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Sard
May 11, 2012

Certified Poster of Culture.

Arach posted:

Integrity is basically the hit points for the module. Only matters if you're taking damage. Tends not to be targeted directly by folk.

It's the effect of losing it I'm really interested in; but if it's just the same as turning life support off, then no big deal, 25 minutes is plenty of time.

Another question: Does anyone know how much of a boost you get at 90-100% heat when using the beam laser mod that increases damage output with your heat level?

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Unsinkabear
Jun 8, 2013

Ensign, raise the beariscope.





CapnBry posted:

Well I hope you're happy, I just ordered one because, hey, it is my birthday and all! :10bux:

Speaking of switches, I am super jealous of what Tippis posted where he's got an actual switch for cargo scoop. People complain about my immersion but I think a little tear came out when I realized that a spaceship would not have toggle buttons for things, they would flip the switch to CARGO SCOOP OPEN and scoop up their bounty. Also they do not sometimes flip their landing gear up by mistake sometimes when coming into the pad :smith:

:hfive:

I couldn't find said Tippispost, but that sounds rad. My only experience with switches so far was the X-55 throttle, which has like fifty of the goddamn things, none of which are toggles. They all spring back to center and most don't register as two-directional without Saitek's software (which won't install without both halves of the HOTAS). So I couldn't find a use for most of them in Elite, and whenever I came up with one, I could never find which loving switch I put it on when I needed it. And that was without a VR display in the way. Moral of the story: switches are overrated, some/all should be toggles, gently caress Saitek.

One in the Bum
Apr 25, 2014

Hair Elf

Sard posted:

Is there any reason to not stick the best lightweight mod on your lifesupport? I'm not sure what happens when it's destroyed; the engineer mod lowers life support integrity, but what does that really translate to. Cockpit canopy strength? Or do you just switch to your oxygen reserve with an intact canopy when it's lost?

if someone shoots out your life support then you will have no reserve oxygen if your canopy is also compromised. With life support intact, you could possible get out of combat and dock at a nearby station. However, I don't really see ships targetting life support directly so you're mainly talking about splash damage from explosive weapons. To me, lightweight seems the best option, by far, unless you're specifically going for beefy modules.

Arach
Oct 3, 2003

Dive! Dive! Di... are you diving yet?
Grimey Drawer

Sard posted:

It's the effect of losing it I'm really interested in; but if it's just the same as turning life support off, then no big deal, 25 minutes is plenty of time.

Another question: Does anyone know how much of a boost you get at 90-100% heat when using the beam laser mod that increases damage output with your heat level?

If Life Support goes (destroyed or switched off) you Remlock helmet comes up and you're on emergency life support (however long that is is dictated by the Life Support mod itself). Emergency reboot and repair will bring Life Support back at 1% or you could fix it with AFMUs. It's not a canopy breach, however that too will vent all your air and put you into emergency life support. Unbreached canopies can be fixed by AFMUs. They cannot be emergency repaired.

Tippis
Mar 21, 2008

It's yet another day in the wasteland.

CapnBry posted:

Well I hope you're happy, I just ordered one because, hey, it is my birthday and all! :10bux:

Speaking of switches, I am super jealous of what Tippis posted where he's got an actual switch for cargo scoop. People complain about my immersion but I think a little tear came out when I realized that a spaceship would not have toggle buttons for things, they would flip the switch to CARGO SCOOP OPEN and scoop up their bounty. Also they do not sometimes flip their landing gear up by mistake sometimes when coming into the pad :smith:

The game is a bit schizophrenic about that, but in a way that works out really well for the Warthog. Since some functions gives you the option to either be toggles or hold-to maintain, and the Warthog's switches are split about 50/50 in terms of being either spring-loaded or proper switches, you can get (some) functionality like that just from the built-in keybinding capabilities: flip a switch to open, reset it to close. For instance, I really wanted lights to be a switch, but since the game's lights can vary in intensity (at least in the SRV), I picked a spring-loaded one for that — each push changes the light mode. Cargo and FA, on the other hand, are potential hold-to-use functions so those can use proper switch states right out of the box.

The less sane part is that I decided to make it complicated anyway by assigning some of the throttle LEDs to certain functions — less sane because it means messing with TARGET. But now, when the cargo bay is open, a little physical LED is telling me that the switch is in that state. Same with FA off and alternate flight controls. :D

Tippis fucked around with this message at 10:40 on Feb 27, 2017

Nostalgia4Infinity
Feb 27, 2007

10,000 YEARS WASN'T ENOUGH LURKING
Not only are we getting ship naming in 2.3, there will be a slot on the poo poo to display said name :woop:

https://www.reddit.com/r/EliteDangerous/comments/5wfsk2/insane_shipname_generator_v20/de9wu9j/?st=izo7potu&sh=7e3aa640

Overwined
Sep 22, 2008

Wine can of their wits the wise beguile,
Make the sage frolic, and the serious smile.
Does this mean we're finally getting space toilets?

PantsOptional
Dec 27, 2012

All I wanna do is make you bounce
I just had a weird encounter while bounty hunting at a RES site that makes me think that maybe I'm misunderstanding the nature of dealing with Wanted status. Long story short, I got jumped by a player in a system where I'm Allied with both the local faction and the powerplay faction and I'm 100% clean. Neither the local spacecops at the site, nor the nearby station that I saw him at a few minutes later, did anything about it. Is there something about PvP play that keeps someone from becoming Wanted?

K8.0
Feb 26, 2004

Her Majesty's 56th Regiment of Foot
HazRes are anarchy.

PantsOptional
Dec 27, 2012

All I wanna do is make you bounce
It wasn't a HazRes, it was a High site.

One in the Bum
Apr 25, 2014

Hair Elf

PantsOptional posted:

I just had a weird encounter while bounty hunting at a RES site that makes me think that maybe I'm misunderstanding the nature of dealing with Wanted status. Long story short, I got jumped by a player in a system where I'm Allied with both the local faction and the powerplay faction and I'm 100% clean. Neither the local spacecops at the site, nor the nearby station that I saw him at a few minutes later, did anything about it. Is there something about PvP play that keeps someone from becoming Wanted?

Do you have bounties on other systems? Perhaps he kill warrant scanned you before attacking?

PantsOptional
Dec 27, 2012

All I wanna do is make you bounce
Naw, like I said, I'm 100% clean in all systems.

ughhhh
Oct 17, 2012

PantsOptional posted:

Naw, like I said, I'm 100% clean in all systems.

Do you have 'report crime' on? It's an option you turn on and off on the modules panel (same place where you chose a side in CZ). If it's off the space police won't respond.

Mu77ley
Oct 14, 2016

Might have to give the forums and reddit a wide berth for a while. I'm liable to get banned for shouting at whiny bellends who need to https://www.youtube.com/watch?v=unkIVvjZc9Y

Trustworthy
Dec 28, 2004

with catte-like thread
upon our prey we steal
I don't have much combat experience (compared to exploration, trading, etc.)... How hosed am I if I hamstring my new Fer-de-Lance Power Plant's integrity to squeeze out more capacity? If I bring the PP down to 60% its original integrity, will I be okay as long as I keep my shields up (running two SBCs) and/or plug in a module reinforcement unit or two? Or is low PP integrity going to be a constant headache in HazRes and warzones?

edit: PvE only

Trustworthy fucked around with this message at 23:01 on Feb 27, 2017

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer

Nostalgia4Infinity posted:

Not only are we getting ship naming in 2.3, there will be a slot on the poo poo to display said name :woop:

https://www.reddit.com/r/EliteDangerous/comments/5wfsk2/insane_shipname_generator_v20/de9wu9j/?st=izo7potu&sh=7e3aa640

It's about time.

Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌

Trustworthy posted:

I don't have much combat experience... How hosed am I if I hamstring my Fer-de-Lance Power Plant's integrity to squeeze out more capacity? If I bring the PP down to 60% its original integrity, will I be okay as long as I keep my shields up (running two SBCs) and/or plug in a module reinforcement unit or two? Or is low PP integrity going to be a constant headache in HazRes and warzones?

edit: PvE only

In my experience you're going to lose your hull or (particularly) your cockpit way before you lose your power plant in PvE in an FDL, so go nuts.

Trustworthy
Dec 28, 2004

with catte-like thread
upon our prey we steal

Breetai posted:

In my experience you're going to lose your hull or (particularly) your cockpit way before you lose your power plant in PvE in an FDL, so go nuts.

That's a relief; thanks. Now onto the next 592 engineers to get this murderboat up to spec.

PantsOptional
Dec 27, 2012

All I wanna do is make you bounce

ughhhh posted:

Do you have 'report crime' on? It's an option you turn on and off on the modules panel (same place where you chose a side in CZ). If it's off the space police won't respond.

Looks like I do, yes.

Dromio
Oct 16, 2002
Sleeper
I'm pretty new to Elite-- got it for VR and then got hooked. I've been using an Xbox controller in VR and got fairly comfortable with that scheme, then went out and got a HOTAS X. But I can't figure out how to do anything other than fly with the HOTAS.

Is there some way to set up the menus like the Xbox controller had, where you hold a button then press down or left to sender an item from that? I can't see my keyboard, and I'm not ready to spring for voiceattack+one of those fancy voicepacks yet.

One in the Bum
Apr 25, 2014

Hair Elf

Dromio posted:

I'm pretty new to Elite-- got it for VR and then got hooked. I've been using an Xbox controller in VR and got fairly comfortable with that scheme, then went out and got a HOTAS X. But I can't figure out how to do anything other than fly with the HOTAS.

Is there some way to set up the menus like the Xbox controller had, where you hold a button then press down or left to sender an item from that? I can't see my keyboard, and I'm not ready to spring for voiceattack+one of those fancy voicepacks yet.

Yes. In the controls menu, go to mode switches and bind something to UI Focus.

DancingShade
Jul 26, 2007

by Fluffdaddy

Mu77ley posted:

Might have to give the forums and reddit a wide berth for a while. I'm liable to get banned for shouting at whiny bellends who need to https://www.youtube.com/watch?v=unkIVvjZc9Y

But crying often and loudly about how other people have fun is the Elite Dangerous community way.

Remember: If it's different to yours it's wrong and should be stopped immediately, if not sooner.

Mu77ley
Oct 14, 2016

DancingShade posted:

But crying often and loudly about how other people have fun is the Elite Dangerous community way.

This is not that. This is people screaming and whining like small children because they've been told they have to wait for something.

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:
So have they said if they're going to keep the engineer recipes how they are right now? I'm actually bothering with the higher grade engineer recipes because I no longer have to tear my hair out trying to get the correct commodities and then ferrying them over to the required engineer. I'm hoping they just stay like this because it's nice.

Also I recall a while back the devs were talking about being able to claim bounties from outside their jurisdiction at the cost of only getting a portion of the bounty. Did they actually get added, and if so, how do I find this service?

Mu77ley
Oct 14, 2016

Insert name here posted:

So have they said if they're going to keep the engineer recipes how they are right now? I'm actually bothering with the higher grade engineer recipes because I no longer have to tear my hair out trying to get the correct commodities and then ferrying them over to the required engineer. I'm hoping they just stay like this because it's nice.

I haven't heard any indication that this will change any time soon.

Insert name here posted:

Also I recall a while back the devs were talking about being able to claim bounties from outside their jurisdiction at the cost of only getting a portion of the bounty. Did they actually get added, and if so, how do I find this service?

Yes, they do already exist (and you pay off fines remotely too). If you look in the system map, details for the facilities at a station will list "Broker Network". They'll appear on the Contacts section of the Station Services if a station has it.

I know for a fact (as I've used it) that there's one in Van Royen Vision in HIP 10716.

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro

Insert name here posted:

So have they said if they're going to keep the engineer recipes how they are right now? I'm actually bothering with the higher grade engineer recipes because I no longer have to tear my hair out trying to get the correct commodities and then ferrying them over to the required engineer. I'm hoping they just stay like this because it's nice.

Also I recall a while back the devs were talking about being able to claim bounties from outside their jurisdiction at the cost of only getting a portion of the bounty. Did they actually get added, and if so, how do I find this service?

Last I saw FDev say on the subject was basically: :turianass: we might put it back in when we have module commodity storage (ps we are not and may never work on module storage) :turianass:

Toxic Fart Syndrome fucked around with this message at 16:36 on Mar 1, 2017

Alehkhs
Oct 6, 2010

The Sorrow of Poets

Ed posted:

The Commanders 2.3 Beta Incoming (w/Important News)

Hey everyone,

First of all, I’d just like to say a huge thank you for your patience and understanding while the team continue to investigate a related set of issues with Multicrew in the 2.3 beta. We know that you’re all eager to get your hands on the new content, some of you asking for the patch notes to quench your thirst for juicy details.

Unfortunately, this will require an extended period of time to investigate, fix and verify before we are able to make them live.

In order to avoid keeping you waiting for the rest of the beta, the server wizards have been able to disable the Multicrew feature from the build meaning that we can make it live (without Multicrew) imminently. This will allow you to begin playing and testing all the other content today.

Multicrew will still be making its way to the beta, we’ll keep you updated with news and information as soon as we can. The development team will continue their hard work and we’re expecting to have more news on Multicrew next week.

We’re sorry for the delay and inconvenience. Once again, thank you for your patience, understanding and support.

2.3 The Commanders Beta - Changelog

"PLEASE KEEP IN MIND THE MULTI-CREW FEATURES WILL BE ARRIVING IN A FUTURE SEPARATE UPDATE TO THE BETA"

New Content & Features (Horizons)

Commander Creator
  • Commander creator UI added
  • Player avatars used in ship cockpits
  • Commander creator exists within the player's cockpit
  • 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
  • We don't have a default avatar use one of the presets randomly instead
  • 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 50 male and female preset commanders
  • Added feature presets for Eyes, Nose, Mouth, Ears, Jawline and Neck
  • Added zoom in with altered FOV for close ups in commander creator when playing without VR
  • Added custom mode for commander creator close ups in VR
  • Added randomise options to most feature categories in Commander Creator
  • Added Undo/Redo to Commander Creator
  • Group flight suits into collections to avoid top level list getting huge
  • Updated cockpit chairs to allow for more elbow movement
  • Fix avatar specular baking behaviour (it wasn't saving the output so it would simply replace its contents)
  • Added beards!
  • Added 14 new hairstyles
  • Expanded number of skin tones to 8 for each head type
  • Added “rough” female base head type
  • Refreshed all hair assets to get them ready for commander creator
  • Additional avatar morph options for nose bridge, profile, tip and tip angle
  • Added avatar morph options for eye angle, width and upper eye fold
  • Added morph option for upper lip profile
  • Added jaw angle and depth options
  • Added chin width and prominence options
  • Hair shader improvements
  • Avatar eyes now use correct environment map
  • Fixed some incorrect skinning on the female pilot suit
  • Added chin cleft options
  • Added transparent and opaque versions of the helmet
  • Added rank shoulder patches, unlocked with rank
  • Added faction and pirate shoulder patches
  • Added freckles, moles and pock marks to skin details
  • Added Milky eye type
  • Added fresnel shader to helmet glass to give the transparent version more definition
  • Added a selection of eyeliner, blusher and lipstick options.

Multicrew - ARRIVING IN A SEPARATE BETA UPDATE DATE TBC
  • Roles
  • Gunner role added
    • External turret control view added
    • Firegroup control added
    • Quick fire slots added
    • Scanner control added
    • Updated UI for role
    • Allow scanner view
    • Allow schematic view
    • Weapon mount highlights added
    • Limpet control added
    • Turreted weapons can be controlled
    • Missiles can be fired

  • Fighter Con role added
    • Helm can kick other players from ship
    • Allow an NPC fighter if another player is in a fighter (only for ships that can support 2 fighters)

  • Helm role added
  • Ships
    • Added multicrew cameras to supported ships
    • Upgraded cockpits for multicrew
    • Adder (upgraded second chair for multicrew)
    • Anaconda (upgraded second and third chair for multicrew)
    • Asp (added second chair for multicrew)
    • Asp Scout (added second chair for multicrew)
    • Beluga (upgraded second and third chair for multicrew)
    • Cobra MkIII (upgraded second chair for multicrew)
    • Cobra MkIV (upgraded second chair for multicrew)
    • Empire Trader (upgraded second chair for multicrew)
    • Corvette (upgraded second and third chair for multicrew)
    • Fed Dropship (upgraded second chair for multicrew)
    • Fed Assault (upgraded second chair for multicrew)
    • Fed Gunship (upgraded second chair for multicrew)
    • Fer de Lance (upgraded second chair for multicrew)
    • Orca (upgraded second chair for multicrew)
    • Cutter (upgraded second and third chair for multicrew)
    • Type 9 (upgraded second and third chair for multicrew)
    • Python (upgraded second chair for multicrew)
    • Vulture (upgraded second chair for multicrew)


  • Chat interface updated
  • Matchmaking for different session types added
    • Bounty Hunting
    • Mentor
    • Piracy
    • Mining
    • Exploration
    • Smuggling
    • Session summary screens added
    • Allow friends invitations to multicrew

  • Power Distributor
    • Non helm MultiCrew players now provide an additional single power distribution pip
    • Players can distribute their pip where they want, as long as there is space for it
    • FireCon defaults to weapons, FighterCon defaults to systems

  • Added idle animations for other commanders in cockpit
  • Multicrew usage is based on the number of physical seats on your ship
  • Crimes system updated to support multicrew
  • Multicrew related stats added

General
  • New mysterious things added
  • New organics added to surfaces
  • Dolphin playable ship added
  • Dolphin NPC ships added

New Content & Features (Non-Horizons)

Ship Naming
  • Added ship name plates to ships
  • Added ID plates to ships
  • Ships can be named from within station services
  • Added ship names to various cockpit UI
  • Added hangar cameras for ship name slots
  • Request ship name when in the start new commander flow
  • Name and ID plates can be added via Outfitting
  • Ship names are server moderated if deemed inappropriate then will be masked off to other players
  • If it's not our ship and they have no name plates, then we don't know the ship's name
  • If you report a player in-game, we'll now fill in their ship name and ship ID for you

Camera Suite
  • Added vanity cameras to the ships
  • Added free camera to ships
  • Added Zoom and rotations controls for internal vanity cameras
  • Added f-stop and focus Distance to vanity and free camera
  • Enabled vanity and free camera to work in vr
  • 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

Stability Fixes
  • 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 crash in the inertial camera simulation when in CQC
  • Fix an error that can happen in outfitting if you replace the power distributor too fast
  • Fix occasional directional lights assert when loading the system map
  • Fix an error if a POIPlaceholder gains authority before going live after the original authority created the POI.
  • Fix crash when entering CQC caused by the system map trying create the system map object store which doesn't work in CQC
  • Prevent crash while trying to generate ambient heat on ships inside stations
  • Avoid crash in physics if data for a wheel is not valid
  • Don't parse an empty string within the Commander Interaction History as it causes the JSON parser to assert
  • Fix deadlock if the galaxy map is repeatedly opened and closed
  • Fix to clean up partly-initialised modules if the parent object(ship) is destroyed before they have received their first network replication

General Fixes & Tweaks
  • Prevent ships spawning inside each other on interdiction drop out
  • The cursor was offset n some Front-end UI's circumstances when using 'In-Game Panel Based Cursor' mouse mode
  • Fix cases of relaunching game after killing the SRV and appearing in orbit
  • If we get a rank progress update that doesn't contain a value for combat rank, let's assume that that means that our combat rank hasn't changed and not that we're now harmless
  • Fixed trespass zone radar elements being visible in the debug/classified camera modes
  • Change order of string 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
  • Torval Powerplay Decal changes to Patreus Powerplay Decal
  • String ID appears on info panel as the jump destination fixed
  • Possible fix for multiple unwanted audio events triggering in Friends and Groups screen
  • Updated some of the broken wireframe codes from the Unknown Artefact
  • 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
  • When starting the game, don't bother waiting for PlanetarySurfaceGeneration to be complete before starting up, if docked at a space station. This is an optimisation to save a few seconds off the spinning sidewinder screen during startup
  • In the cockpit friends list, show the distance to each friend (if they're in the same mode as you), and sort friends by the closest first
  • Info in status panel now only shows scrollbar when focused
  • Xbox One: File loading optimisations
  • 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 a UA
  • Fixed crash when looking at left-hand panel while in a fighter
  • Make sure kill chances spawn on CollectPalin Mission template
  • Improvements to planet shadows: Added new crossfade distance settings to allow a longer transition from shadows to patch lighting on higher quality presets. Rebalanced depth biases and enabled texel stability settings.
  • Displaying station name rather than the schematics name in the target details panel (external panel) fixed
  • Remove the missions market ignore case for Jaques station
  • Various optimisations for Galaxy map
    fixed: Can't exit side panel with B Button after using 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
  • Various text fixes
  • Various localisation fixes

Passengers
  • Passenger's demanded cargo has been updated in passenger mission wrinkles it is now related to the passenger type
  • Added prisoner cells as alternatives to passenger cabins
  • Custom passenger text on cargo display does not match Passenger Type in Customise Passengers
  • Ensure that NPC cruise ships have passengers when scanned
  • Updated passenger bulk, VIP and VIPConflict, as well as delivery and variant mission templates. The New Destination is now a choice on these mission templates
  • Also updated Bulk to show the correct rewards on the inbox message when you get the wrinkle, and transaction panels during wrinklesNew destination and dont die
  • Balanced numbers for explorers disgruntledness in the LDE template to be the same as on other templates
  • Updated the demanded cargo reward amounts on the passenger missions to make them more worth wile
  • 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

Missions
  • Make sure 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 stationpreventing you from accepting the new destination
  • Multi-stage mission support added (different to wrinkles)
  • Highlight a mission that is a direct consequence of completing a previous mission
  • Fixed mission messages being duplicated during transitions
  • Make supply to demand overrides take max distance into account (Stops Colonia making missions which intend to only go 500ly into missions to pop back to the bubble with a ~24 time limit)
  • Add support for equipment requirements for missions
  • Delivery, Collect, Passenger Bulk, Piracy, Rescue, Salvage and Smuggle mission change destination wrinkles are now optional
  • Smuggle missions maximum range has been reduced to 100ly away
  • Smuggle long minimum range has been increased to 100 ly 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 inspace missions inbox messages so that you know who you are working for, and who you are working against
  • Added missing text for assassination Inspace Scanthe first 2 inbox messages are missing
  • 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 should be able to say Collect Cargo instead of Claim Reward
  • Welcome missions should not contribute towards influence or ranks
  • Prevent exploit where selling cargo from abandonment didn't create a downward rep spiral
  • Massacre conflict and massacre skimmer missions limited to 3 per player at a time. Rewards increased slightly to compensate
  • Improve 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
  • Decouple 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
  • Prevent delivery scoop missions from appearing in systems without a landable planet
  • Stop player getting spammed with an inbox message from in 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)
  • Added a variable generator to find a faction and station in the same system as a given station
  • Fixed superpower filtering in faction station generators

NPCs
  • 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

Stations/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 disabled, which will turn off thier response to crimes and will disable AI spawning
  • 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
  • Fixed the attach to bone offset incorrectly assuming the rotation it receives in in degrees instead of radians
  • 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

Station 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

Engineers
  • 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
  • Add Engineer & Outfitting module groups for Life Support and Sensors so they don't all appear in the 'Other' category in the Engineer Workshop
  • Remove button missing under Adjust Experimental effect screen fixed

Fighters/Crew
  • Crew rank does not update on the contacts or ship GUI after ranking up fixed
  • Optimisations for load times on fighters and SRVs
  • Perform extra crew resync after crew lounge role reassignment
  • Fighters no longer 'red out'
  • Crew being set to 'flying fighter' when switching into the fighter
  • Prevent transaction error when entering supercruise while a fighter is docking
  • Make fighter orders control group not conflict with non-ship (egSRV driving) controls
  • Fix for crew cut of commodity trades being calculated on the client incorrectly

Weapons
  • Strengthening 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 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
  • Seeker Missile target hologram fixed
  • Added two turreted mining lasers
  • Regeneration sequence healing will now be affected by the targets thermal resist resistance will block healing as well (note that negative resistances will not increase healing)
  • Fix for Shield Cell bank displaying incorrect ammo amounts

Controls
  • Make sure a sensible default control scheme is selected if we are unable to load the users preferred control scheme instead of just selecting the first in the alphabetical list
  • Fix a bunch of the 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

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

  • Enable 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:
  • The slow spinning animation did not work at all with things on the floor, it's been removed
  • Align to planet and align to system no longer apply when the object they're aligning is near a planet
  • Skimmers currently don't report hostiles to their owning settlement fixed
  • Allow planet surface landed ships to take-off and attack if there's a near-by faction hostile
  • Fumarole disappears in multiplayer situation when a collectable is collected while another client is logged out fixed
  • Added new Passenger USS scenarios
  • Fixed a bug with setting the health prop of a Destructible Mining Component to 1 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

Ships
  • Fix collision warnings on ship authority dummy objects hitting terrain wen landed
  • Prevent repeated malfunctions when they shouldn't occur
  • Added a new Data Link scanner for ships
  • Changed Vulture's planetary approach suite size to 1 as intended
  • Some optimisations for large multi-ship scenes
  • Prevent Eagle utility modules being swappable, because there is only one utility module slot and they're already in it.
  • Lowered Orca weight to increase jump range and effectiveness
  • Ship balance tweaks as described here by Sandro Sammarco

Ship Art
  • All ship explosive effects improved
  • Attached decals to heat vents and moved the geometry up a bit to mitigate z fighting on the Imperial Cutter
  • Beluga Liner now has similar strength headlights to the Anaconda
  • Orca tactical paintjobs fixed
  • Left Decals on the F63 Condor fixed
  • Fixed Bobblehead cams and orientations on the Fer-de-Lance
  • Fixed smoothing groups and some decal positions on the Imperial Cutter
  • Updated Asp cockpit geometry to allow for the new camera views
  • Anaconda death explosion sorting fixed. Timings are nicer too
  • Disable GUI lights if the player is dying
  • Tweaks to the Sidewinder's exterior hull
  • Art fixes/improvements for the Cobra cockpits
  • Fix misaligned lights on the Diamondback
  • Fixed ship kit tail cameras for the Eagle and Fer-de-Lance
  • Imperial Cutter hologram clipping when launching from docked is now
  • Fix wear and tear on Python ship kit
  • Added spotlights to the Beluga's tiny hardpoints to highlight them more in outfitting
  • Added missing spoiler camera to the Viper
  • Removed blinking light from Cutter cockpit
  • Fixed bobblehead positioning in the Vulture
  • Fixed Anaconda bobblehead camera 10
  • Adjusted decal front outfitting camera for the Imperial Eagle
  • Re-aligned the the F63 cockpit so thrusters align correctly
  • Added tail kit hanger camera to the Asp
  • Fixed blue emissive 'Lakon Systems' panel in T6 cockpit
  • Fixed missing textures on Type 7 utility slots
  • Fixed LOD popping with lime green gradient predator paintjob on cobra mk4
  • Fixed fighter bay hitcheck on Federation_Dropship
  • Fixed Z fighting issue on Federation_Corvette hardpoints
  • Smoothed LOD transitions on Eagle
  • Fixed clipping issues when deploying SRV from Viper
  • Fix for Federal Dropship paintjobs covering the vehicle bay
  • Fix for stretched textures on Viper MkIII ship kit
  • UV fixes for Federal Fighter's drive
  • Fixed wonky utility mounts on the Imperial Cutter
  • Patched a small hole in the Corvette
  • Fix a decal camera on the Vulture
  • Fix a missing texture on the Corvette's nose
  • Fixed bobblehead cameras in the Diamondback XL
  • Fixed landing gear volumes and hitcheck on the Sidewinder
  • Moved the Asp's front decal so as not to interfere with the ship kit
  • Imperial Clipper now has an icon on the livery page of outfitting

SRV
  • 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 srv could still be driven even though it was
  • Fix issue where the buggy 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 buggy headlight lens flares

CQC
  • 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 easier

Render
  • Fix for hard edge on pfx smoke texture loop textures
  • Fixed temporal reprojection not taking a correct average of the 3x3 pixel neighbourhood
  • Added descriptions to various graphics setting options
  • HBAO no longer writes in the AO when the data stored in the anisotropic channel is in fact a tangent
  • Improved PFX lodding
  • Optimize cost of spawning new lens flares (and thus, also improve the cost of spawning lights)
  • Fixed the lens flare's having a 1 pixel line down the right hand side
  • Fixed black line at the centre of insanely high res screenshots
  • Fix 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

Galaxy Map
  • System map initialisation optimisations
  • Galaxy map memory and performance optimisations
  • Disable HBAO when using the galaxy map as it is not used
  • Fix System Map not updating when scanning planets while open
  • Fix 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

Powerplay
  • Change powerplay pirates and security ships to only interdict if they will then go on to attack after scanning. This means PowersPirates check the player is pledged to the controlling power and either carrying any powerplay cargo or holding any powerplay vouchers. For PowersSecurity they check the player is pledged to an opposing (different superpower) power, and either carrying powerplay cargo of the controlling power or holding powerplay vouchers of the controlling power
  • 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. First, we restrict this so that the attacker has to be the same power as the system. Second, we add an alternative to being different superpowersif the attacker is the same power as the system, and 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
  • Set powerplay help scrollbar to external, to prevent text from truncating

Controls
  • Can no longer use mouse 2 as back in station services menu fixed
  • When comparing bindings for conflicts, first sort the array of bindings in a chord, this fixes an issue where you could bind the same button combo to multiple controls by changing the order you pressed the buttons
  • Xbox One: Expose the yaw/pitch/roll bindings so they can be bound to an axis or a button

Commander Stats
  • Fix number of fines increasing whenever a mission has failed without a fine being levied
  • Fix "Highest single reward" from assassination missions not displaying correct information

Community Goals
  • Fix inconsistent rewards being advertised when contributing to Community Goals that are in the process of ending

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

Exploration
  • Rebalance the amount of exploration career rank awarded when completing Passenger missions
  • Stop awarding First Discovery bonuses of zero credits
  • Fix 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.

StellarForge
  • Starports can now be injected via server updates
  • Fix drop out distances for certain star types
  • Added thread safety to the StellarforgePostGeneration as it is used by the stellarforge job system on worker threads
  • 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

Celestial
  • Fix texture distortion in ultra due to morphing not scaling correctly
  • Improved quad efficiency for distant horizon planets
  • Ice terrain surface improvements
  • Reduce dark patches occurring when regenerating shadows
  • Don't allow ships to fly backwards in a ring orbiting a black hole to sneak through the exclusion zone
  • Surface rock system optimisations
  • Make 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
  • Fix some nebula not appearing in the sky dome generation
  • Fix a stellar jet render artefact on AMD cards
  • Fix 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
  • Remove the planet material texture lod drop on consoles

Hyperspace/Supercruise
  • Physics optimisations for supercruise
  • Ensure that the destination star billboard is displayed in the hyperspace sequence if lens flare is disabled

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, mute any further audio received from them during that talksession.
  • Make sure that a player is removed from a wing if they delete their save game
  • Added an option on Network Settings dialog to allow the port number used on IPv6 to be
  • Streamline session join protocol (may fix cases of extended supercruise or jump transition times)
  • When the game first connects to a server, if the game has a dual-stack connection, test the MTU over both IPv6 and IPv4

VR
  • Made the schematics render in stereo
  • Added dithering support to tackle banding in VR
  • Fixes to some of the cockpit VR cameras
  • Fix 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 cameras

Player Journal
  • Added journal events for multicrew
  • Replace the docking journal entry when switching back to a mother ship after a fighter or buggy has exploded, with VehicleSwitch
  • Change several gameplay modules to use new 'Composite' Journal logging, for more consistent journal entries
  • When a ship/slf 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)
  • Change 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
  • Include 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

Audio Change Log
  • Audio Additions
    • Added audio for the FSD supercharge including voice alerts
    • Added ambient audio details to the starport inner-dock variants
    • 3 New flight controllers – Empire, Anarchy, Independent
    • Many audio optimisations and mix improvements
    • Additional Wavescanner sounds
    • Secret stuff. Shhh.

  • Technical Audio Changes
    • New Audio Emitter system! Imaginatively named “emitter2”, a major re-work of a critical audio system. This change is essential to support new listener/camera positions, and graceful switching of cameras and vehicles in Multicrew and Vanity Cam. Now also supports audio-lods, leading to improved efficiency and sonic detail when needed.
    • Refactored Pooled audio object system. It's more than twice as fast now!
    • Enabled audio Obstruction/Occlusion in main game. Previously it was only enabled in Arena.
    • Improvements to the way soundbanks are loaded. Should help with fragmentation and memory issues.
    • 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 code optimisations. Audio work is better encapsulated into a single phase which improves the game's overall frame rate.

  • Audio Bug Fixes
    • Fixed broken sounds in galaxy and system maps
    • Fixed NPC voice volume slider not working
    • Fixed issues with tourist beacon ambiences
    • Fixed tutorial voice text getting truncated
    • Fixed various flight controller issues

Outfitting
  • Fix fuel level cap when exchanging modules
  • Refuel and repair SRVs and Fighters when restocking
  • Remove clip size modifiers on shield cell banks

Commander Stats
  • Fix number of fines increasing whenever a mission has failed without a fine being levied
  • Fix "Highest single reward" from assassination missions not displaying correct information

Community Goals
  • Fix inconsistent rewards being advertised when contributing to Community Goals that are in the process of ending

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 (NF)

Exploration
  • Rebalance the amount of exploration career rank awarded when completing Passenger missions
  • Stop awarding First Discovery bonuses of zero credits
  • Fix 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.

Alehkhs fucked around with this message at 18:01 on Feb 28, 2017

Tippis
Mar 21, 2008

It's yet another day in the wasteland.

Alehkhs posted:

• 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
Well, that answers that question from a little while back. :D

quote:

• 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
Yay! I can land again (and not have it be a complete pain in the balls)

quote:

• Detailed Surface scanner (affects how fast you can basic/detailed scan planets):
     • Long Range
     • Wide Angle
     • Fast Scan
Ugh. Back to the grind. Question is, how long is long range; how fast is fast scan. What are the odds that the former will always trounce the latter since it means less flying time in general, and less climbing in and out of gravity wells?

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer

Tippis posted:

Well, that answers that question from a little while back. :D

Yay! I can land again (and not have it be a complete pain in the balls)

Ugh. Back to the grind. Question is, how long is long range; how fast is fast scan. What are the odds that the former will always trounce the latter since it means less flying time in general, and less climbing in and out of gravity wells?

Hah, sucks to be you! I'm still about six months away from docking at a station again on my current course. No grinding for new exploration stuff for me! :suicide:

Edit:

To answer the question, it probably depends on how much longer the range of the first option is. And on how large you can make the angle on the wide-angle option. Slow, large explorers like my Cutter probably would be perfect for a wide-angle scanner, since even with repeated falling out of supercruise and aligning with my souped up normal thrusters, aligning to a target takes ages. Small, nimble explorers probably want the long range one instead.


quote:

Ships can be named from within station services

Oh, another feature unusable for long-range explorers! Welp, time to name my ship in Summer '17! :suicide: :suicide:


quote:

Stop awarding First Discovery bonuses of zero credits

Just to test this, I'll scan some asteroids on my way. Will they finally give out money? Will they simply not give you any message at all? Or will the game crash when I come back and try to unload scan data from a couple hundred asteroids? (Ah, I'm just kidding. When I'm back, all issues will already have been discovered and fixed. :v: )


quote:

Increased the credit values of exploration data for scans after this release. Unsold data from previous scans is unaffected by this change.

Finally! We explorers are probably still the worst payed people in the Elite-universe, but at least the pay gap should be a bit smaller now.

But seriously, it's neat to see Frontier hasn't forgotten us long-range explorers! Now, if they could just remember that stations to dock are rather sparse out here...

Libluini fucked around with this message at 19:44 on Feb 28, 2017

StarkRavingMad
Sep 27, 2001


Yams Fan
poo poo, I have to finish grinding out my Elite status on fake exploration before they change the level of rank up from passenger missions.

Mu77ley
Oct 14, 2016

Toxic Fart Syndrome posted:

Last I saw FDev say on the subject was basically: :turianass: we might put it back in when we have module storage (ps we are not and may never work on module storage) :turianass:

I think you mean commodity storage, we already have module storage.

Giovanni0109
Apr 28, 2013

Grimey Drawer

StarkRavingMad posted:

poo poo, I have to finish grinding out my Elite status on fake exploration before they change the level of rank up from passenger missions.

My thoughts exactly on this. Also limiting a bunch of missions to only three at a time seems very meh to me. Other changes look really fun/good though!

Nostalgia4Infinity
Feb 27, 2007

10,000 YEARS WASN'T ENOUGH LURKING
In case anyone was wondering the Vulture is multicrew capable.

TomR
Apr 1, 2003
I both own and operate a pirate ship.

Nostalgia4Infinity posted:

In case anyone was wondering the Vulture is multicrew capable.

Adder
Anaconda
Asp Explorer
Asp Scout
Beluga
Cobra MkIII
Cobra MkIV
Federal Corvette
Federal Dropship
Federal Assault Ship
Federal Gunship
Fer-de-Lance
Imperial Clipper
Imperial Cutter
Orca
Python
Type-9 Heavy
Vulture

Tippis
Mar 21, 2008

It's yet another day in the wasteland.

Libluini posted:

quote:

Increased the credit values of exploration data for scans after this release. Unsold data from previous scans is unaffected by this change.
Finally! We explorers are probably still the worst payed people in the Elite-universe, but at least the pay gap should be a bit smaller now.

But seriously, it's neat to see Frontier hasn't forgotten us long-range explorers! Now, if they could just remember that stations to dock are rather sparse out here...

I had a second of “gently caress you FDev — I just cashed in 70M worth of explo data…” before reading the second part and realising that it wouldn't have made any difference if I waited. Oh well, at least that means that going back and finishing the second half of “my” neutron field will be a bit more rewarding. I suppose this also means I have to update my exploration chart (as soon as someone else figures out how much the rewards have been increased).

And making exploration the primary route to get exploration ranks rather than being a bus driver seems long long overdue, even though it's been such a short while since the latter was introduced. What were they even thinking.

quote:

Hah, sucks to be you! I'm still about six months away from docking at a station again on my current course. No grinding for new exploration stuff for me! :suicide:
I'm based out of Colonia at the moment, and will be for a few months more before heading back, so… same. Still — it's nice to know a new grind is waiting when I get back. Best part: the quickest way will be to grind combat rank, which I absolutely loathe. :D

Tippis fucked around with this message at 20:50 on Feb 28, 2017

Gort
Aug 18, 2003

Good day what ho cup of tea

Nostalgia4Infinity posted:

In case anyone was wondering the Vulture is multicrew capable.

What does the second player even do

Angrymog
Jan 30, 2012

Really Madcats

Starting a beta stream here:

https://www.twitch.tv/elitediamondfrogs

Also, Tippis - we have Frog and GalCop presence in Colonia, come to our discord :)

TorakFade
Oct 3, 2006

I strongly disapprove


Gort posted:

What does the second player even do

Gunner? As if you'd put a turret in 1 of your only 2 slots on the most maneuverable ship in the game...

Probably there'll be more roles added at a later point so it will somehow make sense?

Pilchenstein
May 17, 2012

So your plan is for half of us to die?

Hot Rope Guy

Gort posted:

What does the second player even do
Learn how not to flyfrom a pro? :v:

TorakFade posted:

Gunner? As if you'd put a turret in 1 of your only 2 slots on the most maneuverable ship in the game...

Probably there'll be more roles added at a later point so it will somehow make sense?
Even without turrets, can't the gunner position operate utility slots and stuff? Not that a vulture pilot is exactly overwhelmed in that department but it's that or give them a bee in a jar to guard.

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Mimesweeper
Mar 11, 2009

Smellrose

Pilchenstein posted:

Learn how not to flyfrom a pro? :v:

Even without turrets, can't the gunner position operate utility slots and stuff? Not that a vulture pilot is exactly overwhelmed in that department but it's that or give them a bee in a jar to guard.

You also bring a pip that you allocate when you're in the gunner's seat, so having a friend along gives you slightly more distributor, that's kinda cool. Some kind of dual turret build where your copilot can do constant damage while you focus on staying in blind spots could be excellent.

I don't know if it always needs to be useful to have a friend along, either. Less "does my Vulture really need a gunner?" more "hey pal lets go blow some stuff up" without having to actually fly to each other.

Mimesweeper fucked around with this message at 21:46 on Feb 28, 2017

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