[PTU] 2.3.0 Published to PTU

Star Citizen Patch v2.3.0

Alpha Patch 2.3.0 has been released to the PTU, and is now available for players to test! This patch provides access to our new flyable Khartu-al, the hangar-ready Starfarer (and a corresponding hangar bay it can fit in), as well as two new FPS weapons, new components, updates to FPS animations and EVA, as well as numerous fixes across the game. During this initial testing phase, PTU access will be restricted to a small group of players that we will expand on over time as required.

Your launcher should should show “2.3.0 – 334301” as the client version. It is strongly recommended that players delete their USER folder for the Test 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\Cloud Imperium Games\StarCitizen\Test.

Please review our current list of Patch 2.3.0 Known Issues, and take full advantage of our Issue Council area of the Community site to report any bugs you encounter, as well as contribute to other players submissions.

Important Callouts:

Arena Commander will be disabled for this first testing phase, as we want very much to test Crusader performance.
PTU players in this initial test will have access to the Khartu-al in AC and Crusader, and the Starfarer (if you have the Revel & York hangar on your account).
The Cry-Astro Repair Station landing pads will break if a pilot takes off during the repair sequence.
Certain AI in Crusader are experiencing some difficulty flying.
There is a known issue where users with the Starfarer Gemini will not see the Starfarer Tanker in the Revel and York hangar. We should have this fixed soon!
The ambient audio from Dumpers Depot broadcasts through all of ArcCorp.

New Features Star Systems:

The Revel & York Hangar has a new extra-large hangar bay attached to its left outer hangar bay.
    The hangar bay does not appear on the Hangar Management on the website.
    Instead, if you have a Starfarer on your account and the Revel & York hangar configured as your active hangar, it will auto-load the extra-large hangar and add the Starfarer.
We have added additional Security AI around Port Olisar, that will attack any players that have a wanted level.

Ships:

The Starfarer Base is now Hangar-ready!
    This ship can be viewed only in the Revel & York Hangar, via its new extra-large hangar bay.
    If you have a Starfarer on your account, you will only need to activate the Revel & York hangar on the website and then load into it in-game.
The Khartu-al is now flight-ready!

Component Update

We have continued our large update to our existing Ship component system. This is largely at a back-end level – implementing a new component class system, naming conventions and other needed functionality, as well as retrofitting all existing ships to be compatible. These changes will allow us to implement a greater range of modular internal ship components. Additionally, this allows components to interact with one another in a more direct and less “handwavium” simulation of a ships internal systems, setting the foundation for greater player interaction and future game play mechanics.

We have a new component class – Power Plants – have been added to the Holotable.
    Power Plants (as you expect) power the systems of the ship.
    All ships have been retrofitted with generic power plants to provide the same level of “power” they possessed before.
We have added 2 Power Plants, the AEGIS Regulus and Amon & Reese OverDrive
    These can be mounted on all variants of the following ships: Avenge, Aurora, Mustang, 300 Series, Hornet, Gladiator, Gladius, M50, P-52 Merlin

First Person:

We have added two new FPS weapons to Crusader!
    One is the Arrowhead Sniper Rifle.
    The other is the Devastator-12 Shotgun.
    Both can be found in groups of three, as random finds in the Yela Asteroid field.

Animations

We have made a number of changes and improvements to character animations!*
These include improvements to starts, stops and steps transitions.
Added animations for cover “high right” blind fire.
Update both “high right” peek from cover, and “high right” step out animations.
Adjusted animations for sprinting while holding a stocked gun.
Adjusted the animations for leaning out of cover, as characters were sticking out much too far.
Adjusted the sprint animation for both unarmed and carrying a pistol.
Added lean in and out of cover for blindfire animations.
Adjusted the aim-down-sights animations while in EVA, so it is no longer slower than when aiming-down-sights on foot.
Fixed issue where the audio of players footsteps and other movement sound FX is very very quiet to other clients.
Fixed an issue where looking up while running forward would cause the character neck to contort unnaturally.
Fixed an issue where weapons could be “lowered” while prone, causing odd animation errors.
/r/starcitizen Thread Link - forums.robertsspaceindustries.com