - Building Blocks still requires a lot of optimization. - Main cause of readability issues is UI being diagetic instead of drawn on top of everything. - Planned mobiGlas updates: - Org app (comms and other "grand plans" for that). - New inventory app. - Looking into how to solve the issue of UI clutter. - Chat is slightly improved but more work to be done in the future. - Compass and altimeter will be improved. - Ship HUD will be cleaner and will get more options to toggle info. - In the future planets in the star map will be renders of actual locations rather than just generic models. - Animation for activating the mobiGlas will be sped up but won't be instant. - Routing between zones is fixed with a temp solution for now, proper fix will come after transit refactor. - Ability to keep track of your ship over longer distances will come in the future. - Widescreen support will be based no an aspect ratio slider, can be changed by user. - They want to make the lens UI the best they can before they start looking into customizability (like moving widgets around).
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Source: https\://x.com/erkulgames/status/1789428050263732419
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This seems to be a pretty controversial topic so if you have any thoughts on Master Modes make sure to pop on Spectrum and let the devs know. As long as you had a chance to test the changes that is.
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Guests: - Duncan Bunting, Lead Gameplay Programmer - Thornsten Leimann, Lead Systems Designer TL;DW - 5 new race tracks coming to Arena Commander (some already existing in PU) - Experimental modes focused on engineering: - Duel (A2 vs A2) - 1v6 (A2 vs Gladius x5) - Free Flight - Not a full engineering loop, focus on time to kill of ships and components, player actions - Custom Lobbies (previously Private Lobbies) are coming back - VOIP (with mute option) coming to AC - Can use your customized character - Multiple weapons lists for Gun Rush - Pirate Swarm will have Idris x2 instead of Javelin - Achievement updates: - "Vanduul Agressor" - reach wave 25 in Vanduul Swarm - "99th Test Squadron" - play every experimental mode throughout the patch
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cross-posted from: https://lemmy.ml/post/15647506 Version 2.17 of the Star Citizen Linux User Group helper tool has been released. Wiki and quick start guide: https://starcitizen-lug.github.io - Add Kron4ek wine runner source - Environment variables to support Open Wine Components umu proton in Lutris 5.17+ - NVIDIA and AMD Environment variables for Star Citizen Vulkan renderer - Remove un-needed winetricks steps and DLL overrides
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Guests: - Zac Oreece, Senior System Designer I - Adam McEwen, Principal Animator - Camil St-Pierre, Lead Character Artist - Andrew Davies, Lead Gameplay Programmer/AI Programmer - Michael Clarke, Sound Designer III TL;DW: - Marok: - Flies around as a flock. - Skin differs depending on the biome they spawn in. - They couldn't really use feathers due to tech constraints at the moment. - They are implemented as boids - a stupider and less resource intensive form of an "actor". - Kopion: - Is intended as a combination of dog and a cat. - Has a few variants to better blend in with the environment, like Marok. - They usually run around in a group of 10-14 (number at the time of recording, subject to change). - Not a boid, fully fledged "actor". - Will not T-Pose on a chair. - Faster than a sprinting player. - Attack in formation. - We should be able to hear the creatures from a distance. - Both creatures can be looted when dead ("pearl" from a Maroks, horn from Kopions). - They have a decent plan and a pipeline for creatures they'd like to add for 1.0, should be easier to implement future ones. Limited TL;DW since it's mostly a design episode. Lot's of nice shots of environments and both creatures. There's also a sneak peak at light amplification on a scope, space whale and space cow as well as lots of animal murder. Bonus reminder: there's no SCL tomorrow.
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Tickets go on sale the 28th, 29th, and 30th in waves. Based on previous years tickets I would expect something close to $100+ for the general tickets, and up to $200 for the premium tickets. Maybe more since this is a 2 day event now? Edit: updated date
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It still amazes me that games that look _this_ good run as well as they do on Linux nowadays. For those unaware, LUG is the [Linux Users Group](https://robertsspaceindustries.com/orgs/LUG) org, currently the #15 largest org in the game.
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How long have you lived on your own Ship?
Given that with 3.18 bedlogging finally functioning again (albeit a bit restrictive with the only one person can be on a ship during bedlogging), I wanna ask how long have you been able to live onboard your ship? With that I mean waking up in your ship and then bed logout on the same. I am starting my journey through the stars on board of my Crusader Mercury Star Runner (BFS-The Long Dream), trying to do everything from it: be it missions, cargo, exploration (mostly sand caves) and mining. Got any stories to share as well?
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  • Nixie
  • English
  • 1Y
The things people say… (dumb quasi memes for the wait)
![](https://discuss.tchncs.de/pictrs/image/7c602612-afd1-4888-98c8-9d5d87cdcd27.png)
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Best gameplay loop for aUEC in 3.19?
What's the best way to build up aUEC in 3.19? I've played this game a bit, touch and go for a year or so. Is bounty hunting still the way to go? Bunker missions? Mining? Something else? I've mainly been doing bounties and bunker missions with some friends to pay for my ship upgrades for the third time, but only spent a couple hours so I'm not too invested in any one path
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MOTD: 30009 Errors should be fixed for all players (may need a final char repair).
Message of the day from Waka: (Frjádagr) We are intending on releasing a new 3.19.1 PTU build later today with updated asop technical flow that should resolve a handful of issues including black screens and locked terminals! We also just ran another fix in the backend that should hopefully resolve the majority of the remaining players who are getting 30009 errors in LIVE on launch. You may need to do a character repair to see this function! We still think there are a few cases this didn't resolve the issue and are looking into it but hopefully this helps quite a bunch! (Waka's Day) A New 3.19.1 PTU is now available for All Backers to test! https://robertsspaceindustries.com/spectrum/community/SC/forum/190048/thread/star-citizen-alpha-3-19-1-ptu-8503251-patch-notes | https://robertsspaceindustries.com/spectrum/community/SC/forum/190049/thread/volunteer-regression-3-19-1-ptu-8503251 Hidden Link: https://www.youtube.com/watch?v=ndm-07d-jVI
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Could be a good sign. If the Current PTU is stable enough that we haven't seen any hotfixes, we may be in for an update to the Live servers soon.
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Basically, for the 3.19.1 update, you will want to move all subscriber/reward gear that is at your home location into a ship that you personally own just to make sure that it is registered for Long Term Persistence (LTP). You can then immediately move it back to local. See the link for additional details. Note: You should also make sure to move any recently looted gear into a ship you own at least once.
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Edit: not a livestream, just a short video ad for Alien Week. Alien ships are now for sale on the pledge store.
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I went from 1009 to 997 in the login queue after about 6 minutes. Could be a long night friends.
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How do you play Star Citizen?
Do you play solo, or in an Org? Do you care about Roleplaying or are you rather casual? I for myself work mostly alone and solo but I would love eventually join a mil-sim org where I could perform duties of a logistics officer. For example bringing People and Equipment from A to B or gather resources for refining/salvaging which then later could be used (when the Game has progressed) for utilizing those raw resources to manufacture ammunition, repairs and fuel etc.
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I always wanted to ride in a hamster cage and thanks to the Alien Week 2953 offering I now can do exactly that. But in style! I totally love the Paintjobs for the Alien ships, and Harmony is just the best for the Aopoa Khartu'al! The gimballed thrusters I loved from the Mirai Fury actually started with this ship and it makes so much fun steering in with it. from 0 to top speed in space in no time, and some very nice weapon hardpoints to boot with (2xs4!) and that transformation sequence. Just sheer awesome. What do you like about the Aopoa Khartu'al?
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What’s your Gun Rack Loadout?
The persisting Gun Rack Feature/Bug/Glitch/Exploit is still around in 3.19.1. So what's your go to loadout in your favorite ship? Right now I spend a lot of time in my Vulture, which has 2 Primary Weapon Slots, and 3 Pistol/Utility Slots. - Bloodline Multi-Tool with Orebit Mining Attachment - Ghost Multi-Tool with Tractor Beam - Medical Gun - Evergreen FS-9 with x3 Scope, Suppressor, and Green Laser Pointer - Smiley Face Custodian with x3 Scope, Suppressor, and Red Laser Pointer.
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Useful links
Here are a list of some links that I've found to be very useful while playing the game and following its development. Ship loadout tool with tons of features: https://www.erkul.games/ Trading tools: https://uexcorp.space/ https://www.gallog.co/trading Travel Guide: https://verseguide.com/ Wiki: https://starcitizen.tools/ Find any item/place anywhere: https://finder.cstone.space/ Dev Tracker: https://developertracker.com/star-citizen/ An alternative to tracking roadmap progress: https://shinytracker.app/tests/database-browser/#/timeline
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Alien week, which paint should I get for my defender?
I don't know which one to pick of these two! What do you think? Ocellus ![](https://lemmy.ml/pictrs/image/bbb2f1e4-1d9a-427e-99cd-28e0d78e88f5.jpeg) Harmony ![](https://lemmy.ml/pictrs/image/606690b6-0ccb-4e2c-b865-4c91310bc16b.jpeg) I feel like the Wanderer paint is so nice on the Nox (it looks as if it ran over Smurfs), but is not the best fit for the Defender.
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Powerplants and Coolers
I'll confess. I am half posting this to help assist in generating conversation in this community. But I am genuinely curious: Is it worth it to change out coolers / power plants? I changed out my Taurus's quantum drive and it was hugely helpful, so I'm kind of exploring what other upgrades I could make. What component upgrades have you tried? Were they helpful or noticable? Thanks all!
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