Elite: Dangerous

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Discussion

Lazadude

1,732 posts

161 months

Thursday 15th March 2018
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Any deployed limpets get destroyed when you take damage. However they can be useful after the fact.

So kill a target, fly towards stuff, pitch up so stuff is below you. release a single limpet and open cargo bay.

There's no huge benefit to having a large collector limpet controller, and you need to have that and a cargo bay for the limpets themselves, So on the larger slot go cargo bay, and the smaller slot the controller.

The bigger issue is this means 2 optional slots taken up, which isn't feasible in more combat focused craft (FDL / Vulture etc).

AngryPartsBloke

1,436 posts

151 months

Thursday 15th March 2018
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As always thanks for the advice!

I'm in a Chieftain at the moment so don't really have enough room to make trading worth it in my current location so might just take the trip to Dav's hope for materials which is 19 jumps.

Lazadude

1,732 posts

161 months

Thursday 15th March 2018
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AngryPartsBloke said:
As always thanks for the advice!

I'm in a Chieftain at the moment so don't really have enough room to make trading worth it in my current location so might just take the trip to Dav's hope for materials which is 19 jumps.
When flying around in a system, do not ignore the signal sources. If they are threat 0, I always drop into them. Since 3.0 they have been buffed as to what they drop.

AngryPartsBloke

1,436 posts

151 months

Friday 16th March 2018
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Took the trip out to Dav's hope last night. Was fun to do something a bit different an explore a little. 19 jumps and took forever to get to the right coordinates! Good to collect some materials even if I can't use them right away.

Going to stay around this area for a bit I think, I'm at a station that has a Type 6 and a simple looking trade route that is quite profitable (for a beginner at least) so I'm going to play with that aspect of the game before getting the rest of the materials I need for engineering.

FourWheelDrift

88,504 posts

284 months

Friday 16th March 2018
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Hope I'm not being too obvious but you were also quitting to the main menu then going back in to refresh and even change the material drops?

Other things to search out are the new megaships that drop materials.

westtra

1,532 posts

201 months

Friday 16th March 2018
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Looks like dav’s hope is being nerfed in few days with next update. Dropping to 1 material per pick up as opposed to 3.

AngryPartsBloke

1,436 posts

151 months

Friday 16th March 2018
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FourWheelDrift said:
Hope I'm not being too obvious but you were also quitting to the main menu then going back in to refresh and even change the material drops?

Other things to search out are the new megaships that drop materials.
Haha yes! Made the most of the time that it took to get there. Only a few jumps away at the moment so it it's getting nerfed i will head back before it does.

moustachebandit

1,269 posts

143 months

Friday 16th March 2018
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I do wonder about the through processes of the elite development team. They go to the trouble of adding in planet side installations / crash sites / alien ruins and yet do nothing to direct you there. Whats the point if no one is going to find it? Even when you know where you need to go its a fking chore.

I appreciate a nav marker pointing directly to the POI would be a little unrealistic but maybe a small marker indicating strange signals after the planet has been scanned, or a note about potential planetside structures in this system when you use the discovery scanner.

Maybe if the surface scanner worked a little like the scanner in ME1 you could scan the surface and then set some way markers to guide you to a potential POI on the surface.

I went on a hunt yesterday to see my first alien site. I knew what planet the structure was on but even then I needed to use coordinates off the internet to find it as despite its massive size I couldn't spot anything doing laps of the planet. I then headed to a second site and despite being right over the co-ordinates I cant see anything ... as its on the dark side of the planet, if I didn't know it was there I would have just kept on flying.

Just seems so dumb to hide this stuff away.

Its frankly amazing that a game relies so heavily on third party resources to enable people to actually play the game, find out information etc.

FourWheelDrift

88,504 posts

284 months

Friday 16th March 2018
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You get things like this on the in-game Galnet - https://community.elitedangerous.com/en/galnet/uid...

Start in the first system and the Ancient ruins show up on your nav panel when you are within 1000 ls of them, you (or others) then check neighbouring systems and it all gets recorded.

https://canonn.science/codex/finding-guardian-ruin...

https://forums.frontier.co.uk/showthread.php/30005...

It's not really any different to real life, we don't get everything from one source.

Edited by FourWheelDrift on Friday 16th March 13:23

FourWheelDrift

88,504 posts

284 months

Saturday 17th March 2018
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westtra said:
Looks like dav’s hope is being nerfed in few days with next update. Dropping to 1 material per pick up as opposed to 3.
16th March 9:30am (when last edited) - https://forums.frontier.co.uk/showthread.php/41356...

Issue reported - "Material drops at settlements provide only one item instead of three."


Clarification posted 16th March 5:45pm - https://forums.frontier.co.uk/showthread.php?p=652...

"Players should normally receive 3 units of both materials and scan data universally (with the exception of the Guardian blueprint scan data, which is only 1). Based on investigating your reports, we have discovered that settlement scan data is currently being received in units of 1... which is incorrect and not intended. As mentioned above players should be receiving 3. We also have no intentions of reducing the number of materials received. I have updated my previous post with this information."


So that's a nope.

FourWheelDrift

88,504 posts

284 months

Sunday 18th March 2018
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And if anyone wants a little help finding interesting things have a look at this - http://elitedangerous.hozbase.co.uk/

and of course you should all visit Mitterand Hollow - https://www.youtube.com/watch?v=oOyawDq_ZWU the developers put the decimal point in the wrong place in it's orbit time calculations and left it there. https://www.youtube.com/watch?v=wp3IHF32xpI

Wayoftheflower

1,328 posts

235 months

Sunday 18th March 2018
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FourWheelDrift said:
And if anyone wants a little help finding interesting things have a look at this - http://elitedangerous.hozbase.co.uk/

and of course you should all visit Mitterand Hollow - https://www.youtube.com/watch?v=oOyawDq_ZWU the developers put the decimal point in the wrong place in it's orbit time calculations and left it there. https://www.youtube.com/watch?v=wp3IHF32xpI
Top links thanks, I've finally completed the 101 scans of Ram Tah! Three weeks to get them done, some very clever people rebuilt the guides after patch 3 so it's again completable by numpties like me. I'll have a rest before attempting the 2nd Ram Tah mission which needs a Thargoid proof cargo bay. Now to grind a federal rank before the nerf bat falls just in case I ever have a spare Billion for a Corvette!

Lazadude

1,732 posts

161 months

Tuesday 20th March 2018
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3.0.3 released yesterday, Patch notes below.


Outfitting of ‘Hot’ Ships



We’re changing the crime system when it comes to ‘hot’ ships.

The reason for this is that the system of cleaning ‘hot’ modules in storage was creating an unfair punishment, where commanders were removing modules from ‘hot’ ships that only had small bounties on them and then discovered that the cost for cleaning ‘hot’ modules was dramatically more expensive!

From 3.0.3 you will no longer be able to access outfitting at any port whilst in a ‘hot’ ship, thus you will not be able to make any load-out changes. You’re required to first clean the ship by paying off fines and bounties issued against it. Outfitting services will then be restored.

It’s worth noting that we will automatically clean ‘hot’ modules in storage when we deploy this update.

We feel this change simplifies the rules even more and prevents players from paying unnecessary amounts of credits.

Power Bounties



Power bounties are supposed to be an incentive for consensual PvP during PowerPlay activities. They are meant to provide credits to players claiming them, whilst not punishing players they are issued against (such as no anonymous access protocols, no detention centre respawning and no increased transfer costs). They’re also meant to last until claimed or you leave the power. Basically, when you get one, it’s just some extra money stuck on your head that opposing power players can claim when they kill you.

Unfortunately, Power Bounties seem to be triggering some of the punishments that normal bounties do, and are not always being removed when you leave a Power. As an interim fix, we are allowing Interstellar Factors to clear Power Bounties, while we investigate the issues.

We’re also aware of an issue with the Top 5 Bounty Boards and are looking into it!




Audio


  • Fixed glitching effect triggering incorrectly on COVAS
  • Fixed an issue where interstellar bounty audio lines would play incorrectly on subsequent bounties

Background Sim


  • Fix blackmarket availability from stations that changed ownership when their controlling faction retreated from their starsystem

Controls & Control Devices


  • Fixed a bug that mapped the headlook motion control yaw axis to the pitch axis for DualShock4 on PS4
  • Fixed some double-bound buttons for the T Flight HOTAS One and 4

Crime


  • Fixed an issue where players were unable to pay off a fine they had received in their SRV after transferring back to their ship
  • Fixed ATR response not resetting upon ship destruction
  • The Kill Warrant Scanner grants a license to kill for any faction bounty linked to the current jurisdiction’s superpower
  • Outfitting is now locked for players in Hot Ships, even in jurisdictions where they are not directly wanted. All currently stored modules will be cleaned
  • A player’s own Power Bounties no longer cause their legal status to appear as 'Wanted' or increase their local bounty in their own cockpit
  • Attacking Wanted ships (player or NPC) is now legal even if the player does not know they are Wanted
  • Fixed an issue where Superpower bounties would be displayed with incorrect values
  • Fixed an issue where players were not forced to pay certain fines/bounties when respawning at a Detention Centre
  • All bounties detected with the Kill Warrant Scanner are claimed when the ship is destroyed
  • Superpower bounties are issued once a ship has bounties in 5 or more factions affiliated with a superpower
  • Destroyed ships will be recovered by the faction controlling the jurisdiction, or the faction controlling the port they were last docked at where possible
  • Factions that recover destroyed ships will check for criminal debts and deport the player to the nearest detention centre to pay them
  • NPCs have a chance to be affiliated with factions from nearby systems, and a smaller chance to be from further afield
  • Wanted NPCs may have secondary bounties issued by factions from other systems

Engineers


  • Adjusted the text layout in the Convert Modified Module UI to prevent it from being cut off
  • Fixed an issue where the Guardian Power Plant could be Engineered

Galaxy Map/System Map


  • Fixed the Galaxy Map filter configuration selection not persisting on subsequent re-openings of the Galaxy Map
  • Fixed an issue where the System Map displayed unpopulated systems with a security level of Low instead of Anarchy
  • Fixed Influence levels in the System Map not totalling 100

Holo-Me Creator


  • Fixed some pilot helmets not matching the suit colour you are using

Installations/POIs/USSs


  • Fixed some of the Guardian Sites having a different layout since the 3.0 update
  • Fixed a pylon that could not be scanned at a Guardian Site
  • Fixed an issue where some Guardian Codices only displayed when in a group

Missions


  • Balance pass on wing delivery and collect missions
  • Skimmers only spawn when you are in an SRV
  • While in a ship, approaching Settlements where Skimmers are spawned will trigger the crime of trespass
  • Fixed assassination missions showing players the target mission system prematurely
  • Adjusted reputation reward numbers to balance Superpower progression speed
  • Fixed some missions offering the requested cargo as a reward after handing it over
  • Collect missions will no longer give out rewards which are wanted by collect missions from the same station
  • Changes made to make Massacre Missions spawn more reliably
  • Superpower Rank-up Missions have been moved to the Follow On Missions section to make them easier to find
  • Fixed an issue where factions could send players on Spec Ops missions to their own systems
  • Players can no longer delete Wing Mission Reward messages until the reward has been claimed
  • Increased the payouts for bulk passenger Missions
  • Smuggling and altruism missions will now correctly display the rewarded amount of influence and reputation
  • Fixed an issue that could cause Ram Tah missions to expire too early

Multi-Crew


  • Fixed a softlock that could occur when attempting to use the Multi-Crew tab in the Comms Panel after leaving a wing

Player Journal


  • Fixed the TechnologyBroker event mixing up Commodities and Materials
  • Server synchronised time is now used for Journal timestamps
  • Fixed the Status.json flag for lights when in the SRV
  • All economy types are now listed in cases where a station has several
  • More information is included about Wing Cargo Delivery missions
  • Fixed the ‘fuel scooping’ flag in status.json
  • Fixed the ‘low fuel’ flag in status.json when in an SRV

PowerPlay


  • PowerPlay bounties can be paid off at Interstellar Factors

Ships & SRV


General Ship Fixes and Improvements


  • Fixed an issue whereby you could not retract your ship’s landing gear after dying in an SRV
  • Fixed an issue where players were sometimes unable to rebuy their ship after disconnecting when dying
  • Improved the field of fire on a Large Turreted Weapons when equipped to the Large Hardpoint

    Alliance Chieftain

  • Fixed Chieftain cockpit hit region being oversized

    Dolphin

  • Fixed an issue whereby re-logging when driving an SRV could lead to issues boarding your ship

    Vulture

  • Fixed a symmetry issue with the Pulse Paintjob

Stability Fixes


  • Fixed a UI crash in the missions screen that could occur when using various filters
  • Fixed a crash that could occur when transitioning between locations
  • Fixed a crash that could occur during a Multi-Crew session if the player’s ship is destroyed
  • Fixed a crash that could occur in systems with no factions

User Interface


  • Updated the Interstellar Factors’ name in the System Map to preserve consistency
  • Re-instated the decimal place on the stats page and the system map and changed the value format accordingly
  • The Materials Ignore List automatically ignores any materials which the player does not have the capacity to collect
  • Fixed mining fragments not displaying the material percentage when selected
  • Fixed total earnings in commander stats when selling pages of exploration data

VR


  • Fixed Sidewinder hull panels rendering incorrectly when viewed from inside the cockpit

Weapons & Modules


  • Added an extra decimal point to the display of power plant heat rate to allow small changes to be seen

Wayoftheflower

1,328 posts

235 months

Tuesday 20th March 2018
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It's me I'm sorry, everything I try in ED breaks.

Attempt Ram Tah, patch 3.0 breaks it.
Attempt federal rank, patch 3.0.3 breaks it.

Tempted to head back to the bubble for a Python to run bulk gold missions and data out of Sothis.

br d

8,400 posts

226 months

Tuesday 20th March 2018
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Wayoftheflower said:
Tempted to head back to the bubble for a Python to run bulk gold missions and data out of Sothis.
I've done loads of this, once you are fully repped up with all 4 factions you are going to make serious money.

I have a shieldless Python parked down there all the time, carries 288 cargo and 40 million an hour is doable once you get going. Although I haven't been there for a while, they might have strangled it.

Wayoftheflower

1,328 posts

235 months

Tuesday 20th March 2018
quotequote all
br d said:
I've done loads of this, once you are fully repped up with all 4 factions you are going to make serious money.

I have a shieldless Python parked down there all the time, carries 288 cargo and 40 million an hour is doable once you get going. Although I haven't been there for a while, they might have strangled it.
Think I'd feel naked without a shield! I'll certainly be bumping into more things moving to my first medium ship.

Theory crafting "my" Python would be A rate everything except Life support and sensors, a 3A shield with some boosters a 3A fuel scoop just in case and the rest filled with cargo racks for 272t capacity.

Tempted to put on five small multicannon turrets just so it'll look like the Rocinante briefly before being blown up by pirates.

Anyway, I've another four days of hard theorying before I can get back to my PC.

Chat on the forums says Ceos-Sothis gold/data runs haven't yet been nerfed. Pity you can park a Conda at Sothis mining...

FourWheelDrift

88,504 posts

284 months

Tuesday 20th March 2018
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Almost finished re-engineering (from legacy to the new system) all my ships, just the FSD & drive on my Python and the weapons on my Corvette to go to get them up to grade 5 with the experimental effects.


Wayoftheflower

1,328 posts

235 months

Thursday 22nd March 2018
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So where do we think there'll be the most fun (and profit) this weekend? Running Palladium to the community goal or rescue missions at the latest station attacked by the Thargoids?

I've got to head back from Sothis to buy my Python anyway so should I fill it with cargo racks or passenger cabins?

moustachebandit

1,269 posts

143 months

Friday 23rd March 2018
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I am currently pinging between Sothis and Ceos doing boom data, federal missions and boom deliveries.

Making some good money as well and managed to jump from midshipman to ensign in rank for an hour or twos casual play.

Found that if you skip out of the mission board and back in (not relighting) it re rolls the federal navy missions so just do that to get the delivery / courier missions. I just stacked 20 of those.

The federation contact there is handing out deliveries paying up to 8m for a short trip.

Salvage missions also pay a lot. Best bit is being high security, seconds after you get attacked the area gets swarmed with the feds who help out meaning you can also scoop up a bunch of bounties.

AngryPartsBloke

1,436 posts

151 months

Friday 23rd March 2018
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Was in a civil war system the other night but didn't have enough time to really make the most of it. Massacre missions paying out as high as 7/8m for 70-80 ships which, in a conflict zone, doesn't take too long. I worked out i could rack up 20-25 depending on how lucky i was with the instance before i had to nip back to a station and rearm/repair.

DOes anyone know how long they tend to stay in that state? BE gutted if i miss out!