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Ponury Typ

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    Rats Allay

Star Citizen

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  1. Też mi się tak wydaje.
  2. Ponury Typ

    Crusader Ares

    Crusader stwierdził że pierdzieli wożenie ludzi i będzie budował myśliwce. Broszura Cenny [Brutto]: Standalone Ship - Crusader Ares Ion Radiance - Warbond - 239.85 USD Standalone Ship - Crusader Ares Ion - Warbond - 239.85 USD Standalone Ship - Crusader Ares Ion - 270.60 USD Standalone Ship - Crusader Ares Inferno Ember - Warbond - 239.85 USD Standalone Ship - Crusader Ares Inferno - Warbond - 239.85 USD Standalone Ship - Crusader Ares Inferno - 270.60 USD
  3. Ponury Typ

    Argo Mole

    Nowa koparka od Argo. Strona o Argo Mole. Cenny [Brutto]: Standalone Ship - Argo Mole Carbon Edition - Warbond - 338.25 USD Standalone Ship - Argo Mole Talus Edition - Warbond - 338.25 USD Standalone Ship - Argo Mole - Warbond - 338.25 USD https://robertsspaceindustries.com/pledge/Standalone-Ships/Argo-Mole - 387.45 USD
  4. Feature Updates Characters Moved Wallace Klim to GrimHex. 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. Updated the distribution of biomes on Hurston. Updated sound effects and ambience at junksites. AI Improved AI ship collision avoidance. Gameplay Adjusted view distance ratios for dropped commodities. Updated mission icons. Updated some of the barriers in UGFs to allow vaulting. Adding scoring for Pisces in Arena Commander. Adjusted spawn rates for valuable mining materials. Updated instability on FPS mineables. Ships and Vehicles Updated third person camera/chase camera for ships for improved behavior and stability. In third person, the camera now follows the physical movement of the ship and better scales for ships of different sizes. The camera also behaves as if on a spring to allow it to swing, drift, and bounce with ship/vehicle motion in a more natural way. Replaced the front fixed guns on the Pisces with mounted gimbals. Updated landing gear and thruster nozzle LOD ratios on the Bucc, M50, Merlin, and Archimedes. Rebalanced mineable rocks and lasers for expanded range of laser heads and to expand difficulty. Swapped power plant on Heartseeker to military grade. Changed Reliant wing animation to activate on VTOL key and engine rotation to activate with landing gear. Disabled the ability of the player to get out of the seat when the Reliant is in vertical flight configuration. Disabled canopy interactions during quantum travel. Reduced camera shake for thrusters. 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. Added Ballista to New Deal and Astro Armada. Updates to glass reflections the several ships. Updated all targeting keybinds to "tap" logic (press and release to activate). Brought the mining laser/tractor beam close to the reticle point. Remixed the ship audio volume levels. Disabled bed logout in shops that are in other ships to work around a crash. Tweaked boost camera shake so it's not so extreme. Weapons and Items Reduced the amount of shake on the Arrowhead when charging a shot. Updated shop logos for Lortell, Doomsday, Gallenson, and Ultiflex brands. 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. Missiles should now correctly fire to sub-target. The player should now be aligned properly to the MFD and interaction nodes when laying in the bed of the Mustang Beta. Small vehicles should no longer be able to enter Port Olisar's airlocks. Vehicles at Lorville gates should now be properly restricted by the restricted area. The turret gunner in AI Cutlass should no longer be standing up. Bindings for target scanning controls should now be visible in the binding menu. Commodities purchased should now visibility appear on the ship's cargo hold. Switching FPS weapons should no longer cause them to occasionally drop and be lost. Respawning within 50m of another player should no longer cause proximity VOIP to not work between them. Party AR makers should now show up consistently. Players should no longer be able to cause their character to become invisible when setting options in the character customizer. Cacti on planetary surfaces should now have collision. The quantum drive on the Constellation series ships should now be swappable. Players should no longer be able to duplicate harvestables and hand mineables when dropping them on the ground.
  5. Star Citizen Patch 3.8.0 Alpha Patch 3.8.0 has been released to LIVE! Patch should now show: VERSION 3.8.0-LIVE.3917223. We are aware stability and the status of game bugs may not fully match that of 3.7.2. With the introduction of major features and tech, such as SOCS, additional polish and improvements will be required. Our current plan is to continue iterating and working towards additional improvements in incremental 3.8.X patches and beyond. 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. UPDATE - 12/22/2019 - 3917223 Feature Updates No database wipe for update. Ships and Vehicles Increased the fuel tank storage size on the Argo Mole by 40%. Bug Fixes Technical Fixed a server crash. ************************************ Database Persistence Wipe: YES Known Issues CryAstro services may not work at various stations and major ports. Work-around: Hover before landing and request services just above the pad. Rentals and/or rental timers may not work when renting a second ship. If a player's ship is destroyed after bed logout they will return to the server at origin. Weapons may occasionally not fire when used. Work-around: Keep a secondary weapon handy and swap between them While mining with the Prospector or the Mole the cargo hold will periodically fill or empty. Ships and characters on kiosks and the PMA/VMA will occasionally be missing assets or have assets over-sized. NPCs may sometimes be doing usable animations in places that they shouldn't. Purchasing at shops may occasionally fail. Claimjumper missions may occasionally lack markers or spawn NPCs. Countermeasures are not working as intended to deter missiles. The 890 Jump does not have the correct cargo capacity. The Combine Cannon and distortion weapons are not working sa intended. Elevators at Port Tressler and Everus Harbor may not show up when called. If the quantum travel marker is at the edge of a moon or planet they can QT through the moon and explode.. Purchased commodities will often visually not appear in the ship's hold. Carriable boxes may fall through the flooring. Players may experience stalls in performance shortly after loading into Star Marine and firing weapons. NPC beacon notifications will sometimes display an incorrect distance. AI ships can often get stuck in the middle of their motion and not advance further. AR makers for enemies can sometimes be seen through walls in Star Marine. 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 for now. Added orbital stations above major planetary landing zones. Added new Rest Stop interior variants. Added visor and canopy moisture effects to some ships when in appropriate environments. Players now have the ability to select their initial spawn location when it is their first time logging into the game. Grim HEX armistice has been updated to allow non-lethal melee combat. Added wind texture rotation on all planets and moons. Added dust/sand storm effects to appropriate planetary bodies. Wind will now effect the flight model while ships are in flight. 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 new fine functionality to the law system Fines are no longer automatically deducted at time of infraction, but instead accumulate on the player until they manually pay them off. Fines can be payed off at new fine paying consoles, located at all major landing zones. At the consoles, players can choose which fines to pay (ordered by importance) or simply "pay all" to clear all fines. Fine amounts increase over time to reward quick/early payment. If a fine elapses (goes unpaid after a period of time), the player will incur a felony. Added criminal infraction for "battery". New mission: Rescue hijacked 890 Jump. Added greater difficulty patrol style missions that spawn harder ships and sentry turrets. 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. Added a timer to headtracking to disable after a customizable number of seconds. Added a look ahead option that pulls the head toward the cursor if it is visible (disabled by default). Added an abandoned cargo location light (blinking) for cargo that is ejected from a destroyed ship. Minor criminal infractions (battery, vehicle collision, and vehicle destruction) will now not be triggered when against fellow party members. New Mission: A Call To Arms A Call to Arms is a general mission that allows players to gain UEC for killing any criminals they encounter and can be accepted to gain bonuses for each criminal eliminated that are not part of regular missions. These include any random criminals spawned as part of environmental scenarios as well as interdictions. Ships and Vehicles Added: Argo Mole mining ship The Argo Mole (Multi-Operator Laser Extractor) is a medium sized, multi-crew focused mining ship. Along with the pilot, the Mole has the capacity to hold three miners in individual turrets allowing them to team up to mine rocks that were previously unmineable. Ship weapon convergence point when no target is active can now be manually set in the options menu. Audio mixing and polish pass for all mining lasers. Reworked weapon reload sounds to better line up with animation changes. Reworked what was "target focus" into the new look ahead setup as "Look at selected target". To use selected target look, set look ahead type to "experimental". Under "Flight - Targeting" there is a keybind for "Look at selected target" which can be set as a toggle or a hold. Once a target is selected and in view, toggle or hold and the pilots head/view will follow the target until they get out of a certain threshold. Additionally, in the game settings you can define the strength of "Look At Target". The old target focus behavior is still available under the "Legacy" setting. New "look ahead mode" functionality. Look ahead mode now has an "experimental" option that opens up additional functionality, on by default. In that mode, look ahead now looks into the ship's velocity vector, forward vector, look into turns, rolls into turns, and toward the horizon when near planetary surfaces, dynamically blending when appropriate. Head motion can also be impacted by g-forces to give an additional sense of motion. Each of these attributes, as well as the look into target and cursor optional features, can have their relative strengths adjusted in the settings menu. Added a new keybind to deselect a target. Added g-force induced head movement, the strength of which can be customized in the game settings. 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. Added a drop shadow to all ship HUDs. 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 0.50 cal 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)
  6. 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...
  7. 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.
  8. 890J to żart, ale sam patch 3.6 w Star Citizenie nawet, nawet.
  9. 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.
  10. Ponury Typ

    Identyfikatory

    Całkiem fajnie by to wyglądało na metalu.
  11. 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
  12. Patch jest bardzo stabilny!
  13. 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.
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