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OFFICIAL Elite: Dangerous

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I got this game awhile back when I bought my oculus, and it's absolutely mesmerizing to fly around and see the planets as you fly by... but I simply cannot figure out how to actually "play" this game... I'm a huge fan of free-form games that let you make your own path, but it seems like there just isn't any gameplay loop beyond "pick this up here, and take it there." It's like a flight simulator for futuristic space ships and nothing more.
 
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I got this game awhile back when I bought my oculus, and it's absolutely mesmerizing to fly around and see the planets as you fly by... but I simply cannot figure out how to actually "play" this game... I'm a huge fan of free-form games that let you make your own path, but it seems like there just isn't any gameplay loop beyond "pick this up here, and take it there." It's like a flight simulator for futuristic space ships and nothing more.

That's how it felt to me before the planet surfaces were added and I haven't gathered the strength to get back into it after that. It's a shame you're confirming my fear of Elite still being what it was...

On the other hand, the way I eventually played Elite Dangerous (and spending a good 60 odd hours) was; I made up my own adventures, for example setting a target system WAY far away and travelling to it, trying to get as many exploration bonuses and scans along the way, making it a great sightseeing tour across the galaxy; and then finding the nearest mission hub to my destination to really get to know that part of space. Because it does offer different factions and different parts to get. But yeah, the bottom line of Elite back then really was just to choose a way to grind together your next best ship upgrade, rinse and repeat. And that's a pretty damn long grind too.
 
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the game give you complete freedom on role you want to play. how you achieve is up to you.
it is always like this with open-ended games. you have so much things to do that you dont know where to start and you are constantly sidetracked by something else. while you are trying this and that you lose focus on your "big goal"

i've started 2nd time into game (i play solo). 1st time was before engineers update and i didnt liked it much. rewards for missions was small, control of the ship with m&k was meh, i didnt had a clue what i am doing and i just left it for quite long time.

now i have this. ship control is far more pleasant. missions are more divers with a lot better rewards. after i've maxed out sidewinder i've made a little resurch on what to be my next ship and i've started picking highest reward missions that i think i can complete. got money for cobra mk3 and it's initial outfit w/o hassle (iirc i couldnt make it till mk3 1st time). got rank in exploration and combat and half way to next rank in trader. in mean time increased rep with some minor factions and feds i think if i join fed i will be eligible for rank up straight away. then i've checked what are those engineers all about. i've decided some mods could be useful so i am now working on unlocking independent engis. weapon guy was easy but hull, armor lady is a bit boooooooring (at least for me). have to mine 500 ore. i've bought type 6 set it up for mining (B refinery, scan and gather drones etc) but after 8-10th asteroid i get sleepy so this one goes slowly. i do make some money from selling ore but missions are far more effective (i havnt looked for high value mats or mining missions thou)
i've havent been into powerplay but from what i've read about it give you a opportunity to influence galaxy politics (should you are interested in this, i am not so far). not 100% sure on this but i think after initial setup of powerplay changes in the faction influence is fully community driven and randomness in this aspect comes from strategical and tactical moves of community guild/alliances that are big enough to influence galaxy map.

you also have weekly community goals that give you nice cash rewards (fight and trade missions in specific system) where you join your effort with the rest of the community and yes it is available in solo mode too.


but they seemed like fancy packaging to make the grind a bit more meaningful... am I right or wrong
grinding is there but it isnt as mandatory as in other mmos. there isnt best ship and bigger/more expensive doesnt mean better. if you find reasonably priced multi role ship works ok for you dont need to spend for bigger one. just max up all modules and enjoy your time.


There is one thing, even with Powerplay, that still seems amiss, and that is persistence and 'presence'
well it depends on what you expect from the game. it is just space ship flight sim. everything else is added to give you some reason to fly from A to B. what you will get from the game is up to you. if you like you can play role. if you like you can try to influence galaxy politics. whether you will be noticed or not depends on the time and effort you will put on this. frontier are trying to build alive galaxy which in some aspects is fully in other partly driven from community. how successful this will be is yet to be seen.
 
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Thargoids is an addition to the game, it seems 2.4 is going to be a long-term release patch as well, taking months to come to fruition. I would expect Thargoids are here to stay once they've been released. We'll keep a spot open for ya! :)
 
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I've almost made it back to civilization and the thargoids still haven't arrived?

Son, I am disappoint.
 
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Pics or it didn't happen.


Yeah they're here :eek:
 
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This is the kind of stuff that the game needs more of:

 

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Benchmark Scores I dont have time for that.
Still trying to get to Colonia. Kill me plz. im in a rinkey dink hauler because after a year off the game I forgot my diamondback didnt have a fuel scoop. So I drove it into a sun. now im on the slow crawl from SOL to Colonia at a 13l/yr jump range. and scooping every so often. its 22k light years away.

maximum tears. im hoping my cartography turn in will net me enough to get a better ship. Thoughts?
 
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Can't the hauler get a 20-ish ly jumprange pretty cheap? The cartography will for sure get you tons of credits though
 

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Benchmark Scores I dont have time for that.
Can't the hauler get a 20-ish ly jumprange pretty cheap? The cartography will for sure get you tons of credits though

maybe but it wasnt availible at the station I left from and im in the middle of no-where currently.
 
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Hey guys. I wanna try and get back into this game again. And when I say "try" and "back into" I mean I have tried three times but with a keyboard and mouse but ive tried three times. I think I just dont have the proper equipment that I need to play this game. Looks really good and I really want to get into it especially with my ultrawide.

Any recommendations for a joystick or the like? Nothing too balls to the wall.
 

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My favorite has been the CH Fighter Stick USB...hands down the best. I also have used a Logitech Extreme 3D Pro USB...and it is okay...but the twist rudder sucks!

Fighter Stick USB + Logitech G13 was my favorite combination. Thumstick was lateral thrusters on the G13. Worked great.

In the TPU news post where you initially posted and I was tagged I gave you some of my custom keyboard config I use when playing KB + Mouse. For me it makes a helluva difference in how well I play and how much I enjoy flying.

https://www.techpowerup.com/forums/...e-arrives-on-february-27.241700/#post-3801988
 
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Any recommendations for a joystick or the like? Nothing too balls to the wall.
i use thrustmaster t16000m fcs hotas
on support page they have exelent config files for elite.
the only thing i still need mouse for is galaxy map
 
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I use a 360 controller. Works like a charm.
use one as well, configured it to fit my needs and to fit all the commands. it works flawlessly, plus I can play while on a more comfortable position(or in steam link at the living room)
 

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3.0 just dropped, comes in as 10GB download with Horizons.

https://forums.frontier.co.uk/showthread.php/409060


Greetings Commanders,

The galaxy servers are currently down to allow us to update to 3.0 Elite Dangerous: Beyond - Chapter One.

The downtime is expected to last for approximately 9 hours, although this could potentially go over.

We have posted the full change log below, and a summary of how the features will work in Chapter One, will be available on the forum later today.

New features for 3.0

Crime
  • Crime & Counter Crime system overhaul, including Advance Tactical Response (ATR)
  • When the player is destroyed they are not necessarily returned to the last port they docked at, based on a prioritised list of rules
  • If players are destroyed when a fine/bounty has been detected they will respawn at a detention centre
  • Players that join a Multi-crew session in someone else’s ship, and commit a crime, have a corresponding fine/bounty added to their own most valuable ship
  • Players can store hot modules (modules applied to a ship at the time a crime is committed)
  • Players can clean ships of any bounties and fines through an Interstellar Factor contact
  • Players can sell hot ships from the shipyard for a markdown
  • Access to port services including ship transferring/storage/retrieval/selling are limited if the player docks in a 'wanted' ship (bounties and fines) applicable in that jurisdiction, and the cost is increased where transfer is possible
  • Power bounties are issued instead of normal bounties for criminal acts to do with valid Powerplay interactions
  • Players can see details on fines and bounties in the wanted ships cockpit, the shipyard and the ship transfer screens
  • New crime recognised: "reckless weapons discharge"
  • Bounties and fines incurred by players are applied to the ship that the crime was committed in and never go dormant
  • Kill Warrant Scanner changes and Interstellar Bounties will be coming soon



Missions
  • Added new Wing Missions that can be shared across a Wing and completed as a group
  • Mission Depot added where players can accept an applicable mission and deliver the target commodity piece by piece to complete the mission
  • Mission reward choice
  • New USS scenarios added



Ships
  • Added new alien attack craft
  • Added the Chieftain. More manoeuvrable than ships of similar size and weight, the Alliance Chieftain from Lakon Spaceways has been designed not only to dish out punishment, but to avoid it. * Horizons only
  • Added second seat to the Keelback to support Multicrew



Trade Data & Galaxy Map
  • Galaxy map now indicates its mode when any tab is active
  • Galaxy Map: Filter by station services
  • Galaxy Map: Filters added for Thargoid & Guardian sites
  • More player factions have had a description added in their home system on the galaxy map
  • Filter for the new 'detention centre' government type (for new detention centre spawning areas)
  • Galaxy Map: Players can view trade data that they own, by commodity, represented on the galaxy map by colour coded icons
  • Galaxy Map: Players can view trending trade routes, and filter by AI or Human players
  • Galaxy Map: Players can view import and export prices, in a roll out screen, including the ability to select different markets and filter
  • Commodity Market: Players can search trade data they own, to compare it to the current market
  • Prison ships have been added to one of the routes to Colonia
  • Ship yards added to Caravanserai in Gandharvi and Eudaemon Anchorage in Rohini



Engineers
  • Material Trader contacts, which allow the player to convert materials. * Horizons only
  • Engineering a module or weapon results in progressively better improvements within a range
  • Players can convert and modify their older modules/weapons engineered before this update
  • Players can modify modules/weapons at selected ports (ports with access to outfitting) outside Engineer ports
  • Players can select which experimental effect they want to apply to their module, at a material cost
  • Players are presented with a screen where they can choose the module/weapon to modify, the Blueprint to apply or pin, see the material cost, and preview the outcome



Weapons and modules
  • Added Technology Broker contacts, which allows the player to unlock new weapons and modules in return for specific materials and commodities. * Horizons only
  • Medium Shock Cannon (Fixed, gimbal & turret)
  • Medium Remote Flechette Launcher (Fixed & Turret)
  • Medium Enzyme Missile (Fixed)
  • Size 4 Meta Alloy Hull Reinforcement Package
  • Recon Limpet Controller



Galnet Audio
  • For new articles, players can now listen to the news in English, French, German, Russian, Spanish and Brazilian Portuguese
  • News headlines can be accessed via the status menu
  • Galnet can now be accessed via the status menu and articles with audio can be played or queued into a playlist
  • Galnet Audio playback options added to controller bindings
  • Galnet Audio section added to audio options



Installation and Megaship Interactions
  • Data link scanner upgraded to allow scanning megaships and installations to reveal targets the player can interact with
  • Players can scan certain revealed targets to uncover sub-targets. These can be interacted with in different ways depending on the type
  • Players can damage generators to disable turrets
  • Players can use recon limpets to activate data terminals and comms arrays
  • Players can use hatchbreaker limpets to open a cargo bay



Surface material system
  • Overhauled the surface material system for the rocky, high metal content and metal rich planets
  • Improved contrast and colour variation across and between bodies
  • The colouration of the surfaces now more clearly telegraphs the chemical makeup and volcanic activity of the worlds



Quality of Life
  • Added synthesis for new Technology Broker modules and weapons
  • Added synthesis for AX weapons
  • New cockpit voice assistant - Victor added as an alternative to Verity
  • Increased manoeuvrability benefits when boosting based on the ENG pips
  • Option added so players can choose how flight controllers address them (Commander Name, Ship Name or Ship ID) when approaching a station
  • ’Target Ignore’ feature added for material and commodity collectables and refining
  • Ability to see at a glance the quality and inventory quantity of materials targeted
  • Per material storage caps
  • Increased rewards at Search and Rescue contact
  • New High Value supercruise targets for pirates to raid



Misc Features
  • Large number of Commander Journal updates



Consoles
  • Portuguese language support added for consoles
  • 11 new Achievements for XB1 worth 200G



Fixes and Improvements
This update includes well over 1000 fixes for various issues that have been discovered and investigated during the development process since the release of 2.4.
For the sake of clarity, we have primarily listed below fixes for issues that have been reported to us by the community or other important changes.



Art
  • Fixed a texture issue in the Teqia QI-T E3-3167 nebula



Audio
  • Fixed some audio issues with the Federal Gunship
  • Fixed some audio distortion that could occur when passing through a Starport's airlock
  • Fixed issue where Elite NPC crew members would use incorrect voice responses regarding targets
  • Fixed an audio issue with Small Fixed Mining Lasers
  • Fixed some clicking that could occur when starting and stopping in the Lakon Type 10
  • Fixed hardpoint scanners being silent after swapping from mothership to fighter and back
  • Fixed some missing UI sounds when contributing resources towards a Wing Mission when using a mouse
  • Fixed flight controllers saying a third character if a player switches to a call sign with less than 3 characters
  • Fixed the ‘Bounty Incurred’ audio line playing whenever a fine is received
  • Fixed some missing audio from holographic billboards
  • Fixed audio issues with the vessel voice after returning to your ship from an SRV when landing at some sites
  • Fixed cockpit freezing and cracking SFX persisting after returning to the game from the menu



Camera Suite
  • Removed a dark background that would appear when opening the main menu while in the Camera Suite



Consoles
  • Scale the loading squares for 4K so that they're not tiny [XB1X]
  • Fixed an issue where the game would revert back to 4K mode instead of 1080p after a few days [XB1X only]
  • Fixed an issue where the pre-order gold Sidewinder paintjob would go missing [PS4]
  • Earth now has better defined land masses as on other platforms [PS4]
  • Menu audio no longer continues to play when viewing Training Videos [PS4]
  • Fixed an issue where you’re unable to reply to messages from friends due to them appearing offline erroneously [PS4]
  • Fixed descriptions for various Trophies in languages other than English [PS4]
  • Various audio fixes to help reduce “pops & crackles” [PS4]



Controls & Control Devices
  • Fixed issue of more recent PS4 controllers not being recognised as such when used on PC
  • Fixed some instances of changes to keybindings not being saved after restarting the game
  • Fixed a throttle issue that occurred when using the Camera Suite
  • Added the correct radial menus for the T.Flight Hotas One and T.Flight Hotas 4
  • Reverted a change that renamed ThrustMasterHOTAS4 to TFlightHotas4 to keep backwards compatibility with existing player presets that referenced the old name
  • Fixed throttle automatically setting to zero when exiting a hyperspace jump
  • For consoles, added support for a separate custom bindings profile per input device (Gamepad or HOTAS)
  • For consoles, added support for switching automatically to the correct bindings profile (Gamepad or HOTAS, standard or custom) depending on the device used to start the game and the profile type that was used with the previous device
  • On Windows, added support for the T.Flight Hotas One and T.Flight Hotas 4
  • Fixed a controller issue where using the Galaxy Map Back button would re-open the Galaxy Map



Engineers
  • Fixed an issue where engineer bases would not always occupy the top position of your Contacts Panel by default
  • Engineer workshop now displays ‘None’ instead of the currently applied experimental effect if you have a Blueprint selected that is different from the one currently applied to the module
  • Pinning a blueprint will now pin all grades, not just one
  • Higher reputation with an Engineer will increase the speed you'll progress through the lower grades
  • Fixed sorting for pinned Blueprints in the Engineer workshop and cockpit Engineer menu
  • Some Railgun Experimental Effects under the new system now all have a 40% heat reduction applied (applies to Feedback Cascade, Super Penetrator, Plasma slug)
  • Fixed an issue with the level preview when selecting a module to modify at an Engineer
  • Fixed an issue in the Engineer Workshop that can cause the UI to become unresponsive if all stats have reached their maximum values, but the recipe progress has not



Galaxy Map/System Map
  • Fixed some inconsistent system data for Pekoe
  • Fixed the missing 'State' field for systems with damaged stations
  • Fixed the argument of periapsis appearing incorrectly on the System Map
  • Fixed two systems with duplicate names
  • Fixed visual issue with planets that could occur after selling restored exploration data
  • The Galaxy Map can now be freely spun with the mouse in both directions, instead of just to the right
  • Fixed some texture pop for the stars on the System Map
  • Fixed inconsistencies between the jump range calculated by the hyperdrive and what's used in outfitting/galaxy map. Should no longer be cases where the route plotter avoids jumps just on the edge of your range that you could technically make
  • Fixed the System Map displaying the current view mode of the Galaxy Map in the top right corner
  • Fixed some incorrect player faction descriptions on the Galaxy Map
  • Fixed the map configuration view ‘by services’ not persisting on subsequent reopening of the Galaxy Map
  • The inhabitants of Lave 2 have moved on after being isolated by their planet's permit and their settlements have been dismantled, so missions should no longer target this planet




General Fixes & Tweaks
  • Various text tweaks
  • Fixed a tiling issue with high resolution screenshots
  • Fixed Onionhead decals that were appearing white
  • Fixed an issue where incoming calls still came through when voice channels were set to 'off'
  • Commander stats: Highest Single Reward now updates based upon the greatest total bounty per ship destroyed after this release
  • Increased yield of materials from asteroids
  • Fix for bounty values not always being received correctly
  • Added two new materials - Boron and Lead which can most commonly be found in metal-rich asteroid rings
  • Anarchy factions treat smuggling goods at a black market as if they were traded on the open commodities market for the purposes of the Background Sim
  • Fixed the notoriety discount not being applied correctly on the insurance screen
  • Minor commodity adjustments with the aim to make it more profitable to smuggle goods to a black market
  • AI traders have been discouraged from travelling to markets farther away from the system entry point or that have a low security, leaving more supply and demand available for players. Anarchy factions lower the security of their markets.
  • Fix material traders and technology brokers being incorrectly activated at markets when their owner changes
  • Rebalancing pass over station repair targets has reduced them to about 10% of their 2.4 values



Holo-Me Creator
  • Fixed Holo-Me creator always saying 'Mixed Eyes' even when they match
  • Adjusted the height of the wraparound visor eyewear
  • Fixed an issue where 'Asymmetry 01' was set by default even when 'None Selected' was set
  • Corrected the position of the player’s avatar when using the Holo-Me creator when in an Anaconda



Hyperspace/Supercruise
  • Addressed issue of jumping to a binary star system and dropping too far away from the main star



Installations/POIs/USSs
  • Patched a hole in the geometry of the Shrogea MH-V e2-1763 Tourist Installation
  • Moved some shipping containers at the Torno 3 Maclaurin Reach surface base to prevent SRVs from becoming stuck
  • Fixed players sometimes not receiving Engineering data from scanning data points
  • Fixed instances of capital ships being aligned to the wrong side of Conflict Zones
  • Fixed a missing Uplink at Dav's Hope
  • Fixed some floating buildings at Conflux Settlements
  • Added docked capital ship to the Carthage system
  • Made some adjustments to the drop out distance to prevent players from dropping out of Supercruise inside the structure of a Megaship
  • Grounded a floating communications antenna at Dixon Dock
  • Fixed an issue that was preventing Data Uplinks from being targeted on Installations
  • Fixed Capital Ship in Distress USS being surrounded by ‘Clean’ Pirate NPCs
  • Fixed ships not showing as Wanted or having pre-existing bounties in Resource Extraction Sites
  • Fixed an issue whereby ships could be recalled while at unsafe locations
  • Increased the spawn rate of High Grade Emissions USSs in shipping lanes and by planets



Launcher (PC Only)
  • Fixed an issue where the launcher would not minimise when clicking the taskbar icon



Missions
  • Passengers will no longer request to visit damaged stations
  • Fixed an issue that could lead to single planetary scan missions not completing correctly
  • Fixed some massacre mission distribution issues
  • Fixed some systems only spawning VIP passenger missions
  • Fixed issue where only one ship in a wing would count towards pirate kill missions
  • Fixed an issue whereby duplicate named mission targets could spawn during missions
  • Adjusted the spawn rate of Skimmers at settlements to better facilitate 'Kill Skimmer' missions
  • Increased the variety of Courier missions that can be generated
  • Factions will no longer send you to scan their own Data Points for a Planetary Scan mission
  • Fixed an issue that was preventing mission targets from counting towards an Assassination mission after following a target using a Wake Scanner
  • Fixed mission rewards not filtering correctly
  • Fixed planetary welcome missions sometimes directing players to difficult, high security outposts
  • Fix to prevent notoriety increases from crimes committed against a mission target
  • Added new Massacre Mission Scenarios
  • Fixed an inconsistency in reputation/influence indicators between the mission list and mission details
  • Fixed some instances of missions incorrectly granting negative rewards



Multi-Crew
  • Fixed a disconnect that could occur when attempting to deploy a fighter in Multi-Crew
  • Fixed heat vents not appearing correctly when using the Camera Suite in Multi-Crew
  • Fixed an issue where the Role Switch panel would not update correctly when a crew member switched from the Idle to the Gunner role
  • Fixed an issue where the avatar of a Multi-Crew member would flicker in the role panel when that player enters the Camera Suite


NPCs
  • Fixed an issue where hired crew could crash their ships when recalled at crater settlement
  • Addressed reports of reckless flying by NPCs around Stations
  • Addressed an issue where Pirate NPCs would attack the player when in the same instance as a Thargoid
  • Dropping mines inside stations no longer confuses the station's turrets
  • Fixed issue where Pirate NPCs could demand more cargo than you are able to drop
  • Fixed Black Flight ships being incorrectly flagged as allied with Aegis Research
  • Fixed the Beckett Class Science Vessel being incorrectly named when targeted
  • Addressed mission target NPCs sometimes dropping out of Supercruise too close to stars
  • Fixed issue where a Search and Rescue ship would continue to repair a distress call victim even after they are fully repaired
  • Addressed NPC crew members responding with an affirmative to an order when their thrusters have been destroyed
  • Fixed an issue where planetary defences would still attack you while docked after re-spawning
  • Fixed an issue where System Authority ships could appear in anarchy systems
  • Fixed an issue where NPC ships could be occupying an allocated landing pad
  • Fixed an issue where players could be penalised for attacking the Ship Launched Fighter of a Wanted mothership



Outfitting

  • Fixed an issue that could allow Frame Shift Drive modules to be equipped into Utility slots
  • Fixed a rare case where the selected livery would highlight the wrong slot after selecting one



Player Journal




Powerplay
  • Fixed Powerplay power effects on faction influence in their territory as described in their Exploitation Impact text



Render
  • Fixed an issue whereby a station's interior could appear at a low LOD when in a Wing
  • Improved shadows on planet surfaces for some setting configurations
  • Fixed a LOD popping issue on Asteroid Base landing pads
  • Thargoid Probe shutdown now correctly removes the HUD, rather than turning it black after entering the Camera Suite during a shutdown
  • Reduced texture generation time for non-landable planets on consoles - Consoles only
  • Fixed an issue where the ship's hull could render over weapons (Type 7 and Type 9)
  • Prevent crashes when unable to immediately create planet ring texture
  • Video memory savings in the handling of the background
  • On PS4, reduce cases of texture mip level drops - PS4
  • Fix cases of nebulae missing from background
  • Adjusted the starlight colour saturation levels
  • Fix for some settlements not being correctly aligned to terrain
  • Fix for fog not picking up the star light colour in some cases
  • Supercruise motion lines are now frame-rate independent
  • Prevent the fluorescent blue line appearing when in headlook mode and exiting the camera suite
  • Tweak dust, tyre track and rock colour calculations to better match the surface
  • Fix galaxy map icons flickering into and out of existence
  • Non-volumetric light cones now fade in instead of clipping
  • Prevent extremely bright lighting for some gas giants



Ships & SRV
General Ship Fixes and Improvements
  • Fixed an issue where the Festive String Lights could disappear when swapping vehicles until your next jump
  • Fixed ship paint work always showing as scratched even when at 100%
  • Thargoid EMPs no longer scrub your ship's Nameplate and ID from your hull
  • Fixed some laser aim jittering that was occurring when switching between a Ship Launched Fighter and your Mothership
  • Fixed utility mounts disappearing while in Hyperspace
  • Corrected spelling of DeLacy in several ship cockpit textures



Anaconda
  • Fixed some clipping on the Raider Ship Kit
  • Fixed the ship not rolling correctly on its centre of mass axis
  • Fixed the engine trails rendering incorrectly
  • Fixed the positioning of the String Lights
  • Corrected some of the side window textures
  • Fixed an issue with the shield animation not encompassing the entire ship



Asp Explorer
  • Fixed the bumper Ship Kit covering the Ship ID
  • Fixed an alignment issue with the Ship ID
  • Fixed an issue with the front decal disappearing and reappearing when dropping from Orbital Cruise



Cobra Mk. III
  • Fixed an animation issue with the landing gear



Diamondback Explorer
  • Patched a hole in the geometry
  • Fixed a texture LOD popping issue



F63 Condor
  • Fixed some LODs



Federal Gunship
  • Fixed an issue with the heat coils being inverted



Imperial Clipper
  • Fixed the XB1 controller vibration not working [XB1]


Imperial Courier
  • Fixed the facing of a decal



Imperial Cutter
  • Adjusted some of the outfitting cameras
  • Fixed a missing texture under the landing ramp



Orca
  • Fixed some LOD issues with the Pathfinder Paintjob



Python
  • Fixed a section of the Tail Kit 4 that could not be recoloured
  • Raised the position of the fuel scoop message as it was appearing too low



SRV
  • Fixed an issue whereby your ship could take off while deploying your SRV, causing it to possibly take damage
  • Fixed an issue where SRV cargo was retained when the SRV was destroyed
  • Fixed issue whereby your ship could be dismissed while deploying the SRV, causing the turret not to deploy correctly
  • Fixed SRV handling inconsistencies while airborne at some framerates
  • Fixed issue whereby a player driving an SRV would receive a bounty for returning fire on a hostile NPC ship
  • Fixed an issue with the fuel gauge displaying an incorrect value
  • Fixed an issue where the SRV’s seat was not animating in sync with the pilot impact animations
  • Fixed an issue where the SRV could get stuck in the ground when moved due to logging out in a dangerous location



Type 7
  • Fixed some inverted decals
  • Fixed the incorrect orientation of the Camera Suite external angles
  • Buffed to improve its jump range



Type 9 Heavy

  • Added an extra Size 8 slot
  • Fixed a cockpit texture issue
  • Lowered mass by 150



Type 10 Defender

  • Fixed an issue where certain hardpoints were not firing correctly
  • Fixed a cockpit texture issue
  • Adjusted the camera angle for the 6th utility mount when in Outfitting
  • Increased the power distributor slot to size 7
  • Fixes to the landing gear animations and positioning
  • Fixed an issue where the ship would often not land despite alignment being correct
  • Fixed a Camera Suite position when used in Multi-Crew



Viper Mk4
  • Fixed a Camera Suite camera angle



Stability Fixes
  • Fixed an issue that prevented players who logged out near 'Downed Civilian Ships' in the California Nebula from logging back in
  • Fixed a crash that could occur when switching back to your ship from a Ship Launched Fighter
  • Fixed one of the most common connection errors that could occur
  • Prevent crash at planetary bases that could occur from rapidly loading in and exiting to main menu repeatedly
  • Fixed a crash that could occur when looking at the Navigation Panel when in CQC
  • Fixed a crash that could occur when opening the Galaxy Map
  • Fixed a crash that could occur when switching to another ship
  • Fixed a crash that could occur on the Insurance Screen
  • Fixed a crash that would occur when shooting an SRV with a Railgun
  • Fixed a crash that could occur if you waited for more than 5 minutes in the Docking and Travel training mission before doing a Hyperspace or Supercruise jump
  • Fixed a crash that could occur when exiting game while in Outfitting
  • Fixed a crash that could occur when loading in to a CQC Arena Deathmatch
  • Fixed a crash that could occur when fighting a Thargoid
  • Fixed a disconnect that could occur when scanning a Private Data Beacon at an Unidentified Signal Source



Starports/Outposts/Surface Ports
  • Various fixes and optimisations for stations and outposts



Synthesis
  • Synthesizing from the modules panel will no longer cause the UI to get stuck
  • Corrected the calculation for the FSD boost distance multiplier



User Interface
  • Fixed an issue where the Restock All menu could get stuck loading
  • Fixed an issue whereby modules were not being correctly categorised in the Stored Ships panel of the Shipyard
  • Engineering effects on Modules can now been seen in the modules tab
  • Fixed an issue with bracketed Commander names not displaying as intended
  • Insurance screen 'Rebuy All' toggle has been changed to 'Select All' for clarity
  • Fixed incorrect 'Killed By' message that appeared when a player destroyed your Ship Launched Fighter in PvP
  • Fixed an incorrect thumbnail displaying in the Role panel
  • 'Total Hyperspace Distance' and 'Maximum Distance from Start' stats on the Stats Panel now display as whole numbers
  • Corrected some display errors on the Insurance Screen
  • Fixed issue where some Blueprints mod descriptions were not matching the results
  • Fixed some text layout issues for Inbox, mission text and Info tab of the Multi-Crew sub menu
  • Fixed issue with the System Map scroll bar resetting when a map pop-up is closed
  • Fixed the switch tabs buttons appearing incorrectly in the French client in the Holo-me creator
  • Read messages in your inbox will now display an open envelope icon
  • Fixed the icon for Inbox messages that contain audio
  • Fixed an issue that prevented players from scrolling down the module info panel
  • Changed the inbox filter and header from ‘Audio Logs’ to ‘Discovered Logs’
  • Fixed some debug text that could appear when targeting Black Box Canisters
  • Fixed the ‘engineered’ icon incorrectly displaying when selling stored non-engineered modules
  • Fixed an issue whereby an NPC’s avatar could appear in the Comms panel instead of a player’s avatar
  • Fixed inbox message not always appearing when gaining an exploration rank after discovering a new micro resource
  • Fixed a crash that could occur when accessing The Dweller’s Starport UI
  • Fixed some text overlap that could occur in the Commodities Market for most languages
  • Fixed the stats UI showing incorrect numbers on weapons with the Double Shot modification applied
  • Fixed the rank progression being difficult to make out in the Status Panel
  • Widened the friends list in the main menu, to allow more room for long commander names
  • Fixed the ‘Encounters’ field being blank in the Statistics panel
  • Fixed a focus loss issue when using a controller to access the Status Panel
  • Ensured that mission inbox messages are not grouped into the Discovered Logs category
  • Fixed some overlapping text in the Message Inbox
  • Material grade icons in the Target Panel now show the correct grade
  • Fixed an issue where the Systems Panel would not update to display a new Engineered FSD range, neutron boost range and FSD synthesis range
  • Fixed the Import/Export profit sometimes displaying as a negative number in the Commodities Market
  • Rank type in crew lounge is no longer cut off when playing the game in French



VR
  • Adjusted the pilot illumination so it proves less distracting when using VR
  • Fixed a rendering issue with some Sidewinder cockpit panels rendering as transparent when using VR



Weapons & Modules
  • Increased module storage capacity to 120
  • Fixed an issue where engineered Pack Hound Missiles could not always be restocked correctly
  • Fixed an issue where some engineered torpedoes were not damaging internal modules correctly
  • Fixed an issue where guided missiles could remain stationary in space after a conflict
  • Small adjustments to the position of the penetration sphere (and making it smaller) to better balance High Yield Shell, Deep Cut Payload and Penetrator Munitions specials - these should all be slightly less effective at their best, better on average, and overall show much more consistent results.
  • Fixed an issue where heat sinks could not be activated when in Supercruise
  • Fixed an issue where jumping to Supercruise reset the charge provided by a Shield Cell Bank if the charge had not completed before the jump
  • Updated the description text for the Turreted Flak Launcher for clarity
  • Fixed an issue where Collector Limpets could explode on the cargo hatch when the vessel was moving
  • Adjusted the Hatch Breaker Limpet Controller's in-game description
  • Adjustments made to the Docking Computer to prevent damage during landings
  • Fixed issue of power priorities in the module tab not listing all priorities
  • Modifications to existing specials:
    • Autoloader rate increased 25%
    • Force Shell no longer scatters
    • Plasma Slug damage penalty reduced from 20% to 10%
    • Radiant Canister no longer reduces ammo capacity (was 25% penalty)
    • Shiftlock Canister no longer reduces damage (was 20% Penalty)
    • Thermal Conduit no longer includes a base damage penalty, but the damage bonuses from the firing ship's heat have been reduced to offset this
    • Thermal Vent effectiveness doubled, and no longer increases weapon's baseline heat (was 25% penalty)
    • Thermal Shock damage penalty reduced from 20% to 10%
  • Rebalanced some module prices
  • Rebalanced some synthesis recipes
  • Significantly reduced the damage and radius within which the High Yield Shell applies damage to internal modules
  • Fixed player-controlled beam weapons with jitter (Cyto-scrambler especially) having their jitter removed upon exiting to the menu and back
  • Reduced the jitter on Cyto-scrambler burst lasers by about half



Wings
  • Implemented some performance improvements when fighting Thargoids in a Wing
 
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Anyone still play this game
 
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