QuadratureSurfer

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[Wave 1 Playtest] Engineering Tech-Preview

Star Citizen Alpha TECH-PREVIEW

A Wave 1 playtest is now available on the TECH-PREVIEW channel! Build CL: 10685865

Hello Wave 1 testers!
This playtest will focus mostly on Engineering in the persistent universe and currently functions on about 70 Ships.

  • Audience: Wave 1 Testers
  • TECH-PREVIEW Channel
  • We plan to leave this build up through Friday

Known Issues

  • UI – Item icons on MFD & Engineering Screen are missing
  • PU - PYRO - Vehicle Purchase Kiosk / Locations - After interacting in Vehicle Purchase Kiosk an UI "Your Transaction Has Failed" will appear
  • PU - Pyro - Stanton Gateway - Locations/Medical Screens/UI - Players cannot imprint at Stanton Gateway
  • PU - Fire Extinguisher - Interactions / FPS / UI / Actor - The Fire Extinguisher can become unusable / unable to be equipped by the player

Engineering Updates

Feature Updates

  • Pips should not auto assign other pips from other ship items (only powerplant if available)
  • Add modifier to reduce/restrict damage penetration – Expand existing damage modifier on Vehicle Component
  • Implemented New Fuse / Relay Gameplay
  • Allow MFDs to work with no power available
  • Doors on Ships need to support a 'Low Power Mode' for when Ships & items are disabled
  • Ship Explosion Malfunction - Review audio/lights during timer - Room Power & Emergency states
  • Venting Rooms button updates
  • Fixes for Door Overrides are done
  • Balancing update for weapons and penetration
  • Ammunition count increased by x3
  • Fix for random ship damage
  • Fixes for random fire misfires and high damage

UI Updates

  • Adjusted Filters position (bottom left of 3d view)
  • Removed Exclusive mode button
  • Fixed frame visual to match new layout (had been stomped)
  • Added Hull health bar
  • Bindings Support - Health bar for the health of ship
  • Diagnostic Screen MFD - Repair All button with hotkey support
  • Added icon, warning indicator and updated header style of Contextual Boxout
  • Updated layout of Contextual Boxout statuses, stats, diagnostic mode, disconnected mode and action buttons.
  • Added color code on statuses (reused stats color coding)
  • Adjusted relays Contextual Boxout to better explain fuses. Icon, Label, Color code when at 0.
  • Added an opened/closed door icon for doors Contextual Boxout.
  • Fixed Contextual Boxout visible over config and presets

Bug Fixes

  • Engineering Station - Count of notifications does not match amount of notifications
  • Vehicles / Engineering / Resource Network - Power assignment is inconsistent on multiple vehicles
  • Engineering Screen - UI - Icons for Components on MFD are Blank and Arrows on the Engineering Screen
  • Multivehicle - PU - All ships are missing Diagnostics MFDs
  • Multivehicle - PU - Vehicles / Engineering / Resource Network - Coolers on multiple vehicles are not adequately cooling the vehicle
  • Right click drops extinguisher
  • Fixed graphics settings changing to unexpected values when adjusting other graphics options
  • Fixed various client stability issues and crashes
  • PU - Stanton - Engineering Screen - UI - Icons for Components on MFD are Blank and Arrows on the Engineering Screen

Here's a longer list of ships that are fully or partially implemented for Engineering in this playtest

Carrack, Mercury Star Runner, Gladius, Sabre, Scorpius, Ares Inferno/ion, Corsair, Cutter, Fortune, fury/mx/lx, Golem, Guardian QI/MX, Hull-A, Mantis, Meteor , Intrepid, Polaris, Prowler, Pulse/LX, Retaliator, San'tok.yai, Spirit C1/A1, Starlancer MAX/TAC, Syulen, Talon/Shrike, Terrapin, Asgard, Storm/AA, Vanguard Warden/Harbinger/Sentinel, Vulture, Nomad, Nova, Zeus, STV, X1, Ursa Medivac, Apollo Triage/Medivac, Paladin.

 

Tune in for 4 hours on twitch between Nov 20th and Dec 3rd to receive the armor.

You'll need to link a twitch account on the RSI Website (any account, doesn't need to be a Twitch Prime account).

There's a lot to like about engineering.

One of my favorite things so far, is that you can actually revive soft-deathed ships.

 

From the SC-Testing-Chat:

Message of the day

🍂(Waka's Day) We currently have 2 goals for the rest of this week
- We are currently preparing a new 4.4 PTU build for a release today
- We are on track for a new Engineering Tech-Preview later this week with the goal of opening to Wave 1 testers
🍂(Tysdagr) A new 4.4 PTU update is now open to all waves! VERSION 4.4.0-PTU.10679008 | Bugfix and Issue Discussion
🎃 SC Alpha 4.3.2 has been released to the LIVE environment! 4.3.2 Release Notes | 4.3.2 Hotfix Central

https://robertsspaceindustries.com/spectrum/community/SC/lobby/38230

[–] QuadratureSurfer@lemmy.world 2 points 1 day ago (1 children)

True. Luckily, using the engineering terminal, you're able to leave interior doors open permanently to make getting around a lot quicker.

Yeah, as far as alternatives go, they do have an official BlueSky account. However, they only sometimes mirror their posting across Twitter and BlueSky. The last post on there is from ~2 months ago when 4.3 dropped.

 

Short video about wildlife that CIG posted on Twitter.

 

DigThat32 discusses engineering and the importance of coolers once this update is out.

 

A machinama news report covering recent developments from within the Star Citizen verse.

[–] QuadratureSurfer@lemmy.world 2 points 1 week ago (1 children)

Yeah, I'm fine with stowing stuff once we get working suit lockers. Even though, once they do that, they'll likely implement the restrictions so you can't pilot in heavy armor.

[–] QuadratureSurfer@lemmy.world 2 points 1 week ago (3 children)

I'm pretty sure that CIG restoring our ability to have a 3rd weapon (in our hands) has to do with the recent Engineering Tech-Preview.

It was super frustrating to have a fire on your ship, look at the fire hydrant and be told that you had to swap it with one of the weapons on your back.

Then you would be scrambling to find a nearby storage compartment to stash your weapon (because who wants to take a chance when dropping it means it might fall through the floor).

There were a lot of players frustrated with having to do that.

 

TL/DW: Loot boxes have a chance at spawning on top of one another. Only so many loot boxes can spawn in an area. In Game Settings you can set Interaction Mode to "always highlight" to make this more obvious.

Some Issue council tickets to upvote to help it grab CIGs attention:
https://issue-council.robertsspaceindustries.com/projects/STAR-CITIZEN/issues/STARC-183802
https://issue-council.robertsspaceindustries.com/projects/STAR-CITIZEN/issues/STARC-182806
https://issue-council.robertsspaceindustries.com/projects/STAR-CITIZEN/issues/STARC-177988

Yes, they do want to allow us to run our own private servers eventually.

Their plan is to finish Squadron 42, then release Star Citizen, and then they'll work on a private server option.

Note: Private servers might end up being a simpler version of the universe that we know.

https://youtube.com/watch?v=yLjk2UvfFRA&t=1003s

[–] QuadratureSurfer@lemmy.world 2 points 1 week ago* (last edited 1 week ago)

It depends on how big of a jump from one version to the next.

Edit: TL/DR shader folders are based on the Star Citizen game version, not the Nvidia driver versions as far as I've seen.

You can find the shader folders under "%localappdata%\Star Citizen"

Alternatively the full path:
"C:\Users<username>\AppData\Local\Star Citizen"

On any major version changes, there is a completely different folder for shaders (ex: 4.3.2 -> 4.4.0)

On minor version changes/updates the shaders folder is rarely shared with the previous version (ex: 4.3.1 -> 4.3.2). Although I haven't noticed this happen in a long time.

I've noticed that usually very minor version changes/hotfixes that come out within a few days of a previous update will share the same shader folder with a previous version (ex: 4.3.2-live.10452200 -> 4.3.2-live.10591185).

The worst issue I've seen happen because of this was when they first introduced caves. I was standing inside of a cave, and a friend could not see the cave even when he tripped and fell right inside of it. He needed to exit and clear his shader folder before he was able to see the caves.

 

Waka updated the message of the day:

🎃 (Mánadagr) We are currently putting together a new 4.4.0 build for an Evocati publish later today. We are also testing a new Tech-Preview build for a potential Evocati engineering test tomorrow
🎃 SC Alpha 4.3.2 has been released to the LIVE environment! 4.3.2 Release Notes | 4.3.2 Hotfix Central Hotfix channel is currently open for client-side testing

[–] QuadratureSurfer@lemmy.world 2 points 1 week ago (2 children)

Interesting. I'm wondering if there's going to be some sort of mechanic where it takes a minimum of "x" amount of time to disable the shields, where the owner/org members have enough time to respond.

[–] QuadratureSurfer@lemmy.world 8 points 1 week ago (2 children)

Storytime! https://www.youtube.com/watch?v=g9Ge8z-nAEg

Not a particular video, but the storytime videos by Thomas Sanders.

 

Question by CasaBLACK:

Hi, with Crafting T0 I have two questions dealing with persistence. Will the crafting blueprints be something that gets bound to our accounts similar in nature to earnables in game (like event rewars etc) or will they be more like items we earn through gameplay like WIkelo? (one being a lot more easier to lose than the other). Also with mineables/materials for crafting, will those be moved to persist between patches because of of now, things we mine disappear between patches.

Thanks!

Answer by Dec:

Hello, yes the LTP issues with resources is looking to be addressed.

For blueprints, they will persist through patches but are not permanently bound to your account like event rewards, so if there was ever to be a full wipe they would be lost. The exception to this rule is some cosmetic blueprints.

The long term goal with cosmetics / paints is to convert them into a blueprint so they are no longer physicalized at a location (like ship paints) or bound to an entity (like weapons and armour). If one of the items that you earned in an event is converted to be item + cosmetic blueprint, then that cosmetic blueprint will of course still be permanently account bound.

Just to be very clear, a cosmetic blueprint does not craft the item itself, it just allows for that cosmetic to be applied to the item via the crafting UI. So if you earned an event armour with a cool red skin, you could then craft / find / trade for better version of that armour later on and apply your cool red event skin to it.

Thanks,
Dec

 

Spectrum post with more details: https://robertsspaceindustries.com/spectrum/community/SC/forum/3/thread/frontier-fighters-finale

Event schedule:

  • Recon starts on October 16 with the Alpha 4.3.2 Live patch release.
  • Siege starts on October 28 at 16:00 UTC.
  • Take Down starts on November 6 at 16:00 UTC.

Note: All previous phases can still be completed up until the end of the overall event (when the next major patch drops).

 

Waka has posted an update to the MotD about upcoming Evocati tests.

Engineering is making a comeback. I'm hoping that means that we might actually see propagating fire in-game this time.

Previous tests just had us replacing fuses and repairing modules (which you can still do, but hopefully this makes it obvious which systems need repair rather than guessing yourself, or thinking the game is broken).

Additionally I'm hoping we get another pass on older ships since many of them don't have physicalized modules yet.

It would be awesome if there's a way to revive ships in a downed (but not destroyed) way.

 

Info from 'theSane.' on their discord:

New Helper Release!

A lot of code was refactored in this release to allow for a bunch of improvements. Thanks to everyone who helped test it!

Highlights:

  • Wine runner management is improved: Your currently in use runner is marked for you, swap between installed runners without re-downloading, and more automatic handling for the default LUG-Wine runner instead of system wine.
  • New Manage DXVK option: Switch between async or standard DXVK! Nvidia users, easily add dxvk-nvapi to your prefix for DLSS!
  • New Maintenance menu option to easily re-install or force upgrade the latest RSI Launcher in case of failed updates.
  • All Helper actions now use the installed runner instead of system Wine.
  • SDL_VIDEODRIVER is unset by default in the launch script for Hyprland users.

Existing launch scripts can be updated using the option in the Maintenance menu.

See the release notes below for the full list of improvements and bug fixes: https://github.com/starcitizen-lug/lug-helper/releases/tag/v4.5

[–] QuadratureSurfer@lemmy.world 4 points 1 month ago (1 children)

Nyx announced, releasing next month!

[–] QuadratureSurfer@lemmy.world 2 points 1 month ago (1 children)

Another option is to earn a ship from Contested Zones or Wikelo.

[–] QuadratureSurfer@lemmy.world 2 points 1 month ago* (last edited 1 month ago) (1 children)

Are there any plans for supporting polls in PieFed or Feeds?

Ex: A PieFed poll posted to a Lemmy.world community: https://piefed.social/post/1051540

Ex: Feed/sub-feed example: https://piefed.social/f/technology

Edit: removed redundant question.

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