How to avoid the worst bugs in Star Citizen (as of v4.1.0)
Mostly the same as 4.0.1 with a few new ones (game crashing/ATLS crimestat issue).
The first trick you'll need to learn is how to Server/Region Hop. Some of the worst bugs require just leaving the current server and going to a different one.
To force a server change you'll need to exit back to menu and change your region to something else.
Note: If you attempt to start the game in the same region, the game leans toward placing you in the server where you've been most recently.
Elevators
Bed log as often as you can to avoid current hangar instance issues and set your spawn at a less popular station. Most hangar instance issues have been fixed by now, but they occassionally pop back up in busier stations (such as Checkmate) on certain servers.
If the elevator to your hangar isn't working, try all the other elevators. If none of the elevators work, you'll either need to go to a "Pad" and hitch a ride with someone, or server hop to find a working server.
Don't press up against the door when waiting for an elevator to arrive, it might push you out of the station as it physicalizes.
Or search through the issue council and look for workarounds on the ticket or in the comments.
6 comments
Good list. I can confirm most of those issues and workarounds.
The only thing I would add is a caveat to this rule:
Always leave engines on when exiting your ship anywhere without gravity.
Gravlev vehicles burn fuel like it's going out of style. There was an IC, but CIG archived it as not a bug stating it was a feature change request. I disagree with that assessment, but it is what it is. Regardless, for gravlevs I would suggest turning off engines when exiting in zero-g if you plan to be off of it for more than a few seconds. Otherwise, you might find your vehicle has an empty fuel tank when you get back on.
Thanks for posting this list.
Good point, I usually only use gravlev vehicles in zero-g for taking out comm-arrays (and it only takes a few minutes to hack), so I haven't run into this issue yet.
I'll add the info into the list. Thanks!
Edit: Granted, I haven't hacked any arrays in 4.1 so if this is a recent fuel nerf, then I'll definitely need to change my tactics here.
To be honest, I was being a bit hyperbolic about the "few seconds" thing. It doesn't drain down that quickly, but it does drain noticeably even when not moving. The problem is, as your list suggests, a planned eva of only a few minutes can turn into an extended ordeal if you run into bugs or other problems and depending on the distance you have to travel that little bit of fuel saved by shutting off the engines could make the difference when you finally make it back into the pilot seat.
The fuel issue was there in 4.0, but if you were using the gravlev bikes sparingly then it wasn't that noticeable. I only first noticed it when I needed to travel a good distance (>30km) over rough terrain on Bloom to reach a hostile settlement that was surrounded by an extensive array of defensive gun and missile turrets. Halfway there I realized it was going to be a one way trip due to my vehicles quickly dwindling fuel reserves.
Not sure if it's worth inclusion in your list, but since I just had to deal with the "invincible" NPC bug again it might be worth a mention. The "invincible" NPCs are severely desynched NPCs that you sometimes find in bunkers and other locations which on first glance appear to be impossible to kill no matter how many rounds you put into them. They are often can be identified by how much they glitch and teleport compared to other NPCs in the area. Their hit box typically offset from their location onscreen so hits on the body appear to do nothing. The methods to take them out can include: using a grenade or other weapon with a percussive blast radius, running them over with a ground vehicle, or bum rushing them and doing a take-down maneuver on them. Most ship weapons also typically work to kill them, but that may have more to do with some having a blast radius effect combined with a broader spread allowing them to trigger the offset hitbox more readily.
Grenades and other weapons that deal blast damage doesn't always kill them but it can knock them down which can and usually does result in them becoming re-synched and thus easier to kill normally. Same thing with ground vehicles. Running them over once doesn't always kill them, but it can make it possible to kill them using normal means. Just don't run straight over them with the center of the vehicle if you are in a vehicle with an interior (i.e. Ursa) as they can glitch inside. Running them over with the tires is best. You will almost certainly get shot and take damage trying to perform a take-down on them, but it's sometimes the only way.
That's a good one and reminds me of the invincible player bug as well. I'll add them both in. Thanks!