Elite: Dangerous - updates!


Second part…

Docking Computer:

  • Screen violently shakes when using the Standard Docking Computer to dock at a Planet Port fixed
  • Auto Docking module occasionally crashes ships on planetary stations fixed


  • Fixed issue with incorrect firing mode assigned to gimballed fragment cannons
  • Increased the heat damage of small beam laser slightly
  • Explosive damage more effective against shield generators
  • Increased torpedo damage
  • Increased mine ammo capacity and hardness piercing
  • Increased damage from missiles
  • Increased ammo capacity for dumbfire missiles
  • Re-evaluate default missile guidance parameters so that they make more use of lookahead further out
  • Reduce the splash damage for dumbfire missiles so they’re not overpowered against surface targets
  • Fixed hardpoints deployed audio being spammed by ships that are in the process of landing/docking
  • Point Defense Turrets should only damage their target or submunitions
  • Fix Point Defense Turret parameters so they’re a bit more accurate
  • Chaff no longer blocks advanced scans and so is less of a catch-all defence
  • Rebalanced torpedoes to be much tougher but slower
  • Tweaked point defence turrets to fix a fire rate issue and increased hardness piercing of dumb fire missiles
  • Make sure that beam weapons don’t cause crimes when they’re not supposed to
  • Stop submunitions being teleported for a frame in some circumstances
  • Target-Only turret mode changes:
  • It will now stop firing when blocked correctly, and can be activated while blocked and will not fire until the shot is clear
  • Target Only now has the same rules as Fire At Will and cannot cause crimes under any circumstances when accidentally hitting things other than the intended target. Crimes for hitting the intended target apply as normal
  • Correct an exploit where rapidly switching target several times during a bullets’ flight would allow damaging a target without aggro
  • Replace legacy weapon variants with their defaults, along with some credits and materials to offset the inconvenience
  • Increase heat generated per shot on rail guns
  • Reduce heat sink ammo by one
  • Overhaul of mines for a mix of balance and fixes:
  • All mines now use Proximity versions rather than the slightly unreliable homing variants, and now have much bigger shiny explosions that better telegraph how dangerous they are
  • Mines now have the same module-stripping blast damage as missiles
  • Mines are now targetable by point defences, and have a little more health
  • Increased ammo on medium mine launcher (doubled)
  • Synthesis damage boost now adds a multiple of the base weapon damage rather than the damage after engineers have run their magic. To avoid some nasty multiplicative stacking issues we’ve seen
  • Assorted buffs/fixes/rebalancing to missiles:
  • Speed of Seeker missiles increased from 450 to 625.
  • Speed of drunk (packhound) missiles increased from 400 to 600.
  • Speed of Dumbfire missiles increase from 600 to 750.
  • Blast radius of small seekers and dumbfires increased to be in line with mediums (50% boost).
  • Hardness piercing of small seekers & dumbfires plus drunk missiles brought up to intended levels and consistent with medium (100% boost).
  • Base damage and hull/module split of all missiles increased as intended, approximately a 40% increase to hull damage and 120% increase to module damage.
  • Missiles now take an extra two point defence shots to bring down, but are still easily shot!
  • Some impact effects rebalanced in light of new material change
  • More optimisations (Cannon in particular)
  • Slightly increased damage and fire rate of turreted weapons so that they’re more in line with the damage progression from fixed to gimballed
  • Fixed the missing confusion stat from the new gimballed weapons we recently added
  • Buffed cannons effectiveness without changing their DPS.
  • Remove damage fall off completely. They’ll now do their full damage up to their maximum range
  • Slightly increase projectile speed so they’re easier to use at range
  • Increase armour piercing so they get to apply they’re full damage to even larger ships than before
  • Slightly increase their chance to breach the armour and increase the module/hull damage split when they do
  • Feedback tweaks to torpedos:
  • Torpedos now have a 2.5 second arming time rather than their previous 0.5 second. When hitting a target before arming they will deal no damage and self destruct in a small puff
  • Torpedos now inherit the speed of their launching ship for the first few seconds of flight, before dropping to a 250m/s cruising speed. These two changes give them an effective minimum range of about 700m+ depending on ship speeds, and also means that you won’t be running into the back of your own torpedos!
  • Some mining laser effects are offset - now fixed
  • Halve firing heat from missiles
  • Ensure that projectile scaling is used for initial shots even if there is no custom VFX associated with the weapon they’re fired from
  • Fix incorrect target tracking from causing torpedos aimed at sub-targets to deviate and lock on to inappropriate targets, in this case the signal of a planetary POI!
  • Fixed incorrect mass values for new 2.1 weapons


  • Removed gamepad controls from keyboard and mouse scheme
  • Removed some telemetry that is sent when every someone changes a control binding
  • Axis bindings were being implicitly cast to button bindings fixed
  • Turned off Yaw into Roll by default on controller schemes
  • Mouse cursor visible when using HOTAS
  • Don’t force rotation correction on when we land on the planet surface - it only makes sense in a space station
  • Fix being unable to use control keys to look at the cockpit panels whilst launching from dock
  • Fixed throttle setting itself to zero when exiting from hyperspace or super cruise while the game doesn’t have focus
  • Add info message on cargo scoop retraction
  • Fix an issue where is you have multiple Xbox controllers, only one of the controllers will work
  • Fixed several issues with how the SRV was handling mouse input
  • Added controller preset for Thrustmaster HOTAS 4

Galactic Simulation:

  • Fix an issue when you had exactly -35 rep, it couldn’t work out your relationship
  • Added investment faction state
  • Rebalance how player actions and missions count towards the star system’s influence caps for the day
  • Rebalance how player actions and missions contribute towards faction state and influence buckets
  • Additional factors now contribute towards outbreak and famine’s buckets
  • Added a new “Retreat” state for factions with low influence levels not in their home system
  • Significantly changed the “Expanded” state. The Faction’s search for another system is now triggered at the end of the expansion’s active phase. If the surrounding systems are full, then an expansion might trigger an invasion war if an appropriate defender can be found.
  • Added new “Investment” state for factions that have failed to expand, which significantly increases development level for a short time and lets the Faction search a bit further away when they next expand
  • The “Lockdown” state now locks down many station services for affected Factions, allowing Commanders to concentrate on helping those Factions’ crime control efforts
  • Conflicts should now be easier to win, with rebalanced effects of combat actions during conflicts.
  • War now only needs a 5% influence difference to win. Civil War and Elections remain at 3%
  • When assigning the spoils of war, Ports & Stations that ships can dock at, are now considered more valuable than Planetary Settlements
  • Send out Inbox messages when Commander reputation changes past each threshold
  • Superpower reputation now affects the rate of change of affiliated Faction reputation
  • Fix background sim consequences for crimes other than piracy or murder and to consider both the victim faction and the faction that controls the jurisdiction of any crime
  • Local news articles have been improved for many states, including which system a Faction has just expanded into!
  • Fixed localisation for Commodity and Ship descriptions in local news reports


  • Rebalanced smuggling illegal commodities
  • Each star system’s current security levels now significantly affects buy & sell prices for legal and illegal commodities
  • Significantly increased the effects of faction state on commodity markets availability and prices


  • Fixed not being able to defect away from dead powers
  • Removed warning about assassins and power change cool down when defecting away from a dead power - there’s no penalty to defection here
  • Fix Powerplay preparation costs varying during a cycle when Starsystem population varies
  • Fix when choosing actions to oppose a Power. Independent powers should now always use the hostile variants against each other in all circumstances.
  • Reactivate Powerplay actions in starsystems that have population but no planets


  • Add system X, Y, Z co-ordinates to network log
  • Performance & reliability improvements for exploration


  • Added suspension travel prediction to SRV physics
  • After any outfitting web request, update the module boost states from the ship state that the server returns
  • Fix for incorrect SRV shadows
  • SRV fuel bars do not update in your role panel fixed
  • Disabling plot route / select buttons in galaxy map when player is in a SRV
  • SRVs can no longer be deployed when their respective Vehicle Bays are disabled
  • The select highest threat hotkey can now lock onto turrets and skimmers
  • Fixed the cargo scoop hotkey not working in an SRV when close to the ship
  • The SRV can no longer be deployed when the ship is in the middle of launching from a port
  • The SRV is now refuelled when it docks at a port
  • Fix for data link scanner not scanning when the option ‘Firing deploys hardpoints’ is disabled
  • Prevent turret mode being accessible via roles panel when under the ship (or otherwise blocked)
  • With drive assist on, moving off forwards at slow speed has long reaction time
  • Fix for vehicle turret camera clipping when at max pitch angle
  • Drive assist doesn’t engage gear to react to throttle if buggy is slowly sliding fixed
  • Fix for the buggy rolling when it shouldn’t, automatic handbrake only disengages when a drive/reverse input is received
  • Ship oxygen supply no longer depletes while the player is out of the ship (i.e. in a buggy)
  • Fix detection of high-speed collisions when two buggies collide
  • Fixed wheel motion blur rendering
  • Fixed Forward Only throttle issues with dead zones on the buggy
  • Fix incorrect physics collisions with wheels
  • When broadcasting text chat to /local, send to all ships/vehicles in the current session, regardless of range, visibility, etc (SRVs were not previously receiving chat from ships)
  • Tri-mesh vs. wheel stability improvements, wheels won’t clip through walls anymore, rolling looks better
  • Now if your ship makes contact with your buggy while landing, it’ll fly away. If you drive under the feet of someone elses landing ship, it’ll crush you
  • Added tyre tracks
  • Fixed SRV turret mouse pitch axis being inverted by default
  • Allow transfer of stolen cargo from buggy to ship
  • Incorrect distance shown from targeted location after deploying SRV fixed
  • Fixed buggy wheel thrusters not animating while in the photo camera
  • The Turret mode does not scan targets. Meaning you have no information of health or shields - fixed
  • Added support for dirtying the buggy wheels according to the planet’s dust colour
  • Fixed the buggy trying to run away while the game is paused or doesn’t have focus
  • Fixed SRVs getting stuck in the cargo bay when deploying from the perspective of other clients
  • Role panel shows 0 buggys available when you restock SRV via the restock screen fixed
  • Fixed the buggy going rogue while the photo camera is active during buggy deployment
  • Fixed the throttle showing negative zero while stationary and improved buggy behaviour while the photo camera is active
  • Fixed dumping cargo near a settlement in a buggy not giving the player a fine
  • Fixed escape menu moving during the vehicle boarding animation
  • Fixed Radar contacts being visible in the SRV while in turret mode
  • Raise up the buggy’s garage start position by a couple of metres, to stop it getting embedded in the floor in some garages
  • Tweak vehicle cargo hatch behaviour to enable “Cargo Acquired” message in the SRV
  • Buggy Turret UI is inconsistent when targeting things fixed
  • Small modification to the SRV headlights so that they don’t bleach out the ground so much on some planets
  • Add door change messages to the SRV to match what the ship has. Especially useful when opening/closing the cargo scoop while in turret mode
  • Let player park buggy in any garage, not just the one for the ship’s landing pad. Use compass to lead them to the nearest one
  • Fix unsold exploration data and vouchers not always being removed when dying in an SRV and the parent ship has been destroyed
  • Prevent repeating handbrake line when stationary
  • Fixed very loud Wavescanner inactive weapons sound when close
  • Improved board ship icon sound, also mute sound when leaving ship
  • SRV lights are not silent when switch-spammed fixed
  • Fixed some issues with the turret HUD
  • Fixed surface noise volume issues in SRV turret cam mode
  • Player can see through their ship while headlooking up during SRV deployment fixed
  • Fix for the strange looking muzzle flash on SRV turret
  • Make sure that SRV stats update before they are picked
  • Stop ship rising to 1km when activating DC over a landing pad
  • Make sure we update our heat prop from the SRV as well as the ship, so we don’t get repeating heat warnings if we deploy our SRV whilst the ship’s temperature is above 100%


  • Remove the “No Effect”, “Superseded” and “Boost Active” synthesis states, so a synthesis is always available as long as you have the materials for it and you are in the appropriate vessel
  • When scanning a micro resource outcrop, up the maximum amount of different types the scan message can display from 4 to 6
  • Fix large calibre munitions synthesis not being applicable to cannons
  • When applying synthesis boost to the buggy’s armour, decrease the damage multiplier rather than increasing it


  • Smooth some issues with supercruise transition
  • Made the drop out into glide mode smoother, so there is no teleport backwards
  • Speed/distance restrictions for dropping from supercruise now scale with how strong the local gravity influence is - the further from bodies the easier it is to drop out. Statios and most scenarios won’t be majorly affected, but things like USSes that appear in deep space, and some Nav beacons are much easier to drop at
  • Fixed the safe for drop message not appearing when entering supercrusie in a safe to drop state


  • Prevent dropping at wing beacons inside asteroids
  • Feedback is now given to the player if they send a wing invite to a player already in a wing
  • Always show wing commander names above their ships, regardless of them being targeted or not
  • Fix when issuing trade dividend vouchers to wing members
  • Fix for for a wing member showing as destroyed briefly when they transition to/from supercruise


  • Prospector limpet drone replacement order gets stuck fixed
  • Fixed refinery bin list jumping up and down when collecting fragments that are automatically removed from the hopper
  • Stop jumping when non-auth drones receive a position update via the network
  • Non targeted collection drones should try to return to their ship and find another target
  • Drone controller modules are no longer visible on the HUD arcs unless assigned to an active firegroup
  • Limpets can now deliver cargo to a hatch which is trying to be any of the 4 open states, rather than having to wait on the door to cycle back to the open scooping state
  • Fixed bug where roaming collector drones would re-build after authority transfer as single target drones
  • Don’t allow further drone launches while another drone controller on the same ship is busy launching a drone
  • Prospectors now display asteroid material content as high, medium or low


  • Shooting a station module will now result in the station registering the hit and becoming hostile
  • Improved LODs on the holo adverts outside of stations
  • Fix LOD pop on station storage pods caused by greebles being used for large areas of geometry
  • Fix LOD pop on station fusion reactor caused by greebles being used for large areas of geometry
  • Fixed and smoothed landing pad animations
  • Improved textures in hanger to receive lighting correctly
  • Fix station name in chat panel
  • Fix for matchmaking when starting docked at a surface settlement: players were always starting in a ‘fresh’ island
  • Improved the issue of the station inner dock popping into view
  • Add fog to station interior
  • Fix the occasional loading into the wrong docking bay
  • Added a check if the ship is clear of any landing bays, before classing the ship as “left the station”
  • Stations will no longer let you dock if the controlling faction dislikes you


  • Don’t start the CQC backfill matchmaking check timer if we’re not in a CQC game yet
  • If someone joins a CQC match when the current game has less than 1 minute left, then have them wait on the lobby screen for the next match instead of joining a game about to end
  • Added scaling to the schematic models in the empire fighter cockpit
  • Fix a possible timing issue where the replication of CQC objects could come out of order, this would cause the splash at the end of a game to show an incorrect result, but the score summary screen which appears later would be correct
  • Make sure we don’t mark a CQC game as about to end when it’s in the loading state
  • Make sure we keep hold of the spawn point claim in CQC until either we move off the spawn point or we get destroyed, so we don’t allow a spawn in the same location
  • Fixed issue of not being able to focus on party elements in UI
  • Fix an issue with accepting an invite from a player that has since disconnected from you
  • Cancel pending lobby invites when we enter matchmaking - players can’t join lobbies that are in the middle of matchmaking, so the invite should be invalidated at this point
  • Adjusted how teams are set up in CQC games so make them more balanced
  • Save the CQC loadouts when you leave the ship select and loadout edit screens, instead of just when we quit the game
  • Fix for CQC disconnect bug caused by incorrectly aligned timeouts
  • Moved the animating doors on the asteroids map so there isn’t a gap that the player can fly through
  • Added an extra check to the Matchmaking Lobby to try and catch an odd case of someone not quitting the game after the match has ended
  • Make sure we set the CQC user presence string when we start loading into the CQC menu, otherwise it will say we are in open play when we are on the loading screen
  • If we detect a CQC game is imbalanced (i.e. only 1 person in deathmatch or a 3v1 in team games) the it will start a 30 second countdown to end the game early. This countdown will be cancelled if someone else joins and balances the game out a bit
  • We now give players notifications for when someone joins/leaves/disconnects from the same CQC match that they are in
  • Fix drive placement/damagability on empire fighter drives
  • Drop ‘CMDR’ from gamertag when showing score summary as there’s not enough room and everyone is a commander on that screen
  • If we receive a session error and we are the host to a squad, them make sure to remove the squad from matchmaking to avoid errors of being in the wrong state
  • After respawning after dying in a proving ground, make sure the respawn menu is closed
  • Fix for the CQC score screen staying up between matches if you have it open when the match ends
  • CQC ShieldBooster multiplier too small, bumped from 4% to 10%.
  • Fix an issue when trying to start a game with more players that in supports
  • Fix an issue with team sorting, it was possible for the team sorting to happen when we didn’t have all the players data, so it couldn’t split into teams correctly
  • Performance fixes for Arena
  • Remove the CMDR from the front of the name in the match summary screen
  • Accepting squad invite loading into CQC front end results in error fixed

Private Groups (Xbox)

  • Focus of the main GUI window is lost after creating a private group
  • The list of players in a private group should open the gamercard when selected
  • You lose navigation of Private Groups if you cancel leaving a group fixed
  • Fixed losing UI focus after creating a group
  • Show user a pop-up message rather than an error when selecting a group search result they’re already in

Ship Art:

  • Modified trimesh hitcheck for targeting weapons to work on the Cutter
  • Fixed hardpoint slot decal renumbering and adjusted thruster on Keelback
  • Improved LODS on cargobay for all ships
  • Bobble head stem fixes on some ship cockpits
  • Added Low LOD lights and fixed clipping issue in Cutter cockpit
  • Make sure that landing gear collision is in the right place at the right time
  • Type 6 landing gears have some of the pistons broken fixed
  • Type 7 landing gears have some of the pistons broken fixed
  • Keelback Hardpoint door clips into thruster fixed
  • Fixed UV mapping issue on the Cutter large hardpoint insets
  • Fixed the landing gear on the Keelback not deploying in sync
  • Added in cargo bay door and fixed some hitcheck issues for the Anaconda
  • Fix for non shadow casting ship headlights (Anaconda and Cutter)
  • Make the struts an interior material so they get the nicer clip plane on the Vulture cockpit
  • Four types of generic utility hardpoints for use as Scanners, Shield Boosters etc
  • Burning embers on permanent damage now cools off over time
  • Fixed greeble issues on the Anaconda
  • Fixed Anaconda chair positions and orientations
  • Let the Corvette’s schematic get smaller when departing a planet surface
  • Updated Scratch, Dirt maps etc to improve appearance of damaged states and fix issues with damage appearing on new ships
  • Fix for Python hitcheck issue
  • Fixed flipped decals on Type 6, Type 7, and Type 9
  • Fixed mirrored decal on Diamondback Explorer
  • Viper MkIV flipped decal fixed
  • Adjustments to Imperial Cutter cockpit to fix some camera and HUD issues
  • Fix for incorrect hardpoint doors opening and closing in outfitting on Type 6
  • Updated Orca cockpit so bobbleheads don’t intersect broken canopy
  • Fixed flipped hardpoints on Keelback
  • Fixed medium hardpoints were intersecting with the weapon’s cage
  • Ensure that cockpit exterior textures aren’t loaded twice
  • Now the Federation Corvette has bespoke landing gear doors animations
  • Decal pass on all ships
  • Fixed hitcheck for the ASP scout to cover wings
  • Some hitcheck fixes on the Imperial Cutter
  • Fixed offset shield issues with the Vulture
  • Keep clear text flipped on Corvette hull fixed
  • Fixed some hitcheck issues with the Orca
  • Fixed landing volumes for Asp Scout
  • Fixed offset hitcheck on the hauler, also fixed the landing gear hitcheck so that it covers the doors so that the SRV won’t drive through them now
  • Increased the height of the buggy bay so that it doesn’t clip when you look up in the SRV
  • Updated the Eagle’s top hardpoint to not clip and be able to fire when small weapon is applied
  • Updated the Imperial Cutter’s retro drive unit so that the particle fires the correct direction
  • Fixed stretched texture on the front of the Type 9
  • Fixed bone position on the Cutter’s rear thrusters
  • Fix some issues with Sidewinder landing gear
  • Fixed mirrored text and incorrectly rotated light on the Python
  • Fixed an AO issue on the Type 9
  • Fixed multiple issues regarding the Imperial Eagle
  • Viper Paint ‘MCV2’ LOD issue fixed
  • Fix a mesh issue on the Viper

Building Art:

  • Fixed some flimmering decals on buildings
  • Fixed offset collision on holographics
  • Offset the collision more under the external planet port buttresses to stop the top of the SRV clipping
  • Fixed missing geometry on a section of the science outpost
  • Fixed offset collision mesh for buildings
  • Fixed some lodding issues on buildings
  • Buildings texture fixes
  • Fixed floating decals on buildings
  • Extended foundations on the Dome outbuildings to help prevent them from floating over the ground on very bumpy terrain
  • Fix various floating buildings
  • Added an extension to the entrance ramp to improve access to a crater base if its placed on particularly bumpy terrain
  • Removed some rogue ground polygons which sometimes clipped into planetary port hangars
  • Fixed intersecting text on low lod of medium sized planetary hangar
  • Don’t generate small rocks within planetary ports
  • Fixed offset UVs on the small planetary landing pad, which was causing textures to pop between LODs

Celestial Bodies:

  • Prevent rings intersecting moons
  • Make sure that a ring is not completely invisible
  • Planet pops in and out of view when close to the edge of the viewport fixed
  • Graphics settings-dependant rocks now placed near existing rocks to maintain patch layout, so that graphics settings now only affect the general density, rather than the pattern of placement
  • Small surface rocks now generate right up to and around settlements
  • Game is not waiting for physics terrain to be ready on start-up at planet fixed
  • Reduce the green component of the starlight starting with surface temperatures greater than 8000K. This moves the colour scheme more towards the expected colour range for O-B stars
  • Reduce the maximum brightness from the star so that not every system follows the full range. This is a loose guard to stop dim stars with a nearby frost line from having high-albedo planets in over bright conditions
  • Fix the desaturated starlight target - it had been transitioning to full-grey instead of a fraction of the true/conventional colour mix
  • Fix a bug where patch lighting wasn’t being generated and causing planets to render at low detail
  • Disable the terrain depth prepass render nodes when the player isn’t on near/on the planet surface
  • Ejecta crater basins, edges, and multiring regions play nice with each other - the subsequent craters in the array should (mostly) stamp out the previous ones
  • A layer of noise from crater basins has been removed as it misbehaves for planets with large radius
  • The europa line depths have been exaggerated for large planets
  • Various optimisations for planet surface rendering
  • Add a very low terrain option for use in environment map captures
  • Optimisations for weapon effects on planet surfaces
  • Improved LOD management over distance
  • Enable asteroid shadow casting in ultra quality settings
  • Put the rocky/metal asteroid shaders into the correct FX list, there’s no need for them to be doing any forward rendering
  • Add high quality bloom settings and preset updates for new bloom settings. Currently enabled for ultra and high presets for Win64 and OSX, and also enabled for Xbox One. The previous bloom has been kept in as a cheaper medium setting
  • Colour re-balance and general housekeeping for Rocky asteroid rings.
  • Changed billboard colour to better match “real” rocks
  • Tweaked billboard normal to give better surface detail
  • Tweaked fog effects when in ring to add more “atmosphere”
  • Balancing pass on Metal and Ice asteroid rings:
  • Billboard diffuse textures tweaked to remove shading.
  • Billboard colour matched to “real” asteroid diffuse better.
  • Billboard normals given more detail.
  • Ring fog boosted and balanced for greater atmosphere.
  • Ring distant specular brought down into sensible ranges as much as possible
  • Transition from distant ring to close up ring (in supercruise) improved to be more visually pleasing
  • Fix for large surface rock rotations not matching the correct settings
  • Enable asteroid SSS at medium material quality
  • Change to help reduce the brightness of ice ring systems
  • Texture generation workload size is now increased during System Map loads to compensate for vsync
  • Fix environment map null render logic
  • Fix black strip artefacts on planets
  • Tweak shadow bias settings for planetary approach on ultra to reduce some blocky artefacts
  • Fixed non-linear depth for stars and planets
  • Fix AO artefacts due to precision issues on terrain patches
  • Prevent light showing through planets that use lookup tables for atmosphere scattering, like gas giants
  • Implemented alternative technique for baked shadow calculation that removes precision issues. This fixes patchy shadow artefacts on large planets
  • Fix an issue where planets were using the wrong lighting when rendering sometimes
  • Improve LOD calculation for surface patches
  • Replace the authored ring detail texture with a generated texture which is unique for every ringed planet and does not tile
  • Scale frequency of detail texture on planet rings so that rings of differing breadths have uniform detail effects
  • AMD optimisation for terrain patch generation
  • Asteroid billboards are now deferred. This means that the ring fog is able to interact with them correctly
  • Changed how planet rings shadow. They now receive more realistic, much less diffused planet shadows. Rings background occlusion values have all been boosted as well
  • Fixed the asteroids in the ring sometimes not appearing when dropping out in them
  • Planet base dust is now driven from blended surface material colour
  • Stop shield geometry being drawing into the environment map (was causing the planets to turn blue sometimes)
  • Fix an issue where stellarforge live objects would not get a FOR shift it it happened the same frame as a location transfer, this would mean the live objects would be a few km out of position
  • Fix star glow effects
  • Only apply depth bias to non-miniature stellar bodies
  • Stop star glow effects depth testing incorrectly
  • Shader fix
  • After a location transfer, make sure to add the asteroids to the new asteroid octree, otherwise they wouldn’t appear on the radar
  • Fix some unsightly miscoloured rocks/dust/decals that can display briefly when transitioning between cruise and normal flight while we’re still waiting for the planet surface colour to be calculated
  • Kill solar flare particles and particle emitters when we move far away from a star
  • Are you still reading these patch notes?


  • Fix lens flares from clipping against near plane
  • Fix stereoscopic display resolution issues when using borderless window
  • Fix for normal maps having an incorrect format in Win64 resource builds
  • Add additional options to frame limiter and increase accuracy
  • Stop beam laser light sources from flickering
  • Added new VR High and Low graphics options
  • Fixes for particle visuals when shadows are set to the lowest setting
  • Decal rendering optimisations
  • Disabling the GUI now dims the HUD lights
  • Improved default HBAO settings and fixed reading settings from the graphic configuration XMLs
  • Fix AO quality presets for Windows
  • Changed how the size for HBAO quarter res elements was calculated in order to avoid any additional aliasing
  • Added scaling for the AO radius based on the distance to the camera. This ensures that we get some HBAO contribution on far away objects in large scenes (such as station interiors and settlements).
  • Environment map blending optimisations
  • Rebalanced shadows for all quality levels and profiles
  • Fixed the light diffusion on lit dust
  • Clear any pending terrain queries when we shut down or deactivate. Make sure we sample the terrain less often if we’re on a ship
  • Asteroid billboard optimisations to bring performance back in line with the old forward rendered billboards
  • Star rendering optimisation
  • Fix frame of reference shifts for trail decals
  • Missing arrival effects for ships dropping from supercruise to normal space fixed
  • When dropping out of supercruise at a USS, make sure that the motion lines have a sensible direction


  • Fix HMD cockpit position for ships
  • Fix VR performance issue in glide mode
  • Fix for no head look when in hyperspace
  • Updated the main menu hangar
  • Fix headlook not working when playing on a 3D TV
  • Make 3D mode revert to off when options attempt to set HMD when it is not present
  • Update hangar VR cameras


  • Instead of always blocking the “shift+tab” button combo for the steam overlay, look up the current steam users steam overlay binding and block that key combo in game

Stellar Forge:

  • Rename some duplicate star systems
  • Capitol is no longer a water world
  • Change StellarForge population to match system data in LHS 2819
  • Renamed CEECKIA ZQ-L C24-0 to Beagle Point
  • The authored Naraka system has been renamed to Arbuda
  • Renamed EACTAINDS GN-W C1-6 to Rendezvous Point
  • Renamed duplicate HR 6946 to Mammon


  • Updated translations
  • Fix for errant ‘location’ text field not being translated
  • Use localised strings for star types that previously weren’t
  • Fix some localisation issues with the training scenarios
  • Localised Galnet’s Powerplay prediction
  • Adjusted ship name to cover 2 lines instead of 1 in the shipyard

Xbox One Specific:

  • Fix physics crash with overheating ship and fuel scooping
  • Fix softlock entering or leaving supercruise
  • Fix error retrieving star data when the data hasn’t loaded yet
  • Add option to hide user’s presence in rich presence
  • Unable to see any notifications in the top right panel about the flag in CTF fixed
  • When a player is invited into a game, try to use your squads suggested team as your suggested team, this should help the xBox backfill matchmaking make better team suggestions for new members
  • Allow comms to remain open between squad mates until a CQC game starts, then it will switch over to team comms. After a match has ended it will go back to squad comms
  • Fix issue with player being kicked if they’re Live data wasn’t properly initialised as the session was being created
  • Activate panel controls while focussed on the scanner panel for consistency - can now use pad B to exit the focus
  • Docking computer activates hardpoints and fires at station without player input
  • Always show the friend options popup, even if the only options are Show Gamercard and Back. This is less confusing than just automatically showing the gamercard in some situations
  • Add greater facility for binding controls
  • Prevent unlocking ship-killing achievements by killing skimmers
  • Fix full gamertag not being shown when targeting wing wake
  • Made space for gamertag in CQC menus able to fit 15 characters wide
  • To the right of Arena on Main Menu are links to Training Videos, these block Controller Navigation to Comms Contacts fixed
  • Various UI performance optimisations
  • Enabled HBAO by default on Xbox One
  • Fix issue with video player when coming back from constrained mode
  • Friends and Private Groups: Pressing B with a friend selected backs out of friends completely instead of just the sub-menu fixed
  • Fix system request error
  • Reject profiles as soon as they are signing out and sign out is not being deferred to prevent soft lock
  • Fix threading issue when leaving wing while suspending
  • Controls Help text has a Translucent black backdrop which in some instances fixed
  • Prevent button mashing putting context menu appearing anywhere
  • Correctly handle “Show Gamercard” option on Groups page
  • Fixed incorrect prompt for classified camera mode in SRV
  • Enable Menu Groups should default to false, so it doesn’t affect (most) people’s custom controller bindings
  • Reduce stall created by system map info panel update on xbox: now info panel is updated only when camera stops moving, allowing faster navigation above objects without lagging
  • System map / bookmarks : hooking up B button to exit drop down menu or popup if displayed
  • Fixed incorrect preset graphics error
  • Enabled station fog on XBox
  • Fix aliasiing on deferred shadows
  • Fix another potential ESRAM aliasing issue with the HBAO node
  • Fix for potential ESRAM aliasing between the schematic and blur nodes
  • Decal rendering optimisations


  • Renamed advanced armour to be consistent with the hull reinforcement upgrades with the same effect
  • Top level module selections listed as ‘Other’ for both module options at Qwent Research Base fixed
  • Fixed modified jitter stat off-by-one problem
  • Implemented blueprint sorting
  • Removed special effect warning from ‘view cost & generate’ pop-up and fixed the non-localised string
  • Refresh engineer data after discarding
  • Add generic “You’ve learned some information about a new engineer, $#name;. Check your log for more details.” message when unlocking a new engineer to notify players of a change
  • Adjust timers for mass lock munitions and both Choke Canister (Ion disruption) and Shift-lock canister for making more sense of their buffs and a longer immunity period
  • Fix misnamed parameter which was causing locked recipes to appear unlocked
  • Change default class of module assumed for pinned recipes in commander log to take into account that we don’t have class 1 engines
  • Overhaul Feedback Cascade: Now rather than breaking the shields, will inhibit the shield cell to only heal 10% of what it otherwise would do, and will deal direct damage to the shield cell bank equal to half the weapon damage
  • Fixes to the donation popup button
  • Known Engineers ‘Sort Results’ options are not sorting ‘By Access Level’ correctly fixed
  • When the recipe pinned for an engineer changes, the commander log does not update fixed
  • Fixed incorrect string for long range recipe
  • Double amount of micro resource inventory capacity from 300 to 600 on physical and 100 to 200 on data
  • To help players find crafting resources, UI’s displaying Engineer recipes now have a ‘tooltip’ for each ingredient
  • Fixed the ‘removed effect’ box sometimes not appearing on crafting UI
  • Added loc strings for ‘Where are my pinned recipes’ helper popup
  • Added popup explaining where pinned recipes can be found
  • Fixed flickering UI when showing engineer popup with a face/text combo
  • Added text field to the level progress to describe the unlock condition e.g. “Buy Modifications”
  • Added an appropriate spinny ‘wait’ UI state while the modification is being rolled
  • Fixed crafting UI not rendering text in Russian
  • Add a resistance to heat-adding weaponry (Thermal Shock and Retributors primarily) so that the hotter the target already is the less effective they become, one or two weapons are still effective, without 6-8 being totally out of the park. It should still be fairly easy (though harder) to push ships into module damage, as they start reaching hull damage diminishing returns will kick in severely. becoming immune to these effects at 300% heat or higher, preventing the 8000%+ cases we’ve seen
  • Added some schematics for Engineer bases
  • Added Engineer ident audio
  • Help information on the Potential Outcome menu does not disappear if you exit completely out of the screen by pressing ‘B’ fixed
  • Recipes should now be referred to as blueprints
  • Don’t show progress bar when at maximum level - now applies in commander log as well as workshop UI
  • Bias the rolls for engineer-crafted items, following several factors:
  • Existence of a special effect tends to mean you rolled nearer the top of the ranges
  • Items tend to be more consistent in extremity of positive and negative mods when both exist
  • Rolls are now biased towards slightly above centre as a baseline
  • Removed some of the common materials so there isn’t quite so many different ones to collect
  • Fixed Shield Booster recipe modifiers that made them affect hull rather than shield
  • Added engineer ident to services welcome animation
  • Tweak drop rates of data materials from basic scanning ships and add PowerPlay archetypes to loot tables to make sure the drop materials
  • Fix capping on bounty donations
  • Fix incorrect invite progress for stat based invites
  • Pressing UI_SELECT to skip the engineering animation will no longer continue on to select a Nav button
  • Fixed bug where the recipe list on the ‘Apply, are you sure’ popup would have items that are vertically too large
  • Buttons should not be active when you have ‘No Engineer Selected’ in the Engineers interface
  • Fix a bug spotted in stat displays for Mechanics where the difference value for stats shown as absolutes (primarily damage resistances) used the total value, not the difference
  • Made the removing modification dialog box bigger
  • When the recipe has no side effects we show a “This Recipe has no side effects” and the None state in the UI
  • Opening the Known Engineers page whilst crafting an Item will cause the Item to be lost
  • Fix to make sure we always send inbox notifications when sending engineer invites on login
  • View Engineer Menu is Opaque and isn’t navigable after hitting Launch while being in your hanger fixed
  • Check that the player owns Horizons before sending out engineer invites
  • The Engineers workshop UI will now show a box describing the effects of any previous modifications being removed
  • The ‘Preview’ button is now focused by default when pressing right (it was focusing on the new recipe tooltips before)
  • Fill in engineer relationship history
  • Allow reputation to be earned from other sources than generating upgrades
  • Fixed players being unable to pay fines or hand in bounties for engineer factions.
  • Fixed the locking of station services at engineer bases checking for the incorrect relationship threshold
  • Make sure that blueprints are locked off to the appropriate ranks
  • Can’t navigate to Donate button at Engineer Workshop with Controller, focus is locked on Back
  • Engineer modified modules showing incorrect percentage fixed
  • Prevent the player from backing out of the outcome panel after retrying a craft
  • Remove Modification does not update UI
  • Don’t try rendering an icon as a localised string


  • Adjusted avatar constraints for dictatorship and prison colony mission givers of Alliance and Independent mission givers
  • Alliance/Independent Dictatorship and Prison Colony now use all of their accessories
  • Male geometry and skinning refined to help prevent neck intersection
  • Alliance/Independent Communism, Confederacy, Cooperative, Corporate and Democracy governments now have a chance to have a pair of glasses at Allied
  • Added longer hairstyle onto the male portrait avatars
  • Fixed hair intersecting with certain face shapes
  • Adjusted some of the female hair styles
  • Added hat for female engineers
  • Alliance/Independent Dictatorship government now have a more varied set of accessories to choose from
  • Empire Patronage now has a more varied accessory progression
  • Corrected a typo so the indie theocracy uses the right kind of jacket
  • Fixed inconsistent mission giver backgrounds
  • Ensure we don’t get odd FOVs for banner textures
  • Fix to prevent Lei Cheung’s eye deformation when posed
  • Added a failure state that will abort a portrait request after a large period of time waiting for a texture to be provided, so the system won’t be stalled indefinitely
  • Improve the time it takes to generate avatar portraits
  • Female Theocracy jacket now has military shoulderpads fixed
  • Fixed accessories on female Independent and government constraints
  • Blue avatar lighting fix
  • Federation Jacket & shirt palettes are always the same fixed
  • Enable skullcaps and helmets on Portraits + Engineers


  • Hyperspace is now much bigger to accommodate large ships
  • Passing lens flares now fade in rather than ‘pop’
  • Added more distant stars to create a sense of depth
  • Reduced the frequency of nebula models
  • Added an extra light

Orbital Cruise

  • Fixed one aspect of the glide sequence sounding weird
  • Audio: Fix a broken altitude ratio rtpc that was causing some weirdness in the glide sequence
  • Optimisations to OrbitalHUD UI
  • Are you sure you’re still reading these patch notes?


  • Added separate outfitting category for mining lasers
  • Speculative fix for abrupt stop in audio transition when entering outfitting
  • Added stats for vehicle bays
  • The outfitting Values Min / Current / Max for jump distance seem to be inconsistent fixed
  • Vehicle slots have ‘fixed/gimbal/turret’ options fixed
  • Added a indication that a installed module on a ship is “modified” in outfitting
  • Vehicle bay sub slots now check the stock properly, rather than defaulting to “no stock”
  • Updated Outfitting resources to point at the correct UI icons per module
  • Fix shield optimal strength always being reported as 100 rather than the correct value
  • Changed the Outfitting to use 3 rows instead of 4 and updated item styling to accommodate those changes
  • Changed Mining Launcher Category Icon to make the text on top of it more readable
  • No Indication is given that a installed module on a ship is “modified” in outfitting fixed
  • Fixed missing description string for Shield Generator Maximum Hull Mass
  • Fixed Missile and Torpedo outfitting category icons being the wrong way around
  • Vehicle Bay Slot in Vehicle Hanger doesn’t list or show the SRV fixed
  • Added rating indicator to a module’s name
  • When showing context menu, allow LMB on the list to act as ‘back’
  • Fixed armour piercing stat for mining lasers
  • Fix for the wrong top speed and boost speed values being shown
  • The first stat item in the footer now changes based on the type of item/slot being viewed
  • Fixed module info on read more screen
  • Back from Buy & Read More now takes you to actions menu
  • Entering the inventory shop default focus was currently fitted item, but requested details on the first item from the list below fixed
  • Fixed incorrect life support power draw value
  • Ensure the correct Outfitting Band loc strings are used
  • Fixes to the way module comparison percentages are displayed
  • Outfitting modification info text and indicator overspill
  • Outfitting Shop Item - Back from Buy & Read More
  • UI was sending the wrong set of module slot IDs for swapping livery item fixed
  • Handled text fields with names of modules and module slots better to not go beyond the edge


  • Updated Hangar cameras to fit the new Engineer hangars
  • Fix for settlement/port voice volumes
  • Fixed and edited geometry to hide clipping meshes/bounding volumes on hangar interiors
  • The Dweller - Gap under the large biome fixed
  • Added Lights to Breakers Yard
  • Rocks seen at the back of Felicity Farseers Engineers base in large landing pad hangar fixed
  • Fix various pad issues at Pater’s Memorial
  • Fix engineer rock formations not having the correct colour in supercruise
  • Fixed hitcheck on small engineer landing pad
  • Reduced volume on one of the loud settlement alarms
  • Mix fix for Independent 01 Station Voice
  • Fixed offset medium landing pads
  • Engineer Garage - Light bones misplaced and missing fixed
  • Updated tile rate on Large pad rock material
  • Fixed terrain cut out issues causing lad geo to render on top of terrain
  • Removed unused material draw call from Medium pad
  • Remade Hitcheck for large pad throughout
  • Fixed hitcheck on Medium Engineer Pad
  • Fixed landing pad allocation message being displayed when boarding at a port from an SRV
  • Fixed offset landing pad and floating regolith heaters
  • Fixed offset landing pad and rock which was intruding into one of the hangar bays
  • Lori Jameson - Large biome is slightly floating fixed
  • Fixed areas where rocks were intruding into several hangars
  • Broo Tarquin - Landing pads misaligned fixed
  • Zac Nemo base - large gap in bridge fixed
  • Fixed the large hangar rock wall that had some of its exterior mesh showing through
  • Heri Tani - Floating geometry fixed
  • Fix light orientation on large landing pad
  • Landing pads will now play ambiences which fit to their parenting station
  • Fixed broken security alarm sound
  • The Dweller - Gap under the small biome fixed
  • Raised two of the most problematic hangers a few meters which seems to improve the situation inside with seeing rogue terrain patches
  • Added Terrain and DepthBlocker meshes, so that if we are looking at a pad displaying a lower LOD, and the pad animates, we see a hole through the terrain
  • Fixed Zfighting on the landing pads
  • Fix for settlement rocks appearing white
  • Upgraded some settlements and added new ports so Factions can be interacted with in some newly colonised starsystems
  • Fix a bunch of mining extractors around ports without model override
  • Updated the audio crowd control to use 16 min and 60 max dispersion for Audio Settlements
  • Make sure we are unregistered with the right planet port voice manager rather than whichever is closest
  • Changed the minimum and maximum values for crowd point dispersion in settlements. This will allow the crowd system to scale better with the different settlement sizes and prevent clusters of audio objects in small settlements
  • Minor change to weighting and volume of a very annoying radio chatter line
  • Fixed terrain depth blocker on the medium landing pad surround
  • Added Lights to the Bridge Lift Section and Bridge Lift Top meshes
  • Added LODs to Breakers Yard
  • Bridge section art resources updated
  • Able to drive/fly through various giant drill parts in Pater’s Memorial
  • Structures not properly meeting the ground at Palin Research Centre
  • Liz Ryder base - remove weapons range decals
  • Dekker’s Yard base building not flat with ground
  • Flickering texture on side of building at MacCurdy Arsenal fixed
  • Set up engineer garage reverb zone and prototype
  • Fixed issue with Landing Pad 7 with clipping terrain
  • Moved dock 6 slightly to stop the clipping between the interior of the hangar and the large tower
  • Fix for settlement ambiences not being heard on Engineer Bases
  • Fix missing textures and add LODs for Prospectors Rest
  • Fix for settlement security voice events and problem with offset
  • Navigation Panel indefinitely tries to scan Engineer Base for SubTargets
  • Updated UVs on Pillars and Walls
  • Fixed invisible ceiling
  • Improve the depth blocking placement on the majority of hangers
  • Added another indie flight controller variant
  • Improvements to Alliance 02 flight controller
  • Planet port voice factions now match their ATC counterparts
  • ATC won’t welcome you until you’ve taken off from terrain if landed on a planet and not docked
  • ATC lines are suppressed whilst landed on a planet, apart from hostile messages, hostile hails and docking requests
  • Docking request messages now stop welcome hails from playing after them
  • Added detail pass and polish to medium neutral hangars
  • Added detail pass to high tech medium hangars
  • Polish of large rundown hangars
  • Fix for flight controllers not being loaded on some rich stations
  • If we don’t let the player request boarding to a port from an SRV because we’re too close to our ship, make sure the ship voice tells them their request has been denied

Headline Audio Features:

Audio - Flight controller voices on starports, planet ports and engineer bases
Audio - Ambient radio chatter when close to starports and planet ports
Audio – SRV combat music
Audio – SRV voice alerts
Audio – Settlement security voice and alarms
Audio – Planet port ambient Tannoy voice announcements

Audio Support for Main 2.1 Features

Audio – sounds for all engineer related screens
Audio – support for missions screens
Audio – Engineer base ambiences
Audio – new ambiences for underground docking bays
Audio – Audio sweeteners and changes to reflect the dynamic properties of the weapons
Audio – support for new POIs/USSs
Audio – support for new collectable items/materials
Audio – Audio support for new weapons: Huge multi-cannon, pulse and beam lasers, and large multi-cannon
Audio – support for USS scanning

Additional Audio Features:

Audio – Added more Starport voices
Audio – Added Wavescanner volume slider to audio options
Audio – added SRV handbrake sounds and Voice alert (which can be switched off)
Audio – added SRV boarding alert sound (pings when in the correct position to board ship/port)
Audio – Added audio for modules powering up
Audio – SRV headlights
Audio – Manual shield deactivation sound (different to forced deactivation in combat)
Audio – Discover scanner is now audible on other ships at close range

Improvements, Bugs and Mixing

Audio – Improvements to port and settlement ambiences
Audio – Improvements and additions to reverbs on settlements and planet ports
Audio – Various skimmer improvements
Audio – Numerous tweaks to SRV audio
Audio – Improved Anaconda and Type 9 boost sounds
Audio – Wave scanner “man-made” sound, is now separate sounds for Generator, Mining area, and Ship/SRV
Audio – Numerous bug fixes


Audio – Various improvements to memory management and soundbank loading
Audio – New fancy system to manage distribution of sound emitters over the area of a settlement or planet port (internally called Audio-Crowd-System!)
Audio – updated Wwise to v2015.1.5
Audio – numerous optimisations to voice count, and compression settings


Gave it a quick fly, and it worked on Horizons 2.1. The missions loading is taking a while, so I think the servers are getting hammered. Still need to see what the new Planet textures look like down low…


Trying to launch it now. :smiley:


Now that’s a changelog…!


I’m just sitting here while it is “syncing files.” Apparently that’s a three hour process and that’s not even including the download.


I don’t use it in Steam, but did grab the key from ED and registered it there. That way you get the big 2.1 update direct from Valve’s (many) servers quickly.

Then the Elite D updater starts up and has nothing to do - update was done in 5 mins for me.


Keep in mind everyone @fearlessfrog has a very special internet connection. Here they are laying the cable to his house…

Many workers died to give @fearlessfrog the slightest of latency… RIP


There’s a laying pipe joke there somewhere…

Yep, definitely good for the Steam download if you have the connection, otherwise ED’s updater works great.



This is all you need –

All you need is…


So I just gave in, after the installer refusing to update, and installed the steam version.

Definitely enjoying the update so far, did some bounty hunting for about 30 minutes and racked in a few hundred thousand in bounties. Haven’t really tried out the new mission board yet.


Saw this on reddit, and so far I’ve found it to be really good advice. I do think the AI is a little bugged on the instadeaths occasionally, and would have liked the Engineer upgrades to be rarer on NPC’s (as it keeps them more special) but it is still fun:


I’ve been doing some more bounty hunting today and, to say the least, it’s been going well.

1.1 million in 24 minutes.

On a sidenote, could we get a master post somewhere with the mudspike ED players and their in-game names? (Mine is Jim Bandit). It’d be nice to get us all into a private group and meet up sometime.


Good idea @boomerang10, I’ll add something and pin it. I’ll make the post a ‘wiki’ which means we can all edit it and add our names.

EDIT: Here we go, please add you name if interested:


Freakin sharks with lasers!


Saw something today I hadn’t seen before. Apparently you can now be sent missions real time while away from the station, which you can then accept or reject.


Oooh nice


Started playing this again… reminded me how much fun it is and how badly I suck at it. And how much time you have to invest. Man oh man.

Took me 1.5hrs to fix my voice attack (all my sounds were moved to a different drive so I had to remap) and rebinding keys (I guess one of the updates unbound all my keyboard controls so voice attack wasn’t able to do anything).

Been spending my time flying around getting used to things again. Blew up a viper with the help of two federal police for a 4k bounty… and been doing some mission board stuff trying to figure out the rep and all that takes a lot of .missions to increase rep it looks like.

Can’t seem to find any missions that increase my federation rank now though. Will ha e to hunt for that. Stcuk at petty officer for now.

Did a planetary landing… that was kinda neat to figure out.


Cobra Mk.III, Eagle and Sidewinder get BODYKITS!


Ok, now we need resonator tips for the engine exhausts, racing stripes, and exterior decals with random company names and logos.

And NOS. That should be a craftable premium boost type. Moar boost, but then you have a chance of a “Danger to Manifold” warning coming in, followed by the cockpit floor falling out.