Elite: Dangerous

Author
Discussion

Wayoftheflower

1,335 posts

236 months

Sunday 25th November 2018
quotequote all
Suicidewindered back to the Bubble from Colonia in the Beta and sold a bunch of stuff to just try the Mamba.

I'm not a combat pilot so its spec sheet sucks for me but the view is so very cool.

Molesting a thousand year old anique.

AdamD

501 posts

221 months

Thursday 29th November 2018
quotequote all
Just trying to get back into ED and rather unsure what to focus on first. Ship wise I have a smaller craft with my anaconda being my go to. It was engineered with grade 5 fsd, bi weave thermal resist shields and some dirty drives. Weapons wise it’s a bit weak with grade 3 engineered efficient beam lasers (1 huge, 2 large) and grade 2 engineered overcharged multicannons in the rest of the slots (1 corrosive).

I have about 80m in the bank and need to grow that quickly so tips on what currently lucrative is appreciated. I also think I need to re-engineer my ship to be a bit less fragile in combat zones (couple of CZ vultures packing railguns knocked my drives out rather fast and only just escaped).

Cheers in advance

Adam

Wayoftheflower

1,335 posts

236 months

Friday 30th November 2018
quotequote all
I'm pretty rubbish at Combat but if you're losing specific modules then maybe running two or more Module Reinforcement Packs might be worth a look.

No gold rushes that I know of ATM but Robigo Mines (outpost so take a Python) sightseeing missions are $100MCr/hr without much effort.

You can do the same run in your Conda from Hausers ?Gate? IIRC but it's slower and less Cr/hr than a dedicated Python from Robigo.

When 3.3 drops in December they'll be another gold Rush and I've high hopes for exploration and mining to get much more profitable.

AdamD

501 posts

221 months

Friday 30th November 2018
quotequote all
I don’t think I have any module reinforcement - just lightweight 4c hull reinforcement so I shall look into sorting that out smile

I have a python parked up at deciat (my home system) should I max it out for jump range and passenger cabins for Robigo mines ? No idea what state I left the ship in so it probably needs some fixing up first.

Ad

FourWheelDrift

88,670 posts

285 months

Tuesday 11th December 2018
quotequote all
Norman Lovett (Holly from Red Dwarf) has been an HCS voice attack system for Elite for a while, but he's now a COVAS replacement in the game store.

https://www.frontierstore.net/game-extras/cockpit-...

FourWheelDrift

88,670 posts

285 months

Tuesday 11th December 2018
quotequote all
Upgrade v3.4 in full

Here be new things
New Features

Exploration

Discovery Scanner upgraded to include access to the new Full Spectral System (FSS) scanner mode


Players use the FSS Mode to discover stellar bodies, stellar phenomenon, USSs, scenarios, distress calls, mission targets and more
There is now only one Discovery Scanner available in game, which is based on the basic variant. Commanders that have purchased either the intermediate or advanced scanners will receive a credit refund

Detailed Surface Scanner upgraded to include access to brand new planet probes


Players can fire probes at bodies to gather data that can be sold.
Players can also use these probes to pinpoint places of interest on landable planets as well as uncover lucrative places in planetary rings to mine
Each body has a "probe efficiency" target; if the player maps 100% of the body using either the same or less than the target, they are awarded a bonus

Added "First Mapped By" tag - the first commander to 100% map a stellar body and sell the data at a port will be named for everyone to see


Players will be unable to map Sol, Achenar or Alioth as these systems are already fully mapped

Revamped look of the bonus popup when selling data
A credit bonus will be awarded for players that get either 100% first discovered or 100% first mapped in a system
Added new things to find!
Orrery view added - players can access the schematic orrery view of systems from the system map


Codex

Codex added to the ship's internal (right hand) panel. The Codex contains:


Commander Stats

- Logs important player statistics
- Session Log records important game events for players review
- Archive holds all text and audio logs taken from the numerous narratives from across the galaxy
- Audio logs can be added to the improved Playlist feature

Discoveries

- Contains either rumored, reported or discovered entries from across the 42 different galactic regions
- Discoveries are broken down in to 3 categories (Stellar Bodies, Biological and Geological, and Civilisations)

Knowledge base

- Various articles from the rich history and lore of the Elite universe, from the history of the Super Powers, to important characters and corporations
- Each article is narrated and can be added to the improved Playlist feature

Background Simulation

Factions can now be in multiple states within each system that they are present
Economic and Security status added
War, Civil War and Election states are now a 7 day conflict, where players engage in activities (such as winning conflict zones in War and Civil War states) and attempt to beat their opponents
Added a new 'Happiness' level for each faction, that is a combination of various states and influence. Happiness also plays into the Expansion state
Civil Liberty state added (part of the Security Status)
Added more information to the status tab in the right hand cockpit panel to help players manage/support factions


Megaships and Installations

Added new megaships and installations
Applicable megaships will move location, on a weekly tick


Scenarios

Added new scenarios with voice over direction and feedback, and on screen choices and objectives
Scenarios come in the form of USSs, Megaship, Installations and Conflict Zones
Conflict zones are now round based; players battle to win a round which then feeds into the war state
Side objectives can appear, and if the player completes them, they are awarded a points boost
Once a round has finished, a new one will begin after a short pause


Combat specific ambient chatter added.
Ambient chatter now is now in place throughout the entire game and not just around stations.
3000 + lines of NPC dialogue added to support scenario driven gameplay.


Lighting

Added new lighting model, using dynamic exposure
Colour grading applied to various situations in the game, improving the look and feel of the game world
Added a new 'Night Vision' mode to Ships, Fighters and SRVs, to allow players to navigate dark sides of planets, rings and other areas of the game


Cockpit UI

External Ship panel (left hand side)


Combined 'clear filters' option with the 'set filters' option on the Navigation panel
Added filters to the Transaction tab
Added context sensitive, quick action button to contacts (such as 'Request Docking' when targeting a port)
Combined sub-targets and inventory into a new 'Target' tab, with filters

Comms Panel (top left)


Reordered the tabs
Added support for combining channels in to one main chat channel, or set them as separate tabs
Options added to give the player the ability to combine chat channels in to a tab, or split them out
Added the ability to select any Commander in a chat channel to interact with them (incl. invite to wing, invite to crew, voice comms, invite to squadron, block, report, direct comms, and view gamercard where applicable)
Added a binding to select a different chat channel in the input field
Combined invitations and multicrew tabs together in to a 'Social' tab which includes:

- Multicrew (find crew, join a ship)
- Friends invites
- Wing invites
- Online friends

Squadron feed tab added

Internal Panel (right hand side)


Added a new 'Home' tab that replaces the previous status tab

- Includes new buttons to launch various features (holo-me, squadrons, codex, powers, Galnet etc)
- Also include better Playlist feedback

Replaced fire groups "1, 2, 3..." with "A, B, C..." to avoid confusion between group and fire buttons
Added new contextual 'Ship' tab that replaces the 'Functions' tab and includes sections for 'Ship Preferences', 'Pilot Preferences' and 'Ship Stats'
Inventory tab now has icon filters instead of text filters, increasing usable screen space
Improved refinery layout that includes the ships cargo capacity
Updated 'Status' tab to now include local faction information, Super Power and Powerplay status, a Session Log digest, info on Finances and acquired Permits all in a more legible way
New Playlist feature that replaces the GalNet player, allowing players to queue and manage several types of media (GalNet news articles, codex articles, inbox audio logs etc.)

Text Chat Channels

New star system wide text chat now available
Profanity filter added, with a toggle to turn it off


Friends and Group Management

Improved layout and pagination to display large numbers of friends or groups
Display last online activity
Improved Search functionality : search results are now players only, allowing you to add to friends or to join private group
Improved popup to interact with friends / Commanders / private groups
Improved visibility of friends statuses (online + mode / offline / blocked)


Localised COVAS

Added 5 free localised COVAS packs:


Luciana : Spanish
Maksim: Russian
Vitoria: Brazillian Portuguese
Gerhard: German
Amelie: French

Squadrons

Players can now create a Squadron (for a credit fee), or browse existing ones to join from the right hand cockpit panel
Play style tags can be used when creating a Squadron, and as a filter when browsing existing ones
Squadrons can be aligned to a Superpower, Power and a Faction


Squadron allegiance page allows in depth data on chosen Faction

Squadrons can take part in the various leaderboards, and compete for the top spot
Squadron feed tab in the Comms panel lists certain events, as well as Public and Internal posts
Squadron management tools (applicable to certain ranks):


Invite Commanders to join
Kick lower ranked members
Promote/demote lower ranked members
Change lower ranked privilages
Create posts
Accept applications
Set if the Squadron is accepting new members
Join in the Leader text chat channel

Mining

3 new mining processes added (in addition to the standard mining laser process)


Surface Deposits - material deposits that can be found on the surface of asteroids
Sub-surface Deposits - material deposits that can be found below the surface of an asteroid
Fissures - setting the correct 'Seismic charge' into fissures will split the asteroid apart, allowing the deep core materials to be mined
Added new high value materials

4 new mining tools added to outfitting


Pulse wave Analyser - a scanner used to pinpoint asteroids that support the new extraction processes
Abrasion Blaster - used to break off surface material deposits from asteroids
Sub-surface Displacement Missile - Allows recovery of sub-surface material deposits from asteroids
Seismic Charge Launcher - Allows recovery of deep core materials by splitting the asteroid apart

New Ships

Krait Phantom (Faulcon DeLacy)

With a spacious cargo hold and a relatively generous quantity of hardpoints, the Krait Phantom is a versatile ship suited to a range of roles. It has enough firepower to hold its own against larger targets, and enough straight-line speed to outpace smaller targets. The ship also offers eight internal compartments, allowing the pilot to tailor the ship to their requirements. And while it lacks the firepower and fighter bay of its sister ship, the Krait Mk II, it is both faster and lighter.

2 large and 2 medium hardpoints
8 Internal optional slots
Top speed of 256m/s and a boost speed of 358m/s
8.23LY laden FSD range


Mamba (Zorgon Peterson)

Based on an unreleased racing prototype, the Mamba is one of the fastest ships in production. It can also deliver a lot of punishment, boasting one huge and two large hardpoints. This emphasis on firepower and speed means the ship can hit hard and fast, vanishing before the target has a chance to react. Comparisons to the Fer-de-Lance, also produced by Zorgon Peterson, will be inevitable, but the Mamba is in fact faster in a straight line, while being slightly less maneuverable.

1 huge, 2 large and 2 small hardpoints
5 internal optional slots
Top speed of 316m/s and a boost speed of 387m/s
6.37LY laden FSD range


Quality of Life

Display a notification icon to indicate new bindings are available to the player
Starport contacts now displayed as a grid, rather than a flat list
Added icon to info panel to show players if their ship or SRV lights are on
Audio Options screen:


Added “Wavescanner Autodocking” option. Disable this to hear the SRV wavescanner more clearly at high speeds
Audio Options screen is reorganised for more clarity and ease of use
Restore defaults button added
The default position on the Audio volume sliders is now indicated.
The child volume sliders can now be boosted above the default value.
Important note: your volume sliders will be reset to default position when you first run 3.3.

Bug fixes and Improvements

This update includes well over 2000 fixes for various issues that have been discovered and investigated during the development process. For the sake of clarity, we have primarily listed below fixes for issues that have been reported to us by the community or other significant changes.

Adder

Fixed clipping issues when deploying weapons


Alliance Challenger

Fixed misplaced caustic damage decals
Fixed missing engine trails
Fixed Ship ID cameras being swapped


Alliance Chieftain

Fixed very quiet multicannons


Anaconda

Fixed size 3 hardpoint doors getting in the way of the size4 hardpoint
Corrected mirrored text on external panel


Asp Scout

Added correct material to the reverse thrusters


Diamondback Explorer

Fixed LOD issues with hardpoint covers
Fixed gap in cockpit


Eagle

Fixed paintwork showing wear even when at 100%


F63 Condor

Corrected mirrored external decals


Federal Dropship

Fixed thermal vent placement


Federal Gunship

Fixed engine flaps animating incorrectly


Guardian Fighters

Fixed Small Guardian Gauss Cannon clipping through hardpoint when deployed
Corrected the left and right cockpit panel positions


Imperial Clipper

Fixed floating cockpit geometry


Imperial Cutter

Fixed some mirrored text on external panels


Imperial Eagle

Fixed incorrect shadow being used
Fixed gaps in cockpit when using EDTracker or VR


Imperial Fighter

Fixed clipping when docking with mothership


Krait Mk.II

Fixed Z-fighting in cockpit
Landing gear now lines up with ship door
Fixed the engine boost SFX sounding like 'Hello'
Decreased brightness of the red proximity warning lights
Fixed overly 'scratched' cockpit glass
Corrected the order of its bobble head slots


Type-10

Fixed cockpit seat being incorrectly placed
Fixed various model issues
Fixed winglets not animating correctly


Type-6

Fixed gap in between ship body and thrusters


Type-7

Fixed hole in the side of the ship
Can now put a Size 2 passenger cabin in the size 2 slot


Type-9

Fixed the schematic having incorrect drives
Fixed engine VFX being too far behind the actual thruster


Viper Mk.III

Fixed paintwork showing wear even when at 100%


AI

Fixed situations where security ships and Thargoids could incorrectly start attacking each other
Fixed NPC ships charging FSD with weapons still active
Ensure the 'Terrorist' archetype always comes with a bounty
Fixed authority ships occasionally firing Plasma rounds when scanning ships
Fixed NPC having no FSD cooldown after being interdicted
Destroying an NPC power plant now takes the ship down to 40% power (inline with player ship behaviour)
NPC ships should use the reboot/repair option when drives are at 0%


Avatar Animations

Correctly invert the joystick animations if the controls are inverted


Cockpit UI

Correctly display if a targeted ship is in a wing or multcrew
When firing weapons while looking at the module panel, the ammo count will now properly update
Widened the target panel to fit in longer ship names
Ensure ammo count is correct on the module tab after reloading weapons
Ensure Commander names are always displayed in the comms panel
Ensure module priority is retained after ship destruction
Comms panel will no longer expand without focusing on it, if players leave the ships Multicrew session
Fixed the navigation panel not displaying the correct destination system when in hyperspace in some cases
Ensure completed and finished community goals are cleared from the transaction tab
Make chat messages time display the same time as the galaxy time when using a machine in a different time zone
Fixed an issue that caused inbox messages to show incorrect, and sometimes invalid, times and dates. PS4 only
Fixed some inbox messages not clearing the notification icon once read
Fixed overlapping text between inbox message subject and date
Fixed cases where the fuel bar incorrectly indicates that the player has enough fuel to make a jump that it actually can't


Commodities Market

Fixed UI spacing issues with the commodities screen


Controllers/Inputs

Fixed the Thrust Master HOTAS S4 not appearing in the control screen
Ensure default mappings appear for the Thrustmaster HOTAS4


Console Achievements

Added 3 new Trophies on PlayStation 4
Added 10 new Achievements on Xbox One


CQC

Fixed a potential server disconnect when using beam lasers in CQC
Fixed CQC structures disappearing when authority machine leaves the match


Crashes/Stability/Performance

Fixed a hang that could occur whilst fighting a Thargoid Interceptor
Fixed crash that could occur when a fighter is docking
Fixed crash that could occur on PS4 when in Multicrew
Fixed crash that could occur whilst docking at "Chelomey Orbital" in Cubeo
Fixed crash that could occur with Powerplay data
Fixed crash that could occur when selecting the galaxy map from the transactions tab
Fixed crash that could occur when exiting multicrew
Fixed crash that could occur whilst reading an inbox message during a hyperspace jump
Fixed crash that could occur whilst deploying a fighter when in a multicrew session
Fixed a crash that could occur when handing in a mission
Fixed a crash that could occur when dropping out of Supercruise at a port
Fixed frame rate issues after driving on a planet surface for an amount of time
Fixed crash that could occur during ship reboot/repair
Fixed a crash that could occur when exiting the Galaxy Map
Fixed a softlock that could occur whilst loading in to the game
Fixed crash that could occur when opening the system map
Fixed crash that could when dropping into planetary rings
Fixed crash that occur when loading in to the game
Fixed crash that could occur when switching screen resolutions
Fixed crash that could occur when plugging in a controller
Fixed a crash that could occur as a player joins a Multicrew ship that is near a volcanic POI
Fixed crashed that could occur when fighting a Hydra
Fixed crash that could occur when switching between a mothership and fighter
Fixed crash that could occur if multiple Commanders playing on either PS4 or Xbox One were on a planet surface in their SRVs


Crime and Punishment

Ensure a Powerplay bounty does not cause a premium for transporting the ship it was incurred on


Engineering

Corrected some inconsistencies in Engineer descriptions
Added a line to explain that pinned blueprints may differ if applied to a different module
Ensure there is room to display the modified icon even with long module names
Balance pass on the High Yield Shells engineering special
Reduced the grade thresholds of the Colonia engineers


Fighter Crew

Fixed instance where fighter crew in control of the mothership were trying to use FSD when the ship was nav locked to another ship, causing ship to become unresponsive to player input
Fixed typo in crew lounge
Fixed fighter crew sometimes struggling to dock a fighter with its mothership


Galaxy Map

Fixed systems controlled by Pilots Federation not appearing under the civilisation filter
Selected filter settings remain selected when changing map configurations


General

Packhound missiles no longer clip through planet landscapes
Fixed odd VFX artifacts on ships drives when at low throttle
Ensure player set PIPS are retained when the ship is dismissed and recalled
Tweaked the position of the interdiction UI element in the three Alliance ships
Search and Rescue +/- buttons now increase/decrease if held down
Fixed incorrect ship schematics displaying inside some ships cockpits
Unified the GalNet logos to be the one with 7 points in all screens
Fixed unreachable listening post In the "HIP 16753" system
Fixed missing text in the Rhenium material description
Fixed incorrect details title for Chemical processors material description
Added missing "Independent" icon where applicable


Generation Ships

Removed the unnecessary warnings when firing weapons near a Generation Ship


Guardian Beacons

Corrected some text errors
Fix for VFX disappearing when scanned
Fixed LOD issues on beacon
Fixed pylons animating before fully powered
Fixed over sized physics
Fixed pylon light clipping through ships
Fixed ships being able to clip through the 'orb'


Guardian Sites

Fixed floating geometry
Corrected some obelisk symbols to match what the object actually requires
Tweaked Guardian material drop rate, in an effort to make it more balanced across the different rarities


Installations

Added a new space bar, "The Orange Sidewinder"


Listening Posts

Fixed typos in Alpha Centauri B 1 listening post


Livery Items

Fixed LOD issue with onion head decal


Localisation/Text

Fixed truncated Search and Rescue Agent text in Russian
Corrected typo in Synthetic Meat commodity description
Fixed typo in Carbon class star description


Materials

Fixed description errors with Delta, Epsilon and Gamma obelisk data
Fixed Piceous Cobble being hard to collect
Increased the drop rate of more common guardian materials
Fixed the crystalline cluster model
Fixed Strange Wake Solutions description typo
Reduce the chance the of mineral deposits spawning inside surface rocks


Megaships

Ensure that rescue ships offer the limpet restock service
Ensure players don't get stuck in the Alcatraz Class Prison in HIP 17962 system, when dropping out at it's location


Missions

Increased wing delivery mission payouts
Fixed Federal rank not increasing when successfully completing applicable mission
Fix for valid massacre targets not counting towards mission progress
Fixed USS not spawning for 'Wet Work' missions
Corrected some Massacre missions that had inconsistent rewards for number of targets
Stop missions requesting cargo that it views as illegal (Federal mission asking for imperial slaves, for example)
Balance pass on Super Power reputation gain
Added destination faction to passenger VIP missions
Updated mission wording to reflect that ports in lock down do not have access to their commodities market
Stop planetary scan missions sending players to scan mission giving faction
Allow kills outside target system to count in assassination missions (fixes ships appearing to not be mission targets when they leave the target system)
Ensure follow on missions spawn at the players current reputation level
Added extra info to time bonus mission objectives
Altered Massacre faction selection to prevent the target faction generator from picking the same target that is giving the mission.
Delivery and Smuggle missions now warn players about being cargo laden and reduced jump range
Reduce chance planetary Scan chooses POI owned by mission giver
Added missing hand in faction information to delivery missions
Fixed race mission wrinkles appearing with very little time to complete them


Multicrew

Fixed the saved plotted route being cleared when entering multicrew
Fixed geyser particle effects not appearing for a multicrew crew member


Network

Fixed situations where NPC ships could disappear from Supercruise when a player drops out of SC
Fixed Planet SYNUEFE VM-D C15-10 2 A causing players to get stuck in log in loop
Fixed possible disconnect when trying to escape a Thargoid


Outfitting

Fixed softlock that could occur when attempting to purchase or retrieve 5D Guardian Module Reinforcement
Fixed missing "?" in livery section
Fix for point defense module not restocking correctly
Timers for modules in transit should now reflect time remaining more accurately
Ensure modules are listed under correct categories in stored modules tab
Players can only fit one FSD interdictor, as there is no benefit to fitting more and causes confusion
Fixed outfitting stats becoming out of sync and applying incorrect values (a distance value for damage type, for example)
Ensure all applicable multicrew enabled weapons/modules are clearly marked in outfitting
Fixed dark lighting and outfitting cameras for the SRV
Fixed livery filters not working
Fixed incorrect schematic used for 8A thrusters
Added 1 more ship and 2 more utility stock slots to all markets


Passenger Missions

Added the faction to deliver to in transaction panel
Ensure VIP passenger missions display their expiration time on the transaction tab
Fix some passenger missions incorrectly reducing the timer by ~20mins when accepting them
Ensure passengers that claim to be unfazed by hull damage, are actually unfazed


Player Factions

Add faction descriptions


Player Journal

Multiple faction activestates – in Location and FSDJump events
The first “Cargo” event written to the journal contains full inventory
Added “AsteroidCracked” event
Added “SAAScanComplete” (Surface Area Analysis) event
Added “CodexDiscovery” event
Added “FSSDiscoveryScan” and “FSSSignalScan” events
Added several events for Squadrons
Simplify the “Category” in MaterialTrade
Clarify meaning of bit 14 in status file: was called “under ship” but actually indicates when turret is retracted
ApproachSettlement now includes Latitude and Longitude
Note Bounty event is different for Skimmer bounty
Update description of StoredShips event with InTransit flag
Add ActiveFine info to Docked event
EngineerProgress event at startup with summary for all engineers currently known
Note a new ShipTargetted event is generated after using KillWarrantScanner, with updated bounty for target
Note the MissionRedirected mission name now has any trailing “_name” removed
Added MyReputation in faction list in FsdJump and Location events
Added “FSDTarget” event when selecting a starsystem to jump to
Added MissionID to cargo to indicate if it is mission-related: in Cargo, CollectCargo, EjectCargo events
In ship loadout, indicate if it is ‘hot’
Cargo summary is now written to a separate file, and updated when data changes
Add “HullHealth” stat in the “Loadout” event
MissionCompleted now indicates correct destination after redirection


Player Stats

Ensure 'Time Played' updates correctly


Ports

Added missing habitation ring to "Greeboski's Outpost"
Ensured all new adverts are being displayed correctly
Fixed docking computer causing hull damage in a ship with no shields, when docking at surface ports
Fixed situation where loading into the game whilst docked on a pad can cause shields to go offline


Powerplay

Fixed broken 'Exploitation impact' column on Edmund Mahon's screen
Corrected Aisling expansion instructions


Rendering

Fixed low quality shadows appearing when entering Orbital Cruise on PS4
Corrected the rendering order of nebula
Fix for the FSD charge up visual becoming mis-aligned after using vanity camera
Fixed galaxy background vanishing after a Thargoid hyperdiction
Fixed missing particles in some hi-res screenshots


Ship Launched Fighters

Fixed inability to deploy fighter weapons if the motherships weapons weren't deployed before switching


Skimmers

Ensure scanned skimmers return appropriate details on the target panel


SRV

Fixed the targeting reticule displaying when the weapon is deactivated


Stellar Forge

Renamed "Pleiades Sector Ir-W D1-55" to "Delphi"
Fixed connection issues around "COL 285 SECTOR CV-Y D41 7 E"
Fixed typo in the LHS 3006 system description
Moved 2 moons in Kyloasly DA-A f69 slightly apart so that they no longer intersect
Fixed "Lucifers" orbital period
Fixed the star in the system "HD 168352" having a too small radius
Ensure I Bootis B and C are a contact binary again
Renamed some duplicate systems
Persistent POIs now consistent for different graphics card vendors
Corrected Sednas position on it's orbit
Corrected the positions of the three ports around Earth
Fixed Moon GD 319 1 A intersecting ring of planet GD 319
Fixed some Class V gas giants being overly bright pink


Synthesis

Required grade 5 materials now display their correct grade icon (and not grade 4)


System Map

Corrected overly bright/shiny planets
Ensure players can set navigation targets from the system map


Thargoids

Thargoid Interceptors can now still engage players, even if they are close to them
Interceptors now launch Thargon kamikaze attacks if they detect a port
Corrected some lore inconsistencies found in megaship logs to do with the Thargoid Link


Vanity Camera

Fixed inverted joystick animations when using the vanity camera


Vanity Items

Improved some of the visual artifacts on the Corvette Razor pack
Increased space between the text and icon on the Trader Name Plate
Ensure all engine colours are correct when customised engine trail colours are turned off
Ship names can now have blank spaces at the beginning and end
Fixed clipping on Vulture ship kit


VR

Fixed Neutron star cones only appearing in the left eye of the HMD
Capped the frame rate whilst on the main menu to 90fps, to stop HMD's overheating


Weapons/Modules

Ensure the 'Restock All' option actually restocks the 1F Guardian Shard Cannon (Turret)
Corrected inconsistency in AX outfitting descriptions
Fixed Guardian Shard Cannon clipping through Type 7
Fixed missing VFX on small Guardian Shard Cannon
Fixed LOD issue with small Guardian Shard Cannon
Fix LOD issue on Guardian Plasma Charger
Fixed Guardian Shield Reinforcement Packages preventing shields restoring after reboot/repair
Reduce the brightness of the enforcer cannon when it has a white weapon colouring applied to it
Fixed module reinforcement packages being disabled under certain circumstances
Corrected the cargo hatch closing when deploying a limpet and causing ship speed to change
Corrected the retract animation on the Guardian Plasma Charger
Limpets will now collect cargo that has been forcibly ejected from the players ship
Corrected the Advanced Plasma Accelerator recoil animation
Corrected typo in Remote Release Flechette Launcher
Fixed SFX for the Kill Warrant Scanner sometimes going missing when switching between ship and fighter
Fixed turrets firing at ships which are at 0% hull


Wing Missions

Fixed case where mission progress wasn't shared between players in Multicrew
Fixed trade wing missions not sharing Trade rank progression with wing


Wings

Ensure the 'target my wing mans target' key works in all applicable situations
Fix for dropping out at a wake that is close to a planet, which should mean you drop out much closer to your intended target

FourWheelDrift

88,670 posts

285 months

Wednesday 12th December 2018
quotequote all
Still a few issues being sorted but I got in just now.

Did everyone receive their free Galnet Anaconda skin code in their email this morning?

Wayoftheflower

1,335 posts

236 months

Wednesday 12th December 2018
quotequote all
Servers are borked again this evening unfortunately.

FLK

196 posts

199 months

Wednesday 12th December 2018
quotequote all
I was able to get an hour or two in before the issues began again tonight after not bothering to try to get on for any amount of time last night. I didn't really spend much time in the Beta but liking the new discovery system more than I thought and it'll be much quicker to do a full basic scan of systems (plus the often awful USS spawn mechanic is gone, HGE hunting should be less of a chore).

Lazadude

1,732 posts

162 months

Thursday 13th December 2018
quotequote all
ATM HGE's don't despawn, so you can enter collect, exit, enter collect, exit, repeat etc.

Obviously some "helpful" person has already bug reported it :/

Mistryride

67 posts

66 months

Thursday 13th December 2018
quotequote all
FourWheelDrift said:
Still a few issues being sorted but I got in just now.

Did everyone receive their free Galnet Anaconda skin code in their email this morning?
Yep got mine, if I had time I might actually play as well.

FourWheelDrift

88,670 posts

285 months

Saturday 15th December 2018
quotequote all
If anyone didn't get an Galnet Anaconda skin code (PC) let me know I have one unused (I receive 2 newsletters to 2 different email addresses) it's redeemable in game via the blue add game extras bit in the ship livery/decal outfitting screen and you just click on redeem and paste the code in.

texaxile

3,304 posts

151 months

Saturday 15th December 2018
quotequote all
Still trying to get my head around the FSS scanner. When I enter it in FSD and detect the planets, on the NAV panel they still show as "unexplored".

BTW, anyone else noticed the "rude" names of people discovering stuff? I've seen "First discovered by Hugh Janus", and "Sniffy pubes" to name but two.

Lastly, to whom do I report a bug?. Playing on the Xbox 1 I locked onto a Trade beacon, came out of FS and the game locked up. It happened 3 times on the trot, so I made a note of time / place etc.

FourWheelDrift

88,670 posts

285 months

Saturday 15th December 2018
quotequote all
Bug reports can be posted on here - https://forums.frontier.co.uk/forumdisplay.php/145...

Actually there's one here - https://forums.frontier.co.uk/showthread.php/46521... - add your details in the same format too maybe.

Mastodon2

13,828 posts

166 months

Sunday 16th December 2018
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I've been playing this on the Xbox 1 and it is quite good fun. I've bought a ship, I think it's an Anaconda, basically a space delivery van and have been doing data and physical item courier quests. I've dabbled in a little bit of mining for gold in space but it seems like a lot of work for the amount of money I get from it. I guess maybe if I mined the gold (which I tend to find in extraction systems) and took it to another system that doesn't have gold as a natural resource I may get more cash for my cargo but I don't know how to check the price on a per system basis so as a result I don't know where is best to be selling. I think there may also be some mining drones which can go out and collect the fragments of ore as I mine them? I think that is the thing that slows the whole process down, the fun but slowing process of flying around catching all the ore pieces with the cargo scoop.

It seems a little pointless when I just hop from station to station doing a bunch of courier questsand earn way more money for less effort and time. I think my next upgrade will be finding a passenger cabin so I can become a space minibus.

I feel like I'm some way off combat yet, I need to get a decent fighter ship, kit it out and learn how to interdict / scan for bounties etc. I see a lot of cool missions like "destroy the turrets on the megaship" stuff but I don't have anything near capable of taking on such a mission.

Also the game looks and sounds amazing when played in the dark on a big tv with good headphones, the immersion is excellent.

FourWheelDrift

88,670 posts

285 months

Sunday 16th December 2018
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Local trade information can be found on the galaxy map.

If you can have a 2nd screen, or smartphone/pad running at the same time these are good extra resources to use for finding nearest commodities selling and buying prices, plus other things.

https://inara.cz/galaxy/
https://eddb.io/

texaxile

3,304 posts

151 months

Sunday 16th December 2018
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Mastodon2 said:
I've been playing this on the Xbox 1 and it is quite good fun. I've bought a ship, I think it's an Anaconda, basically a space delivery van and have been doing data and physical item courier quests. I've dabbled in a little bit of mining for gold in space but it seems like a lot of work for the amount of money I get from it.
Re the mining, I found the fastest and best way is to equip a "limpet controller" in an empty "Optional internal" slot, then go to "advanced maintenance" on the other screen and buy maybe 10 limpets for 101 cr each. find an asteroid, start mining and deploy a limpet (you need to assign it to a fire group and the hardpoints need to be on analysis mode) and it'll just keep collecting everything you mine (remember NOT to "select" the fragments because it'll destroy the limpet when it collects it, just deploy the limpet and it'll collect everything passively).

Having a good refinery with 5 or 6 bins is useful too, plus the limpet controller which has 720s of limpet life. It is possible to make decent money mining, I just do it for a change of scenery, but as you say, when some mission runs offer 200k+ credits for a 1 jump delivery, it's a no brainer.

I'm currently only playing in solo until I build up my cash and ship. Currently running an Asp explorer with some decent upgrades, which is ideal for me to mince about locally to Eravate. I also intend to head out once I buy horizons this week.

Wayoftheflower

1,335 posts

236 months

Sunday 16th December 2018
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For mining you definitely want a bunch of collectors and a prospector limpet controller.

As for the amount of limpets buy enough to 2/3rds fill the amount of cargo space you have.the

The new mining mechanics are apparently very profitable so try finding mother lode asteroids. The minerals you extract can sell for 200k+ a tonne.

Anyone on PC near Colonia? looking for some wing mates for massacre or delivery missions.

Edited by Wayoftheflower on Sunday 16th December 17:29

FourWheelDrift

88,670 posts

285 months

Monday 17th December 2018
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What with all the new key bindings required for changing HUD, scanning and such I have thought about using Voice attack to operate some to make it easier. Anyone using it already, are commands set to specific phrases only or can they be setup for anything?

FourWheelDrift

88,670 posts

285 months

Monday 17th December 2018
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Ps. They are having their Christmas exclusive ship skins available, new ones added each day at noon. - https://www.frontierstore.net/game-extras/festive-...

Gold Python maybe, but I'm waiting on a special edition gold or chrome Corvette.