4.10.2 is Releasing to LIVE now
RSI Constellation Mk IV
The constellation Mk IV has been released and there have been updates made to all Constellation ships.
The linked post goes into a lot more detail.
Physics Networking Overhaul
A trust score has been created. More trust has been placed in the client when something is more believable. Corrections from the server are now applied as "velocity nudges" first and "teleportation" is only used as a last resort.
The linked post goes into a lot more detail here.
Shield Resistance
Shield resistance values no longer require the minimum to be lower than the maximum, which means resistances set to a flat value now actually apply rather than being ignored
Vehicle Cleanup
Abandoned vehicles left at Everus Harbor, Seraphim Station, Bajini Point and Port Tressler now expire on their own timer
Experimental VR Updates
::: spoiler Tap for details from the post
New: VR now has its own zoom, which works by narrowing the field of view. This is meant to be a temporary solution for scopes until we have fully physicalized Scopes. It's enabled for:
- F Interaction Zooming
- ADS / Precision Targeting in ships
- FPS weapon scopes
A new Zoom Gameplay Strength option controls how strong the zoom is. Set it lower to reduce the effect, or set it to 0 to turn VR zoom off completely.
Advanced users can use these cvars for a more customized experience:
- r_StereoZoomScopeMin (1.0): scopes at or below this magnification don't zoom.
- r_StereoZoomHeadTrackingRotationScale (1.0): makes the view turn less than your head while zoomed, to reduce discomfort. 0 turns it off.
- r_StereoZoomDisablePositionalTracking (2): limits head movement while zoomed. 0 = normal tracking, 1 = off, 2 = only forward/back.
- r_StereoZoomLockAngle (10): how close (in degrees) your head must point to your aim for the zoom to apply.
- r_StereoZoomLockReleaseScale (1.5): extra margin before the zoom releases, so it doesn't flicker.
- r_StereoZoomScopeAlignDistance (0.04): how close (in meters) your eye must be to the scope's line of sight.
- r_StereoZoomSmoothTime (0.2): how many seconds the zoom takes to ease in and out.
Bug Fixes
- Fixed some UI icons disappearing after their spawn animation.
- Fixed mouse smoothing and acceleration resetting when switching to VR.
- Grounded Look now uses your aim direction for hand mining and similar actions.
- In Freelook (Z), you can now aim the tractor beam with your head. :::
Characters and Items
The Heavy Combat Hunter 3 armor set arrives with its full range of tints
Three camouflage variants have been added to the RRS armor line
Nine new eyebrow options have been added to character customisation
Wikelo is now trading recipes for the Gemini LMG and Grey Combat Armour, with a new mission to go with the LMG
An RSI Constellation Mk II promotional display and an RSI branded two handed crate have been added as props
Bug Fixes & Technical Updates
For a comprehensive up to date list of Known issues and Workarounds, please check out our Knowledge Base here!
Alpha 4.10.2 closes 71 issues since 4.10.1 went live, including multiple exploits. These focus on long standing ship and item problems, vehicles going unresponsive coming out of quantum, contracts reporting themselves unavailable the moment you accepted them, landing gear and decals rendering badly across several hulls, armor and helmet sets with wrong names, missing parts or no storage, and vehicles coming out of a hangar tilted or with their engines already running. 13 of those came to us directly through the Issue Council, and each one carries a link to the original report.
They include very specific details on a number of bugs. Too many to list in here. See the original post for details.
https://robertsspaceindustries.com/en/comm-link/Patch-Notes/21351-Star-Citizen-Alpha-4102Open linkView original on lemmy.world
2 replies
I played yesterday after some break. Apart from Area18 hangar thinking I'm "in restricted area->someone else's hangar->left->requesting hangar->all fine" all in a span of 10 seconds on repeat and one desync when turning off the engines took 10 seconds to register, it was fine. Hauling missions had cargo, trains were coming and matched the timers. Even the usual framedrop in Lorville open area was not as bad as usual
I played a bit yesterday as well. The only issue was that the ASOPs and elevators to hangars around New Babbage weren't working. I just avoided New Babbage and everything else went well.
There are a lot of "Event Groups" going around as well. I ended up in a group of ~60 players with everyone running various missions and sharing them just before turn in.
It was also great that one of the event missions allows anyone to get a free rental on the Constellation Mk 5.