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Star Citizen

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  1. Alpha 3.7 - Into the Depths - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42 ROBERTSSPACEINDUSTRIES.COM Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items...
  2. Star Citizen Patch 3.7.0 Alpha Patch 3.7.0 has been released and is now available! The launcher version number should read: VERSION 3.7.0- LIVE.3180042. 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. The persistence database has been cleared for this build. Known Issues Invisible rocks are present on the surfaces of planetary bodies and can sometimes block FPS mineable resources. Kiosks and terminals are flickering. Caution: Could negatively impact those sensitive to flashing screens. REC rentals for Star Marine fail to process but still subtract REC. Interdictions can happen twice in a row and sometimes spawn an asteroid very close to the player. Quantum travel sometimes doesn't work when too close to group members. Work around: Spread out from other group members, then quantum travel or spool and go one at a time. Quantum travel target selection does not always update when aligned. Work around: Aim the nose of the ship away from the marker, and then re-target the marker to reset. The quantum travel HUD will vanish if the player exits the seat while in quantum travel. The Combine cannon does function correctly in multiplayer. Player's can't quantum travel in the Banu Defender with a copilot seated. Ultra wide aspect ratios cause misalignment for personal inventory and Skyline icons. Missile countermeasures are not working consistently. Distortion damage does not apply correctly. Duplicates of ship system components can appear listed in the VMA which, when equipped, will not function. In Star Marine's OP Station Demien level, enemy indicators can sometimes be seen through walls. Players may experience a stall when loading and firing weapons in Star Marine. AI ships can get stuck and not continue on their route. NPC beacons will sometimes display an incorrect distance. Attempting to quantum travel to destinations from orbit of ArcCorp or its moons may result in the player colliding with the surface. Ships can spin excessively out of control when their wing is clipped. Landing illegally and having your ship despawn while a mission box is inside will break mission progress. Feature Updates Characters Updated character customizer. The updated customer has been streamlined to create better flow. Players now start by selecting a gender and a base head. Other heads can then be blended with the base as a whole or as isolated features by selecting on either the left column or on the region the player wishes to customize on the head itself. Players can also randomize any selection (dice on bottom center of screen). Updated flashlight projection. Updated stamina usage to increase sprint time and regeneration rates. Visual polish to Pacheco's outfit. Locations Updated Arial's height-map distribution. Temporarily removed rest stop HUR L2. Removed the Argo from Area18's spaceport. AI Improved AI combat ship behavior for more dynamic target selection and engagement based on relevant threats. Gameplay Adjusted misdemeanor fine values including a significant reduction in illegal parking fee. Improved the chat interface and multiple channel support for VOIP/FOIP. Updated all mission rewards to better balance risk and time. Temporarily disabled escort style missions. Made crimestat restrictions more lenient for mission offerings. Updated AI service beacons with new sequenced waves of enemies, more challenging opponents, and kill rewards. Reworked and reintroduced the level 5 crimestat mission. Temporarily removed several city locations from the delivery system. Adjusted the position of some of the no-fly zones around horizontal hangars at Area18. Updated tablet grip template so players can turn items like computer blades in their hand. Updated Pirate Swarm. Pirate swarm has been updated to 10 waves and now has a new suite of opponent ships and a challenging final wave. Ships and Vehicles Improved the fuel consumption of the 890 Jump. Increased CryAstro refueling rates for larger ships. Reworked audio for EMP. Fixed assisted gimbals so it only requires the firing solution to be in the cone as originally intended. Updated usables in the 890 Jump. Updated the nose array on the Hoplite to BRVS Ballistic Repeaters. Changed the exterior paint on the Hoplite. Adjusted 890's health pool so it has more hull durability. Slightly increased engine trails to increase motion readability. Updated the Arrow to only have one shield generator as originally intended. Weapons and Items Rebalanced recoil for the Kastak Arms Karna Removed size 1 and 3 Tachyon cannons and size 2 Tachyon cannons can now only be equipped to the Banu Defender. Major Bug Fixes The Vanguard should no longer lose shields and cooling if it loses the left wing. Delivery missions should now complete more consistently. Fixed scope magnification values on existing sight attachments. Capture points going toward neutral should no longer continue to do so if no one is in the capture zone for Last Stand. Fixed numerous issues with the pistol aim pose. Storing the hacking chip should be consistent with stow behavior of other hand held items. The character flashlight should now move with the character's head while in free look. There should no longer be a gap in collision between the sky bus and the platform at Area18. There should no longer appear to be blurring inside of ships during quantum travel. The 890 Jump should now have countermeasures. Port Olisar turret UI markers should no longer appear to float away. Fixed 2x gravity around underground facilities. Outlaws in Star Marine should now be able to equip armor other than light. The Gladius should no longer have shield holes. Fixed an issue where physical damage wasn't penetrating the 890's shields. The 890 should no longer consume fuel more than intended. Players should no longer be able to generate UEC by exploiting ship refueling. The Reliant should be able to hold handheld cargo. NPC service beacons should no longer spam the player. Missile detach VFX should no play properly. FPS weapon hits should now register properly inside the 890's hangar bay. The options menu should no longer get stuck on when selected from the character customizer. Ships should no longer quantum travel into Daymar and explode when spline jumping from between 2000 and 2500 meters. Targeting and missile brackets should now appear properly for all ground vehicles. New Features Gameplay Added a voice activation option for VOIP transmission available in the FOIP/VOIP options menu. Added ship rental kiosks. Ship rental kiosks can be found at Teasa Spaceport in Lorville (Vantage Rentals) and Riker Memorial Spaceport in Area18 (Traveller Rentals). When renting, players can specify the duration (1, 3, or 30 days real time) with longer time being a better overall value. Rented ships are insured and customizable. The time remaining on the rental is shown on the mobiGlas and the ASOP terminal. Players can now mine small rocks for valuable commodities while on foot. To mine minerals and crystals while on foot players will need the multi-tool plus a mining attachment, both can be found at Area18, Lorville, and Levski. Once equipped players will be shown a UI interface for mining laser strength and fracture window similar to the mining mechanic on the Prospector. Once the rock is fractured, valuable minerals will be broken off and can be hand collected and stowed in the player's personal inventory. Harvestable objects can now be found and collected on various planetary bodies. Harvestable objects are valuable and can be stowed in the player's inventory for later sale at commodity kiosks. Currently, harvestables can be found on the surface of Hurston, Ariel, Aberdeen and Daymar as well as within all caves. Added a visor message that should notify the player if they are intentionally not respawned in a ship bed they had previously logged out of to help track down issues with bed logout. Added: Player Personal Inventory Player personal inventory can be accessed using interaction mode and selecting an activation dot in the player's view or by using the "i" key. From there a radial menu will appear showing the overall storage available, the percentage fill, and what items are stored. The amount a player can carry is based on the type of armor they are wearing, with storage capacities shown on kiosks and shop displays. Players can also highlight and drop items as well as "store all" items in a carriable box, provided they are standing within the cargo grid of a vehicle. Both the cargo grid stored box and the inventory itself can be sold at commodity kiosks. Added caves to Daymar, Hurston, and Aberdeen. Caves can now be found on the above rocky moons and planet, each contain harvestables and FPS mineable resources. ATC will now restrict landing privileges based on crimestat. Most major landing areas will now not grant landing privileges to anyone with a crimestat of one or more. GrimHex will allow anyone to land, including those in stolen ships. Rest stops, Port Olisar, and Levski will allow anyone up to crimestat level three to land but will not allow stolen ships. New missing person "investigation" mission for caves. Players can now share missions. Accepted missions now have the "share" option, which shares the mission with all members of the player's current party. Upon mission completion, the total payout is divided up among the party members. New Star Marine Elimination Map: The Good Doctor Radical Outsiders cult has taken over an old terraforming facility on Leir II. Join the Marine task force and attempt to take it back, or join the loyal cultists and defend the honor of the good doctor himself, Dr. Marcus Fayel. Ships and Vehicles Added: Aegis Vanguard Harbinger Added: Aegis Vanguard Sentinel Added: RSI Mantis and player interdiction gameplay From the pilot seat of the Mantis, players can activate a dampening field via interaction, labeled "QED", which will prevent ships from quantum traveling if they are within a short range. You can also begin charging the quantum snare via interaction "Q Snare Charge". Once charged, activate the snare with "Q Snare Initiate". Once activated, an enforcement bubble of 20km will be put in place that will pull ships passing through out of quantum. When a ship is "snared", the location of the snare will be shown to the pilot and all players within their party. The snared ship will have its quantum drive dampened within the bubble. Note, this is the location of the snare not the ship itself which can move from that position. Charging and maintaining the snare costs significant power and cooling resources. An exclusion zone around major stations where the snare can be be activated has been put in place and activating the snare within monitored space is an imperial offense and will raise the player's crimestat. Added: Banu Defender The Banu Defender has a special shield that is best operated by two people via advanced hardening mechanics. The best way to utilize this feature is with a co-pilot adjusting hardening on their MFD while the pilot focuses on flying and engaging enemies. Added a keybind "J" to manually toggle compatible ships into VTOL mode, shifting the ships thrust orientation when desired. Some small ships can now mount size 2 gimbals into size 1 hardpoints, allowing them to gimbal size 1 weapons. Those ships include the Auroras, Mustangs, Merlin, Archimedes, 85x, Nox, Dragonfly, and Prospector. Added new IFCS system: Proximity Assist Proximity assist, which will now replace hover mode for near surface control, dampens ship acceleration when near surfaces to give the pilot better fine control and is enabled by default. Proximity assist can be disabled in the options menu. Weapons and Items New Ship Weapon: Kroneg FL-Series Laser Cannons. With a steady hand and a sharp eye, there are few similarly classed laser cannons that can out perform Kroneg's FL-33. This versatile, high-yield weapon was constructed with newly designed compensators to deliver damage at long ranges. New FPS Weapon: Hedeby Salva Frag Pistol. While the Salvo can be used as a normal pistol, Hedeby didn’t stop there. With a longer trigger pull, a freezing primer is injected into the chamber and when released, the heavy firing pin hits with enough force to pulverize the supercooled casing. Accidentally developed as an attempt to mitigate overheating, this charged fire option discharges a deadly spray of high-velocity fragments followed by an ear-shattering boom. The Salva Frag Pistol can be purchased at Livefire at Port Olisar, HUR-L2, CRU-L1, Skutters, and Tammany and Sons. Added additional weapon sight attachments and updated some of the current ones. Additional Attachments: NV-TAC 1x Gamma Projection Optic, NV-TAC 2x Gamma Duo Projection Optic. Reworked: NV-TAC 3x Gamma Plus Projection Optic, NV-TAC 4x Telescopic Optic, NV-TAC 1x Delta Reflex Optic. FPS combat AI will now prioritize targets based on distance, visibility, and incoming damage and should engage the player more aggressively. Added new chat group and party interaction functionality. Chat groups can now be created in the commlink app and will persist between sessions. Chat groups are cross server, so anyone in game will see text from that group regardless which server they are on. Additionally, players can invite their entire current party into a group or invite an entire group into an existing party. Added new barrel and under-barrel weapon attachments. New under-barrel attachments from ARMA including a flashlight, laser sight, suppressor, flash hider (hides muzzle flash), compensator (recoil reduction), and energy stabilizer (recoil reduction). Like other attachments, these can be found at shops that sell compatible firearms. Activate attachments with the "U" key. Note: Weapon descriptions give the compatible sizes for all available attachment slots. Flares can now be purchased at Conscientious Objects on Levski, Cubby Blast at Area18, Tammany & Son's at Lorville, and Live Fire at Port Olisar. Flares can be equipped to utility slots, manually activated with the "use" interaction, thrown, and held. Added high inventory armor, the MacFlex "Rucksack" Core, is now available at Conscientious Objects on Levski, Cubby Blast at Area18, and Tammany & Son's at Lorville. Core Tech Arena Commander and the Persistent Universe now use separate ship databases. Arena Commander and the Persistent Universe now maintain separate ship and item databases. The status of your ship in the persistent universe, including fuel state, damage state, and whether it is destroyed or not will have no impact on your ship setup in Arena Commander. Loadout customization is also specific to each game mode and is no longer transferable. Rented items and ships in the Arena Commander customization menu will only be available in that mode and vice versa for purchased or rented items and ships in the persistent universe.
  3. 890J to żart, ale sam patch 3.6 w Star Citizenie nawet, nawet.
  4. Star Citizen Patch 3.6.2 Alpha Patch 3.6.2 is now available! Patch should now show: PTU-2749409. 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 Known Issues The largest ships currently refuel extremely slowly. The battlebridge currently lacks pilot remote control screens. Attempting to interact and directly climb from one seat into another may lock the player. New Features Universe Added two more XL hangars to Lorville and Area18 to accommodate the 890 and Reclaimer. Ships and Vehicles Added: Origin 890 jump. Feature Updates Universe Slightly reworked ship and pad sizes at the largest end. The Reclaimer and 890 Jump can only be spawned at large ports that can accommodate ships of that size. For now, those ports are Lorville and Area18. Ships and Vehicles Removed damage drop from neutrons and reduced damage to bypass shield penetration issue. Attritions have had their heat based damage bonus removed and been given a slight damage increase to compensate as a temporary work around to the unintended shield penetration. Bug Fixes Neutron weapons should no longer penetrate shields at longer ranges. Attrition weapons should no longer penetrate shields. Technical Various performance optimizations.
  5. Ponury Typ


    Całkiem fajnie by to wyglądało na metalu.
  6. Nowość od aegis: Broszura Cenny [Brutto]: Aegus Nautilus Warbound - 830.25 USD Aegis Nautilus Solstice Limited Edition Warbond - 830.25 USD Aegis Nautilus Standalone - 891.75 USD
  7. Patch jest bardzo stabilny!
  8. Star Citizen Patch 3.6.1 Alpha Patch 3.6.1 has been released and is now available! Patch should now show: LIVE-2437696. 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. Database Persistence Wipe: YES Known Issues Recently claimed ships may show as "locked" on the VMA. W/A: App switch or reopen to refresh. 600i interior elevator doors do not open unless the ship is unlocked. Reclaimer interior doors do not open unless the ship is unlocked. The forward lift on the Reclaimer sometimes has collision issues causing damage to the player or the player to fall out. Wheel and suspension animations are not working on wheeled vehicles. VOIP may not be functioning at release, but we are looking into a server side hotfix. Feature Updates General Updated audio for size 3 ballistic cannons and Ballista missiles. Updated FOIP camera selection with "camera mode" which includes the choice of camera, resolution, framerate, and color space. Recommended modes are marked with a "*" and modes below 320 or above 1920 are excluded. Universe Added Ballista class missiles to Centermass store. Brought down the number of AI security reinforcements to avoid accumulation of AI ships. Increased the ship detection commodity buying radius for some stash houses. Missions Updated probability volume to lower the frequency of AI service beacons. UI Disabled pitch ladder for ground vehicles. Added HUD warning message for security encounter. VOIP UI "speaking" notification now ignores players who are out of range. FPS Raised the P8SC sight attachment point. Ships and Vehicles Updated dimensions for Freelancer Max and Vanguard to better select landing pads/hangars. Temporarily removed the VTOL animation from the Cutlass to restore forward/reverse strafing when in hover mode. Bug Fixes Players should no longer experience a dramatic framerate drop when in 1st person. Fixed missing orbital markers at multiple locations. Updated armor tagging for Star Marine so the outlaws now have a complete set. Fixed an issue causing tire trail VFX for the Ballista to not appear. All crew members of the Ballista should now have ship computer audio. Holding LMB should now work to quick place carried items. Security attacking the player should now be flagged as hostile. The UI should now show correct numbers for weapons when not wearing a helmet. The camera should no longer appear to be inside the player's head when respawning in Star Marine. Players should no longer experience an infinite loading screen when logging into the PU. Fixed an issue causing bounty type missions to appear in the same areas around GrimHex. Fixed an issue where the REC total wasn't displaying at the top of the screen on the Arena Commander menu. Destroying an enemy ship when in the presence of security should no longer cause a crimestat. Fixed an issue where mineable asteroids could be detected at much longer ranges than intended. Modified shield proxy for Reclaimer to fix shield holes. Ruto's appointment mission should no longer be offered before the player completes the prerequisite mission. Fixed an issue where missiles were not inheriting velocity. Players should no longer get stuck on a black screen after death. Ships should no longer be missing components upon insurance claim return. There should no longer be excess AI ships around GrimHex, lowering local FPS. Switching genders in the character customizer should no longer cause a skin tone mismatch. Vehicles should now be able to be repaired and restocked at Lorville and Levski. Secondary quantum travel route jump points should no longer be obstructed when traveling to a planetary body. Mission givers should be in their correct positions and functioning. Emissions should now display properly on MFD and support screens. There should no longer be a floating boxing ring just outside of Lorville. Players should no long stare at a black screen when attempting to respawn. Fixed an issue that caused ship repairs to not work when degradation was present. Fixed an issue where Pro Tem bounties would spawn inside asteroids. Players should no longer get stuck on an infinite loading screen when entering the PU. Repair costs should no longer be exceedingly high when degradation is present. Players should no longer see pink or purple graphical issues around ArcCorp if they updated to the latest drivers. Players should now be able to purchase commodities at Hurston moon outposts. Players should now have their ships detected once landed at CRU-L5. The player's ship should no longer explode when quantum traveling to a party member in atmosphere. Mission description and contractor are now placed in the correct fields on the mobiGlas. Fixed an issue causing some optics to be not sighted in correctly. Restock should work consistently for all ground vehicles. Lawful missions should no longer appear on GrimHex if the player has a crimestat. Fixed an issue where VOIP did not automatically connect the client back to proximity chat after disconnecting from a direct call or party chat. Removed emotes from falling to fix using them to avoid falling damage. Technical Fixed 10 client crashes. Fixed 4 server crashes. Fixed a memory leak.
  9. Nowy Pojazd on Anvila: Cenny: [Brutto] Ballista - Warbond - 147.60 USD Ballista - 172.20 USD Ballista Snowblind Limited Edition - Warbond - 153.75 USD Ballista Dunestalker Limited Edition - Warbond - 153.75 USD Ground Militia Pack Snowblind Limited - Warbond - 418.20 USD Ground Militia Pack - 448.95 USD Grafiki:
  10. Feature Updates General Unified TrackIR and FOIP head tracking buttons. Updates and numerous polish to head tracking functionality including the addition of head roll. Universe Complete update of Rest Stop exteriors and shapes, including thematic variations. Moved Delamar further away from Crusader and into its own object container. Updated commodity pricing to reflect the addition of black markets and stolen goods. Updated several locations to now use decoupled lighting for improved visual look. Reduced the volume of the combat music and added an option to mute this music event. Added the ability for AI pilots to strafe during passes. Added Oxypen and MediPen to Lorville Tammany and Sons shop. Updated transit system to streamline flow and usage. Trains are now on loops with multiple trains on each line, which should reduce waiting times across the board. Elevators can now move to any pad/hangar and are no longer specific to one hangar/pad. A selection of available destinations will be available via interaction at the interior elevator button panel. Added "average" skill level for AI pilots to increase variation. Updated and expanded player carriable items. Adding clustering for mineable entities. Mineable rocks now appear in medium to large clusters rather than single rocks and their locations have been updated to reflect this. Lighting pass on exteriors of underground facilities. Various visual tweaks around Lorville. Increased refinery kiosk pay out to give a slightly higher yield to mined materials. Missions Re-enabled ECN missions. Various improvements to FPS based missions. Temporarily removed escort and distraction style missions. There are now as many PVP bounty missions offered as there are eligible criminal player targets. UI Video and lighting improvements to comms calls. Color and names of channels can now be edited in the mobiGlas. Players can now decide which chat channel is directed to the visor. FPS Improved the look and feel of the character jump mechanic. Updated ragdoll properties to improve look and feel in all situations. Polish to smooth out first person turns and crouch turns. Added a display screen to the GRIN multi-tool. Added display screen to KLWE Arclight pistol. Ships and Vehicles Complete rework of the Aegis Vanguard Warden. Revised the P-52 Merlin. Updated the HUD of the Gladius. Decreased the hull strength of the Arrow. Increased the hull strength of the Reliant. Significantly increased the hull strength of the Khartu-Al. Removed the ability to change paints on the VMA and Arena Commander vehicle editor as it had applied in unintended situations. The ability to swap paints on the Aurora and the Graycat will be added back at a later date. Updated JUST quantum drives for increased durability and more distinction from other classes. Further updates to ship weapon audio. Reworked shield values and functionality Shields have been reworked to add major differences between manufacturers and classifications with the goal of providing a difference in feel and value. Size 1 shields have had their health pools readjusted and regen reworked. For size 1, shields now stop regenerating on hit and once a set period of time passes without further strikes, the shields will began to regen again. The functional goal of this is to limit shield regeneration during a fight and have the shield work more to stop the enemy doing significant damage right at a fight's outset. There is one exception, ASAS (manufacturer) shields constantly regenerate, but have a reduced health pool. Size 2 shields work similar to before, but now with more difference between manufacturers. At size 2 there is no damage delay, low regeneration, and a large health pool. Size 3 shields have very large health pools and regeneration rates, with the goal of requiring multiple ships working together to overcome their regen. Reworked ship shields so power setting only impacts regen. Toned down the shield shader VFX. Changed the shield regen delay to be per generator rather than per face. Overclocking no longer affects shield allocation rate or hardening. Updated Prospector main engine with VFX. Updated AI Hammerheads to "gunship" type flight behavior. Updated ship weapon audio. Increased the damage output of missiles. Updated the cooling for Dragonfly and Nox thrusters to make them more usable. Removed collision from the Freelancer's turret forks as a temporary work around to get larger objects in, pending animated retract. Updated rate of fire on all repeater weapons. Added audio feedback for player g-force stress. Major Bug Fixes Missiles should now be able to be counter-measured appropriately. Fixed missing thruster damage VFX for the 300 series. Ship controls for the Nox should now animate when strafing. IFCS sounds for coupled/cruise should now work for all ships. Customized 325a's should no longer have mismatched cargo holds. Strafing should now animate on the Cutlass HOTAS. The HUD should now properly update when changing fire-mode on the KSAR Scalpel. Players should no longer get stuck inside of ArcCorp rooftops when they go prone. Players should now be able to vault or mantle from a crouch. Players should no longer be able to force pass out by jumping. Loading into Arena Commander as a spectator should no longer cause an infinite load screen. The comms MFD should now update properly. Added an interaction to the interior of the cargo bay of the 300 series to avoid players getting stuck. The Eclipse radar should no longer be reversed. Fixed a head-flip and smooth tracking issue when doing fast turns on foot. Fix for visual blurring on rotating asteroids. The attitude flight HUD should now appear properly when flying at Delamar. JUST quantum drives should now have a distinct feel from other types. The Reliant series should now be able to store handheld cargo. Combat music should no longer seem much louder than others. Fixed missing radar on customized ships. Fixed weapons should no longer aim toward the target as if gimbaled when in assist mode. Turret HUD markers should no longer appear if the player isn't facing them. Increased the health of destructible turrets so they can't be destroyed with melee attacks. Turret movement audio should now play properly. Updated spline jumps to avoid impacts with the planetary body. Fixed a visual issue with the Valkyrie camo skin. Assisted gimbals should no longer wander when no target is locked and the ship is in motion. The undersuit should no longer display thruster VFX when not in EVA. Using automated landing at rest stops should no longer cause the ship to move away rather than land. Ship engine and idle glows should now properly be off when the ship is off. Fixed an issue where scan blob contact VFX were played for everyone in the area. Ruto's face should now appear. Female characters should now sit in the copilot seat of the Super Hornet correctly. Party launch and "join friends" should now work from the main menu. Targeting pips should no longer continue to show and lock to screen after a weapon is destroyed. Fixed an issue where some MFD screens would be blank from the copilot or support seat. Players should no longer fall through a planet when loading back in if they previously logged out in a bed.
  11. Alpha Patch 3.6.0 has been released and is now available! Patch should now show: LIVE-2247930. 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. New Launcher We are using a new, unified launcher (version 1.2.0): https://robertsspaceindustries.com/download Known Issues Players may get stuck on the initial loading screen. W/A: Alt+F4 and restart or attempt to suicide your character (on load screen) to force a respawn. Missiles on the Anvil Ballista may occasionally be unable to lock and/or fire. W/A: Reclaim or respawn and try again. Mission givers can sometimes be in the incorrect position and may not interact normally. The HUD vanishes when the quantum drive is enabled. Dropping the hacking chip on planetary surfaces can cause it to fall through. Significant first person framerate reduction can occur. Textures will display across the visor on some helmets. AI ships have an unintended wing wobble behavior. The terrain on Lyria might disappear in some areas (high terrain in high density areas), New Features General Added a hold to activate option for head tracking (available at the comms menu). Added option to select head tracking source and camera selection. Universe Added additional crimestat hacking locations, terminals, and updated the hacking system Hacking now requires a stowable, single-use device which can be found at various locations and shops and is stored as a gadget, retrievable using the "4" key. The devices vary in style and quality, with some more "legal" devices able to do the job with minimal required upkeep from the player but over an extended period of time. Other devices, of a more illicit nature, hack very quickly but require constant interaction upkeep from the player to keep in operation. Additionally, longer periods put the hacking player at risk as counter-missions can be generated to stop them. The updated behavior applies to removal of crimestat as well as shutting off comm arrays. The slow, reliable device can be found at some shops in the verse including Cubby Blast but the more illicit device may require seeking out less reputable vendors. Additionally, there are now expanded locations where a player can attempt to hack away their crime stat. Added automated turrets to GrimHex. Complete overhaul of the law and criminality system Crimestat now directly impacts the level of opposition and how active their pursuit style. The higher the crimestat, the more active and difficult the pursuers. Crimes are split into less severe misdemeanors, which are enforced via fines, and more punishing federal offenses which will result in the player being engaged by hostile AI and bounty hunters. Law is enforced in a jurisdiction system with the main jurisdiction for the Stanton system being UEE, which tracks and enforces federal offenses. Regional jurisdiction is specific to a given area (ie. Crusader, Hurston) which police their own misdemeanors and have their own rules for control substances and unique security forces. The rules and crimes for each region will be listed in the mobiGlas "Journal" for that jurisdiction and are updated as you move through the regions. GrimHex is a unique case of a jurisdiction that does not respect the authority of UEE and does not report crimes to them. GrimHex also field dampens the area around it to protect its visitors. Misdemeanor fines are deducted from your account directly, provided you have the funds as a temporary measure until fine payoff kiosks are implemented. Various security forces may also randomly approach the player as they move around the verse. If the player encounters these forces and is a felon or in current possession of a ship that has been reported stolen (another player has made an insurance claim on that ship), they will immediately be attacked. If not, the player will be requested to halt and submit to a scan via ship to ship comms. If the player fails to stop within a certain time period, with repeated warnings, they will be given a crimestat and attacked. If the submit to a scan and are in possession of illegal goods, they will be fined and the goods removed. Stolen goods and illegal commodities can now only be sold at less than reputable locations, some of which may require some investigation to locate. Missions Added illegal style delivery missions for prohibited and stolen goods. Ships and Vehicles Added hover mode. Hover mode will automatically engage near planetary surfaces with atmosphere below a certain velocity threshold. When engaged, ships will swap to VTOL thruster modes, which will include alternate thruster configurations when applicable. When in hover mode, the ship will hover level until the player gives an input. Pitch forward/backward will result in moving forward/backward and roll will result in lateral movement. If the ship attains enough forward velocity it will automatically switch to rear thrust driven forward flight. Added ship purchasing kiosks to ship shops around the verse. Added ship component degradation. Ship components (coolers, power plants, shields) now suffer from noticeable degradation which can accumulate through time and through specific behaviors (frequent overheating, damage). Degradation can be repaired with any other ship damage at major stations. Added "misfire" events to ship shields, thrusters, power plants, and coolers. Some ship components (coolers, power plants, shields, thrusters) now have a chance to misfire. The base chance for a component in perfect condition is extremely low. Misfire chances increase with increasing degradation, damage, and heat. Misfires can be minor visual blips, major with periods of reduced functionality, or critical temporary shutdowns. New Ship: Kruger Intergalactic P-72 Archimedes. New Vehicle: Anvil Ballista New Ship Weapon: MaxOx Neutron Repeaters Rapid fire short-mid range weapons found in sizes 1 through 3. Uses "neutron" style damage, which has damage that increases over its range. Neutron Repeaters are available at Centermass in Area18. Added nozzle flaps to the F7C and F7CM. Grouped thrusters into a "power group" which can now be throttled to control thruster acceleration. Thruster power throttle is default bound to RALT+mouse wheel and is available in the keybinding menu. To allow players to track current power throttle to thrusters, a meter of percent power has replaced what was the hydrogen fuel meter and hydrogen fuel has moved to a static percent readout on the bottom of the HUD. Added a cargo grid to the Valkyrie. Added ship hailing. You can now start a video call with the pilot of a ship/vehicle that you're targeting while in your ship/vehicle with a hotkey (6), selecting the target in either the Comms/Targeting MFD, or in your MobiGlas Comms app. Added ship specific voice channel. When entering a ship, you now join its ship channel. When selecting the ship channel after you've joined it, you can VoIP and Chat with other members that are actively in that ship channel. You'll automatically leave the ship channel if you leave the ship for a period of time or move too far from the ship. FPS Added customizable weapon attachments Some FPS weapons can now be customized via various attachments. Available attachments are red dot (1x zoom), holographic (3x), a telescopic (4x), and a telescopic (8x ). These can be found at FPS weapon shops that carry compatible weapons. Added the ability to free look and activate head tracking while holding a weapon. Free look in first person now operates as a hold rather than a smart toggle. New FPS Weapon: Behring S38 Pistol This reliable Behring sidearm features a streamlined design and a lightweight polymer frame that helps to minimize recoil. And with the quick fire semi-automatic fire mode, it's easy to see why the versatile and dependable S38 has become a standard sidearm across the Empire for both citizens and law enforcement officers. Can be purchased at Center Mass and Port Olisar. New FPS Weapon: Klaus & Werner Lumin V SMG A solid and dependable laser submachine gun with a reputation for durability, reliability, and accuracy. Can be purchased at Center Mass and Conscientious Objects. UI The comms visor display now displays which channel you are VOIP broadcasting to, who else is in the channel with you, and who is speaking. Players can now invite an entire channel into their party. Players now default auto-join the global proximity VOIP channel.
  12. Ponury Typ

    Star Marine

    Można by, plus wyczuwam 3.5.1 live w piątek.
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