Elite Dangerous | Cobra MK V Update - 12 December 2024

Greetings Commanders!

As the fires of Sol continue to flicker in the night's sky, we're here this Thursday with a brand new update for Elite Dangerous!

This update introduces a brand new ship for early access, the Cobra MK V!

View attachment 411280

Thursday 12 December Release Schedule (Times in UTC)
  • 7AM - Servers offline for maintenance
  • Cobra Mk V will be available on the store in advance of servers being online
  • 12.30PM - Servers back online and update 19.03 available
Please note these are approximate times and are subject to change.


Update Notes

Cobra Mk V

  • Added pre-built ships:
    • Cobra Mk V Stellar (33,000 Arx)
    • Cobra Mk V Standard (16,520 Arx)
Ships
  • Module storage increased from 200 → 600
  • In world holo-screen adverts now present for Type-8 Transporter
  • All shipyards will now stock one additional ship

Bug Fixes:
  • Fixed decals and ship IDs displaying with a border/background on some Mandalay paintjobs
  • Adjustments made to Mandalay Black Friday paintjob
  • Fixed missing hitcheck on Python Mk II Spacehawk spoiler
  • A fix has been implemented to resolve a number of issues related to carrier bartender transactions. However, transaction errors may still be encountered in some specific cases, please report any instances via the issue tracker and we will continue to investigate. https://issues.frontierstore.net/issue-detail/67143
The Arx for the Mk5 are burning a hole in my pocket already!!! Can't wait :)
 
Are we done with powerplay tweaks? We still have rares and escape pods disabled, now two full cycles without word or tweaks. Multiplication of merit rewards have detatched actual system impact from grind - and now those of us who care about control points and affecting powerplay more than personal progression - at least me- feel slapped in the face and as if our time is worthless.

Not to mention control points don't even seem to be counting this cycle? Was this disabled for the thargoid event? What's going on.
 
Great to see some bartender fixes!

No powerplay news? Rares and escape pods have now been disabled for longer than they were enabled, and some powers really depend on it.

It's also pretty annoying that undermining with Power Kills feels bugged since you get local bounties & local police. Not the previously talked Power Security, which seems to only spawn at Stronghold Carriers (but also with... local police).
 
Sorry to sound dumb, but what module storage? is this on ship or carrier?
You can store modules you own, which is espacially useful with engineered modules.

You can (currently) store 200 modules globally, or in other words, in general. If you wanted to store more, you had to essentially buy a ship just to put the modules on them, since you can store 40 ships per station.

The buff just means that we can store 400 modules more, which is good, obviously.
 
Are we done with powerplay tweaks? We still have rares and escape pods disabled, now two full cycles without word or tweaks. Multiplication of merit rewards have detatched actual system impact from grind - and now those of us who care about control points and affecting powerplay more than personal progression - at least me- feel slapped in the face and as if our time is worthless.
FWIW, I'm rank 100+ and do PP, can't say I feel especially slapped in the face.. :D
 

rootsrat

Volunteer Moderator
Bug Fixes:
  • Fixed decals and ship IDs displaying with a border/background on some Mandalay paintjobs
  • Adjustments made to Mandalay Black Friday paintjob
  • Fixed missing hitcheck on Python Mk II Spacehawk spoiler
  • A fix has been implemented to resolve a number of issues related to carrier bartender transactions. However, transaction errors may still be encountered in some specific cases, please report any instances via the issue tracker and we will continue to investigate. https://issues.frontierstore.net/issue-detail/67143
Glad to see you're working on the bugs. Hoped to see fixes for galaxy map and Mandaley audio issues as well as the Fleet Carrier, but I also understand how busy FDEV currently is, so I'll take the FC fixes. Hoping for more bugfixes before the holidays 🤞

Looking forward to cmk5 (Hi @Robert Maynard 😅 ) , it will be an amazing daily driver for me!

Thanks :)
 
I read it as all shipyards will now have an additional ship in stock, as in for sale.
Yeah, "stock" and "store" are quite different. I hope it gets corrected if they meant "store", or I'm going to be disappointed, because "all shipyards" includes Jameson Memorial and it's hard to see how it can stock an additional ship without there being... a ship that it hasn't stocked before if you see what I mean. (And no I don't think it can mean Cobra V because no previous early access ships had a similar announcement.)
 
Glad to see you're working on the bugs. Hoped to see fixes for galaxy map and Mandaley audio issues as well as the Fleet Carrier, but I also understand how busy FDEV currently is, so I'll take the FC fixes. Hoping for more bugfixes before the holidays 🤞

Looking forward to cmk5 (Hi @Robert Maynard 😅 ) , it will be an amazing daily driver for me!

Thanks :)
I really want to see the Galmap Filter settings fixed as well, and also better fed hamsters. Both of these are very close to my heart.

I've attended many fuel cases where a significant element of the cause is failed filters. (If you check my rescue count, you'll see that I perform a large number of rescues, so I am likely to spot trends)

It's hard enough (after a fuel rescue) explaining filters to a new commander who can barely jump their ship, let alone having to explain how to work around the bugs as well.

Jumping to fuel cases, we are beset by long high and low wake tunnels, sometimes crashing out entirely. This can delay arriving at clients, anf if the client is on Emergency o2, that can be fatal. When speed neutron jumping to long range rescues, a crash often leaves a rat thousands of Ls from the neutron they need to boost from for their next jump. The rat will likely be routing using Galaxy Plotter, so any other jumps will throw their ship fuel level and mass off, and require a replot.

New content is great, but if the game feels bad even on the normal ship jumping, that will not help engagement and retention. Now is a showcase moment for the game. It needs to run smoothly.
 
Greetings Commanders!

As the fires of Sol continue to flicker in the night's sky, we're here this Thursday with a brand new update for Elite Dangerous!

This update introduces a brand new ship for early access, the Cobra MK V!

View attachment 411280

Thursday 12 December Release Schedule (Times in UTC)
  • 7AM - Servers offline for maintenance
  • Cobra Mk V will be available on the store in advance of servers being online
  • 12.30PM - Servers back online and update 19.03 available
Please note these are approximate times and are subject to change.


Update Notes

Cobra Mk V

  • Added pre-built ships:
    • Cobra Mk V Stellar (33,000 Arx)
    • Cobra Mk V Standard (16,520 Arx)
Ships
  • Module storage increased from 200 → 600
  • In world holo-screen adverts now present for Cobra MK V
  • All shipyards will now stock one additional ship

Bug Fixes:
  • Fixed decals and ship IDs displaying with a border/background on some Mandalay paintjobs
  • Adjustments made to Mandalay Black Friday paintjob
  • Fixed missing hitcheck on Python Mk II Spacehawk spoiler
  • A fix has been implemented to resolve a number of issues related to carrier bartender transactions. However, transaction errors may still be encountered in some specific cases, please report any instances via the issue tracker and we will continue to investigate. https://issues.frontierstore.net/issue-detail/67143
Please fix the Orange Sidewinder error, i cant play since last maintenance
 
Are we done with powerplay tweaks? We still have rares and escape pods disabled, now two full cycles without word or tweaks. Multiplication of merit rewards have detatched actual system impact from grind - and now those of us who care about control points and affecting powerplay more than personal progression - at least me- feel slapped in the face and as if our time is worthless.
Multiplying up system impact as well would be potentially very dangerous before the general balance of activities was stabilised (including, of course, returning the disabled options to some sort of function)

A very rough estimate from what data does get published is that about 700 million merits get earned each week (so 175 million control score). If that was also 700 million control score, that would be enough to wipe out any single Power from the map in a single week even with all their own members opposing it. Obviously it'd never be used in quite that coordinated a fashion, but still, the total Control score applied by all of us together doesn't seem an unreasonable amount given just how much even 175M control score can do to undermine or reinforce.
 
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