#sc-patch-notes

Wakapedia-CIG
We’re going to be turning off the Save Stanton Global Event for just a few minutes to reconfigure it for just phases 1 and 2 for the rest of today!

Wakapedia-CIG: Fixed - MISC Hull C - PU - Vehicles - Quantum Travel - The Hull C is unable to engage quantum travel (STARC-131056)

This one was funny. The quantum drive thought it was engaging from the wrong solar system so wouldn’t work

sc-testing-chat | Wakapedia-CIG: :space_invader: Tonight’s build will have a temporary change to remove the hangar elevator alarms sounds until a proper audio leaking fix is made. Should help with so much loud noise for now :slightly_smiling_face:

Star Citizen Alpha 3.24.2 PTU.9377274 Patch Notes

Audience: All Waves

Features and Gameplay

Locations

  • Hangar Elevator and Alarm Sounds have been temporarily muted

Gameplay

  • Starmap and Radar Decluttering and Performance
  • Refueling Time Re-added and Balanced
  • Added Weapon Group Number to Crosshair Switch Pop-up

Ships and Vehicles

  • Argo ATLS added to Ship Shops
  • F7C mk2 Added to Ship Shops
  • Retaliator Module category added to shops
  • Re-orderd Annunciators
  • MISC Starfarer and Freelancer Annunciator Setup and Polish

Bug Fixes

  • Fixed - PU - Freight Elevators / Locations - Settlements / Outposts / Junkyards - Freight Elevator Retrieval UI filled with all owned and items gets stuck on “transferring to warehouse” (STARC-129603)
  • Fixed - ARGO MOLE - UI all red / no scan information for Mining Laser turret (STARC-132775)
  • Fixed - MISC Hull C - PU - Vehicles - Quantum Travel - The Hull C is unable to engage quantum travel (STARC-131056)
  • Fixed - Multivehicle - PU - Vehicles / UI / MFD - The Larger Aiming UI option on the Vehicle Configuration MFD does not function
  • Fixed - PU - Stanton - Mining UI - Ships / Vehicles / UI / Game Code / Mining - Item Resource - UI - UI doesn’t switch between fracture/extraction modes (fracturemode binding does not update)
  • Fixed - Multivehicle - UI / HUD - Various vehicles lack UI element indicating the lock status of their components and weapon hardpoints (STARC-131865)
  • Fixed - RSI Zeus Mk. II - ( ALL VARIANTS ) - PU - Vehicles / Actor - Interactions / Design - Closing the door on the cockpit weapons locker links to close the cockpit engineering bay door button as well
  • Fixed - PU - Stanton - Vehicles - Replaceme Balls are in the 400i cargo bay (STARC-130077)
  • Fixed - Aegis Sabre Firebird - PU - Shopping / Economy - The vehicle is priced at 0 aUEC
  • Fixed - PU / AC - Disabling/Enabling weapons on ships with Retractions will enable auto gimbal on ship
  • Fixed - Window pops up for anyone who previously had Borderless mode
  • Fixed - PU - Save Stanton - Phase 1 - Mission Content - Mission A stops being completable at progress 2/6
  • Fixed - PU - Save Stanton - Phase 2 - Mission Content / UI - The Remaining Slicers’ Asset number does not updated during or complete the mission
  • Fixed issue with Hull C not requiring docking collar when cargo present

Technical

  • Fixed 8 Client Crashes
  • Fixed 4 Server Crashes
  • Fixed a Deadlock

@GeneralNews

ATLS is being sold at New Deal / Lorville AND Astro Armada / Area18 for 75.600 aUEC

(thanks @ben10083)

F7C Mk2 is being sold at Astro Armada / Area18 for 4.895.100 aUEC

(thanks @Zedura :skull_and_crossbones:)


:jack_o_lantern:(Tuesday) We are currently putting together a new 3.24.2 build for release onto the PTU later today

Current goal is to have another timed 4.0 Evocati Playtest on Wednesday this week.

3.24.2-ptu.9378772 is now available for download on the RSI Launcher in the PTU channel!

[All Waves PTU] Star Citizen Alpha 3.24.2 PTU.9378772 Patch Notes

New Global Event: “Save Stanton” Playtest!

Tonight on the 3.24.2 PTU servers we will be running the first 2 phases of a new global event called Save Stanton!
This will start up shortly after the build has been released and run overnight with mission phases 1-2.

Features & Gameplay

Gameplay

  • Filtered out the Quantum Toggle button when in interaction mode to prevent accidentally exiting QT when interacting in cockpit

Ships and Vehicles

  • Updated Sabre Raven default weapons

Bug Fixes

  • Fixed an issue where remote players were always getting their aim cleared (This broke aim/look sync for remote players causing desync and teleporting players)
  • Fixed - AC - Frontend / UI - 3D background hangars do not load the first time AC mode is entered

Technical

  • Fixed 1 Client Crashes
  • Fixed 4 Server Crashes
  • Fixed 3 Deadlocks
  • Improved stability Regarding GPU Crashes for Vulkan

Wakapedia-CIG
4.0 is still on the plan for another timed test today. It’s still 8am here so we’ll discuss plans here shortly and i’ll hopefully have more confirmation soon

:jack_o_lantern:(Wednesday) Current Goals for today

We plan on publishing a new 3.24.2 build with further stability and bugfixes onto the PTU for all backers

We are working on a playtest 4.0 build are planning on a timed playtest today with Evocati

Update: This is considered a LIVE Release Candidate for Thursday

sc-testing-chat | Wakapedia-CIG: 3.24.2 will wipe in game purchased handheld tractor beams due to them being updated to new mechanics

ETF-testing-chat | Wakapedia-CIG: Check weapon and shield chargers in tonight’s 3.24.2 build:

Fixed - Weapon and Shield charge and drain times are being impacted by server tick, leading to excessive regen times

sc-testing-chat | Wakapedia-CIG: just got the 30 minute heads up from qa for the 3.24.2 ptu build!

:green_circle: 3.24.2

Star Citizen Alpha 3.24.2 PTU.9381373 Patch Notes

Audience: All Waves

New Global Event: “Save Stanton” Playtest!

Tonight on the 3.24.2 servers we will be running the first 2 phases of a new global event called Save Stanton!
This will start up shortly after the build has been released and run overnight with mission phases 1-2.

Bug Fixes

  • Fixed - PU - Stanton - Locations - Elevator doesn’t move to hangar when your hangar button is pressed (STARC-124127)
  • Fixed - PU - Save Stanton - Phase 1 - Mission Content / AI - Enemy ship AI can be unresponsive to the player (STARC-133466)
  • Fixed - ALL MODES - Changing system language using LALT + LSHIFT while Star Citizen is running prevents any further inputs from registering in game (STARC-132222)
  • Fixed - AC - Vehicles - UI - ALL MODES - Cant enable Multi-Crew mode on eligible Game Modes (STARC-132226)
  • Fixed - Weapon and Shield charge and drain times are being impacted by server tick, leading to excessive regen times
  • Fixed - PU - UI / Locations - mobiGlas - Star Map - “Hurston Dynamics Showcase” is misspelled on the Star Map app as “Huston” (STARC-105807)
  • Fixed - PU - Stanton - Multivehicle - Vehicles / MFDS / UI - The Scanning MFD is not displaying ore / cargo in mining bags
  • Fixed - Mining lasers on mole and prospector can not be changed (STARC-133279)
  • Fixed - MISC Starfarer - PU - Vehicles / Ship Refuel - Hydrogen fuel is depleted despite Nozzle being closed and Flow Rate not adjusted
  • Fixed - PU - Save Stanton - Phase 1 - Mission Content - Mission A stops being completable at progress 4/6 and 2/6

Technical

  • Fixed 1 Client Crash
  • Fixed 3 Server Crashes
  • Further Server Performance Optimizations

Wakapedia-CIG
:green_square: 4.0

Star Citizen Alpha 4.0 Stability Playtest #2

Hello Avocados!

Tonight on the EPTU channel we will be running another 2 hour playtest with SC Alpha 4.0!

This current test will focus fully on 4.0 with Stanton and Pyro and will include a 4 DGS server mesh starting with 200 player count per shard and 2 servers per solar system.
This will be a temporary Mesh configuration. We’re aiming to encourage zone transitions and monitor performance with additional tuning for this initial test.
This is a more up to date build with inclusions from 3.24.2 and more.

Channel: EPTU
Primary Build: sc-alpha-4.0.0-9380983 US servers only
Access Level: Evocati only under NDA (Talking about features and testing is allowed but no sharing of game video, screenshots, audio, files, or accounts outside of Evocati)
Duration: About 2 hours depending on stability
Features: Stanton/Pyro, Jumpgates, 4:200 Subdivision, RMQ
Focus: General Performance & Stability
Starting DGS Player Cap: 4:200 with 2 DGS per solar system

PU - Pyro - Ruin Station - Locations / Starmap - Player is unable to set Quantum Travel route to Ruin Station
PU - Pyro - Rundown Station - Starlight - Locations / Inventory - Player cannot access location inventory by Storage Kiosk except the one inside clinic
PU - Pyro - Rundown Stations - Personal Hangars / Locations / Vehicles / ASOP - Ships spawn under the hangar pad and the elevator stays lowered
PU - Stanton - Multilocation - Locations / ATC / ASOP Fleet Manager - Vehicles retrieved via Hangar ASOP spawn on landing pad without pad lowering
PU - Pyro - PYR26-LEO - Rundown Station (R&R) - Ruin Station - Design / Locations - ATC name is incorrect, showing Checkmate instead of Ruin Station
PU - Stanton - UI / Shipping & Delivery Kiosk - Shipping & Delivery Kiosk(Covalex)'s screen will be stuck on “Please Standby” after pressing “Pickup”
No Personal Hangar given at Checkmate Station

Known Issues
Due to Jump Points having quite a few issues. Please set your spawn somewhere in the PYRO system!
Fixed - PU - Stanton/Pyro - Jump Points - Ships / Vehicles / Game Code - Multiple Players in a Tunnel can end up at the same Failure Point
PU - Stanton/Pyro - Locations / Transit - Some elevators have greyed out panels and do not respond when called
Fixed - PU - Stanton / Pyro - Jump Points - Ships / Vehicles / Game Code - The Jump Point can repel the Player away from the Tunnel on Entry after the first Tunnel
PU - Stanton/Pyro - Jump Points - Ships / Vehicles / Game Code - Flying against Jump Tunnel Walls does not cause a Failure State
Fixed - PU - Stanton/Pyro - Jump Points - Text / UI / Game Code / Ships / Vehicles - The Jump Point Tuning Notifications UI have Placeholder Text
PU - Stanton/Pyro - Jump Points - Ships / Vehicles / Game Code - The Player can be Forced out of the Jump Tunnel after Entry
PU - Pyro - Locations / AI / Design - Combat AI are invisible
PU - Stanton / Pyro - Jump Points / Vehicles - Upon exiting Jump Point, player vehicle is launched at high velocity with player unable to slow before collision with objects
PU - Game Code / Vechiles - Jump Points / Vehicles - Vehicle in SCM Mode was pulled into Jump Point without input