Elite: Dangerous

Discussion in 'Games, Gaming & Game-demos' started by JonasBeckman, Nov 6, 2012.

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    Here is the complete change log 1.07 - 1.1 in one place.

    Client Changes:


    - Don't crash if hyperspacing and the ship no longer exists
    - Don't clear bounties from the player until resurrect; this means other clients know correct bounty amounts when the player's ship explodes
    - Reduce heat overspill from weapons
    - Tweaks to Python: it now has a higher max speed and improved boost speeds (to catch those pesky haulers). Also a minor improvement to it's pitch to keep it well above the Anaconda
    - Fixed: Controller 'Back' failed on Outfitting Sort Dropdown
    - Community initiatives: support an optional top rank of N players instead of 1
    - Fix rank icons on community challenges
    - Nicer string in community initiative dialog when no rewards available yet
    - Fix UI weirdness with community initiatives on bulletin board
    - Fed Dropship cockpit geometry was offset in the model file, cockpit has now been placed back in the centre
    - Raised health of broadside guns for Fed Capital
    - Optimisations to landing pad which should help with distortions inside stations
    - Change supersampling options to store multiplier rather than mode
    - Change graphics option screen to offer x0.75, x1.5 and x3.0 as well as the existing options
    - Fix for menu music being too quiet
    - Localisation text update
    - Prevent F12 crashing the game with certain third party software
    - Fix landing pad holograms from disappearing during environment map capture
    - Fix FSD charge sequence being silent after returning from the galaxy map
    - The credit value displayed on the Cartography congratulations screen is too close to the system name fixed
    - On the First Founder Congratulation sceen only the bonus is displayed and not the total value that you get fixed
    - Prevent fragments of the battlecruiser floating in space before the ship arrives
    - Move test for roaming station
    - Fix crash in outfitting when items aren't ready for use
    - Prevent crash with bad data in ship state
    - Avoid crash when calculating the star light curve near a black hole
    - Don't reactivate dormant bounties/fines when attacking wanted targets
    - Updated localisation strings for all languages
    - Fix an issue with joysticks axises bound to headlook would mask the axis for pitch and roll when headlook was active
    - Fixed mission summary screen major faction icon formatting
    - Made community goal 'Sign Up' option easier to find
    - Fixed some incorrect station prototypes
    - Add text strings for station construction prototypes
    - Simplify exploration data purchase a bit, and fix finance bug when player has >2^32 credits
    - Implemented explored system details on the right hand side of the cartographic shop (and pop up box work)
    - Remove seeking luxuries for now
    - Fix some cannon ammos in some loadouts that had incorrect ammo item names
    - Fix the medium missile rack firing backwards
    - Audio – Tentative fix for audio break up near starports
    - Audio – Fix for shooting debris with beam lasers causing audio break up
    - Audio – fix for very loud station arrival music
    - Audio – Fixed the alert sound that hangs in supercruise
    - Audio – fix for stuttering multi-cannon issue
    - Audio – fix for very loud ambience in system map
    - Audio – Fix for player ships not having reverb in starports
    - Audio – fixed planet and ship flybys in supercruise causing clipping



    NEW FEATURES/CONTENT


    - Community Goals added
    - Route planning extended to 1,000 ly
    - Russian language translations added
    - Add 'Discovered by' tag to system map - needs to be surfaced scanned
    - Fancy new gas giant shader
    - City lights on inhabited planets
    - Pilots Federation rank decals
    - Parallax shader for cloud layer on terrestrial planets
    - Add explored system details on the right hand side of the cartographics shop
    - Top benefactors support added to system map


    STABILITY FIXES


    - Prevent shadow manager trying to unregister view nodes that it never registered
    - Fix a crash caused by systems with stations only orbiting non-habitable planets
    - In the safety checking of the start location, make sure the body we are trying to load at exists, if it doesn't start around the largest star instead
    - Prevent crash when generating star textures on low end hardware
    - Prevent crash in the targetting system
    - Fix possible crash entering capital ship scenarios
    - Fix file load hardlock
    - Fix potential crash in tutorials
    - Fix a crash where limpet's parent exists but not fully created
    - Don't crash when the AI looks up a ship state
    - Fix crash selecting decal in livery
    - Prevent softlock when a mission is progressing as a location transfer occurs



    TWEAKS & FIXES


    - French and German translations updated
    - Fixed incorrect masses for C3 beam weapons
    - Added in LOD levels for the holographic guide markers on the landing pads. This should fix the issues with the guides vanishing randomly since
    there should always now be some mesh to render regardless of what LOD the parent hanger is set at
    - Fix AI issues at high frame rates
    - Ensure that bounty checks for correct faction
    - Some optimisations for performance is busy network conditions
    - Correctly scale companion stars with large in system map if they are children of a common centre of gravity
    - Optimise route planner
    - Skybox stars now know if they're in/behind a nebula and fade out accordingly
    - When an NPC kills the player, report any claimed bounties to the webserver so they can be cleared; clear relevant bounties on client
    - Fixes for some issues with docking computer:
    - Slow down when on final part of descent to pad, to avoid damage; if station is rotating the chosen speed has to be greater than the rotational
    velocity at the pad
    - Fix some issues on outposts with the chosen point above the pad being inside or too close to the bounding volume of the outpost
    - Allow NPCs to travel faster in the first stage of moving to an outpost
    - Ensure NPCs ignore outposts as obstacles when in final descent
    - Fixes to stop awkward ships like the Python from hovering over the pad while docking, because they aren't trying to get close enough
    - Improvements to getting NPCs to leave a crowded station when player is denied docking permission
    - Fix issues where 3D anaconda and Orca ship schematics clip parts of the UI
    - Prevent GUI colour rotation from affecting the galaxy map
    - Expanded news-item text can now scroll
    - Rebalanced shield strengths at different pip levels to make those levels useful
    - Fixed a random number 9 floating near Natural Fabrics commodity at Dobrovolski Station CM
    - Remove sparkles on asteroids when rendering to Oculus Rift, as they have been found uncomfortable for Rift users
    - Fix for movies not being rendered with the appropriate size when side-by-side rendering is enabled
    - Added a chevron to the landing pad schematics to help indicate the direction that a player's ship should be facing when docking
    - Rebalanced shield cells to take more power, have less ammo and cost more per unit than before
    - Lowered the ammo count and increased the cost per unit for Chaff Launcher
    - Added chevrons to pad schematics to indicate direction player should face when landing
    - Increased Federal capital ship heat relay health
    - As neutron stars have their radii saved in km, not Suns, use the black hole size method for them in the galaxy map
    - Added missing mass lock components to ships that needed it - such as the Imperial Clipper
    - Remove term 'medium' from Type 7 description to prevent players thinking it will land on a medium pad
    - Fixing some areas of the Coriolis' collision mesh including those which were causing some aiming issues with the station's defences
    - Correct consumed by string for Marine Equipment
    - Put exoplanets Kepler 438 b and 442 b into the correct star systems
    - Art and collision fixes for criminal outposts
    - Fix for the asteroids on the radar spinning too quickly
    - Tweaks to Prism system economy and faction
    - Fix for the mass-lock sphere visualisation not fading off when outside of the radar bounds
    - Art and collision fixes for commercial outposts
    - AI ships seem to sometimes be orienting incorrectly fixed
    - Tweaked flight model for Orca
    - Fix for number of steps in the orbit lines
    - NPCs shouldn't be able to use FSD with hardpoints deployed
    - Art and collision fixes for science outposts
    - Fixes for Galaxy Map searches:
    - Fixed it only accepting a lowercase character for 1 part of the search.
    - Also fixed it setting the final number in a name to 0
    - Fix the case of missing black hole effects when three are in a system and forces background stars to render when the visible distortion is very high
    - Fix the texture values on the mining laser heatsinks so that they don't colour pop when deploying
    - Fix the rare background brightness curve popping between low luminosity stars.
    - Add a 'planning route' graphic to cover the loading of the plot
    - Make sure that an AI follows a player into their session after an interdiction
    - Removed stray particle effect from beam laser muzzle - was never supposed to be there!
    - Realigned lens flares that were not in the right places on weapon muzzles
    - Weapon impacts improved
    - Weapon impacts on player improved- Explosion glitches fixed
    - Allowed supplemental devices to be used. They count as PCPads (for example independent throttles, custom control panels)
    - Fixes to Ammunition (cannon trails and empire laser bolt light inner range)
    - Toggle focus mode never reaches right panel fixed
    - Fixed incorrect size limits on the sensors of the Imperial Clipper
    - Lowered speed, manoeuvrability and shield strength on Python
    - When rendering planets set a shader parameter for the planet's radius. This allows shaders to produce consistent results when rendering in miniature
    form in the system map


    - Fix Terrestrial_Volcanic planets not showing their schematic
    - Atmosphere shader optimisations
    - Removed stray muzzle particle effects from pulse lasers
    - Changes for various backer names stations
    - Added Supersampling menu options
    - Removed collisions from station doors to fix an issue of some ships crashing while docking
    - Drive lens flares should now stay within sane brightness values
    - Fix for the galaxy map not responding to changing options
    - Add the Repairable component to several modules that otherwise couldn't be repaired by AFM modules. Discovery scanners, Detail scanners and
    Thrusters are all now repairable in the field
    - Fix some missing system descriptions
    - Collision damage update:
    - Damage is now calculated at both ends and each apply half, it should no longer be possible for one party to miraculously escape undamaged from
    a collision
    - Changed the mass/velocity to damage calculation, it should now be more consistent and harder to damage large ships with small ones, even at
    high speed
    - Store whether the system map was entered from galaxy map or cockpit, and invoke appropriate transition out back to the previous state
    - Notice when route finder fails to find a route and replace the progress spinner with unavailable route text
    - When generating scenarios that lie outside the containment area of their body, update the address to be relative to the correct parent (the same one ships will use if they drop into those scenarios). Most noticable when unable to stay in nav beacon scenarios near a close binary pair of stars
    - Implement sort by Mass, Power Draw and Name for outfitting items
    - Star temperature used for driving colours clamped to sensible range based on Harvard and Yerkes classification
    - Interdiction can be a Crime
    - Extended the hitcheck out to included the Fed Fighter's engines
    - Extended the hitcheck out to include the Federal capital ship's main engines
    - Shadow fixes for various ships
    - Headlights balanced. Now slightly more useful in an asteroid field. Larger ships with larger lights have stronger beams
    - NPC chatter line added when police interdict a player
    - Don't just consider combat rank when determining AI rank
    - Stop AI miners from mining empty space
    - Fix 'nearby bounty' so it include local minor factions
    - Dumbfire missiles can now be shot down by PD weapons
    - Allow axis input to control scanner zoom level
    - Have different combat bond values for each ship type
    - Performance improvement for galaxy map after route has been generated
    - Put Cygni X-1 Black hole in the right location
    - Improved light behaviour on station exterior
    - Eagle art fixes
    - Automated turret fire shouldn’t aggro non-hostile ships
    - Make AI use turrets correctly, and ignore the default
    - Fix the barrels on guns spanning back to the identity position when they stop spinning
    - When the player accidentally hits an AI ship damage is accumulated. If a threshold is exceeded (by multiple hits or a powerful weapon like a rail-run), the ship turns hostile. The AI ship will "forget" the damage before it turns hostile:
    1) if the AI ship recharges its shield to 100%.
    2) if a (currently 30 sec) timer runs out.
    - Make the system apply to stations as well.
    - Large lateral thrusters now have settings consistent with small and medium thrusters. Balanced lighting and fade in/out durations
    - Federal Fighter art fixes
    - If a ship is scanned by the police and they discover that it has a bounty, don't turn the station hostile, just get the police to attack
    - It's possible that players could get docking offences stuck on even when they were no longer causing offence now fixed
    - When AI ships are starting docked don't do the hyperspace-in effect
    - Fixed the incorrect engine stats so they give the appropriate benefit
    - When a large planet is converted into a star, clamp the spin speed so that it cant spin too fast as planets and stars follow different rules
    - Fix generated system name mismatch that was causing missions to fail
    - Use localised faction names in the galaxy map
    - Station menu now shows the local major faction rather than the system major faction
    - Fix for star lens flares appearing through planets
    - Fix floating station names and text on station surfaces
    - Sort the commodity screen trade data drop-down menu alphabetically
    - Decreased damage modifier from for missile weapons against shields
    - Lowered hardness piercing stat on explosive missiles to make them less effective against larger ships
    - Prevent cargo duplication
    - Allowing gravitational distortion effects around white dwarves and neutron stars
    - Fixed light range on the class2_B retro drives so that it doesn't light up the Adder cockpit, also moved the lens flare offset so it's actually visible
    - Tweak Python collision to make cargo scooping a bit easier
    - Decal colouration fix for the Viper's Mercenary paintjob
    - Fix some artifacts when close to the surface as the position of the vertices changes with different levels of tessellation
    - Heat generated from weapons fire is now increased based on how empty the weapon cooling system is
    - Shield cells generate heat while charging
    - Abort the docking process if the station becomes hostile during it
    - Clear boost state when docked
    - Don't scan if the advanced scanner module is disabled
    - Landing pad numbers now consistently numbered front-to-back then clockwise in stations (in other words, bones 0 and 12 swapped over, so that pads 1 and 13 are now in their correct places). Also checked Outposts and fixed pad numbers there too, so that the medium pad is always the highest pad number


    - Balancing pass on Plasma Point Defence
    - Balancing pass on dumbfire weapons
    - Rebalanced heat gain in certain weapons (Beam laser, Missile Rack, ECM, Chaff, Plasma Accelerator, Pulse Laser)
    - Supercruise lens flares now smaller when close to them
    - More detail and softer/more subtle sun rays in star lens flare
    - Fix the landing gear disappearing when retracted on the Eagle, which leaves a hole in the ship
    - Rebalanced boost heat amounts as they were all set to 10 when that was only appropriate for the sidewinder
    - Add starport to BU 741
    - Increased ammo for the top range shield cell banks slightly
    - New improved torpedo explosion effect
    - "Seeking Luxuries" Rarer in boom states
    - Improve AI behaviour if they get trapped in station structures
    - Turreted weapons Set to Target Only will no longer fail to fire if you aim at a subsystem
    - Point defense turrets can no longer cause aggro or commit crimes on your behalf
    - Turrets will now check if their line of sight is blocked before firing, should drastically reduce accidentaly hits
    - Turret weapons set to Target Only will now obey the correct range limit and not waste ammo when out of range
    - Added in interdiction chatter lines
    - Federal Dropship art fixes
    - Turn on the aim-blocked checking for all weapons set in a Fire at Will or Target only mode
    - Up the rate of damage the python receives from overheating
    - Increase the timer before dishing out a bounty for trepassing in a station to 90 seconds from 30. People in big heavy ships should be able to avoid being killed for that mistake
    - Refraction particles now only visible when FX quality setting is set to high
    - Spark and most debris particles now disabled in low FX quality setting.
    - Added star class filter to the galaxy map
    - Prevent infinite stream of pirates in extraction zones
    - Set up Distance Based Lodding for explosions
    - Added a new "ultra" shadow quality, a replacement "medium" with one extra cascade, and replaced the existing "low" with the old "medium"
    - "California Sector IR-W D1-26" no longer requires non-existent permits to visit
    - Increase player arrival distance in capital ship scenarios
    - Fix when you had confirmation window that your group had been created where was no focus on it
    - Fix when you attempted to disband your group but chosen "cancel" in confirmation window for this action you'd have disband button still greyed out
    - Attacking ships wanted by the local jurisdiction doesn't necessarily incur the rep hit
    - Fix where the message log would say you've claimed a ship's local bounty when you didn't because you haven't basic-scanned it
    - Ice planets optimised and improved visually
    - Tweaks for hanger cameras for various ships
    - Pending states in the system status panel dissapear after viewing and then viewing a faction that does not have a pending state fixed
    - Players cannot press "B" on an xbox pad to exit the commodities market while the "galactic average" tab is highlighted fixed
    - Exiting game during combat has an infinite spinning 0 timer icon at the end of the countdown fixed
    - Tweaks to reduce stuttering around planets caused by surface texture generation
    - Optimisations for particle effect management
    - Reduced the glow scale on the medium thrusters so they don't clip through the ships
    - Added some extra logging to track down voice comms issues
    - When you target a sub-target of a ship, the sub-target GUI displays incorrectly
    - Show stored ships in the correct locations
    - Rename the duplicate 12 Aquarii system to Bentonio
    - Adjusted shadow max frustum distances up a little so that high/ultra settings manage to encompass station during drop from supercruise
    - All ships now rebalanced to work with new gui lighting set up. Emergency lights and chair lighting have been standardised across ships
    - The UI focus mode toggle button closes the chat pane if you wait a few seconds when it is selected fixed
    - Make low influence minor factions able to generate missions at a comparable rate to influential minor factions
    - Atmosphere colour and intensity tweaked for gas giants and reduced saturation of neon atmospheres
    - Fix a mistake in the English version of the description for type II gas giants, it had been replaced by the description for type III gas giants
    - Fixed searching for stations, it now correctly cycles between all systems that contain a station with that name
    - Also fixed searching using generated system names so that it only matches systems that have that name, rather than also matching to authored systems
    - Reputation in the mission summary screen now includes the contribution from the major faction
    - Restored missing Founders World permits from some Commanders who have reached the rank of Elite in Combat, Trading or Exploration
    - Fix a bug stopping newly created Commanders' names from appearing in the Comms Panel during the first few minutes of their career



    Server Changes:


    - Add support for the Crimson Eagle paint job for owners of the Mercenary Edition
    - Sorted out the difference between founders and backers decals
    - Fix the first discovered by bonus when selling exploration data from scanning supermassive bodies
    - Fix some commodities not being available for sale from markets run by minor factions with different laws to those that control the starsytem
    - Fix server crash accessing star information
    - Advertise Community Goals in the news feed to everybody in that star system



    AUDIO


    New
    - Under construction station has dedicated ambience and spot sound effects.
    - Renamed dynamic range modes and further tweaked the volume curves, please keep providing us with feedback as we’re still working on improving these.
    - Added a new BOOST dynamic range mode that is intended to offer a good compromise between industry standard reference volume (normal) and louder mixed games.
    - Centre channel is now used for some positional audio such as other ships, cockpit blowout, GUI etc.
    - Improved audio on Docking Bay Lifts and panels.
    - New music added to Exploration.
    - “Power Plant Capacity exceeded” - voice and sfx warnings added.
    - Support for muting "Engage" ship voice alert.
    - New audio for the “First to Discover” notification.
    - Landing gear audio re-implemented: now matches each ships’ deploy and stow animation.


    Tweaks
    - Additional audio for when entering Supercruise/Hyperspace.
    - Supercruise engines and music now interact much nicer.
    - Improved feedback of engine/masslock in supercruise.
    - Brought back the hyperspace tunnel flybys and detail sounds, with new implementation. Previously removed to fix render issues.
    - Balanced boost stress noises.
    - Cockpit blowout sequence remixed to fix clipping.
    - Mixpass on docking sequence audio.
    - Remixed force field audio for when using larger ships or flying at lower speed, to fix clipping issues.
    - Mixpass on hardpoint stow and deploy animations.
    - Increased volume of cargo bay door opening, when launching drones.
    - Added more debris and shockwave content to Explosions.
    - Reduced fire-rate of the small multicannon to differentiate it from the medium one.
    - BeamLaser/PulseLaser on others will change according to energy capacity. Helps in identifying an opponent’s remaining power on weapons.
    - Unified volumes and fixed issues on Asp, Cobra, Orca, Empire Clipper, Python, Anaconda, Type6, Type 7 and Type 9.
    - Arrival music should be more audible now.
    - Mixpass on gui for consistent behaviour across various game areas.
    - Mixpass on the Station Menu ambiences.
    - Sounds for adding a Sensor or FSD Interdictor in outfitting.
    - Sell sound added to outfitting.
    - Station menu is positional now to follow head tracking movement.
    - Mixpass on Galaxy/System Map for consistent volume and effects.
    - Collision and Navigational warnings now better respond to distance and speed and will be more audible in dangerous situations.
    - Mixpass on cargo scoop gui.
    - More variation added when selling items in Stellar Cartography.
    - Galaxymap crossing of the grid is slightly more audible.
    - Galaxy and system map musical elements in ambiences are now controlled by music slider and sfx elements by sfx slider.


    Bugs
    - Fixed many performance and mixing issues.
    - Fixed bug that would cut off Exploration music prematurely.
    - Fixed clicks in Python assets.
    - Fixed an issue with reverbs in the stations.
    - Fixed a bug that would spam physics audio on friction, causing drop outs.
    - Fixed clicking in the multicannon.
    - Fixed clicking in the beam laser.
    - Fixed bug in system map on out-of-focus state always playing Jovian Gasgiant ambience.
    - Fixed in game music playing during the menus instead of menu music in some situations.
    - Fixed medium turreted beam lasers from not stopping correctly.
    - Fixed a bug that would double fade the stellar ambiences.
    - Fixed several ship voice related bugs.
    - Fixed missing Jovian Planet Ambiences in system map.
    - Fixed hard-panning of Python engines when wearing headphones.

    https://forums.frontier.co.uk/showthread.php?t=112197
     
    Last edited: Feb 10, 2015
  3. Bond!JamesBond!

    Bond!JamesBond! Master Guru

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    They said they got a full size team for this year so large updates will be the norm.
     
  4. HonoredShadow

    HonoredShadow Ancient Guru

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    Nice to know! I'm holding off playing till more content and features arrive.
     

  5. KissSh0t

    KissSh0t Ancient Guru

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  6. KissSh0t

    KissSh0t Ancient Guru

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  7. Veteran

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  8. sounar

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  9. KissSh0t

    KissSh0t Ancient Guru

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    You can embed video into the forums by doing this.

    After the = of the video address you posted is the video code s4QkltClArw

    before the code you put [ youtube ]

    Remove the space between [ and the word youtube, I put the space there so it doesn't actually do the youtube window haha

    put the code directly after that, then to close it you put [ /youtube ]

    And then you can do this.

     
    Last edited: Feb 19, 2015
  10. Veteran

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  11. Veteran

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    Hi everyone,

    The beta release for update 1.2 is rapidly approaching and I have some more details to share in this week’s update.

    First let’s look at some more details on the Wings functionality – Wing Beacons. Player wings exist to enable cooperative game play. One of the neat features wings use to support this notion is the wing beacon. This nifty little device allows you to send a signal from normal space into the system’s super cruise environment.
    Your wing will be able to see the signal - regardless of distance - as long as they are in super cruise in the system; they can use it just like a wake and drop down to your location.

    The wing beacon also leaves the door open for future updates to trigger game events from it, such as distress calls to nearby Commanders and AI ships for example. But right now it makes all the difference when you drop into your wing’s system; with a simple flick of a switch, your team members will be able to instantly lead you to their position.

    Wings also brings an overhaul for comms. The most obvious change is the ability to transmit open broadcasts. Such text messages will now be received by all ships nearby. Of course, you can toggle your ship’s ability to receive such broadcasts at will.

    We’ve also popped in some text line syntax, allowing you to /T talk directly to the ship you’ve targeted, /R respond to the ship that last talked directly to you, as a well as /W talk to your wing. When you join a wing, you will by default send communications to them, but you can quickly toggle this option when you type your message.

    Another change related to comms is that commanders docked in starports will now remain on your contact list so you can chat with them while docked.

    Another aspect we’ve looked into is the operating costs on ships, so in 1.2 we’ve performed a balance pass on repair costs. This change should really help Commanders make profit from combat roles: as long as they don’t die, their repair costs should not eat away all of the profit they might be making from bounties and the like.

    Balancing the various economies and risks in the game is an ongoing affair, so this probably won’t be the last change we make, but we believe lowering repair costs is on the safer side, so it’s a good candidate to test out and bed in first.

    We’ve also added a cool new feature for people with damaged modules. We’re activating diagnostics repair-reboot functionality on all ships. Whilst still not a match for an automatic field-maintenance module, this function allows a ship to reboot and jury-rig completely broken modules, getting them back up and running at a couple of percent health. Of course, there’s a cost: for every percent of health repaired, another, healthier module will be stripped of double this amount as components are cannibalised.

    For people wanting to take screenshots or look at their own ships we’re also unlocking a debug camera. This allows you take limited control of the camera outside of your ship. This isn’t a gameplay camera and is purely a debug function to allow players to see their ship.

    Looking beyond the 1.2 release we have the Mac beta, still scheduled for the end of March. Beyond that we have the 1.3 update and we’ll share more information on that update ‘soon’.

    Thanks

    Michael
    https://forums.frontier.co.uk/showthread.php?t=118907
     
  12. HonoredShadow

    HonoredShadow Ancient Guru

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    Thanks for the info Vet. :)

    Does anyone know how easy it can be to move install of game? I want to move it from one drive to another.
     
  13. Grimbarian

    Grimbarian Ancient Guru

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    Why not just use a symbolic link? I did that for my whole Game folder as I needed it on a bigger SSD but didn't want the hassle of reinstalling everything, moved from C:\Games to W:\Games then used http://sourceforge.net/projects/symlink-creator/ to create a symbolic link in C:\Games to point to W:\Games
     
  14. Veteran

    Veteran Ancient Guru

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    Wings (Update 1.2) Beta Incoming
    Hi everyone,

    the first beta build for the Wings update (1.2) will be live from 18.45 GMT. Please make sure to follow the new bug reporting guidelines when providing bug reports and they should be posted in the 1.2 Beta bug reporting forum here:

    https://forums.frontier.co.uk/forumdisplay.php?f=106

    The build contains the following changes:

    New Content/Features:

    - Wings functionality added
    - Added playable ship:Fer-de-Lance
    - Added playable ship: Vulture
    - Comms interface overhaul
    - Added AI Groups
    - Added functionality at Starports with security offices for the Player to hand over Marked cargo
    - Added ability to reboot destroyed sub systems (modules)
    - Flyable debug camera with limited range added (CTRL+ALT+SPACE)




    Stability Fixes:


    - Fix issue in low level animation code
    - Prevent crash trying to get kinematic outputs from non live ships when spawning limpet debris
    - Prevent crash when shadow lights are being shut down
    - Fix crash in beam weapons
    - Fix a crash when trying to create asteroids in transition locations
    - Prevent crash on Anaconda creation with damage regions not correctly initialised
    - Fix for asteroid ring soft-lock
    - Fix for unreleased dynamic material set on shutdown
    - Crash dereferencing an invalid interface on shutdown fixed
    - Fix for crash on entering WOLFPACK TACTICS and SUPPLY STRIKE tutorials
    - Prevent crash when there is a null surface for a planet
    - Fix for game crashing whenever we mouse-over an AFM in outfitting


    Tweaks & Fixes:


    - Don't create ambient AIs unless there's a player in range to see them
    - Added some depth and detail to the engine throats on the station engine module
    - Asteroid CPU improvements. Removed unused aabb and its update
    - Fix schematic for High Metal Content No Atmosphere planets
    - Adjusted the draw distance slightly on the text for station external names so that they don't switch on/off as abruptly
    - Make sure that the local polity is updated if a player slow boats between jurisdictions
    - Increase distance the system map camera can be zoomed out
    - Two new headlook controls added: a sensitivity slider and a "don't centre when I turn headlook off" option
    - Brought back fuel usage gauge
    - When a large ship tries to dock at a station with no large enough pads, tell the player why they're refused
    - Fixed fuel scoop and gauges panel heat level to be in sync
    - Fixed: Letters cut off on the right hand side panel under statistics
    - Optimise cargo replication
    - Better checks for limpets against shield states
    - Fix for looping ammo bar if it's initialised to 50%
    - Fix decals on Python
    - Show docked players on sensors
    - When players try to move their ship and the engines are off (/broken/etc) give a warning message
    - Fix for AI not scooping up mined chunks if they'd previously been in combat and their combat target was still set
    - Interdiction can no longer spam fines if the thing you're interdicting isn't in a state to be interdicted (hyperspacing out for example)
    - Galactic map jump data cargo mass slider - uses fractional cargo tonnage fixed
    - If you have no cargo racks, you are able to cause your galaxy map jump range to become -1.0 fooling the route planner fixed
    - Remove a spurious "Is Critical" flag from docking computer modules, you can no longer kill a ship by tickling one with a laser
    - Fix decals from popping when in outfitting menu
    - Added new light cone renderer
    - Fix paintjobs to apply to cockpit model making them visible from inside the player ship
    - Fix for distant rocks being missing from some metallic rings
    - The Hull indicators for the French language cockpit is out of alignment compared to other languages fixed
    - The characters used for localised 'units' in Russian were missing in our numeral font fixed
    - Updated icons for station to be used in SuperCruise
    - Self destruct now has a timer, during which your ship will overheat violently and have no power
    - Fix FSDInterictor being a critical module
    - FrameShiftDrive no longer a critical module as rebooting can repair it
    - Turning a powering module off now correctly causes it to produce no power
    - Fix non-localised strings in the cartographics window
    - Fix the Python HitLayout for modules
    - New community Goals Reward tier GUI bar is displaying incorrectly fixed
    - Fix the issue of chatter not being called during the abandon branch of collect illegal slave missions
    - Add a special text string for stars which are less than 1 million years old, rather than displaying '0 million years'
    - Repeating SFX when long distance route planner failed fixed
    - Scrolling a in community goal in the transactions tab generates excessive GUI sounds fixed
    - Lowered the military interdiction a tiny amount to be the same as the police archetype
    - Hide credits balance on galaxy map until we know what the value is
    - Fix for the 'hazy' lighting bug in the adder cockpit
    - Fix issue with ending interdiction (when immediately being re-interdicted) without enemy
    - Reduce amount of system requests for the Cartography store
    - Report when a player has not found any bodies in a discovery ping
    - Added comms chat lines for transport and VIP scenarios
    - Make sure AI pilots maintain their skill levels when their authority is transferred
    - Fixed vouchers being styled as community missions in the transactions panel (they were white, when they should have been orange)
    - Balance pass on extraction sites, better variety and increased respawn delay
    - Tweaks to the nav and target highlights to makes them less pronounced then the nav and target selections
    - Balance pass on repair costs
    - Tweaked the overheating HUD animations to look less naffy
    - HUD Ring weapon indicators will now use an ellipsis character to indicate that a label is being truncated
    - Check if player has bought a paintjob while in outfitting and refresh list if needed
    - Add mass to point defense turrets
    - Changed location schematics to grey/white. Updated the supercruise sensor object target colour to match
    - If the player is not wanted, but is carrying illegal cargo we should show the player in the local legal status area of the cockpit GUI
    - Fix for planet ring sorting in system map
    - Avoid mapping rocky ice worlds as water worlds
    - If the collecting the cargo that we have targeted is illegal, say so in the target panel in the cockpit
    - Strip out the odd blue colouring of the minor proximity colour on supercruise radar. Colours are now Orange by default, red for danger-close, blue for targeted
    - Update to the repair discount based on faction reputation: Now only kicks in at 80% (allied) reputation, Reduced from 40%(ish) to 10%
    - Let the player get much closer to the event horizon of a black hole
    - Modify the strength multiplier of the black hole effects
    - Various text fixes
    - Removed the trailing particles from the chaff launcher and optimised FX
    - Add system state modifiers to AI ambient traffic generation
    - AI capital ships: don't spawn all fighters in response to first threat
    - Make sure the cockpit spark effects trigger from module heat damage even when at 100% hull
    - Fix the data in the alpha centauri system
    - Added some warnings for consequences when changing modules (For example jump range has been massively reduced)
    - Increased visibility of lines rendered in Galaxy map - in particular the orange plotted route
    - Fixed some missing polys on the undersides of cranes
    - Fixed offset mining laser beam
    - Show the player a warning if they are changing power distributor and that power distributor does not have an engines capacitor large enough to facilitate boosting
    - Fixed 'Activate cargo scanner' message remaining after you've successfully cargo scanned a ship
    - Fixed supersampling issues with schematics
    - Fixed hardpoint doors on the Python - these now open independently for Outfitting
    - Fix incorrect allocation of influence from assasination mission
    - Fix some odd NPC behaviour in stations
    - Sidewinder seen grinding sideways into an outpost docking pad fixed
    - AI should use lasers and projectiles based on target status, not range
    - Don't lose the next system in a planned route when not arriving from hyperspace and the jump distance is over 20Ly. Next route destination will be reselected on each cruise transition unless the player already has a startup target
    - Add a keybinding to select the next route destination
    - Fix metal rich and high metal content planet descriptions
    - Rename some backer stars and stations
    - Added missing string for oxygen atmosphere type
    - Fix i'm-inside-a-station schematic not updating colour
    - The target name text on the cockpit target panel was getting cut-off in a couple of instances. The textfield now has a second line available
    - Typo in the Cemiess system in the galaxy map fixed
    - Update to AI ambient traffic, to increase wing chances and make Anarchies more dangerous
    - Change WCM Transfer Orbital to Leonard Nimoy Station
    - Fix Pantaa prayer sticks description
    - Fix formatting in Silver description
    - Changed minor faction name to Movement for V1688 Aquilae Independence
    - Adjust station orbit for Stone's Legacy so you don't have to chase it to dock
    - Fixed a flickering icon can be seen over your target when locking destinations
    - Better catching of broken low level network messages
    - Flat rate for fines now that cargo marking is in
    - Balanced Type 7 schematic texture to make it not so bright
    - Reworded text channel options header to be clearer
    - Python now has comms panel focus for chat
    - Fixed the heatsink material on the large pulse laser to glow, as they were using the incorrect shader type before
    - Ensured the empire capital ship's weapons are unaffected by chaff
    - Fix ship repair reporting mismatches
    - Balance pass on ship repair values
    - Fix that stops the small gimballed beam laser from tracking extremely lazily
    - Add 'arrival point' line to station pop-up on system map, giving distance (in light-seconds) from the largest star in the system
    - Fix slavery missions to have correct text and function correctly
    - Fix broken federal assassination mission
    - Added icons for 'point defence turret' and 'mining laser'
    - Fix influence rewards on some collect missions
    - Fix issue where kills against orcas in assassination missions were not counting
    - Fix problem of being unable to sell some stolen goods on the black market
    - Stop gimbals and other weapons paying any attention to turret mode settings, it causes bad things
    - Add friend/wing location markers to System/Galaxy map
    - Added friend, wing, mission and stored ship icons to the galaxy map
    - Remove limit on number of factions shown on mission summary panel
    - Add missing backer station
    - Fixed flickering icon can be seen over your target when locking destinations
    - Fixed large weapon gimbals being orientated backwards, causing guns to fire offset to their orientation
    - Adjusted tri-mesh hitcheck to give more clearance so that the small RailGun can now fire when fitted to a Type6
    - Fix NPCs created by following wakes/interdictions not replicating their bounties
    - Adding valuable salvage convoys to three permitted systems: LFT 509, Isinor, Witch's Reach
    - Fix system schematic showing briefly after collecting cargo
    - Fix for incorrect text string on slave missions


    Audio Change Log


    New


    - Fer De Lance Audio.
    - Vulture Audio
    - Sounds for “masslock”, “safe to disengage” and “slowdown” GUI alerts.
    - Audio added for “FSD Cool-down” GUI animation.
    - Audio for reboot-sequence.
    - New heat indicator audio warnings.
    - Specific new impact sounds for Cannons, Railguns and PlasmaAccelerator impacts.
    - New Ship voice lines for enabling/disabling thrusters, self destruct and ship reboot.
    - Upgraded audio engine (Wwise) to the latest version.


    Fixes and changes:


    - We have spend a lot of our time on performance related fixes and updates for this patch. Thank you commanders for helping us find them and we’re still hunting so please keep the feedback coming!
    - Added a missing sound to scanners.
    - Fixed some missing audio in the station gui.
    - Fixed a positional bug that reduced the volume on the docking clamp.
    - Rebuilt the station force-field audio from the ground up to minimise the wild inconsistencies caused by speed and ship differences. This also helps with


    clipping on some set ups.
    - Finished transitioning the Docking Bay lifts to the new animation system, which should bring back some of the missing low end layers experienced in 1.1.
    - Update to station voice attenuation and reverb which fixes station voice being inaudible at some docking bays. Rebalanced the dry announcer voice and distant echoes so the station feels larger.
    - Addressed rogue low frequency drones from the station reverb that was causing clipping sub-bass tones when lots of activity is present.
    - Adjusted the reverb/volume balance of super-cruise engines and music, to reduce the sense that music or engines drop out entirely in favour of the other. Some emphasis remains to keep the mix clean.
    - D-scanner no longer mutes all audio when used. Instead it dips the volume of other sounds gently and un-dips quicker after use.
    - Switching lights on or off sounds less mechanical.
    - Supercruise from hyperspace music take lead over fuel scooping ambiences & engine sound.
    - Fuel scoop mix improvements.
    - Removed high end noise and some (not all) low end tube like distortion from menu’s.
    - Addressed low end noises in the system map.
    - Made voice-comms more intelligible. Lessening of the distortion, and the way the players voice ducks incoming voices.
    - Voice-comms volume slider in audio options uses a different curve to be more responsive at lower settings.
    - Multi-cannon reloads are more audible.


    Performance/Optimisations


    - Numerous optimisations to audio systems, to reduce numbers of audio emitters and voice count, especially in busy scenes. Should improve audio engine performance without diminishing quality.
    - Optimisations pass for all types of space station modules, Capital Ships, Outpost modules, landing pads, debris, fuel scoop, supercruise, alarms, heat, weapons, ships and frost.

    We'll look forward to your feedback!

    Michael
     
  15. Hootmon

    Hootmon Maha Guru

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    Im glad they did something for him.
     

  16. Veteran

    Veteran Ancient Guru

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    Yeah thats pretty cool tbh.
     
  17. Fluxeor

    Fluxeor Master Guru

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    It's been announced in the last few hours that ED is coming to Xbox One later this year, the cries from PS4 owners are already ringing through the comments of pretty much anything bearing the news.
     
  18. cerebus23

    cerebus23 Ancient Guru

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    and the mocking on some other forums about the death of ed.

    dunno i shudder when sims try to goto consoles it has not worked out well in the past.
     
  19. Veteran

    Veteran Ancient Guru

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    As long as Lead development stays with the PC i see no problem. Braben will see this game through on a computer as its originally a computer game and not a console game.
     
  20. Bond!JamesBond!

    Bond!JamesBond! Master Guru

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    in the GFX settings what does supersampling do?
     

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