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  • Locked thread
ShadowMoo
Mar 13, 2011

by Shine

Truga posted:

They're actually not, but the distances, and thus time involved in the image changes take forever. Have a timelapse though:

Wow that's neat.

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Main Paineframe
Oct 27, 2010

Substandard posted:

I've had this game for months (only the base game, not horizons), but only yesterday managed to complete the tutorials / remap the controls more or less to my liking for my Xbox controller, successfully run a couple of delivery missions and dock without killing myself a few times.

Is there any advantage to playing "Open" instead of "Solo" mode as a new player? I tried open for a couple of minutes while doing the first run to McMahon station, but quickly swapped back to Solo because there were a couple of ships loitering in my assigned landing pad and I couldn't dock through them.

Also, I've seen a lot of people suggest the Eagle as a starting ship, but it seemingly has almost no cargo space. If I want to do some trading is there a different good starter ship I should be working towards?

The only difference in Open is that you get to interact with other players, who may be friendly or unfriendly. It's up to you whether to consider that a benefit or not.

For non-combat, you'll generally want to get into the Adder, then work your way up to the Cobra III, maybe hop into tbe Type-6 for a bit, and work your way up from there into the Asp Explorer. Don't be lured by "trader" ships like the Hauler and the Type series - they're not better at trading than other ships, they're just cheaper than the multipurpose equivalent, and that's very much a case of "you get what you pay for".

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


Literally any ship can fit the planetary landing module and SRV bays, right? I don't see hte landing module at all on coriolis.io.

I'm thinking of using my Cobra Mk3 to mine until I can afford a Mk4, make that my miner, and use the Mk3 as a general mission runner--planets, cargo, hunting, whatever.

3
Aug 26, 2006

The Magic Number


College Slice

Ciaphas posted:

Literally any ship can fit the planetary landing module and SRV bays, right? I don't see hte landing module at all on coriolis.io.

I'm thinking of using my Cobra Mk3 to mine until I can afford a Mk4, make that my miner, and use the Mk3 as a general mission runner--planets, cargo, hunting, whatever.

If you have Horizons, the planetary landing module is installed on all your ships by default (it doesn't take up an internal slot if that's what you're worried about). SRV garages do take up internals and the module size determines how many buggies you can carry in one given hangar, and there's no limit on how many hangars you can have so you could conceivably stuff a Type-9 to the gills with SRVs if you wanted to indulge in your personal space Leno fantasy.

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


Ah, that would explain why it's not on coriolis.io, then. Thanks for the explanation. (And being Space Jay Leno would really appeal if there were more than one kind of SRV!)

I wonder what driving an SRV in VR is like. Probably absurdly frightening, for me; I found yesterday that if I didn't look away while in witch space I'd get uncomfortably scared by the stellar whatevers as I come out of warp. Did a lot of looking down while traveling :v:

3
Aug 26, 2006

The Magic Number


College Slice

Ciaphas posted:

Ah, that would explain why it's not on coriolis.io, then. Thanks for the explanation. (And being Space Jay Leno would really appeal if there were more than one kind of SRV!)

I wonder what driving an SRV in VR is like. Probably absurdly frightening, for me; I found yesterday that if I didn't look away while in witch space I'd get uncomfortably scared by the stellar whatevers as I come out of warp. Did a lot of looking down while traveling :v:

Word of advice from someone who loves the SRV way more than what could be considered normal: if you're going to try driving the spacecar in VR, go to your graphics options and turn "Vehicle Maintain Horizon Camera" on. Heck, it's probably a good idea to do it even if you don't have VR, as it stabilizes your viewpoint so the constant terrain changes won't make you vomit uncontrollably if you get motion sick easily.

Eichel
Apr 23, 2008

Little Oak Thing
I heard you like videos of large groups of ships going to places.

Here's some footage of the mass jump away from Crab Nebula Expedition waypoint 5 this evening:

https://www.youtube.com/watch?v=P5t7MsKBJpk

StarkRavingMad
Sep 27, 2001


Yams Fan

3 posted:

Word of advice from someone who loves the SRV way more than what could be considered normal: if you're going to try driving the spacecar in VR, go to your graphics options and turn "Vehicle Maintain Horizon Camera" on. Heck, it's probably a good idea to do it even if you don't have VR, as it stabilizes your viewpoint so the constant terrain changes won't make you vomit uncontrollably if you get motion sick easily.

Yeah the first time I drove an SRV in VR I didn't change any of the defaults and :barf:

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


Nothing's managed to make me sick in VR yet so I'm gonna tempt fate for ~maximum immersion~ first

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
So I haven't put a lot of hours into the game despite owning it for quite some time, and mining doesn't interest me all that much. At the moment, I've been doing a lot of data running/transfer jobs but is there anything better for faster profits? Not sure I want to do any involving illicit cargo a the moment, since I'm still on the 2nd ship(the viper, I think?) and short term plan is to go Cobra Mk.IV and become a bounty hunter.

Recently got Horizons, and only just did my first planetary landing which was cool.


Also, how does one become a Bejeweled Amphibian?

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

DreadLlama posted:

Were they changed in an update? I've flown through those and as far as I can tell they're just graphics.

Always been there, I believe. If you fly through them you will get a heat spike, which can be dangerous if you are already redlining from refueling! Definitely not static, you can see them moving, growing, and dying even in real time! :science:

Substandard posted:

I've had this game for months (only the base game, not horizons), but only yesterday managed to complete the tutorials / remap the controls more or less to my liking for my Xbox controller, successfully run a couple of delivery missions and dock without killing myself a few times.

Is there any advantage to playing "Open" instead of "Solo" mode as a new player? I tried open for a couple of minutes while doing the first run to McMahon station, but quickly swapped back to Solo because there were a couple of ships loitering in my assigned landing pad and I couldn't dock through them.

Also, I've seen a lot of people suggest the Eagle as a starting ship, but it seemingly has almost no cargo space. If I want to do some trading is there a different good starter ship I should be working towards?

The only difference from open vs solo is the potential of meeting random human players. I rarely saw any, you can judge for yourself the benefits of playing this way. I have always played in open, but since the only thing I gain is the potential to lose all of my exploration data, I may go solo/group when I come back to the bubble. :shrug:

About ships, the cobra mk3 is only a few hundred thousand. Back when I was in the bubble, you could make that in 2 or 3 smuggling missions to random outposts. It can do pretty much anything decently and is easily modifiable into different roles. A great all around ship if you are still playing with different styles. If trading is your thing, aim for a T7 long-term.

Personally, I'm partial to the DBX for smuggling: you can put a bunch of cargo holds in it (enough to get most of the larger missions) and still land on a small pad. The large hardpoint wont actually do you any favors, but with upgrades it may pack more punch now and you can always put a multicannon there to scare people.

If bounty hunting is your thing, get on discord and wing up with some DF guys and go farm bounties. No reason to wait until you have the "good" ship to play how you want.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug
While there are more efficient options for space trucking, the T7 is definitely the most "Truck" like experience of the space trucks. T9 is more like taking a freighter to the drive through :v:

Speaking of the Type line. Does the T7 still edge into overheat territory when you make an FSD jump with it's stock powerplant? I remember Type ships running just bullshit hot in general last I actually flew one.

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


Ciaphas posted:

Nothing's managed to make me sick in VR yet so I'm gonna tempt fate for ~maximum immersion~ first

This was a good call, driving in VR is rad as fuuuuuuuck you guys

Honky Dong Country
Feb 11, 2015

Strategic Tea posted:

It's really neat to see other players going about their space business. Also lots of people are really friendly and will strike up a conversation if you're in a combat zone together or whatever :3:

Except for me. I'll loving shoot you. :colbert:

not really, at least not now because I'm told we should be nice for now

Shooting people is fun and cool.

Main Paineframe
Oct 27, 2010

Section Z posted:

While there are more efficient options for space trucking, the T7 is definitely the most "Truck" like experience of the space trucks. T9 is more like taking a freighter to the drive through :v:

Speaking of the Type line. Does the T7 still edge into overheat territory when you make an FSD jump with it's stock powerplant? I remember Type ships running just bullshit hot in general last I actually flew one.

The T7 isn't a truck, it's a tricycle with a truck-sized cardboard box taped to the back and doused with gasoline. Slow, fragile, and barely spaceworthy

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

Main Paineframe posted:

The T7 isn't a truck, it's a tricycle with a truck-sized cardboard box taped to the back and doused with gasoline. Slow, fragile, and barely spaceworthy
Exactly. Like I said there are more efficient options to be had, but the T7 simulates the authentic trucking experience of cramming a delivery truck into a busy parking lot with an entrance poorly sized for you :v:

And if you are really lucky, instancing for popular hotspots may even simulate customers treating the loading dock area as parking spaces.

Section Z fucked around with this message at 05:10 on Jun 22, 2016

Kilravock
Jan 27, 2006

We are the hollow men
So i was wondering is this game worth returning to?

I played this game for a couple weeks at launch and enjoyed how immersive it was. I was turned off that the only way to make any money or progress was to do the space truck grind, and in general how everything was a grind. I dropped it after I realized how hard it was to PVP with you guys, especially with no way to identify who was on our side.

Playing House of the Dying Sun has me wanting to try this game again since that game was a lot fun but very short.

Honky Dong Country
Feb 11, 2015

Kilravock posted:

So i was wondering is this game worth returning to?

I played this game for a couple weeks at launch and enjoyed how immersive it was. I was turned off that the only way to make any money or progress was to do the space truck grind, and in general how everything was a grind. I dropped it after I realized how hard it was to PVP with you guys, especially with no way to identify who was on our side.

Playing House of the Dying Sun has me wanting to try this game again since that game was a lot fun but very short.

It's a grind no matter how you cut it. That said, I have a good time by mostly not giving a poo poo about the grind, I just do what I want. I've done absolute fucktons of bounty hunting and doing so with other goons has been real fun. Same for fighting wars to expand Diamond Frogs out. Now I'm screwing around exploring outside the bubble on my way to the Witch Head Nebula. After that I'll prolly help out with the rise of GalCop as best I can, and after that I'm gonna do fed missions until I'm tired of that at which point I'm gonna do some mining.

Basically do whatever the hell you want. If you already own the game you may as well jump in again and see what you can do. I highly recommend joining the Diamond Frogs just because we can give you a leg up. Dudes richer than me are willing to straight up dump cash on you, and there's plenty of other blood thirsty assholes like me that'll happily help you blow up spacemans for cash.

For what it's worth, I've got a vulture for killing, and a DBS for exploring, all paid for without trading a single spacebox. I've done some deliveries for war missions but that's the extent of my trucking experience this whole game. I've made all my money via bounty kills. gently caress space trucking.

Honky Dong Country fucked around with this message at 05:30 on Jun 22, 2016

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

Kilravock posted:

So i was wondering is this game worth returning to?

I played this game for a couple weeks at launch and enjoyed how immersive it was. I was turned off that the only way to make any money or progress was to do the space truck grind, and in general how everything was a grind. I dropped it after I realized how hard it was to PVP with you guys, especially with no way to identify who was on our side.

Playing House of the Dying Sun has me wanting to try this game again since that game was a lot fun but very short.

Life can also be a lot simpler if you are the sort of person who always wants to be able to land at an outpost.

Distant goals are a lot closer, when "Expensive" is a Python or FDL, instead of an Anaconda or Federal Corvette. MUCH shorter for most anything less due to that big price gap between ships once you hit Federal Assault and Imperial Clipper territory.

If you are returning due to the joys of murdering traitors, then you're financial end will be even more forgiving when it comes to stuff like the Vultures, pimped out I Couriers, and so on. Discounting any attempt at Engineers grind for fancy parts :v:

Kilravock
Jan 27, 2006

We are the hollow men
I think I had a Viper, Cobra, Type 6 and I think an ASP or close to getting one when I quit. I defiantly enjoyed the bounty hunting and the exploring but it was not enough content to keep me around and there were some odd balancing issues. Space trucking was worse than work. PVP could of been fun but the game was not setup for groups to team up or any kind of guild or corp setup. The lack of some type of IFF resulted in everyone asking 'is x a goon?'. Listen to Kermit was funny though.

Yeah if I was not space trucking I would often land at outposts, especially with the way salvage, smuggling and missions worked.

If my work load is not bad and if my account still has my stuff, I might reinstall it to login and see how it is now. If I can get back into it I will join up with you guys again. Still not sure if listening to 'Friendship Drive Charging' will be the same as listen to battle drums while murdering traitors.

Thanks guys.

Angrymog
Jan 30, 2012

Really Madcats

A note to any spacemads who want to help with the Rise to Power CGs, we're expecting our first event to start on the 30th.

In the wildcard games the systems where they took place were 100-200 LY or from goat, so make sure you have a ship capable of long distance travel. Hoppitality will be able to get you into a cobra if you're new.

Biggus Dickus
May 18, 2005

Roadies know where to focus the spotlight.
Servers going offline at 10:00 BST for the 2.1.03 update:
https://forums.frontier.co.uk/showthread.php/267701-Update-2-1-03-Incoming

FD posted:

Stability Fixes

- Fixes a crash in the case of a ship being killed or fleeing while waiting for a response to a docking request
- Fix proxy kinematic rig crash
- Don't crash on capital ship 'death'
- Fix for server crash from uncertain CQC state
- Fix a server crash when checking commodity lists
- Fix a server crash when checking a players death
- Fix a crash if we receive damage from a disconnected player in CQC
- Fix a crash if you disconnect while shooting someone while in CQC
- Fix crash when disconnecting while taking damage in CQC
- Applied fix made sure that user has their input focus on a proper component when entering inventory shop
- Fix a crash when handing in missions when trying to find superpower info
- Don't assume locking of vertex buffers will succeed - prevents crash in terrain generation
- Tackle some soft locks caused by specific POIs
- Fixed softlock when quickly selecting refuel/repair/restock after opening station services
- Fix softlock when signing out as we enter Hyperspace
- Fix for softlock when loading at settlements
- Fix a softlock when approaching or loading in an Engineer's base
- Fix server disconnect on "Pomeche 2 C"
- Xbox One: Game enters a semi unresponsive state when changing the Yaw Axis Preset from within the Controls Options fixed
- Xbox One: Don't refresh Inventory when unconstraining. We don't want the client and server state to get out of sync so we now only check for Inventory once, at sign-in

General Fixes/Tweaks

- Xbox One: Support for localised languages (French, German, Spanish, and Russian)
- Added Saitek x56 control preset
- Fix missing Hawking Depot - now called Hawking Station
- Use loose rather than strict checks when testing if a ship is valid for recovering from storage, this means that people who've stored ships with mass over their engine limit will be able to recover those ships again. But will still be prompted to fix the problem when in outfitting
- Pirated cargo not appearing in hold when stealing from players fixed
- Re-fix making Independent powers being hostile to each other when deciding which actions to allow when being opposed
- Added guards against receiving duplicate inbox messages, which could cause the inbox gui to become unresponsive
- Fix not being able to dock at some stations in the Arbuda system
- Fixed viewing the list of CG's, and the progress preview bar being wrong
- If an interdiction takes you into orbital cruise, then cancel the interdiction as otherwise you will end up inside the planet
- When dropping out after an interdiction make sure we don't drop out too close to a planet. If we do drop out too close then move the drop point away
- Extra logging for some machine disconnection issues
- Stop sending Federation and Empire rankup inbox messages when eligible for the mission for the next rank
- No longer able to bind 'Reset Mouse' to the same buttons as UI controls
- Audio: For Wwise prior to 2015.1.7 and Windows 10+ only use XAudio2 if the 2.7 DLL is there
- Audio: Make sure we are relatively close to a hostile before triggering combat music
- Audio: Don't load chatter soundbanks or planet port voice soundbanks when they aren't needed
- Audio: Fix for orbital cruise sounds happening after hyperspace jumps
- Xbox One: Fixed excessive XMA compression on title ident
- Xbox One: The tabs under Friends and Private Groups do not update when the user tries to view member in a group fixed
- Xbox One: Fixing Nasty sounding XMA compression artifacts on some music cues
- Mouse cursor stuck on side of screen when in main menu fixed
- Store relationship values on mission avatars so they don't change into their cool pirate jackets anymore
- Fixed missing Cyrillic font glyphs on special effect panel
- Latest batch of translated text
- Various text fixes

Engineers

- Ensure we have up-to-date data when opening the workshop so that we correctly show 'alternative' progress
- Players can now spend favours (reputation levels) to control experimental effects on blueprints
- Filter option is not always reset when navigating to the recipe selection panel fixed
- Back button working on pinned and help popups

Missions

- Permit Missions should now give a permit
- Supply to demand overrides should take into account permit access
- Fixed mission board reputation bars being wrong
- All missions now give a positive state effect with the mission giver for completion, that is relative to the cargo/mission target
- Fix reputation values and spawning levels in planetary rescue
- Make delivery missions fail upon death
- Fix for Settlement not spawning mission required skimmers
- Some mission generation optimisations
- Nav Beacon Wrinkle message will be sent every time you supercruise away from the contact's system fixed
- If we don't have space for all the reward materials, only add what we can
- Use a more reliable way of finding commander ids so that mission update requests aren't handed invalid commander ids
- Added a contract element into the initial mission progression that checks the player's cargo hold - This prevents the player from taking missions if they don't have enough cargo in their hold when the reward has cargo in it
- Added Contract Element to all 'hand-in' panels to indicate when the player does not have enough cargo space for the cargo rewards and therefore cannot hand in the mission
- Allow people who do not have a matching mission to drop cargo for said missions through in/voluntary means
- Removed the destination station element from the transaction panels that don't need them, so you should no longer see random destination logos on the left hand panel
- Changed the Massacre legal variants to set a timer when an enemy is killed - ensures that the race wrinkle can spawn
- Read relationship from avatar contact string. Prevents the issue where you're standing may change as you complete a mission to be greeted by a slightly different avatar from the original mission giver
- Planetary Disable BLOPS missions are now marked as Horizons only
- Mark a mission as planetary if any of its contract element results are Available Planetary, not just if the end result is Available Planetary (means that unavailable missions can have the planetary icon)
- Micro resource space deficiency should be called out in the rewards section not additional
- Added Can Land AtS tation Checks to all Alternative offer inbox messages, preventing the player from talking Alternatives that require Horizons content
- Exclude minor factions from selection as mission targets if they are engineers and/or hidden
- Reduced the number of community goal web requests sent from the client by caching data and only fetching new data when viewing the goals on the mission board
- Changed the ship being used in the rescue mission maints from a hauler to a type 6 - they now have the correct amount of cargo for the mission
- Changed the effects of the states for the piracy, planetary and mining missions to be a "positive" effect when the player successfully completes the mission - on these templates it was backwards
- Allow missions & Community Goals to be completed at stations that have mission generation temporarily disabled

NPCs

- When determining the rank of NPC ships, use the player's combat rank, rather than their highest PF rank, although add 1 rank if their trade or exploration rank is higher than their combat rank
- Updated the Archetypes of the NPCs in the USS cargo drop missions - they are now Ambush Pirate and should attack the player on entry
- Fixed AI rotation damping to work properly across the AI skill range
- alter the changes in allowed interdiction ranks based on security, so that the biggest rank disparities are reserved for very low security and anarchy systems
- Reduced the number of engineer mods on AI ships substantially, now only Deadly & Elite rank ships are guaranteed to have mods and any below Master are guaranteed to have none
- Fix for Large AI ships ramming large player ships
- Slightly reduced the ranks below an AI that they can interdict players, this will tighten up the difficulty a bit
- Add state to Powers Assassin and Powers Security ships to allow them to threaten the player before attacking
- Reduced the percentage interdiction chance of power play ships by 10%, and altered the ship type chances and combat ranks to be more mid range, dropping a lot of the top range down
- Balance mission generated NPCs to be lower ranked (for the most part)

POIs/USSs/Settlements

- Address some long initialisation times for certain POIs
- Fix for seed spikes not spawning meta-alloys
- Changed trigger volumes of trespass zones to be much smaller to prevent issues
- SRV gets stuck on Baker's Prospect ramp fixed
- Doubled the height of the foundation wall of the large biome, so that it can be bedded into more undulating landscapes without the terrain intersecting through the centre
- No audio acknowledgement that something has been received after scanning a nav beacon fixed
- For capital ships in fixed scenarios (e.g. the one at Sol, but not capital ships that turn up for combat zones) make their name choice pseudo-random based on UniversalAddress so that it will always be the same
- Materials from nodes floating high into the air when in wing fixed
- Attenuation changes for POIs
- Fix for silent security door on settlements
- Fix a server error when scanning certain large industrial settlements

Weapons

- Huge burst lasers added
- Adjust tracking rates for turreted weapons. Large+ are unchanged, medium are slightly faster, small are a lot faster
- Improvements to turret tracking: When evaluating confusion the turret will now take into account the apparently linear acceleration of the target actually caused by angular acceleration of the firing vehicle. Overall this should make turrets confused less of the time, and emphasises the skill element a bit more - the better you match your targets acceleration to keep them stationary in view, the better your turrets will track
- Correct the Target Entity checks when weapons hit their target to correctly account for subtargeting being used with Target-Only mode turrets, these will now cause hostility correctly when hitting the ship whose module you've targeted, but will correctly disregard hostility when stray shots clip other ships as before
- Advanced Plasma Accelerater now has ammo when installed
- Changes to impulse attacks (force shell an impulse mine), aiming to prevent stacking from being extremely unpleasant (and sickness inducing in VR) while not making single guns ineffective:
- Reduce impulse generated by force shell on larger cannons, smaller ones are increased slightly
- Torque generated by impulse attacks is clamped to a multiple of the ships mass, so large weapons cannot induce unrecoverable spins in small ships
- Diminishing returns now applies to impulse attacks within a short space of time. This resistance will drain to zero after at most 5 seconds, but within that window the more a ship is pushed around the more it becomes resistant to it
- Balance pass for Incendiary ammo multicannons, they're a bit too good . They now also come with the downsides of a 10% reduction in fire rate, and generate significantly more heat than a normal multicannon (though still less than an equivalent pulse). This change will retroactively affect existing items
- Dispersal field should no longer affect (some) fixed weapons, or turrets set to forward fire
- Balancing for heat attack weapons (Retributor, Thermal Shock and a few others), overall intention is to keep single weapons having a purpose, while reducing the power of heavy stacking:
- Having an active shield now statically prevents 25% of the heat from getting through
- Adjusted the diminishing returns curve, getting someone to 100% is easier, getting them past 100% is harder, getting them into hull damage is MUCH harder, and the final cap is now 220% rather than 300%
- Remove override that was giving C4 pulse/burst lasers the incorrect audio event name
- Ensure that beam highlight textures are kept alive as long as they are needed
- Main game power distributors were too good on eng/sys across the board and have been brought back to 2.0 levels
- Prevent ammo from going over the normal maximum when modifications have reduced the clip size, which also caused absurd costs to show in restock menu
- Audio: adjusted the number of audio objects in the audio impact system. A Partial fix for messy impact audio when player is hitting target with multiple beam weapons at once
- Updated the missile sound

Outfitting

- Power distributor recharge rate cropped in outfitting fixed
- Outfitting shop GUI data can persist between core modules fixed
- Sidewinder spoilers have the wrong icons fixed

Ships

- All shields now regenerate at double rate when in supercruise
- Fixed landing collision issues with Diamondback Scout
- Missing engine VFX on the Anaconda
- Both Asp Explorer and Scout Paint job cameras are no longer position behind the roof lights
- Some flight controller volume inconsistencies fixed
- Clashing "Incoming Message" and "Incoming Mission Critical Message" fixed
- Imperial Courier drive flares now working as intended again
- Added bullet fly by sounds
- Fixed some weird panning behaviour on flight assist on/off mechanical sounds by whacking up the spread on it
- Xbox One: Added landing gear deployed/stowed rumble for ships that had it missing

SRV

- Fixed offset hitcheck on SRV

CQC

- CQC power distributors now have their 2.0 values back, and weapon distributor is no longer strictly the best
- Fix a lost flag on a few PG weapons that turned all the beam lasers into pulses, and would have un-intentionally increased DPS by 50% because the damage per second value would be interpretted as damage per shot and fired every 0.66 seconds
- Wing manager should now remove player that leave the game from their teams wing, they should also no longer assert about having a wing member in a weird state
- The message the team gets about players leaving teams should now work as intended

Stations/Ports

- Small volume boost on flight controllers and radio chatter
- Xbox One: Fix for rumble happening on "other" landing pads
- Xbox One: Fixed out of sync rumble on small pads animations

Galaxy Map

- Galaxy map now properly opens from transaction tab while in headlook
- Bookmarked systems show the bookmark marker even if it has other active markers
- Bookmarks: Pressing left (pad/joystick) will close the bookmark dropdown menu fixed
- Gal map / powerplay : Displaying "radius profit" instead of "profit" in the popup to avoid confusion about values displayed
- Bookmarks: Make sure the send modification button (delete/save) can't spam request the server


Render

- Make the render feature system more robust against GraphicsConfig.xml being broken
- Increased distance for tiling rates on rocky and metal worlds to improve the distance you can see surface details from the materials. Also brightened the surfaces slightly
- Sort the stars based on the new lighting curve - addresses some lighting issues in systems with black holes
- Fix for cases where stellar background textures could fail to render correctly
- Fix ring detail texture resolution so that it isn't synced to main ring texture size
- Smaller authored ring textures as we don't need 4096 x 128 for the coarse colour/spacing information
- Fix for NaNs showing up in PlanetRingFog shader


VR

- Only control input focus through HMDs if they are rendering (don't affect regular mono modes)
- Fix for the VR camera flicker in supercruise transitions

Nostalgia4Infinity
Feb 27, 2007

10,000 YEARS WASN'T ENOUGH LURKING
Guaranteeing weapon mods and C4 bursts are the big take aways.

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer

quote:

- All shields now regenerate at double rate when in supercruise

Yesssssssss. Cutting downtime for big fat shields is great news.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug
I wonder if the NPCs will have to deal with the "Skill element" to aiming turrets?

Lot of cool stuff in those notes overall too. Though I expect the desire to skew NPC spawns to Pilot rankings will be possible trouble for all the mediocre pilots like me where it's particularly clear how in ED, Combat Rank is a measure of time, not skill :v:

TomR
Apr 1, 2003
I both own and operate a pirate ship.
- Main game power distributors were too good on eng/sys across the board and have been brought back to 2.0 levels

Awww

Nickiepoo
Jun 24, 2013
Are there any decent youtube dudes that are worth watching at work while I try to piece together how to actually play this beautiful gently caress of a game?

Nostalgia4Infinity
Feb 27, 2007

10,000 YEARS WASN'T ENOUGH LURKING

TomR posted:

- Main game power distributors were too good on eng/sys across the board and have been brought back to 2.0 levels

Awww

"*change doesn't apply to NPC's who totally don't cheat -- promise*


*we think"

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

Nostalgia4Infinity posted:

"*change doesn't apply to NPC's who totally don't cheat -- promise*


*we think"

Does shooting out NPC sensors still accomplish gently caress all at preventing them from shooting behind themselves with turrets, or other lock on weapons?

Are their sensors still surprisingly durable to the point of being able to kill an NPC clipper through hull damage with small/medium weapons before you usually break their senors?

Section Z fucked around with this message at 11:48 on Jun 22, 2016

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer

Nickiepoo posted:

Are there any decent youtube dudes that are worth watching at work while I try to piece together how to actually play this beautiful gently caress of a game?

I like Isinona for combat, and Obsidian Ant for beautiful videos with a slightly grating Midlands accent.

LCL-Dead
Apr 22, 2014

Grimey Drawer
https://www.youtube.com/watch?v=pzJGkLstyTU

Thoughts?

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

TomR posted:

- Main game power distributors were too good on eng/sys across the board and have been brought back to 2.0 levels

Awww

That was a bug? Well, gently caress I enjoyed having a working boost on my Explo-Conda. :(

Experimental Skin
Apr 16, 2016

The sound track is fantastic. The pilot is a bit uninspiring though.

LCL-Dead
Apr 22, 2014

Grimey Drawer

Experimental Skin posted:

The sound track is fantastic. The pilot is a bit uninspiring though.

Explain.

Experimental Skin
Apr 16, 2016

It just feels slow. No dynamic manoeuvres , no kinetic hits. It's not bad piloting, just workaday zapping npcs for shekels.

Might be helped with snappier edits, but more dynamic flying and multicannons would help the feel quite alot.

IAmTheRad
Dec 11, 2009

Goddammit this Cello is way out of tune!
The update seems like it will more likely even out the difficulty of the game. Hopefully the update also means being chain inducted in a high security system by different pirates when carrying 1 piece of non-mission, low value cargo will no longer be a thing.

LCL-Dead
Apr 22, 2014

Grimey Drawer

Experimental Skin posted:

It just feels slow. No dynamic manoeuvres , no kinetic hits. It's not bad piloting, just workaday zapping npcs for shekels.

Might be helped with snappier edits, but more dynamic flying and multicannons would help the feel quite alot.

I started with multicannons on a Viper3 setup but couldn't get more than 2-3 minutes of footage (not that I needed more) with a good fur ball before I ran out of ammo for them. I was using C1 MCs and C2 dumbfire missiles. I ended up switching to the FAS for two reasons.

1: Staying power. With the GUI off I had no idea who I was shooting at so I would agro pretty much all of the NPCs within a minute or two of entry.
2: I figured out some of my earlier footage I'd pulled from previous grabs was from the FAS, kind of killing the use of the Viper.

I didn't change loadouts because the local stations had nothing in the C3 range and this was just a quick project to see how well Resolve works for editing video. I was looking more for the "intensity" of the fur ball vice actually scoring killing blows/core shots on other ships. That's also why I cut out a lot of the maneuvering, focusing more on the shots where you could see the firefight happening from the cockpit instead of space-contrails and the passing of stars. The song itself is a Russian folk song about a soldier who's dying on the battlefield and giving his final wishes to a Raven to take home to his young wife, etc. Thus the switch in focus mid-combat to the earth-like "home" world.

Thanks for the input!

DancingShade
Jul 26, 2007

by Fluffdaddy
"- Reduced the number of engineer mods on AI ships substantially, now only Deadly & Elite rank ships are guaranteed to have mods and any below Master are guaranteed to have none"

Wait a minute, didn't Frontier say they took these out for NPC ships a while back? Or was that just weapons?

If NPCs have been using dirty/clean drives all this time that explains why they're such fuckers to catch outside of jousting.

IAmTheRad
Dec 11, 2009

Goddammit this Cello is way out of tune!

DancingShade posted:

"- Reduced the number of engineer mods on AI ships substantially, now only Deadly & Elite rank ships are guaranteed to have mods and any below Master are guaranteed to have none"

Wait a minute, didn't Frontier say they took these out for NPC ships a while back? Or was that just weapons?

If NPCs have been using dirty/clean drives all this time that explains why they're such fuckers to catch outside of jousting.

It was a stopgap measure to remove all the mods from NPCs until they could rebalance them.
The only mods NPCs had were ones that had no combat ability.

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Space Skeleton
Sep 28, 2004

DancingShade posted:

"- Reduced the number of engineer mods on AI ships substantially, now only Deadly & Elite rank ships are guaranteed to have mods and any below Master are guaranteed to have none"

Wait a minute, didn't Frontier say they took these out for NPC ships a while back? Or was that just weapons?

If NPCs have been using dirty/clean drives all this time that explains why they're such fuckers to catch outside of jousting.

They removed the weapons before, now they did a proper balance so higher npcs have stuff.

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