Star Citizen Alpha 3.10 has gone to 1st Wave PTU so let’s checkout the patch notes & a feature summary of the initial 3.10.0 Patch at this time:
There is a Player Trading App accessed through the mobiGlas. You can use this to send aUEC OR Merits to another player regardless if they are on or offline or on a different server but there is tax/fees paid on transfers.
Body Dragging allows interactions with dead and unconscious characters, and move them with their left hand. Whilst an actor is dragging they can equip & use 1-handed weapons.
Delivery Missions have had an overhaul which included creating new multi-drop off delivery missions and drug running missions.
AI have seen some updates including Cover Usage V1 allowing them to use partial cover and work out more readily how to engage players.
The New Bartender NPCs are Functional, you can order a drink from them and they will move around operating their bar.
Electron Damage & 2 new FPS weapons that use it are in game the Lightning Bolt Co. Atzkav Sniper Rifle and Yubarev Pistol. You can pick these up at Skutters on GrimHex & Conscientious Objects at Levski.
When a target is hit with electron they become charged and if the target receives a secondary hit while charged it will create an electron detonation that can chain to nearby targets. The size of this detonation is dependent on the initial and subsequent damage values on the target. This will also affect the target’s UI.
There is also the Gemini C54 Ballistic SMG adding a bit more variety to the more shorter range weaponry in game available at Centermass and Cubbyblast.
GrimHex V2 has been updated with internal hangars including 2 large and 1 extra-large. There are new internals area areas to explore too. These will gain functionality for racing and mission in a future patch.
There has been an update of the New Babbage Hangars to the new High Tech Hangars.
There are New Babbage Shop Additions – a novelty Kiosk in the New Babbage Spaceport interior which will sell souvenirs and knick-knacks.
The Factory Line the flagship store for microTech has also been added, which sells mobiGlas variants (giving you different color options in 3.10) & a new “icepick” hacking chip.
It’s a very pretty building over multiple floors in the centre of the shopping area of the commons.
Prisons have had various updates including adding missions to repair broken oxygen dispensers for merits. These missions will trigger periodically as oxygen kiosks in the prison caves will break over time and signal that they in need of repairs. When a player accepts and completes the mission they will be rewarded with merits.
Planetary Tech has been Height Map Updates allowing for higher fidelity. There are Ocean Shader Improvements seeing water looking better and reacting to wind conditions.
Outposts, Caves, Underground Facilities & POI have been Updated & Added around the Verse and Missions Connected to them.
Temperatures will change during the Day/Night Cycle on Moons and Planets.
They have tweaked LODs on various assets to help with “popping in”.
The Landing Zones at Area 18 and Lorville now require you to contact the ATC when close to request landing and then they will show you a flight corridor to fly down to your hangar.
SHIPS & VEHICLES
New Flight Model Improvements
Jerk – Changes how ships move, both in space and in atmosphere that makes them much smoother and feel more weighty. Ship’s acceleration changes are now a finite quantity that means thrusters do not respond immediately to changes in acceleration for weightier feeling ships but with similar levels of maneuverability.
Thruster efficiency curves – drastically change the way thrusters work in different atmospheres. Thrusters now lose efficiency and become much weaker, ships cannot fly in the maneuverable way they used to while in atmosphere.
Aerodynamics – Ships have individually simulated aerodynamics the result is a much more realistic and significantly more detailed simulation. Lots of subtle, unique flight characteristics per ship that give them a lot more character. Ships with wings are now able to stall, do level turns, lose speed in tight turns, and various fancy aerodynamic features. Ship aerodynamics will now change as you switch between configurations. Breakable parts now affect the aerodynamics, so break off a wing and the ship will not fly straight anymore.
There has been a Ship Hud Rework with the new building blocks – This includes updates to the design of TVI (True Vector Indicator) and reworked center targeting UI.
There are Targeting Updates to improve the visibility of locked, tracked, and pinned targets. This includes: Unselected targets should no longer display markers around them. Automatic selection of “best” target based on your view cone, selection method is now a combination closest to center of cone, distance, and hostility. Once selected a target can be locked or pinned. Locked targets display additional targeting information (distance, ribbon trail, direction). Unlocked targets that move offscreen/outside the cone lose the selection and a new target is selected. Locked targets that move offscreen/outside the cone retain their selection. Pinned targets are displayed to all members of the ship’s channel. All states of lock/pin have different reticles to show they are different states.
Tap 1 to Lock Focused Target, 2 to target nearest attacker that has you locked, 3 pin selected target, 4 & 5 cycle pinned targets, 0 will remove all pinned targets.
There are some Turrets & Fixed Weapon Improvements – With the fixed assist system, using weapon convergence to nudge weapons toward the target, while still rewarding precise aim and area targeting.
They now also update the PIP purely on the velocity which gives us a much more stable firing solution and decreases the effects network jitter of juking behavior.
Turret UI’s now show specific status labels so you can accurately see what’s going on.
ESP has seen tweaks & the radius and dampening effect is now customizable in the options menu.
High Speed Combat changes when ships are flying above SCM speeds, gimbal movement and missile lock speeds are slowed.
There are a load of QoL Updates for Ships:
Drake Buccaneer – Fuel tanks no longer fall off randomly with wing/engine detachment. Missile Pylon/S3 gun moved to provide firepower when a wing is detached. Changed default missiles to a mix of standard IR/CS.
Drake Caterpillar – Has Weapon changes 2x S3 Hardpoints with S2 weapons as default as well as a Remote S3 Turret. It still have it’s 2 Size 4 Manned Turret Weapons as well.
Anvil Gladiator – Increased turret & weapons from size 2 to 3 & it’s gimbals to fixed weapons by default.
Xian Scout – Has been Updated with a more unique flight performance. Weapon hardpoints increased in to size 4 with gimballed S3 as default.
Various ships have had a Glass dirt/wear pass to help with pilot visibility.
Variable Armor Values have returned to ships seeing ships designed to take punishment will now have slightly higher damage resistance (ex. Cutlass Blue). Stealthier ships will have signature reduction in armor, at the cost of some damage resistances.
They have Considerably increased Thruster Health to make them more robust to damaged effects.
There has been a Visual rework of the Sledge Series Mass Driver ship weapons. Players can buy these in game at various shops in the PU.
The KRIG P72 Archimedes Emerald is now flyable.
The ORIGIN M50 has had a few updates, the landing gear is compressible, it’s updated for the new damage system, there are cockpit improvements, and an updated UI.
Ship Paint Skins are now to be purchased in game with aUEC from Dumper’s Depot and Omega Pro shops and applied via the loadout manager in your mobiGlas.
There are New Ships to purchase with aUEC at Astro Armada, New Deal, and Teach’s Ship Shop.
Updates to Impounding mechanics. When blocking a landing pad on a vehicle without permission, a message will appear on the visor UI of all players aboard it which includes a timer that will count down until the vehicle is impounded. Different actions that cause a ship impounding, such as pad obstruction or reckless operation of vehicle, can now have different impounding times and fines allowing, for example, light penalties for blocking pads versus harsher penalties for pad ramming.
What else do we have, visor wiping removing snow/rain/moisture from your eyes, which you can do with LShift+Z or the innerthought menu.
All the appropriate updates propagate over to Arena Commander & Star Marine too also.
Score for kills in Star Marine has been doubled to 200. Increased score limit for Elimination to 5000 (up from 3000), and adjusted the score to REC conversion due to these changes.
Major Bug Fixes
Patrol Missions & Execute Warrant Missions should now work correctly.
NPCs should be standing on seats less.
ADS Aiming should now line up when firing.
Weapon Lockers function on various ships with weapons persisting too.
Various areas have been fixed with gravity, where they should have gravity.
I know that Various 30k Errors & Infinite Loading Problems have been looked at as well… we will have to wait for the LIVE patch to see if they hold.
There is a huge array of minor and other fixes too.
There are various Known Issues that CI want to try and address before a 3.10 LIVE Build.
- Attempting to perform an orbital QT to Levski from orbit will instead direct the player to Origin at Orbital QT speed.
- Players are not able to join friends PU instance from the main menu
- All 3D icons in personal inventory don’t appear correctly when in the PIT
- Landing gear will take multiple presses of the keybind to activate.
- When leaving an Exit Spline in some Large Ships, the Ships will not re-enter the Spline correctly and fall towards the Planet without returning control to the Player
- Security scans won’t recognize the drugs on board a players ship during the Drug Production run missions
- The Ship Hologram / 3D Model will take over 20 seconds to load the first time the Player views one in VMA or the Arena Commander Menus
- The Area18 nav marker will appear at the central plaza, not the spaceport.
- Legally landed ships may be impounded
- Multi-Tool in Klescher Prison Commissary does not come with a OreBit mining attachment
- If the player exits to menu/disconnects/crashes during the prison load screen transition their load-out will not be changed
- Player may get stuck on a loading screen when leaving prison or respawning
- Player may get stuck on a prison loading screen if sent back to prison a second time without clearing their crime stat
- When going into ADS and crouching / prone you will be unable to see through the optics scope on the Arrowhead or P6-LR
- Freelook does not always work properly in turrets
- Turrets ignore power setting
- Players may fall out of turrets and clip through geometry when exiting them with the female model (Workaround: Avoid choosing the female model for now)
- Turret projectiles and fixed weapon fire is slightly desynced so hits may appear to not register but do
- Exiting a remote turret from the pilot seat will activate freelook for the pilot. Press Z to deactivate freelook to continue normally
- Player will be unable to control the movement of Super Hornet using mouse Controls after Exiting the Remote Turret using Interaction Mode
And that’s it for the 3.10 PTU Patch Notes Summary. I heard there was a concerted effort to get 3.10 LIVE ASAP.
Oh yeah there is the GreyCat ROC Mining Vehicle as well!