1. #8941
    Avatar von Yenee
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    Die 3.8 ist sehr nahe. Die Evocati sind schon auf dem Testserver.

    star-citizen-alpha-3-8-0-ptu-3685322-patch-notes - Pastebin.com

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  2. #8942
    Avatar von FrozenPie
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    AW: [Sammelthread] Star Citizen

    Zitat Zitat von Yenee Beitrag anzeigen
    Die 3.8 ist sehr nahe. Die Evocati sind schon auf dem Testserver.

    star-citizen-alpha-3-8-0-ptu-3685322-patch-notes - Pastebin.com
    Ich versuche mal, das Ganze sauber zu formatieren



    Star Citizen Patch 3.8.0
    Alpha Patch 3.8.0 has been released to Evocati, and is now available to test! Patch should now show: VERSION 3.8.0-PTU.3685322.

    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 Persistence Wipe: YES

    The current build is under NDA

    Please monitor etf-megachat in spectrum for updates and testing instructions.

    USER.cfg settings:
    r_displaySessionInfo = 1

    Note: This patch does not contain all of the intended features, which will be added iteratively to the notes as they become available. Additionally, some features may be implemented in a partial state and as such are not ready for testing. When those features reach a playable state they will be detailed on the notes and added to the "Testing Focus". Features and content shown in Citizencon, including Microtech and the Pisces, are currently in a partial state as we are working on moving those into the 3.8 build. We expect this build to be highly unstable, but need to collect data on the largest offenders. WIth that in mind, we are focusing solely on stability and will collect feature feedback in a later build.

    This patch will be up for a limited focus window with a max of 24 hours.

    Testing Focus
    • General gameplay and traversal.


    Known Issues
    • If a player dies in the vicinity of Microtech, the server will crash. Work around: Please avoid Microtech for now.
    • Spawning logic is currently not functioning correctly and as such logging out at locations that should persist the player, including the bed, are temporarily not working.
    • Interacting with the Vanguard series ships causes a crash. Work around: Please do not use these ships.
    • The Pisces spawns without its landing gear lowered.
    • Patrol mission objectives do not updated after the player reaches the patrol area.
    • Commodities can not be purchased at outposts.
    • Hostile turrets will not fire on the player.
    • Shopping kiosks are blank at all rest stops.
    • Rest stop shops have no purchasable display items.
    • Melee takedowns are not registered as kills vs AI targets.
    • If a player has their ship despawned from the landing pad by ATC and retrieves another, they will sometimes be no longer able to retrieve the original ship.
    • There is a large impact/smoke effect covering the screen when mining a ship deposit.
    • Recovery ship data recorder mission does not update on arrival.
    • Body and room temperature elements appear on the HUD, but will not be part of the 3.8 release.
    • Replaceme elements may appear on planetary surfaces.
    • Players can spawn with blood loss that can't be healed and get stuck in a death loop.
    • There is no logout prompt for some 890 Jump beds.
    • Ships can end up oriented sideways when quantum linking.



    New Features
    Locations
    • Added MicroTech Planet including the exterior of New Babbage Landing Zone.
    • Note, the interior of New Babbage is not completed and is unavailable.
    • Added new Rest Stop interior variants.
    • Players now have the ability to select their initial spawn location when it is their first time logging into the game.
    • GrimHex armistice has been updated to allow non-lethal melee combat.


    Gameplay
    • Added "impounding" function to the law system
    • Players who incur landing infractions that cause their ship to be forcibly despawned will now see it as "impounded" rather than "stored" when they return to the ASOP terminal. Players can then see their infraction and either pay to have their vehicle removed from the impound or wait until the vehicle is released. Different jurisdictions have different fine amounts and impound times.
    • Added melee combat including fist and knife fighting along with lethal and non-lethal takedowns.
    • Players can now use various kinds of melee attacks including light attacks (tap LMB/RMB) and heavy attacks (hold LMB/RMB). Attacks are directional (LMB for left, RMB for right) and can be chained together for combinations. Players can block incoming attacks using LMB + RMB together and facing the incoming direction. In addition to blocking, dodging is also a defensive option and can be activated by double tapping "A" (dodge left), "D" (dodge right), or "S" (dodge backward). Players can also do "takedowns" if they melee from an undetected direction, usually behind the target, and can be initiated using the middle mouse button. For knife attacks/takedowns, players will need to use a combat knife which can be found at various FPS weapon shops and equipped into a utility slot. When unarmed, melee attacks will do non-lethal damage and takedowns are non-lethal, meaning they will render another player unconscious for a brief moment rather than kill them. Initiate knife combat stance with the "5" key and unarmed melee combat with the "0" key.
    • Ship weapon convergence point when no target is active can now be manually set in the options menu.
    • Added new mining vehicle attachment: Mining Laser Head.
    • Laser heads are the mining component that is responsible for fracturing and extraction. These components can now be swapped and purchased, with different components offering different advantages and disadvantages when in use. Laser heads currently can have different instability dampening, resistance modifiers, extraction rates, power transfer rate, optimal charge rate, range, power consumption, heat generation, signature size, and wear characteristics.
    • Added annunciator panels to some ships
    • An additional UI panel has been added to some ships that displays various state driven ship conditions. Note, not all ships have these panels.


    Weapons and Items
    • New FPS Weapon: Animus Missile Launcher: Once target lock is achieved, the Animus launcher rapidly fires multiple missiles from its barrels, unleashing the kind of devastation that Apocalypse Arms is known for.
    • New FPS Weapon: BEHR P6-LR - Ballistic Sniper Rifle: The Behring P6-LR ballistic sniper rifle more than makes up for its slow rate of fire with a high powered 8mm round that's effective from long range. Featuring a scope with variable zoom modes and a barrel composed of a proprietary high-strength alloy, the P6-LR was designed to deliver when needed most.


    Core Tech
    • Implemented server side object container streaming (SSOCS)


    Feature Updates
    Characters
    • Moved Miles Eckhart to Lorville at MacIntyre & Victor's Bar.
    • Increased the speed of most first person animations.


    Locations
    • Updated planets and moons to Planetary Tech v4.


    AI
    • Improved AI ship collision avoidance.


    Ships and Vehicles
    • Updated third person camera/chase camera for ships for improved behavior and stability.
    • Updated the size and scale of ship status visor displayed and moved some ships displays to exclusively MFD.
    • Updated and rebalanced ship components (shields, powerplants, coolers, quantum drives.) around manufacturer characteristics so that each item is now unique with unique strengths and weaknesses related to their intended use.


    Weapons and Items
    • Reduced the amount of shake on the Arrowhead when charging a shot.


    Major Bug Fixes
    • NPC security at major stations should no longer occasionally get stuck in a combat ready pose.
    • AI mission target ships should now consistently spawn for all related missions.
    • Fixed an issue on multiple ships where a player could eva through landing gear without collision.
    Geändert von FrozenPie (28.11.2019 um 17:54 Uhr)
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  3. #8943
    Avatar von Dr-Best
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    AW: [Sammelthread] Star Citizen

    Hallo,
    kann mir jemand beantworten warum ich immer nur ca. 30 FPS habe ? Anfang des Jahres in der letzten Freeflight hatte ich in WQHD immer 60+ jetzt selbst in 1200x800 und low nur 30.
    Was muss ich tun?! Scheint ja ein Bug zu sein.

  4. #8944
    Avatar von HisN
    Mitglied seit
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    AW: [Sammelthread] Star Citizen

    Server-Limit oder vsync an.

    Das ist ist ein CPU/Server-Limit.
    Klicken Sie auf die Grafik für eine größere Ansicht 

Name:	starcitizen_2019_11_2ezk6t.jpg 
Hits:	38 
Größe:	701,5 KB 
ID:	1071287

    Wenn Du in Deinem Hangar bist, müssten mehr FPS anliegen, weil es ja "offline" ist.

  5. #8945

    Mitglied seit
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    AW: [Sammelthread] Star Citizen

    Seit Start des Free Flight ist Arc Corp und Area 18 ne Katastrophe.

    Bei mir gehen die fps aber sofort hoch wenn ich auf Abstand zu Arc Corp gehe.
    AMD Ryzen 7 2700x | Asus ROG Strix x470-F | 32GB G.Skill Trident Z RGB 3200 C14 | 250GB M.2 Samsung 970 Evo / 500GB Samsung 840 Evo / 2TB Samsung 860 Evo | Gigabyte Geforce RTX 2080ti Aorus Extreme | beQuiet Straight Power 11 750W | Phanteks Enthoo Evolv ATX | Teufel Concept C 200 | Dell Alienware AW3418DW --- Samsung JS9090 UHD TV | Playstation 4 Pro | Yamaha RX-V 681 | Teufel Ultima 40 Mk2 5.1

  6. #8946
    Avatar von Dr-Best
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    Danke euch. Habe mittlerweile auch festgestellt das es an der Gegend liegt und einfach an der Performance des Spiels.
    40 FPS mit 40% GPU / CPU auslastung.

    Warten wir mal auf die 3.8 und ob das was bringt

  7. #8947
    Avatar von lol2k
    No Adblocker!

    Mitglied seit
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    Na da bin ich doch mal gespannt, was die BBC so zu Tage fördert, was wir noch nicht wissen.
    BBC tech program Click promises investigation into Star Citizen’s delays | Massively Overpowered

  8. #8948
    Avatar von sauerkraut4tw
    Mitglied seit
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    AW: [Sammelthread] Star Citizen

    Zitat Zitat von lol2k Beitrag anzeigen
    Na da bin ich doch mal gespannt, was die BBC so zu Tage fördert, was wir noch nicht wissen.
    BBC tech program Click promises investigation into Star Citizen’s delays | Massively Overpowered
    Der erste Kommentar unter dem Newsbeitrag spricht Bände

    "I like reading any comment section related to SC for the same reason I love documentaries about cults."

    i7 6800k / Asus ROG X99 Strixx / be quiet Dark power pro 11 550w / Corsair 4x8GB @2400mhz / MSI GTX 1070 Gaming X 8G / SSD: 500 GB m.2 + 500 GB + 250 GB / 2 x Dell U2515H

    Laptop: XMG Pro 17 / i7 7700 / GTX 1070 / 2x8GB @2400mhz / SSD: 250GB m.2 + 120 GB

  9. #8949

    Mitglied seit
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    AW: [Sammelthread] Star Citizen

    Zitat Zitat von lol2k Beitrag anzeigen
    Na da bin ich doch mal gespannt, was die BBC so zu Tage fördert, was wir noch nicht wissen.
    BBC tech program Click promises investigation into Star Citizen’s delays | Massively Overpowered

    Eigentlich interessiert mich nur das Ergebnis des "fertigen/released" Spiels bzw. der Spiele und keine alten Kamellen, sind ja auf einen guten Weg.



    Viele Grüße,
    stolpi

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  10. #8950

    Mitglied seit
    21.11.2018
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    AW: [Sammelthread] Star Citizen

    CitizenCon Bildergalerie:
    - CitizenCon by Black Edge Productions






    Viele Grüße,
    stolpi

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