INteresting video about ship scale.
Heya guys,
Just a quick post to let you know that there is a new Beta update going live this morning. We’re expecting the servers to go down at 10AM BST and the update to be completed within a couple of hours.
Once again, the team have been working incredibly hard and we’ve got another huge list of changes coming in. As always, your feedback is really valuable so please do continue to test and give your feedback in the beta forums.
2.2 Beta 5 Change Log
Stability Fixes:
- Fix a crash if a planet made completely out of gas cannot hold onto its own gas and so has no mass
- AI fighters can validly spawn as independent ships, not linked to any parent ship, so cope with this case in Fighter Stow
- Fix a crash when a POI tries to spawn the same time the player is disconnected
- Fixed a crash in the role switch panel
- Fix vehicle switching crashes in the SRV tutorial
- Mark a persistent POI as invalid if it fails to find a position for its first attempt, this fixes a crash that it causes on some planets
- Fixed an error with an audio emitter
- Fixed an error with a mysterious thing in the contacts panel
- Fix for an assert failure when loading game into a fighter and using the role switch panel
- Fixed crash when shooting Skimmers due to them not having a vessel ownership
- Fixed soft lock when backing out of launchable livery
- Fixed soft lock when selecting a cabin from your inventory tab
- Added some sanity checking to cargo transfer so we don’t try to move from non-existent inventories
- Fix an assert caused by damage being moved between a ship and its modules causing it to lose the original machine the damage came from
- Fixed soft lock in outfitting when the user has the livery vessel selection dialog is open, but then instead selects an outfitting group from the left
- Removed crash telemetry if entering a location takes more than 2 minutes
- Fixed outfitting crash when previewing a fighter while docked at a planet port
General Fixes & Tweaks
- Starport UI: displaying station economy instead of system economy in main screen and commodities market UI
- Fixed issue where CQC stats screen would not update
- Fix an issue where if you disconnect on the match summary of rewards screen in CQC the player character isn’t cleared when going back to the main menu
- Fixed commander name on remote clients incorrectly identifying which vessel a player is actually controlling when entering a location
- Fixed bug where wrong icons would be displayed in info panel when being damaged by an engineered weapon
- Water Giant hologram GUI animation issue fixed
- Fix deco layers not showing on abandoned settlements
- Improved clarity when large info panel messages overlap existing log messages
- Cleaned up some of the messaging being used when jumping to a system. We now only show the abort message when the destination is potentially dangerous (currently, when in anarchy)
- By popular request - added the destination star’s class type to the info panel message upon initiating a jump
- Fixed the positioning of POI and player markers on the planet map
- Low resolution artefacts on mysterious thing’s lens flare fixed
- Removed black bar from station services wait banner
- Avatars with a certain eye blend shape were looking as if their eyes were closed in certain poses fixed
- Audio: The ship voice system now distinguishes between fighter, mothership and srv
- Audio: Delayed the pre-hyperspace exit swell, to restore synchronisation on exit
- Audio: Fix for strange volume changes when entering the main game and on FSD jumps
- Various text fixes
Fighters
- Fixed headlights on the fighters
- Dust layer on Independent Fighter is green, fixed it to dark grey
- Fighters can no longer use boost while they are still attached to the launch ramp
- Fixed Imperial Fighter hitspheres so weapons can be damaged
- Fed Fighter 100% damage paint issue fixed
- Fighters can no longer kill ships inside starports without being shot by the station when mothership is far away
- Fighters will no longer retract their hardpoints when the AI is asked to dock them, stopping the error where a player asked the AI to dock then swaps to the fighter and has no hard points
- Balance displayed in the Crew Lounge is incorrect and does not update on purchasing a pilot fixed
- NPC experience always shows as 50% when they’re in the main ship fixed
- Removed the life support, self destruct and reboot options from the fighter
- Fighters destroyed by the mothership jumping away shouldn’t count as player kills
- Fixed rendering bug causing text to overlap buttons on the role panel orders
- Fixed issue with right panel in crew lounge not showing data after loading
- The little fighter HUD no longer overlaps the target panel. It now has its own home near your ship’s schematic
- Healing lasers now work on fighters
- Moved the ‘Request Docking’ from fighter bay to helm
- Stop fighters being able to operate beyond 30KM range if you switch to the Mothership at the last second before the SLF explodes
- Stop AI crew members leaving turret mode of mothership on “Fire at will”
- Vessel Status UI (cockpit): display the correct fighter variant name
- Fixed overlapping text on Role panel orders menu
- Fixed hit markers on the ship schematics in the cockpit being the wrong size and appearing in the wrong position for fighters
- Reduced the severity of a few info messages when changing fighter orders. Now uses a small ‘log’ message type, rather than the big flashy one
- Only show “No active crew” warning when a hangar module is present
- Unable to terminate crew without horizons
- Crew total payment not updating immediately fixed
- Created binding for opening the orders page (RB+B)
- Reactivate the engineer button when switching back from a fighter
- Allow the Orders GUI to move selection to the top of the list to navigate quickly to the bottom order
- Added the available stats to the fighter details page in the role switch panel
- Role Switch panel flashes, and doesn’t let player click on slots and order commands fixed
- Fighters under AI Crew control now use the AI friendly fire rules
- Can no longer select ship description text in fighters tab of role panel
- You are able to purchase a SRV or Fighter that you already currently own into the same slot fixed
- Audio: Small changes to ATC. The ATC will not look at what the fighter is doing but instead at the mothership. Calls to the mothership will be forwarded to the player in the fighter
- Audio: Hooked up missile incoming warning on NPC Crews
- Audio: Fixed a bug within the role switch panel, where switching panel items did not send the stop event of the fighter construction
- Audio: Fixed a bug with the role switch fighter construction
- Audio: Fix for crew lines being audible in pause menu
- Audio: Fix for Fighter ‘other’ sounds stopping abruptly when docking at speed
- Audio: Fix for fighter bay animations sometimes not being heard
- Audio: Fix missing gimbaled fighter beam weapon sounds
- Audio: Added SFX for inflight fighter construction
- Audio: Mix tweaks on fighter docking
- Audio: Mix tweak to Crew lounge sounds
- Audio: Setting Crew comms to be controlled by the “non-player voice communication” volume slider in the options menu
- Audio: Added friendly fire behaviour to the Npc Crew voices
- Audio: Fixed isues with fighter boost caused by flight model changes
- Audio: Fix for the loud boost charge up on Taipan
Passengers
- Added new passenger modules for various sizes and tweaked capacity numbers for all of them as well
- Balance pass on passenger mission rewards
- Balance pass on passenger mission reputation, influence, and state changes
- Add the bonus money for wrinkles into an inbox - so that players know there is a bonus for them if they do the wrinkle
- Removed explorers from the bulk passenger template
- Changed the scan wrinkle for long distance tourist missions to give a bonus for not getting scanned, rather than taking money away if you do get scanned
- Passenger sightseeing mission was blocked from being handed in by inbox request for items fixed
- Don’t fail a mission if a fighter is destroyed
- Reduced jump distances for visit tourist locations in passenger VIP missions
- Corrected which VIPs get the wrinkles that they should have
- Remove assert when we try to parse a passenger contract without a passenger cabin container (i.e. in an SRV)
- Stuck in the cabin section of inventory tab in the right panel when you switch to a different ship with a cabin selected fixed
- Changing the POW passengers to appear as security guards to match the text of the mission
- When you abandon a mission and the passengers eject themselves, the message you receive does not actually appear in your inbox fixed
- Allows the player to hand in the cargo without the cargo. Should the player dock at the final station without the cargo, the passengers will get mildy annoyed - preventing the player from exploiting the goods demanded wrinkle
- Ship hull damage while in an SRV or Fighter does not effect passenger happiness state fixed
- Fixed passenger satisfaction decreasing when SRV is damaged
- Body location is now shown on long distance expeditions
- Tourist beacon wrinkle will no longer spawn twice with passenger vip wrinkles
- Tell mission listeners when progression is blocked so they don’t try to trigger mission progression during location changes
- Fix the transaction panel to show goods demanded at correct times
- Manifest scanner returning incorrect results from passenger vessels fixed
- No inbox message appears when scanning a Nav Beacon during a Passenger VIP mission fixed
- Long distance expedition missions are not displaying body location of the tourist beacon in the transactions fixed
- Fixed detection of planetary tourist sites
- Audio: Fixed click in loop on Tourist beacon
- Audio: Fixed a very loud tourist beacon
Missions
- Remove meta data that makes invalid settlements a target for skimmer massacre missions
- Template and text changes to show both factions involved in a mission
- Target faction for missions now shown on the mission board when you accept the mission
NPCs
- AI interdictions, only apply the system’s security modifier when considering whether we are too strong to interdict the target, not too weak
- Some slight balance changes for AI difficulty/rank spawn numbers, as well as dropping the rank range that AI can interdict at by one for all non-wing AI
- NPC crewed ships now use boost when following player
- Slight balance pass on the Authority ship friendly fire aggro multiplier, we don’t want it to be too high, so it’s now the same as the Friendly multiplier. Also made sure that the AccidentalDamage dialog is a bit more common
- Ensure low ranked AI ships reset their pips
Outfitting/Shipyard
- Module transfers with delivery times added
- Fix overflow values for very expensive ship transfers
- Fixed bug where paintjobs and items would persist when using breadcrumbs to navigate out the menu
- Added icon for the main ship when selecting a vessel in the outfitting
- Updated vessel selection screen in the outfitting to use new cleaner ship icons
- Allow a non-horizons player to view their horizons ships if they already own them (because they own horizons on another platform)
- When selling a ship of no value, we now show its value as “0 CR”, rather than “FREE”
- Shipyard UI sell confirmation popup : replacing “current ship” heading by “ship”, and displaying sold ship name instead of current ship
- Don’t allow more ships to be transported to a station than the local storage allows
- When populating vehicle list, making sure “selectable” flag is set (based upon purchaseAllowed state) so that the button behaves properly
- Fighter icon on SRV bay fixed
- Stat comparison screen remains during weapon swap fixed
Stations/Ports/Settlements
- Added missing backer station ‘Samphire’s Solace’
- Added agricultural customisations to Harvestport in Kappa Fornacis
- Fix Station Services availability to cope when services aren’t present at all instead of falling through to ‘market not found’
- Starport UI: pressing B / exit button in Cartography section of startport UI doesn’t exit back to the cockpit and just goes back to home screen as expected
- Fixed one spot light bone being offset in the Foundry station
- Fix to allow the inner dock faction light overrides to work again with the new station customisation system
- Art optimisations for the Nemo Cyber Party Base
- Fixed missing textures on holoscreens
- Fixed VO not matching polity for ATC and announcements
- Fixed some floating industrial planet settlements
- Audio: Fixed loud ambience in station menu when buying/transfering/storing a ship
- Audio: Fixed loud passenger and crew lounge ambiences
Ships
- Rebalanced Type 7 ship to have better toughness and larger internal module slots
- Fixed incorrect Type 6 armour hardness values
- Increased armour, shields and hardness (armour rating) base stats for the Keelback. Increased a single size 3 slot on it to a size 4 slot as well
- The heading gauge now displays during orbital cruise
- Moved the docking bone on the Beluga down to help with docking issues on planetary ports
- Set asp (and asp scout) landing gear door to be open or closed when initialising to up to down
- Diamondback Explorer cockpit handles in wrong place fixed
- Moved Mini panel placement (and tweaked radar position slightly)
- Fix for docking computer crashing into Farseer tower when coming in to land
- Vulture ship kit parts have a lot of wear & tear on them when purchased brand new fixed
- Landing gear can get stuck on if you have recently had an SRV destroyed and then launch from the planet fixed
- While trying to land on a planet - the landing UI will now check against Terrain->Speed->Alignment rather than Speed->Terrain-Alignment. This should make the UI a little more helpful in the majority of situations where the terrain is unsuitable, rather than you moving too fast
- Audio: Only play the hull damaged line if hull has taken damage
- Audio: Mix tweaks on Keelback on full speed acceleration
- Audio: Fixed audio error when turning Thrusters on/off in Taipan
- Audio: Adjusted the frequency balance of the ship voice lines
- Audio: Fixed a couple of clicks in the very low altitude engine elements
- Audio: Tweaks to mix of cockpit overheating sounds
SRV
- Fixed SRV cargo transfer page not displaying cargo after transferring cargo to your ship then going and scooping a new load
- Added self destruct button back to the SRV
- SRV Scarab shown as being in a bay in the role switch panel, when no SRV is present
- On fitting new SRV planetary vehicle hangar all slots are full when viewing the role panel fixed
Weapons
- Remove num pad 6 as a binding for chargECM, it’s already in use for fighter order follow
- Small usability improvement for Slugshot turrets, drop the range at which they will auto-acquire targets drastically (down to 500m rather than the weapon’s maximum range of 2000m), to stop them wasting shots on things they’ll never hit
- Experimental Balance tweaks for Fixed vs Gimbal weapons with travel times. Overall we think larger changes are needed, but for now going with a safe option to avoid over-correcting and will review once these changes settle:
- Projectile Speeds for fixed cannons increased by 20% (for S/M/L/H weapons this has gone from 750/800/875/1000 to 900/960/1050/1200)
- Projectile Speeds for Plasma Accelerators (APA included) increased by 20% from 700 to 875
- Damage for fixed multi-cannons adjusted so that the benefit for fixed over gimbals is much more consistent, and on average larger. Small fixed multis are reduced by 5%, Mediums are unchanged, large and huge increased by 11% and 14%
- Damage for fixed cannons adjusted for similar consistency, small increased by 5%, medium/large/huge increased by 10%
- Damage for Plasma Accelerators increased for a more consistent relationship with equivalent cannons, medium increased by 2%, large by 5%
- Advanced Plasma Accelerator has also had its energy efficiency improved (7 per shot down to 5.5). It now has slightly better damage per capacitor power than a normal Large and deals more DPS, but at the cost of more heat
- Reduction in damage to Reverberating Cascade was a bit much, especially when considered alongside much improved ECM. Returning this to 35% of raw damage punched through to shield generator.(originally 50%, previously reduced to 20%)
- Balance tweaks to buff PDTs:
- Missile health reduced for Small and Medium dumbfire and standard seeker. Now requires 2 point defence hits rather than 3 per missile
- PDT jitter angle halved (from 1.5 degrees to 0.75 degrees).
- Fixed where PDT shots would appear to vanish but would still have an effect at long range
- Fix a reported bug with Containment missiles and their engineer equivalents, the 35 second immunity period was not working correctly for them
- Minor balance tweak for Containment missiles have received a 20% damage reduction and 50% increased time between shots. FSD interrupt mod has gone from a 20->30% reduction and the same 50% increase in time between shots. Reducing their overall DPS so you’re sacrificing a little more to use them
POIs/USSs/Installations
- Make sure body volcanism is being correctly read
- Increased the distance at which persistent POIs will spawn from 5km to 15km and also made the persistent POI placement avoid placing near POIS from other placement types
- Fumaroles now no longer spawn all materials of the same type, they will select from a bucket like other mining rocks
- Have more varied states of geological activity
- Fix for POIs getting cleared when swapping into a fighter
- Fixed Occupied Escape Pods in USS appearing as Illegal Salvage/Stolen
- Fixed missing Satelittes schematic
- Added schematics for various mysterious things
- Rebalanced geyser, gas vent and lava spout forces
- Modifications to which geological can spawn where based on the volcanism types
- Fixed the hitcheck for a mysterious thing
- Added mysterious thing schematic
- Fixed broken Geyser forces
- Fix to floating Data Uplinks
- Added audio activity to trigger audio when breaking off collectables from organics
- Fixed missing serverbank audio
- Fixed Lodding Popping on Datapoint
- Updated Large Aerials on Adornments to have new texture, to make them more visible
- Fixed audio for geology fields
- Tunnel geometry not lining up in civilian installation fixed
- Turned on the hitcheck for the scaffolding around the under repair capital ship
- Placed the correct Installation in Ngalkin
- Rebalanced liquid elements of geyser VFX
- Removing Lava and fumaroles from Ice only planets at this is scientifically inaccurate
- Audio: Mix tweaks to abandoned settlements
- Audio: Added low rumble to geyser
Celestial
- Minor optimisation to texture lookup for jet cones
- Jet cone optimisations and quality settings
- Enable BC7 compression
- Fixed some pixelation on ice distant map
- Reduce the minimum star visibility for white dwarves and neutron stars. This fixes an issue where lens flares for those star types would be rendered when the star was occluded by a planet
Tutorials
- Dock and travel tutorial: show correct station entrance pointer at all times during station approach, so that pointer doesn’t suddenly jump to the wrong place
- Dock and travel tutorial: Don’t allow cargo jettisoning
- Fixed logic loophole where docking and travel tutorial could be waiting for the docking UI to appear indefinitely if the landing gear is deployed very late
- Audio: Fix for incorrect tutorial VO line
Player Journal
- When collecting microresources, include the count in the journal entry
- When scanning a star, include age and surface temperature; When scanning a star or planet, include more orbital details;
- When scanning a planet with rings, more significant figures for ring statistics
- Modification to player journal entry when rewarded a bounty, as it may list multiple factions
- The “ReceiveText” event in the player journal now has a “Channel” value that indicates if player text was received via a wing, local, friend, or direct player chat;
also include npc chat - Added checks that we’re a component on the player’s ship before writing an entry in the player journal - applies to the following events: USSDrop, FuelScoop, JetConeBoost, Launch/Dock/Fighter/SRV, HeatWarning, CockpitBreached, MiningRefined
- Include details of all modules stored in the MassModuleStore event
- When transferring a ship, report distance in LY not metres
- Added Commodity Rewards info into MissionCompleted event
- Fixed issue where some received text messages were not written into player journal
- Added a “ScientificResearch” event in PlayerJournal for contributing materials to a research community goal
Holy ffffffffffff
Holy snappin duckpoo batman…
Gonna need a bigger wallet.
Beta 2.2 - Update 6
Hey guys,
Great news! There is another 2.2 beta update coming in this morning.
The Beta servers will be going down in a few minutes at 10:00 BST and we
will expect them to be back up within a couple of hours.
Here’s a nice juicy change log while you wait.
Change log
Stability Fixes
-
Allow the “visited stars” map filter to apply to route-plotting
-
Fixed crash when starting the game with an HMD for some monitor/resolution combinations
-
Fix a low level vertex locking crash
-
Fix a crash when self-destructing the SRV
-
Fixed JSON error in ship delivery
-
If we lose connection with server immediately after connection, before
mtu discovery is complete, don’t crash, reset mtu discovery for another
go around -
Server time synchronisation can soft-lock the game fixed
-
Ensure that system map materials get destroyed on shutdown
-
Fix crash swapping modules in outfitting
-
No longer assert when trying to add an item which is supposed to be empty
-
Fix for buyback and stored items being deleted in one array but not another
-
Don’t crash id planet materials are not sensible
General Fixes & Tweaks
-
Neutron & White dwarf schematics fixed
-
Fixed star-class info not appearing for some systems when initiating jump
-
Fixed supercruise motion indicators not being displayed
-
Fixed incorrect integrity value for size 1 class 2 refinery
-
Prevent duplicate ships being generated on authority transfer
-
Docking computer staying 1km above planetary outpost fixed
-
Latest translations added
-
Various text fixes
-
Award combat rank progression when destroying NPCs from no particular faction
Fighters
-
Added in Gimballed versions of the Fighter Weapons so that the lasers don’t look so wrong
-
Following NPC crew oddities (When NPC crew is flying a player’s ship) fixed:
- If MC turrets are fitted and set to Target Only, the combat AI cannot fire them - Can only use one missile launcher, even if two are fitted - Missiles are fired at long range and are wasted - AI doesn't use boost to chase and kill targets, instead lets them get away - When out of ammo, AI ship should drop back into formation - Player ships with just missiles won't fight - After requesting docking, all other order hotkeys are ignored
-
AI crew in mothership will not attack targets if they have non combat modules deployed before switching to fighter fixed
-
Added clearer message to indicate that the players fighter will be destroyed when they FSD away
-
Moved empire fighters hit spheres for the weapons even further forward to help in hitting them
-
Use numbers rather than bars for displaying fighter stats
-
Wanted NPC has clean fighter fixed
-
Fixed bounty credit notification not appearing or being awarded in a fighter when destroying a target with a non-local bounty
-
Added loading animation to screen for switching between fighters and main ship
-
Fixed missing font glyphs on Role panel when running in Russian
-
Fixed commander name having the “Crew” tag on the death screen when killed by a player in a fighter
-
Can use hotkeys to send invalid NPC commands to unmanned mothership fixed
-
Audio: target destroyed lines of NPC crews and ship voice do not conflict anymore
-
Audio: reduced probability of “no more targts” npc crew message down to 40%
-
Audio: Fix for Crew member saying wrong line when asked to attack target
-
Fix not being able to deploy an SRV or Fighter after resurrecting
-
Fix NPC Crew not increasing their total kill count when assisting with
destroying NPC and Player ships too low level to award combat rank
progression
Weapons
-
We think heat attacks have been reduced a little too far, and need a very conservative buff:
- Diminishing returns for heat now limit at 100% (up from 95% in previous beta) - Damage penalty for Thermal shock reduced to 20% (from 25%)
-
ECM needs some slight tweaks:
- ECM will now fire when hardpoints are not deployed - ECM charge time increased to 3 seconds (currently 2 in beta, 4 in live)
-
Hatch Breaker limpets are also having heir acceleration multiplier
turned up significantly. For comparison firing at a target 1km away and
with both ships matching speed the travel time has gone from roughly 10
seconds down to 5.5 -
Improved flight speed and hacking time of all hatch breaker limpets
-
Removed strange hatch malfunction behaviour where you could cancel it
by toggling power. Hatch breaker limpets and general ‘your hatch got
damaged’ hatch malfunctions can no longer be cancelled -
Slight reduction to the effectiveness of Incendiary rounds for Multicannons:
- Remove the hidden 20% kinetic damage that was left over - Reduce the fire rate penalty from -10% to -5% - Net effect is that the DPS has gone down by 4% vs
shields and 15% vs hull (if unmodified), leaving the weapon strong but a
slightly clearer tradeoff.
Outfitting/Shipyard
-
Process transaction cost correctly when fetching or selling a remote module
-
UI was being unlocked before hardpoint animation was complete. This should now be fixed
-
Module distance incorrectly show when transferring a module fixed
-
Adjusted the balance areas of the popups to have an auto width, to account for large balances
-
Added module class rating, added warning texts to sell and transfer module popups, gave the clock icon an orange tint
-
Made class icon visible, resized the location icon to its, added space between icons and text, tinted transit text to red
-
Fixed keeping hold of buyback items once we’ve bought them back
-
Icons resized and centred, added missing class and rating, resized warning icon and added spacing between it and text
-
Prevented focus from being lost when pressing Right on the read more section of the module transfer
-
The Store [X/X] button is selectable when all 30 slots are full but no modules in the tree are selected
-
Ship loadout doesn’t update after multiple swaps fixed
-
Updated icon positioning and colouring in the Inventory Browser Screen
-
Added functionality to the ‘Store Multiple Popup’, to support pressing ‘UI BACK’
-
Starport UI: fixed quick action button icons disappearing when coming back from outfitting
-
Store multiple modules lists incorrect number when unticking categories fixed
-
Damage type tagged as ‘labelfield’ overlapping fixed
-
Adjusted colour of “in transit” text, when focused on
-
Made the “Stored Ship” tab, glow white when a ship completes its transfer
-
Increased Module Storage size to 60
-
Tune credits costs of Ship and Module transfer
Engineers
-
Make sure we always get the right string key for existing modification name
-
Added ellipses functionality to blueprint text strings. If they are greater than 25 characters an ellipses will be added
-
Fixed layout problems in engineers workshop that would cause a scrollbar to appear and have unintended effects
-
Fixed bug where engineer special effect animation would always overlay
the description of the successful special effect, before the animation
had completed
Passengers
-
Passenger missions not displaying or paying out rewards on hand in fixed
-
Updated the transaction tab for passenger sightseeing conflict, and
for passenger vip conflict. They now include the system address for the
conflict zone -
Remove commodities bought for passengers when completing a mission
-
More balance tweaks for reputation, influence and state effects
-
Player has been scanned - When scanned just once, the inbox message
will pop up several times until the passenger is disgruntled fixed -
Stop passenger cabins containing passengers from being swappable
-
Generic passenger generation now fits cabins with Tourists instead of Generics
-
Fixed errors in passenger cabin classes and types
-
Fix for passengers hiding when the ship is dismissed (from a planetary landing via SRV) and comes back…
-
When you abandon a mission and the passengers eject themselves, the
message you receive does not actually appear in your inbox fixed -
Fix Passenger mission problems when swapping occupied cabins between module slots
Missions
-
Make sure players in SLFs can get credit for kills in assassination and massacre missions
-
Added missing strings for illegal delivery missions
Ships
-
Fixed incorrect landing volume for Type 7
-
Cannot see Tail Shipkits on Vulture in Outfitting due to camera angle in VR fixed
-
Fixed some mapping issues on the Cutter
-
Audio: Ship drives silent when respawing over planet surface having died in SRV fixed
Stations/Ports
-
Fix for faction lighting being applied to the new station inner docks instead of their own lighting
-
Audio: Fixed number station audio events not synced due to time step miscalculation
-
Audio: The new flight controllers are too quiet fixed
SRV
-
Stop data points showing up on a fighter HUD after been scanned in the SRV S
-
Stop fighter mothership pointer appearing in an SRV after the player has been in a fighter
Installations/POIs/USSs
-
Fixed some misaligned tunnels on civilian installation
-
Make sure that persistent POIs cannot spawn within their minimum separation of each other
-
Audio: Fix for silent ambience on a secret thing
-
Audio: Fix for number station ambience being audible at infinite distance
-
Added new mission tipoff locations to settlements
Celestial
- Audio: Fix for Materials sound wrong on planet surfaces
Galaxy Map
-
Reduced loading time for galaxy map
-
Fixed some stalls loading the system map
-
Bookmarks all disappeared and can no longer create them fixed
Player Journal
-
When importing stars from a file into the VisitedStarsCache, interpret
any line containing just digits as a starsystem address in decimal
rather than a name -
Fixed journal entry for “ScientificResearch”
In other News- Terrain has silently received a further graphical upgrade!
Color me impressed…
https://forums.frontier.co.uk/showthread.php/297281-2-2-(Beta-6)-Great-improvements-to-the-Planet-Terrain-LOD-and-Surface-Textures
Hurry up and release it for the main version!
Beta testing underway reached patch 6… so unless anything big changes it’s usually around a week, two weeks top. And we talk about third year of consistently releasing additional content…
The Guardians Update: 2.2.01
Greetings Commanders,
We have a patch on the way today, we expect for the servers to be down for up to 30 minutes. The servers will go offline at 3PM BST. This is for the Desktop client, not the Xbox One client.
Below are the included changes.
- Don't crash if there's invalid state in the powerplay map
- Fix crash when looking at the role panel in the SRV
- Protect against crash from an empty journal message
- Prevent spinning ship while docked and using VR mode with Rift CV1
- Fix a crash that can happen if the persistent POI generation runs before the planet surface controller is ready
- Fixed SRV starting underground if the base is in a crater
- Fix soft lock when entering installations when another player is already at the installation
- When cannons, plasma accelerators and railguns malfunction, they now deal 5% of their own damage to themselves, rather than 200% which would instakill them
- Civil wars now use the same structure as War/War Support to guarantee there is always at least one conflict zone in civil wars
- Fix an issue with station guns not causing damage in some network conditions
- Hunter hostiles now obey the same cooldown as normal NPCs to prevent instant interdictions
- Fixed an issue where delivery and delivery founder missions were showing the wrong credit reward in the first transaction tab after you accept the mission
- Fixed overhead per system being too large as it's not counting fortified systems towards the number of systems that pay overheads
- Materials do not drop from Fumaroles (or other persistent POIs) when multiple players are present fixed
- Stop prosecuting crimes committed by dead Commanders
- Fixed Commanders allowed to equip multiple fuel scoops, fighter bays, refineries and shield generators by retrieving a module from storage
- Fixed some stored ships not being available within the Shipyard
- Fighter Cockpit UI: removing useless indicators in the bottom right corner, leaving the component's frame only for silent running and wanted status display
- Added message when main ships power plant is malfunctioning will be displayed when player is in both main ship and fighter
- Fine now given for shooting in no fire zone with a fighter
- Lower panel shows SRV that isn't owned fixed
- Fixed missing targeting schematic images for the Satellites
- Starport UI: fixing research panel (numeric stepper) not releasing focus when pressing left on a pad to get back to contacts menu (or back button)
- Change order of string returned by GetLongLatString, to Lat then long to revert the order of the latitude and longitude readout on the hud to be the same as pre-2.2
- Fixed missing Imperial Clipper vibrant paintjobs
- Reduced module and ship transfer distance costs by 50%
- Removed build watermark.
Well they don’t muck about
Elite Dangerous 2.2.02 Update
Greetings Commanders,
The developers have been hard at work and you'll notice that the servers and going down now for a new update coming to Elite Dangerous.
They'll be down from 9:45 GMT and will be expected to be down for up to an hour.
Here's the change log, enjoy!
PC and Xbox One
- Physics crash fix when disconnecting on entering a location
- Xbox One: Fix terrain flattening so planet ports do not appear underground
- Fix for client and server disagreeing about whether a jet cone boost is active and kicking the player
- Fix a crash writing to the player journal with an invalid station type when docking
- Fix low level network hang
- Crash fix when swapping to an SRV
- Update the maths around hyperspacing to a Neutron star with jet cones to properly deal with avoiding said cones, also push the arrival distance for neutron stars back out a little to avoid running straight into the drop-out radius. Note that you'll still hit them pretty fast, but not unfairly so as long as you're on the ball
- Fix buggy refuel on dock
- Fixed Passenger mission bug where you are unable to take any missions due to a bug where abandoned / failed missions continue to take up space in the missions limit
- Fix for planetary mission generation
- Fix for incorrect passenger elite rank points
- Heavy frame loss and stuttering when deploying a AI fighter and thrusting downwards
- Stop the station from responding to crimes of the Passenger Wanted type
- Stop the ThankYouPassedStopAndSearch chatter line from playing when scanned by police while carrying an illegal passenger as they're about to start attacking
- Target Body does not change after scanning the first beacon of a PassengerSightseeing mission that has multiple destinations
- Prevent a faction expanding twice when a conflict state overtakes an already ended expansion state
- Ensure a minimum amount of Combat rank progression is always awarded, even when the Commanders and NPC crew have a significantly higher rank than the losing pilot
- Fix transaction server error when restocking burst railguns and some other Engineer modifications
- Module storage reliability improvements
- NPC Crew Will Not Hold Position fixed
- More improvements to the automatic fixes that try to get a Commander into the game after an invalid location or loadout including storing modules that cause trouble
- Fix faction names in the Interstellar Factors contact screen being displayed as "NONE" when there are a large number of factions in the list
- The player journal entry for when docking at a station now reports the station faction economy, government, etc: (and the info on entering a starsystem names the properties as SystemEconomy, SystemGovernment etc to be explicit about what the values refer to)
- Fix journal entry when docking an ai fighter
- Orca tactical paintjobs fixed
- Fix to the Asp Pharaoh paintjob skus being switched
- Fix incorrect onionhead2 decal sku
- Always report a MaterialCollected event after MaterialDiscovered in the player journal
- Added a text line explaining more clearly the risk of carrying criminals
- If you have an illegal passenger, call this out in the status line. Only "Wanted" status trumps this
- Attempting to spend negative credits when refuelling fixed
- Add checks for ship validity to GetStoredItemsForSlot so that we only return items that can currently be fitted to a slot. This should stop multiple shield generators, refineries, fuel scoops and other assorted once only modules getting fitted via the storage tab
- Fix livery being accessible (in extenso, outfitting) when outfitting is actually not available in a starport
Xbox One also includes 2.2.01:
- Don't crash if there's invalid state in the powerplay map
- Fix crash when looking at the role panel in the SRV
- Prevent spinning ship while docked and using VR mode with Rift CV1
- Fix a crash that can happen if the persistent POI generation runs before the planet surface controller is ready
- Fixed SRV starting underground if the base is in a crater
- Fix soft lock when entering installations when another player is already at the installation
- When cannons, plasma accelerators and railguns malfunction, they now deal 5% of their own damage to themselves, rather than 200% which would instakill them
- Civil wars now use the same structure as War/War Support to guarantee there is always at least one conflict zone in civil wars
- Fix an issue with station guns not causing damage in some network conditions
- Hunter hostiles now obey the same cooldown as normal NPCs to prevent instant interdictions
- Fixed an issue where delivery and delivery founder missions were showing the wrong credit reward in the first transaction tab after you accept the mission
- Fixed overhead per system being too large as it's not counting fortified systems towards the number of systems that pay overheads
- Materials do not drop from Fumaroles (or other persistent POIs) when multiple players are present fixed
- Stop prosecuting crimes committed by dead Commanders
- Fixed Commanders allowed to equip multiple fuel scoops, fighter bays, refineries and shield generators by retrieving a module from storage
- Fixed some stored ships not being available within the Shipyard
- Fighter Cockpit UI: removing useless indicators in the bottom right corner, leaving the component's frame only for silent running and wanted status display
- Added message when main ships power plant is malfunctioning will be displayed when player is in both main ship and fighter
- Fine now given for shooting in no fire zone with a fighter
- Lower panel shows SRV that isn't owned fixed
- Fixed missing targeting schematic images for the Satellites
- Starport UI: fixing research panel (numeric stepper) not releasing focus when pressing left on a pad to get back to contacts menu (or back button)
- Change order of string returned by GetLongLatString, to Lat then long to revert the order of the latitude and longitude readout on the hud to be the same as pre 2.2
- Fixed missing Imperial Clipper vibrant paintjobs
- Remove build watermark
I like how those guys keep the updates coming.
But can i get my Advanced Discovery Scanner back at Jaques?
Reworked Gameplay mechanics - The Big Balance Pass!
Amazing news for all of those who thought Elite reached a stale point…
https://forums.frontier.co.uk/showthread.php/309693-2-2-Update-Combat-Balance-Adjustments
https://forums.frontier.co.uk/showthread.php/309692-2-2-Update-Powerplay
That’s all well and good, but can a brother get his Advanced Discovery Scanner back?? Especially with the CG out in the Formidine Rift- i don’t want to backtrack all the way back to the bubble just to retrace my steps…
GRAB A MUG OF COFFE BEFORE STARTING YOUR READ! D:
Also a OBE David Braben A.M.A.
2.3 The Commanders - Changelog
New Content & Features (Horizons)
-
Holo-Me (Commander Creator)
-
Holo-Me UI added
-
Players can create their own commander using a variety of customisation options and/or presets
• Player avatars now used in ship cockpits
• Added holographic effect for commander avatars (when they are not physically present)
• Hooked up the player avatar display to the comms panel and the commander history, so now chat messages will have a picture of the senders avatar next to them
• Added Holo-Me option to cockpit Status Panel
• Added Holo-Me shortcut to Startport Services screen, as well as including player’s current commander profile image
• Added rank shoulder patches, unlocked with rank
• Added faction and pirate shoulder patches -
Multi-Crew
-
Multi-Crew availability is based on the number of physical seats on your ship
• Gunner role added
• Fighter Con role added
• Helm role added
• Matchmaking for different session types added
- Bounty Hunting
- Mentor
- Piracy
- Mining
- Exploration
- Smuggling
• Session summary screens added
• Allow friend invitations to Multi-Crew
• Power Distributor - Non helm Multi-Crew players provide an additional single power distribution pip which they control
• Added idle animations for other commanders in cockpit
• Crimes system updated to support Multi-Crew
• Multi-Crew related stats added
• Chat interface updated -
Ships
- Added Multi-Crew cameras to supported ships
- Upgraded cockpits for Multi-Crew
- Adder (upgraded second chair for Multi-Crew)
- Anaconda (upgraded second and third chair for Multi-Crew)
- Asp (added second chair for Multi-Crew)
- Asp Scout (added second chair for Multi-Crew)
- Beluga (upgraded second and third chair for Multi-Crew)
- Cobra MkIII (upgraded second chair for Multi-Crew)
- Cobra MkIV (upgraded second chair for Multi-Crew)
- Imperial Clipper (upgraded second chair for Multi-Crew)
- Corvette (upgraded second and third chair for Multi-Crew)
- Federal Dropship (upgraded second chair for Multi-Crew)
- Federal Assault (upgraded second chair for Multi-Crew)
- Federal Gunship (upgraded second chair for Multi-Crew)
- Fer de Lance (upgraded second chair for Multi-Crew)
- Orca (upgraded second chair for Multi-Crew)
- Cutter (upgraded second and third chair for Multi-Crew)
- Type 9 (upgraded second and third chair for Multi-Crew)
- Python (upgraded second chair for Multi-Crew)
- Vulture (upgraded second chair for Multi-Crew)
• Dolphin playable ship added
• Dolphin NPC ships added
-
General
-
New mysterious things added
-
New organics added to surfaces
-
New Content & Features (Non-Horizons)
Ship Naming
• Ship Name and ID plates can now be added via Outfitting
• Ship names are server moderated if deemed inappropriate then will be masked off to other players
• If you report a player in-game, we’ll now fill in their ship name and ship ID for you
• Added ship name plates to ships
• Added ID plates to ships
• Added ship names to various cockpit UI
• The start new commander flow will now prompt you to enter a ship nameCamera Suite
-
Added vanity cameras to the ships
-
Players can view their commander and ship from a variety of interior and exterior camera angles, using a range of new camera control options, including:
- Zoom (Interior, Exterior, with Free Camera enabled)
- Focus (Exterior, with Depth of Field Enabled)
- Blur (Interior, Exterior, with Depth of Field Enabled)
- Roll (Exterior)
- Elevation (Exterior)
- Speed (Exterior)
- Stabiliser On/Off (Exterior)
- Enable/Disable Ship Controls (Exterior)
- Detach/Attach Camera With Ship (Exterior)
- Hide UI (Interior, Exterior)
• Added free camera to ships
- Within the vanity camera, players can also select a free camera mode to more freely adjust their camera view (with access to the above camera options)
- Updated ship cockpit interiors to account for new viewing angles
General
• Added asteroid base type station (including air traffic controllers)
• Added 32 asteroid bases in various deep space locations
• Added some new challenge scenarios- 4 new Incursion scenarios
- Speed docking
- Driver challenge
- Ship launched fighter challenge
• Added custom engine trails support
• Added Megaships - Tanker
- Cargo
- Asteroid Miner
- Flight Operations
- Prison Ship
- Science Vessel
- Passenger
- ???
- ???
• Added 100 new tourist beacons
• Added Bucky Ball Beer Mats rare good
Fixes and Improvements
Stability Fixes
• Fixed crash in the inertial camera simulation when in CQC
• Fixed crash when entering CQC
• Fixed a soft lock on entering CQC
• Fixed a softlock that happened after dismissing an error dialog in CQC
• Fixed an error that can happen in outfitting if you replace the power distributor too fast
• Fixed crash that occurred while trying to generate ambient heat on ships inside stations
• Fixed crash in physics if data for a wheel is not valid
• Fixed deadlock if the galaxy map is repeatedly opened and closed
• Fixed a network issue related to modules
• Fixed crash when looking at left-hand panel while in a fighter
• Fixed a crash with landing gear not being correctly initialised
• Fixed a crash with GPU memory allocation
• Prevented a crash if a mission loses some of its data
• Speculative fix to prevent a crash on Mac builds, due to being unable to load some Horizons-only resources
• Fixed crashes in high resolution screen captures when using supersampling settings < 1.0 and/or borderless modes with resolutions lower than the desktop resolution
• Various System Map stability improvements (with force close of the map on exceptional circumstances, instead of crashing)
• Fixed a crash accessing a stored module in outfitting
• Fixed error with incorrect string types for Follow On missions
• Addressed a softlock that could occur when mashing the selection button when no ships or activites are available
• Fixed issue with memory corruption on shutdown
• Fixed game becoming unresponsive on commander history tab
• Fixed crash due to the vanity camera blur geometry not being correctly initialised
• Fixed a crash that could occur during shutdown
• Fixed crash when trying to upgrade the health of a module which has no concept of health
• Networking stability fixes
• Fixed a crash that occured when hyperspacing whilst swapping back from fighter
• Fixed a number of transaction server errors when ejecting limpets, transferring cargo, buying exploration data and swapping loaded fighter bays into storage
• Fixed crash that occured when contract destination does not come through correctly
• Fixed a crash that occured when supercruising with your fighter deployed
• Fixed a crash that occurred when opening the system map in rare circumstances
• Fixed a crash that occurred if someone mines an asteroid near a station in a ring which then tries to spawn a microresource
• Fixed a cockpit crash in SRV
• Fixed a crash that occurred when loading a ship with an engineered surface scanner
• Fixed a crash that occurred when trying to load refineries with empty bins
• Implemented measures to prevent a crash when docking
• Fixed a crash that could occur when launching a fighter and then immediately disconnecting before the fighter is constructed
• Fixed a server disconnect that could occur when jettisoning cargo from an SRV underneath a ship
• Fixed a crash that could occur when sending Wing invites in certain situations -
-
General Fixes & Tweaks
-
Fix to prevent ships spawning inside each other on interdiction drop out
- Fix to prevent the cursor being offset in some front-end UI circumstances when using ‘In-Game Panel Based Cursor’ mouse mode
• Fixed cases of the SRV appearing in orbit after re-launching the game
• Fixed issue whereby a player’s combat rank would be seen as ‘Harmless’ after making progress on their rank
• Fixed trespass zone radar elements being visible in the debug/classified camera modes
• Reverted the order of the latitude and longitude readout on the hud to be the same as pre 2.2
• Fixed LOD issue with Zemina Torval’s Powerplay Decal
• Fixed issue whereby a String ID would appear on the info panel as the jump destination
• Improved performance of the ‘triangle image load’ animation (used on the mission board). Also added support for scaling the size of the effect
• Fix for Docking Computer crashing into back of station when approaching from rear
• Fix for Docking Computer crashing into Qwent Research tower when coming in to land
• Optimised loading time when loading in docked at a station
• The cockpit friends list now shows the distance to each friend (if they’re in the same mode as you), and sorts friends by the closest first
• Info in status panel will now only show the scrollbar when focused
• Modified the “modules/trade/list” so that it filters modules where possible that are only related to the players current ship
• Various mission template fixes
• When a bounty voucher or combat bond is awarded, all players in a wing who would previously have gotten a share will now get a copy of the full value
• Fixed missing info text for data link scanner
• Fixed some shadowing artefacts in the terrain rendering
• Fixed station interior changing when the station in under influence of an Unknown Artifact
• Improvements to planet shadows: Added new crossfade distance settings to allow a longer transition from shadows to patch lighting on higher quality presets
• Fixed an issue where the station name, rather than the schematics name, would be displayed in the target details panel
• Fixed issue that was affecting missions at Jaques station
• Various optimisations for Galaxy map
• Fixed issue whereby you could not exit side panel with B Button after using a fighter
• Fixed refinery tab still being selected on the right hand panel after removing the refinery module from a vessel
• Fixed Intermittent drop in frame rate in Challenge Scenario
• Fixed low-resolution cockpit on loading into CQC matches
• Fixed a problem introduced during 2.2, where you were no longer able to hold UP/DOWN to scroll information continuously within a common UI
• Fix to correctly handle ‘<’ in text chat
• Fixed the ‘bind dialog’ on the controls screen - the ‘back’ ‘confirm’ and ‘always confirm’ buttons were being displayed when they shouldn’t
• Fixed long names getting truncated on the target panel
• Rank requirement should no longer show up when not needed
• Truncated text in shipyard list should now wrap
• Start position has been adjusted for safety if a player drops out of supercruise at a wing beacon within a ring
• Headlook should now activate panels by default when looked at
• Ships are not duplicated in system map each time you open it anymore
• Improvements made to the comms panel popup options, adding icons
• Fix for incorrect mining decals spawning on rocky/icy asteroid types
• Fixed friends markers not appearing on the galaxy map
• Fixed landing gear and cargo hatch animating when logging in near your landed ship in an SRV
• Fixed the brightness of dust clouds in the main galaxy background
• Fixed missing progress bars on scanning reticle
• Fixed asteroids sometimes not rendering into the far shadow views
• Fixed an issue on the system map. After zooming and directly leaving the system map, the sounds would hang around
• Fixed saved game code issue which was breaking neutron-star jumps
• Fixed issue whereby credits were not being taken when purchasing exploration data
• Sped up CQC matchmaking when players of significantly different ratings join the game
• Fixed an issue whereby taking high-res screenshots could cause network disconnection
• Fixed star texture pop when arriving from hyperspace
• Pause menu now appears faster
• Fix destination star’s lens flare from separating from it in hyperspace when in large ships
• History tab now shows date in shorter format “Mar 16” so it doesn’t truncate commander names so much
• Fixed numerous issues with text truncation in power details screen
• Fixed instances of corrupted text throughout the game
• Fixed the visibility of stalks and jump highlights for systems in the galaxy map
• Fixed text chat not becoming available for players you just unblocked
• Fixed for AI ships in supercruise circling around station
• Fixed some missing sounds for goals in CQC
• NPC pilot suits have colour variants again
• Fixed issue with Russian text being slightly cut off in various UI panels
• Fixed issue whereby the labels for livery slots could display in black instead white or grey text
• Updated the time format used in the comms panel timestamps
• Fixed issue whereby long ship names were truncated on the ship transfer panel
• Added an option to disable the smoothing in headlook, this is useful for some headtracking devices to reduce the latency involved
• Terrain shader minor optimisation for 700 series Geforce
• Optimised HUD ‘glitch’ effect
• Optimisation for HBAO
• Optimisation for stellar jets
• Various VFX lighting optimisations
• Various particle effects LODing and optimisations
• Various text fixes
• Various localisation fixes
• Audio: Fixed triggering of Vessel Voice “Ready To Engage” which wasn’t being triggered
• Audio: Fixed missing audio when scrolling on option pages
• Audio: Fixed missing events on heat sink deploy
• Audio: Fixed missing “Fuel Scooping Complete” voice line
• Audio: Enabled audio Obstruction/Occlusion in main game
• Audio: Improvements to the way soundbanks are loaded. Should help with fragmentation and memory issues
• Audio: New “Vessel-Voice” system, to replace our beloved old “Ship-Voice” system. Now much more robust and maintainable. This drives the computer voice lines
• Audio: Audio code optimisations. Audio work is better encapsulated into a single phase which improves the game’s overall frame rate
• Audio: Fixed NPC voice volume slider not working
• Audio: Fixed tutorial voice text getting truncated
• Audio: Fixed an issue whereby the volume sliders only play sound when decreasing the volume
• Audio: Fixed an issue whereby no music would play when docking with the Docking Computer
• Audio: Fix audio issue with Hyperspace jumps
• Audio: Added in new audio options for ship voice lines from 2.2 and 2.3. These include muting NPC orders, Passengers, Fighters, Multi-Crew, Neutron star jet cones and unknown objects voice lines
• Audio: Possible fix for multiple unwanted audio events triggering in Friends and Groups screen
• Audio: Fixed an audio issue whereby combat music would suddenly start playing for a few seconds when entering supercruise from combat with life support disabled/destroyed
• Audio: Fixed celestial flybys
Celestial
• Fixed texture distortion in ultra due to morphing not scaling correctly
• Improved quad efficiency for distant horizon planets
• Ice terrain surface improvements
• Reduced dark patches occurring when regenerating shadows
• Prevented ships from flying backwards in a ring orbiting a black hole to sneak through the exclusion zone
• Surface rock system optimisations
• Made star lens flares check the actual depth instead of comparing against a constant value
• Red Spider Nebula is now red
• Split up terrain noise generation into chunks to avoid using too much memory at once
• Fixed some nebula not appearing in the sky dome generation
• Fixed a stellar jet render artefact on AMD cards
• Fixed background brightness popping in multistar systems
• Performance improvements for terrain on 4/500 series nVidia cards
• Updated schematics for white dwarfs and neutron stars
• Distant asteroid billboards shading incorrectly when passing in front of their planet fixed
• Removed the planet material texture LOD drop on consolesCommander Stats
• Fixed number of fines increasing whenever a mission has failed without a fine being levied
• Fixed “Highest single reward” from assassination missions not displaying correct informationCommunity Goals
• Fixed inconsistent rewards being advertised when contributing to Community Goals that are in the process of ending
• Allowed Combat Bond Community Goals to be linked together, allowing one to fail if the other succeeds before the time runs out. A CG that ends early still honours any reward tiers reachedControls
• A sensible default control scheme is now selected if we are unable to load the users preferred control scheme instead of just selecting the first in the alphabetical list
• Fixed various default control schemes that have had gamepad bindings added to them. This was causing them to not load if you did not have a gamepad connected to the PC
• Removed gamepad bindings from all schemes that don’t rely on a gamepad. This will stop you requiring a gamepad to be plugged in to see the schemes for joysticks or keyboard controls
• Allowed the alternate control bindings to have inverted axis
• Fixed an issue whereby players could no longer use mouse 2 as back in station services menu
• Fixed an issue where you could bind the same button combo to multiple controls by changing the order you pressed the buttonsCQC
• Rebalanced capacitor and charge rates to be the same across the different ships
• Make sure we wait for the loading screen to be ready before entering it when entering the CQC menu, this fixes an assert when the loading screen activates after the destination location is live
• Fix an error when accepting an invite from someone who has already joined a game
• Fix an issue with the CQC default player starting params getting modified
• Fixing flipped hit bubbles for CQC Empire Fighter hardpoints and adjusting other hit volumes to allow them to be triggered a bit easierEngineers
• New blueprints added
• Manifest/Killwarrant/Wake scanner:
• Long Range
• Wide Angle
• Fast Scan
• Ship primary sensor:
• Light weight
• Long Range
• Wide angle
• Detailed Surface scanner (affects how fast you can basic/detailed scan planets):
• Long Range
• Wide Angle
• Fast Scan
• New blueprints added to:- Bill Turner:
- DSS to grade 1, and sensor/scanner to grade 5
- Juri Ishmaak:
- Sensor/scanner to grade 4, and DSS to grade 2
- Lei Chung:
- Sensor/scanner to grade 2, and DSS to grade 2
- Lori Jameson:
- Sensor/scanner to grade 5, and DSS to grade 5
- Tiana Fortune:
- DSS to grade 5, and sensor/scanner – 5
• Added extra gun turrets to various engineer bases
• Fixed floating rock at Elvira Martuuk’s base
• Added new longer range missile defences to various engineer bases
• Mic Turner Base had a population of 0, so added bakeout data for system “California Sector BA-A E6” so that it will pick up the correct details from server
• Added Engineer & Outfitting module groups for Life Support and Sensors so they don’t all appear in the ‘Other’ category in the Engineer Workshop
• Removed button missing under Adjust Experimental effect screen fixed
• Added reference module data for Sensors, Surface Scanners and Stellar Body Scanners
• Audio: Fixes for various engineer bases bugs
Exploration
• Rebalanced the amount of exploration career rank awarded when completing Passenger missions
• Stopped awarding First Discovery bonuses of zero credits
• Fixed transaction server error when purchasing exploration data for certain systems
• Increased the credit values of exploration data for scans after this release. Unsold data from previous scans is unaffected by this change.Factions
• Fix a rare opportunity for a conflict to start immediately after ending early
• Fixed faction influence change from smuggling weapons
• Faction influence change reduced from murder, interdiction and assault crimes
• Faction influence change increased from redeeming bounty vouchers
• Balanced faction effects from selling commodities with a zero purchase price
• Removed faction reputation gains from smuggling cargo at a black market
• Improved local news articles when faction conflicts end
• Distributed effects from redeeming vouchers from super powers amongst all minor factions in that system aligned to that super powerFighters/Crew
• Fixed issue whereby crew rank did not update on the contacts or ship GUI after ranking up
• Implemented optimisations for load times on fighters and SRVs
• Fighters no longer ‘red out’
• Crew are now set to ‘flying fighter’ when switching into the fighter
• Prevented transaction error when entering supercruise while a fighter is docking
• Fighter orders control group no longer conflicts with non-ship (eg SRV driving) controls
• Fix for crew cut of commodity trades being calculated on the client incorrectlyGalaxy Map
• System map initialisation optimisations
• Galaxy map memory and performance optimisations
• Disabled HBAO when using the galaxy map as it is not used
• Fixed System Map not updating when scanning planets while open
• Fixed a small bug where for single-jump plotting modes (synthesis or neutron-boosted jumps), there could be a discrepancy between which systems have the “plot route” button enabled, and which systems can actually be plotted to in one jump. The discrepancy happened because the calculation for the maximum plotting distance (which is usually 1000LY but for single-jump modes is based on the ship’s actual jump distance) didn’t take into account the cargo mass slider that’s used by the route plotter
• Small route plotter optimisation: don’t replot the route when toggling a map filter which has all systems enabled
• Systems that don’t have meta-data now display as having pristine reserves in the system map
• Audio: Fixed broken sounds in galaxy and system mapsHyperspace/Supercruise
• Physics optimisations for supercruise
• Ensured that the destination star billboard is displayed in the hyperspace sequence if lens flare is disabled
• Audio: Tamed the neutron star pulse ambiance a wee bitInstallations/POIs/USSs
• Lava Spouts now have proximity effects around them. Depending on the ferocity of their eurption, they deal heat and damage to the player. The more ferocious the eruption, the hotter and more damaging they become
• Added additional installation scenarios- Medical installation added
- Added Space Bar installation
- Added Space Farm installation
- Added Government installation
- Added new Security Station installation
• Colour variations for installations added
• Enabled replication of scannable space wreckage so that they are visible to all players
• Changes to stop Unknown Probes jumping about and rolling up hill on planets
• Align to Planet and Align to System no longer apply when the object they’re aligning to is near a planet
• Fixed an issue whereby Skimmers did not report hostiles to their owning settlement
• We now allow planet surface landed ships to take-off and attack if there’s a nearby faction hostile
• Fixed an issue whereby fumaroles would disappear in a multiplayer situation when a collectable is collected while another client is logged out
• Added new Passenger USS scenarios
• Fixed a bug with the Destructible Mining Component that was causing it to have 0 health
• Fixed hitcheck on fumarole collectibles
• Improved loading of POIs
• Proximity effects support added
• Added more wreckage types
• Space scenarios can now have localised fog
• Fixed objects in a settlement drifting from their correct position if the player is far enough from the planets surface
• Ancient sites should not longer change layout (but all layouts will permanently change)
• Multiple fixes to address problems with an Ancient Site
• Removed frame stalls in POI spawner when on approach to certain planets
• Cockpit location panel (bottom left) now displays icons for the new types of nav location (megaships and asteroid bases)
• Fixed: Specific arrangements of terrain-stamped POIs would cause height issues on AMD cards
• Fix for floating objects at ancient sites
• POI loot now remembers which commanders have already claimed them
• Audio: Fix some missing SFX from capital ships
• Audio: Fix for NavBeacon missing impact sounds
• Audio: Fixed errors on installations/CQC
• Audio: Audio logs positioned and duck music/ambiences correctly
• Audio: Set capital ships to correct compression settings
• Audio: Fixed some missing installation ambiences
• Audio: Fix for missing sounds in Installation_SensorArray_002
• Audio: Fixes for abandoned settlements missing events
• Audio: Setting up generic holoscreen events for missing holoscreen sounds
• Audio: Fix audio error with materials
• Audio: Stop solar panels SFX from cutting in abruptly
• Audio: Fixed issues with tourist beacon ambiances
Missions
• Multi-stage (Follow On) mission support added (different to wrinkles)
• Ensured that the mission filter doesn’t show illegal salvage when set to legal
• Updated the gating on missions. Now you should no longer see the planetary sign on the mission board for missions that don’t take you to a planetary station as the main destination. If you don’t have horizons, you should be getting gated at the new destination wrinkle if it is to a planetary station, preventing you from accepting the new destination
• Missions that are a direct consequence of completing a previous mission are more prominent on the mission board
• Fixed mission messages being duplicated during transitions
• Made supply to demand overrides take max distance into account (Makes Colonia missions more likely to spawn destinations within the Colonia Bubble)
• Added support for equipment requirements for missions
• Change Destination Wrinkles are now optional for the following mission types:- Delivery
- Collect
- Passenger
- Bulk
- Piracy
- Rescue
- Salvage
- Smuggle
- Planetary Rescue (plus variants)
• Smuggle missions maximum range has been reduced to 100ly away
• Smuggle long minimum range has been increased to 100ly away
• Fixed issue with showing credit rewards when there are no other rewards
• Updated the influence/reputation shown on the mission board for missions so that it matches the amount it actually changes on completion
• Added contract elements on all transaction panels to display the mission giver
• Added factions involved in the mission on space missions inbox messages so that you know who you are working for, and who you are working against
• Text no longer missing from inbox messages received during In Space Assassination missions
• Mission specific cargo can no longer be sold on the commodity market, although can still be sold as stolen items through the black market
• When missions which require you to pick up cargo exist, they will now say ‘Collect Cargo’ instead of ‘Claim Reward’
• Welcome missions should not longer contribute towards influence or ranks
• Fix to prevent exploit when selling abandoned mission cargo
• Massacre conflict and massacre skimmer missions limited to 3 per player at a time. Rewards increased slightly to compensate
• Improved the chance of rank up and engineer missions being available
• Planetary scan missions now limited to 3 per player at a time. Rewards increased slightly to compensate
• The ancient codex now resets approximately 30 seconds after being scanned
• Decoupled normal missions and passenger missions selection, so a full allocation is available to each type
• Added a check for illegal goods to system search to stop returning a system that doesn’t contain the markets needed
• Fix to prevent delivery scoop missions from appearing in systems without a landable planet
• Stopped player from getting spammed with an inbox message from space planetary hitmen missions
• Changed the tags used for a system used in the text so that it now correctly displays the correct system for the destination. It used to only display the mission giver system (it is rare that it is not taking place in the mission giver system)
• Potential fix for mission inbox messages not appearing properly
• The following missions should now spawn more frequently: - Piracy Heat
- Piracy Contract
- Clearing the Path
- Safe Travelling
• Fixed Piracy Deal not giving you the correct target type to kill in the second mission
• Rampant Leadership is now using the correct template
• Updated the military career progression numbers to speed up progression a bit
• Increased super power reputation gains by 25% when gaining faction reputation
• Removed bookmarks and relevant inbox message from welcome mission template
• Changed the commodity required to Fish, from Aluminium in the welcome mission collect template
• Fixed an error in sorting algorithm for transaction panel
• Changed the archetype of pirate lords used in assassination missions - when you jump into the USS, they should no longer flee from you if you have no cargo
• Fixed the cargo in planetary rescue so that it is no longer illegal (for the welcome arc only)
• Fixed some instances of passengers refusing to leave their cabins
• Disparity between text and audio logs now fixed
• Fixed cabin escape pods not always being used when passengers eject
• Fixed an issue with the first inbox of a passenger vip Follow On mission. The correct portrait is now shown
• Fixed an error where the massacre illegal black ops mission was not spawning the correct mission targets
• Balance pass on passenger mission rewards
• Fixed issue where you could not focus onto the mission filtering box in the Mission Panel using just button input
• Fixed issue with some missions not generating after completing a Piracy mission
• Fix to allow missions to progress correctly if the player gets to the target system before the timer for the mission progresses
• Alternative destinations for Planetary Rescue (plus variants), Federal Navy Salvage and Long Range Smuggling missions are now correctly optional
• Addressed an issue whereby players could not open the mission board if they had a large number of pending follow on missions
• Fixed issue whereby the mission target did not spawn in mission USS during Piracy Deal Assassination follow on mission
• Potential fix for two errors relating to the Piracy mission templates
Network
• Experimental IPV6 support added
• Network options and information page added to the options menu
• If you’re already in a voice chat session with another player (eg if in a wing) and you block them, we mute any further audio received from them during that talksession
• Ensured that a player is removed from a wing if they delete their save game
• Streamlined session join protocol (may fix cases of extended supercruise or jump transition times)
• Fix various transaction server disconnections when resurrecting, buying exploration data, refining mining chunks, unloading passengers and outfitting ships
• Improved error handling
• We now show the path where log files are saved on the network settings screenNPCs
• Fix NPCs not having the long FSD cooldown after interdictions
• Added the Independent Fighter to alliance and independent faction navies
• Improve piracy behaviour and associated chatter to indicater the threat and a time limit for compliance
• NPC docking improvements
• Added in the Vulture & Python to the police archetype, these ships should now respond to crime and have the correct skins
• Make sure that we have the correct faction before using the automatic loadout for NPC archetypes
• Don’t report that the player is clean when being scanned when they are not
• Balance pass for AI interdiction ability, to make it slightly easier
• Auto-loadout system will now automatically add required passenger cabins based on the custom passenger type
• Allowed auto-adding of cargo racks to consider slots which don’t accept shield modules but do accept cargo racks
• Fixed a bug in adding passengers to cabins where Passenger Entries were being added to cabins with the number of passengers set to 0
• Removed VIP flag from CustomisePassengers. Custom Passengers being added to Imperial cabins will automatically be made VIP
• Changes to extend AI terrain avoidance on higher gravity worlds
• Authority ships now prioritise the closest ship to them when determining what to scan, ie either the Mothership or Fighters
• Fix Pirate Hunter Hostile behaviour so that they attack after interdicting
• In auto-loadout system, tweak chances of high-end weapons to make them slightly more unlikely for both military and all other archetypes
• For AI ships using the auto-loadout system, vary the amount of ammo that utility modules have based on rank. For police/military, override and have 100% ammo, unless in a conflict zone when the standard rules apply
• Get AI pirates to start attacking if the target moves more than 1km or starts charging FSD while the threatening process is ongoing
• Change pirates that interdict the player to always scan (rather than sometimes attacking without scanning), and to dismiss the player and fly off if the player doesn’t have any/enough cargo
• Threaten time changed to 15s (from 18s) now that it’s displayed in chatter
• Added jump after all ships scanned, which we didn’t used to need for these pirates as they always attacked
• Ignore drones and powerplay cargo when deciding whether to send a generic cargo chaser after the player
• Pirates should now make it clear what cargo can be dropped to apease them
• Stop NPCs in ships that can’t jump (like fighters) from trying to do so
• When a pirate has threatened you and started to attack, reiterate the conditions for the attack to stop occasionally, updated based on the amount of cargo already dropped
• Fix for pirate hunter hostiles not always being wanted
• Increased the combat bonds and bounty multiplier for the “big 3” (Anaconda, Corvette & Cutter), upping their values by ~10%
• Make sure that NPCs properly evaluate cargo worth to prevent some odd cases
• Fixed an issue in the AI defence code which stopped heat-sinks/Chaff/ECM from working
• Audio: Renamed external point of no return event to make it audible on npc shipsOutfitting
• Fixed fuel level cap when exchanging modules
• SRVs and Fighters are now refueld and repaired when restocking
• Removed clip size modifiers on shield cell banksPassengers
• Passenger’s demanded cargo has been updated in passenger mission wrinkles so it is now related to the passenger type
• Added prisoner cells as alternatives to passenger cabins
• Fixed issue whereby custom passenger text on cargo display did not match passenger type
• Ensured that NPC cruise ships have passengers when scanned
• Updated passenger bulk, VIP and VIP Conflict, as well as delivery and variant mission templates. The New Destination is now a choice on these mission templates
• Updated Bulk Passenger missions to show the correct rewards on the inbox message and transaction panels when you get the New Destination and Don’t Die wrinkles
• Balanced numbers for explorers disgruntled level in the Long Distance Exploration template to be the same as on other templates
• Updated the demanded cargo reward amounts on the passenger missions to make them more worthwhile
• Reduced exploration rank boost from passengers as it was way too high
• Occupied passenger cabin modules can no longer be stored using the store multiple menu
• Fixed NPC passengers not showing up properly after a manifest scan
• Fixed UI inconsistency, where the ‘Pick Cabin’ button was located differently to ‘Accept Mission’ even though both these UI essentially share the exact same user flow
• We now automatically return passengers to their homes if their mission is no longer active and they’re still in ship cabinsPlayer Journal
• Added journal events for Multi-Crew
• Replaced the docking journal entry when switching back to a mother ship after a fighter or SRV has exploded, with VehicleSwitch
• Changed several gameplay modules to use new ‘Composite’ Journal logging, for more consistent journal entries
• When a ship/ship launched fighter takes damage, the journal entry now includes whether it’s the ship or fighter, and whether the player is the pilot
• Added a journal entry when gaining Federation or Empire rank
• Added “Target” property in player journal when recording a kill
• Fix for getting the correct faction when docking at a station (to write into the journal)
• Include surface location (latitude/longitude) in the player Journal’s “Location” event, if starting game in SRV
• Add a “StartJump” PlayerJournal event, at the start of the jump Countdown
• Basic Planetary Scan (ie without Detailed Surface Scanner) now write some limited info in the journal
• At the start of a jump, include the target star’s spectral type in the journal
• When accepting a new mission, include some info in the Player Journal entry about the effect on Influence and Reputation
• Include Faction info in RedeemVoucher event in Player Journal
• When DSS-scanning a ringed planet, the journal entry now includes the ‘ReserveLevel’
• Record journal entry when in SRV and the pilot’s ship takes off or lands
• Added journal entry for setting a ship name
• Fixed a case where the amount scooped may be reported incorrectly (even -ve), if you start a hyperspace jump while you’re still scooping
• Include more details about atmospheric composition in player journal, when detail-scanning a planet with atmosphere
• Include target faction and count in Player Journal when accepting a mission
• Added info in player journal at startup with Cargo, Materials, Passengers, Loadout
• Add a player journal event when scanned (on scan complete)
• Changed the code for writing the ‘Bounty’ event into the player journal, so it gets written for every player in the wing that was involved in the fight
• Included the name of the destination starsystem in the “StartJump” player journal
• When buying or swapping ships in the Shipyard, write the ship’s loadout to the player journal (similar to on startup)
• When writing a ship loadout into the playr journal, include the ship type, name, id etc; also include non-editable modulesin particular the cargo hatch, so we get the power priority
• The “Loadout” data now includes health and value for each module
• When docked at a planetary surface station, the “StationType” should show “SurfaceStation” not a blank string
• The Docked event will now also include the distance from the star
• Include local minor faction information in the player journal when arriving in a system
• Player Journal now shows faction data for redeemed voucher eventsPowerplay
• Change powerplay pirates and security ships to only interdict if they will then go on to attack after scanning
• Changes to legality of attacking ships and Powerplay:- Previously ships could legally attack each other if the attacker shared the same superpower as the power of the current system, and the target was pledged to a power of a different superpower.
- Now, we restrict this so that the attacker has to be the same power as the system.
- Also, we add an alternative to being different superpowers if the attacker is the same power as the system. If the target is of a different power from the attacker (but potentially now of the same superpower), is carrying powerplay cargo for the system’s power, and the attacker has cargo scanned the target and knows this, then the attack is legal
• Fix to prevent text truncating on the Powerplay help scrollbar
Render
• Fix for hard edge on PFX smoke texture loop textures
• Added descriptions to various graphics setting options
• Improved PFX lodding
• Optimize cost of spawning new lens flares (and thus, also improve the cost of spawning lights)
• Fixed the lens flares having a 1 pixel line down the right hand side
• Fixed black line at the centre of insanely high res screenshots
• Fixed the “Off” shadow preset being incorrectly flagged as “High” internally by default. This caused shadows to not update correctly when switching between Off and High settings
• Fixed asteroid fog sometimes disappearing in DX11
• Speculative fix for galactic background cubemaps ending up with messed up half-faces
• Fixed continuous effects not emitting
• Improve performance and reduce stalls when destroying surface rocks
• Use the correct vertex layout for Milky Way dust instances in the galaxy map and skybox captures
• Improved the speed for morphing
• OSX: DOF will appear off apart from on High and Ultra presets, which mirrors the Windows set upShips
General Ship Fixes and Improvements
• Fixed an issue with ships collision warnings when landed
• Fix to prevent repeated malfunctions when they shouldn’t occur
• Added a new Data Link scanner for ships
• Implemented some optimisations for large multi-ship scenes
• All ship explosive effects improved
• GUI lights are now disabled if the player’s ship has suffered extreme damage
• Fixed issue stopping the ships from kicking up dust while near a planet
• Added cockpit chair based lighting (small amount of ambient to stop avatars being completely unlit in dark environments) to all ships where it was missing
• Added new ship naming popup in livery
• Fixed being unable to activate/deactivate colour customisation modules on the right hand panel
• A player’s ship name will always be visible to other players when scanned
• Various camera position fixes
• Fixed various minor graphical issues across multiple ships
• Fixed: Detailed surface scanner no longer claims to draw power in outfitting inconsistantly
• Fixed: Detailed surface scanner cannot be turned off
• Module popup in cockpit systems panel now retrieves the full name of the module rather than the short name
• Fixed ship kits not rendering in hyperspace
• Fixed certain ships being raised off of the landing pad when logging in while docked
• Fixed issue whereby stellar audio and ship creaks would continue to play after rebuying your ship if you explode in the cone of a neutron starAnaconda
• Improvements made to the Anaconda death explosion
• Fixed Anaconda bobblehead camera 10Asp
• Updated Asp cockpit geometry to allow for the new camera views
• Added tail kit hangar camera to the Asp
• Moved the Asp’s front decal so as not to interfere with the ship kit
• Asp Scout has a new size 2 slot and a size 5 slot replacing one of it’s size 4 ones
• Removed second discovery scanner from Asp Scouts new size 2 slot
• Audio: Fixed some volume issues with the Asp’s boostBeluga Liner
• Beluga Liner now has similar strength headlights to the Anaconda
• Added spotlights to the Beluga’s tiny hardpoints to highlight them more in outfitting
• Fixed zfighting issue of decals on floor. Fixed mirrored writing and removed emissive detailing from cockpit ‘screens’ which were obscuring the Multi-Crew UI in the Beluga
• Beluga mass brought more in line with other large ships to help FSD range
• Audio: Fixing cockpit reverb size on Beluga liner
• Audio: Fix for chugging sound that was present in a Beluga when stationaryCobra
• Implemented art fixes/improvements for the Cobra cockpits
Cobra MkIV
• Fixed LOD popping with lime green gradient predator paintjob on Cobra MkIV
Diamondback
• Fixed misaligned lights on the Diamondback
• Fixed bobblehead cameras in the Diamondback Explorer
• DBX now has an extra size 2 slot and is a bit lighter
• Audio: Fixes for Diamondback Scout emitters appearing in the wrong place
• Audio: Engine deploy for Diamondback and Diamondback Explorer now have their landing gear audio restored to proper working order
• Audio: Fix for missing sounds on Diamondback drive animations
• Audio: Fix for crackling loop on Diamondback ExplorerEagle
• Prevented Eagle utility modules being swappable, because there is only one utility module slot and they’re already in it
• Fixed ship kit tail cameras for the Eagle
• Smoothed LOD transitions on EagleF63 Condor
• Fixed the left Decals on the F63 Condor
• Re-aligned the F63 Condor cockpit so thrusters align correctly
• UV fixes for F63 Condor’s drive
• Balance pass on the F63 Condor, increasing it’s transverse acceleration from 10 to 20Federal Corvette
• Fixed Z fighting issue on Federal Corvette hardpoints
• Patched a small hole in the Corvette
• Fixed a missing texture on the Corvette’s noseFederal Dropship
• Fixed fighter bay hitcheck on Federal Dropship
• Fix for Federal Dropship paintjobs covering the vehicle bayFer-de-Lance
• Fixed Bobblehead cams and orientations on the Fer-de-Lance
• Fixed ship kit tail cameras for the Fer-de-Lance
• Fix for The Fer-de-Lance not having any shipkit slots in LiveryImperial Clipper
• Imperial Clipper now has an icon on the livery page of outfitting
Imperial Courier
• Fixed bobble head positions for Imperial Courier
• Fixing missing distant external ship sounds on Imperial CourierImperial Cutter
• Attached decals to heat vents and moved the geometry up a bit to mitigate z fighting on the Imperial Cutter
• Fixed smoothing groups and some decal positions on the Imperial Cutter
• Fixed an issue with the Imperial Cutter hologram clipping when launching from docked
• Removed blinking light from Cutter cockpit
• Fixed wonky utility mounts on the Imperial Cutter
• Fixed Imperial Cutters external lights not workingImperial Eagle
• Adjusted decal front outfitting camera for the Imperial Eagle
Lakon Type 6
• Fixed blue emissive ‘Lakon Systems’ panel in Type 6 cockpit
Lakon Type 7
• Fixed missing textures on Type 7 utility slots
Lakon Type 9
• Audio: Fix fighter launch sounds on Type 9
Orca
• Lowered Orca weight to increase jump range and effectiveness
• Orca tactical paintjobs fixed
• Audio: Fixed missing Orca external sounds
• Audio: Made Orca boosting sound slightly less agressive and added a fade when the ship is stationary to prevent loud flyby boost sound when switching camsPython
• Fixed wear and tear on Python ship kit
Sidewinder
• Tweaks made to the Sidewinder’s exterior hull
• Fixed landing gear volumes and hitcheck on the Sidewinder
• Fixed sidewinder explosion which looked broken at 7000mViper
• Added missing spoiler camera to the Viper
• Fixed clipping issues when deploying SRV from Viper
• Audio: Fixed broken retro drive sound on ViperViper MkIII
• Fix for stretched textures on Viper MkIII ship kit
Viper MkIV
• Audio: Fixed broken retro drive sound on Viper MkIV
Vulture
• Changed Vulture’s planetary approach suite size to 1 as intended
• Fixed bobblehead positioning in the Vulture
• Fixed a decal camera on the VultureGeneral Ship Audio Fixes and Improvements
• Audio: Added oomph back to the weapons
• Audio: Fixes for retro drives in external view
• Audio: Fixing triggering of Vessel Voice “Ready To Engage” which wasn’t being triggered
• Audio: Fixing waste pod volume issues.
• Audio: Few tweaks to fighter launch/stow to make them quieter when heard from the cockpit.
• Audio: Tweak to engine launch
• Audio: Fixed broken fighter tractor beam event actions
• Audio: Ship ready for boarding line vessel voice line now plays again
• Audio: Fixed FSD supercharge voice line being triggered multiple times and every 5 minutes
• Audio: Fix for “Frameshift charge detected” voice line that triggers when the ship the player is targeting begins jumping
• Audio: Fixed broken ship dust
• Audio: Fixed broken cargo bay ambience
• Audio: Fixed broken FSD "point of no return sound on non-player ships
• Audio: Fix for “Rotational Correction Enabled” triggering each time you switch back to the helm from a fighter/SRV
• Audio: Fixes for ships hardpoint doors event errors and landing gear errors
• Audio: Added audio for the FSD supercharge including voice alerts
• Audio: Fixed the boost fail sound which went missing during the emitter update
• Audio: Fixes for landing gear event errors and hardpoint audio event errors
• Audio: Fix for other player/npc fsd jumps in/out of an instance sounding truncated
• Audio: Added audio for the FSD supercharge including voice alerts
• Audio: Added additional Wavescanner sounds
• Audio: Fixed missing vessel voice lines in Hyperspace
• Audio: Vessel voice will no longer spam the low oxygen lines when you jump/enter game with low oxygen
• Audio: Fixed audio issue that occurred when completing the pre-flight checklist
• Audio: Addressed an audio issue with ship engine sounds when deploying/retracting landing gears and cargo scoops at certain speedsSRV
• Adjust the sorting of signals being sent to the sinewave scanner GUI/audiorather than tracking a fairly unreliable subset of available signals, they should both now deal with as many as they can manage (8 and 32) ranked in order of signal strength. Fixes known cases where nearby objects can be omitted from the scanner (some entirely, some would be audio-only). Also includes some minor optimisation to the system as a whole
• Deploy option is available for SRV while still on the pad at engineer stations in a large ship fixed
• If ship gets stuck in “ship approaching” when recalled on extreme uneven ground, it can now be dismissed.
• Improved headlights on SRV for higher quality levels
• Fix issue where the SRV was taking forever to cool down after taking heat damage
• Fixed SRV shield generator and sine wave scanner not remembering if they are disabled or not
• Optimisations to SRV headlight lens flares
• Fixed a dependency for the SRV turret guns being nulltex whilst the player is in Vanity Camera mode
• Audio: Fixed swapping turret view audio hanging
• Audio: Fixed GUI panel sound getting stuck on when entering turret
• Audio: Fixed broken wavescanner elements
• Audio: Proper fix for “Scan Detected” voice line looping when sat in your srv next to your mothership and an unknown artefact
• Audio: Added missing emitter group to scarab which was causing asserts and missing audio
• Audio: Fix for fighter launch SFX always coming from player ship
• Audio: Set up improved voice management and attenuations for various explosion related things
• Audio: Code fix for hardpoint scanning sounds being re triggered when switching between turret and normal view
• Optimisations to SRV headlights with improved visuals
• Audio: Fix audio errors with the stow/deploy animation
• Fixed for silent turret guns on other SRVs
• Fixed ships not appearing on the SRV’s wave scanner
• Fix for turret gui remaining should a srv get shutdown while in turret view
• SRV terrain schematic should now correctly render a cross section effect between the radar plane and any terrain that rises above it
• Fixed SRV’s decal slot names
• Fixed issue with inconsistent audio patterns while using the SRV wave scannerStation Services
• Increase maximum stored ship limit to 35 to accommodate that we now have more than 30 kinds of ship
• Small tweaks for repairing ship paintwork and integrity when they’re only very slightly damaged. Don’t display 100% when it is actually slightly damaged and repairable. This makes the UI clearer and avoids some odd behaviour
• Check if a refinery has unprocessed materials in it, and display a warning if it does before storing the module, as these will be lost during the storage process
• Fixed module transfer timer wrapping around when the arrival time is in the past
• Don’t show the Livery button if outfitting isn’t available at that location
• Fix fuel level cap when exchanging modules
• Refuel and repair SRVs and Fighters when restocking
• Remove clip size modifiers on shield cell banks
• Fixed flow issues when opening Station Services for the first time
• Fix fighter paintjobs not appearing in outfittingStations/Ports
• When targeting a station’s location (usually but not limited to when in supercruise heading towards it) show the schematic in the correct orientation. Note that this does not take into account the stations gentle axis-rotation, but will at the very least tell you where the entrance of an orbis/coriolis/etc will be when you drop out
• Stations can now be placed within rings
• Stations can now be placed within asteroid clusters
• Fix for inner docks not using their own module list and instead always the default modules
• Adjusted several garages in this location as planet terrain was poking through the floors
• Fixed ugly circle caused by fog being incorrectly clipped in stations
• Decreased the lens flare scale on the landing pad floor spots so that they don’t obscure the GUI panels and generally look more sensible
• Remove self destruct option from the right panel when we’re docked (we can’t self destruct here anyway so the button just doesn’t do anything)
• Adjusted the heat ring texture to get back some of the glow which had been lost
• Fixed LODs on the “Rich” road sections
• CPU optimisations around stations and capital ships
• Added LODs for girders near entrance for asteroid bases
• Fixed a small hole near the entrance on Asteroid base exterior
• Various performance optimisations for the Asteroid Station
• Dockable Megaships now display their name on the side
• Fixed advert drones disappearing outside the station when we switch over to the entrance kinematic
• Updated chat panel to support station messages
• Hide powerplay contact at stations that lack the ‘powerplay’ service
• Stations that are within a planetary ring are now displayed on the system map
• Fixed hitcheck issues with asteroid base
• Fixes to hangar lighting
• Fixed station type icon for Freeholm
• Reduced some shimmering on asteroid bases
• Audio: Fix missing SFX on biomes
• Audio: Removed unused events from military outposts
• Audio: Fixes for issues with activation distances in various engineer bases audio emitters
• Audio: Added correct soundbanks to a number of planet and engineer base elements
• Audio: Fixes for popping sounds in loop inside stations
• Audio: Manage ship voice alerts better when in outfitting to reduce message spam
• Audio: Added ambient audio details to the starport inner-dock variants
• Audio: Fix missing station and outpost ambiences
• Audio: Fixed flight controller clicks
• Audio: Industrial station elements duck when inside outfitting fixed
• Audio: Some tweaks to outpost elements to compression artefacts
• Audio: Added a new audio emitter for the defense turrets at planetary bases, and changing their firing behavior so that firing sounds match the visuals
• Audio: Corrected event names on advert drones so that we can hear them again
• Audio: Fixed defence turrets being out of sync with the firing
• Audio: Fix for very loud and clipped sound inside station docks
• Audio: Added ambient audio details to the starport inner-dock variants
• Audio: Added 3 New flight controllers – Empire, Anarchy, Independent
• Audio: Fixed various flight controller issuesStellarForge
• Fixed drop out distances for certain star types
• Renamed a duplicate BD+56 521 system to ‘Between’
• Renamed duplicate Kamba system to Mbooni
• Iorant JN-S c17-0 renamed to VonRictofen’s Rescue
• Iorant PD-K d8-4 renamed to Macedonica’s Leap
• Cuffey Plant in Acihaut renamed to Habermann Sanctuary
• System COL 359 SECTOR NN-S D4-16 renamed to Joseph’s Lighthouse
• Exoplanet in 61 Virginis renamed to ‘Rubin’s Discovery’
• Added a dockable megaship called ‘Fisher’s Rest’ to the Aldebaran system
• Col 285 Sector Ke-V B17-1 renamed to Oliver and Ben’s Beacon
• Col 285 Sector MZ-U b17-6 renamed to Sulis
• Fix orbit and type of Scheau Phoea WL-D d12-1 A 1
• Renamed a planet in 74 Aquarii to Ethan Raza Khan
• Hyades Sector Zu-Y D117 renamed to Fullerene C60
• Added starport “Rebuy Prospect” to Fullerene C60
• Added starport ‘McArthur’s Reach’ to LHS 5287
• Added starport ‘Bob Paffett’ to Runo
• Added starport ‘Jaitinder Singh’ to Namba
• Added starport ‘Mike Tapa Astronautics Ltd’ to Sigma Hydri
• Added starport ‘Contestabile’ to Baltah’Sine
• Eol Prou IW-W e1-2400 renamed to Meretrida
• Eol Prou YI-W b17-19 renamed to Kopernik
• Eol Prou PX-T d3-347 renamed to Pergamon
• Eol Prou IW-W e1-3246 renamed to Magellan
• Eol Prou NH-K c9-40 renamed to Pyrrha
• Eol Prou LW-L c8-227 renamed to Signalis
• Eol Prou KW-L c8-164 renamed to Garuda
• Eol Prou IW-W e1-3167 renamed to Canonnia
• Eol Prou PX-T d3-336 renamed to Union
• Eol Prou IW-W e1-1601 renamed to Phoenix
• Eol Prou LW-L C8-10 renamed to Dubbuennel
• Eol Prou LW-L C8-6 renamed to Kioti 368
• Eol Prou LW-L C8-54 renamed to Mobia
• Eol Prou IW-W E1-3231 renamed to Edge Fraternity Landing
• Eol Prou SS-T D3-241 renamed to Tas
• Added a dockable megaship called ‘The Harmony’ to Yum Kamcabi system
• Changed Core Sys Sector XU-P a5-0 system to the recently announced Trappist-1 discoveries
• Exoplanet in Kepler-20 renamed to Rob’s Place
• Moved Castellan station further away from its parent bodyVR
• Made the schematics render in stereo
• Added dithering support to tackle banding in VR
• Fixes to some of the cockpit VR cameras
• Fixed some incorrect scale assumptions when fitting the left eye image to the monitor window. The view should feel a little less stretched. In addition there will be a significant memory saving moving from 2160x1200 to 1280x768
• Added Python ship kit VR hangar camerasWeapons
• Strengthened drone VFX as they were very difficult to see at long range
• Updated laser impact effects so that they are compatible with weapon colouring
• Limpets will now show up in the restock menu while the players has them in the ships cargo allowing them to be sold even when the player has no limpet controller installed
• Fixed an issue with the Seeker Missile target hologram
• Added two turreted mining lasers
• Regeneration sequence healing will now be affected by the targets thermal resist resistance and will block healing as well (note that negative resistances will not increase healing)
• Fix for Shield Cell bank displaying incorrect ammo amounts
• Changed the exponent of the curve used for shield resistance from power distributor pips to make it less harsh. 0 and 4 pips are unchanged, middle values now have a higher damage resistance. Specifically changed from 2->0.85, which means that 2 pip has an increased damage resistance from 15%->33% (0 pip stays at 0%, 4 pip stays at 60%). This change means that the TTL (Time To Live) increase of each additional half-pip is approximately the same, rather than almost nothing to start and spiking up towards the end, hopefully allowing players to use setups other than 4-SYS with less penalty. Does not affect CQC ships
• Fix a muddling of grades on module reinforcements that made them a bit of a newbie trap if you didn’t dig deeper - the Es were better than the Ds as they were probably ranked on the wrong primary stat. Increase the health of D class module reinforcements to be the same as what Es currently are (about +140%), and give Es a 10% buff to offset their higher mass
• Incremental Railgun buffs: Increased hardness piercing to match plasma accelerators so they do a better job of punching up against large ships. Reduced firing heat by approximately 15% (and round off to comfortable numbers)
• Audio: Weapon impacts now respect whether or not the player is in internal / external cams
• Audio: Fix missing weapon sounds
• Audio: Fix missing events for ECM
• Audio: Fix silent lod1 chaff launcher
• Audio: Fixed silent shield cell audio
• Audio: Tweak to the attenuation range of railguns chargeup
• Audio: Makes some sounds react to amount of ammo remaining in magazine
• Audio: Fixing silent Class 4 Burst Laser
• Audio: Fix missing hold events Class 4 Burst Laser
• Audio: Fix silent LOD1 heatsink launcher
• Audio: Fixing a weird sound on the Class 3 Pulse Laser (Turreted)
• Audio: Slight boost to the volume of other shields breaking and reforming.
• Audio: Fixed issue with plinky-plonky small/medium turreted multicannon
• Audio: Beam laser tweaks. Turned up hardpoints by 3db
• Audio: Fix for gimballed weapons stuck to fixed after switching from a fixed weapon fighter
• Audio: Fix for The Enforcer multicannon sounds skipping when firingThe following are changes from the last 2.3 beta to live
• Assorted improvements to make sure the hyperspace timer and intro effects are not skipped for crewmen
• Fixed a number of minor Holo-Me bugs
• Fixed a vessel ownership bug when in a Multi-Crew session and inside a fighter, Multi-Crew players should now know exactly which vessel they are in without mistaking any other ships
• Fixed cargo scanner not working in the correct direction when used in Multi-Crew Gunner
• Reverted big ship shield/balance changes due to feedback/side effects
• Tweak to the Fer De Lance outfitting tail camera to better see the Ship Kit tail piece
• Various localisation changes
• Various text changesBeta Change Logs
If anyone would like to view the change logs that were released during the beta period, they can be found here:
• 2.3 Beta 1
• 2.3 Beta 2
• 2.3 Beta 3
• 2.3 Beta 4
• 2.3 Beta 5 - Fix to prevent the cursor being offset in some front-end UI circumstances when using ‘In-Game Panel Based Cursor’ mouse mode
Omg is 2.3 live now!?
Interesting 2.4 news, in that there is no news but there will be news at E3 June 13th
https://forums.frontier.co.uk/showthread.php/354066-Elite-Dangerous-2-4-and-beyond
One extract that jumped out at me, and I think will make lots of people happy for plans beyond 2.4:
Our awesome dev team are dedicated to continuing to build and improve the Elite Dangerous experience with an exciting long term vision in mind. We’re happy to be able to confirm that the next major updates following 2.4 will focus on core gameplay, existing features, quality of life and other improvements! We’re delighted to be investing a considerable amount of development and effort into making the core gameplay experience even better for our fantastic community or players.