Patch Notes Update Horizons Beta 4 Incoming - 4pm GMT

Status
Thread Closed: Not open for further replies.
WOLF 562 4A

Beta 3
Screenshot_0935.jpgScreenshot_0936.jpg


Beta 4
Screenshot_0942.jpgScreenshot_0943.jpgScreenshot_0946.jpgScreenshot_0950.jpg
 
Last edited:
Added an option for throttle increments when in drive assist, this will increase/decrease the throttle by fixed amounts each time the accelerate/decelerate buttons are pressed

This setting is added, but it appears not to be used.

At least to me driving WSAD went from kind of hard but ok to completely bonkers. Whenever I press the accelerate key i basicly put the pedal to the metal. If I make a REALLY quick tap I may end up somewhere in the middle of the throttle, but those are far and few apart.

I also did not get the TRANSFER CARGO menu option.

EDIT: After boarding and redeploying it seems as if driving is fixed and menu item is back where it belongs.
 
Last edited:
1.jpg2.jpg3.jpg4.jpg

More detail doesn't always equal better. The new shaders dont look as good as yesterdays versions i fear. The normal map heights look like they've been pushed far too high for the geo. detail and make the lighting look really odd the more tangential they get to the viewer. (particularly noticeable on flat surfaces from the buggy) The procedural textures end up looking more like crumpled paper than rock. A lot more detail there which is very impressive! But lets hope it can be dialed back a bit. Subtlety is good!
 
Last edited:
View attachment 82225View attachment 82226View attachment 82227View attachment 82228

More detail doesn't always equal better. The new shaders dont look as good as yesterdays versions i fear. The normal map heights look like they've been pushed far too high for the geo. detail and make the lighting look really odd the more tangential they get to the viewer. (particularly noticeable on flat surfaces from the buggy) The procedural textures end up looking more like crumpled paper than rock. A lot more detail there, but lets hope it can be dialed back a bit. Subtlety is good!

The detail in itself is awesome, but they should probably dial down the normal map intensity a little bit, yes.
 
Last edited:
That is another incredible amount of work in a short time. Outstanding Dev's Things certainly seem to be moving along at a good pace
 
Wow, looks great. Can't wait to give it a try later tonight. Can anyone confirm if the bug where the SRV sometimes goes underground is fixed yet?
 
View attachment 82225View attachment 82226View attachment 82227View attachment 82228

More detail doesn't always equal better. The new shaders dont look as good as yesterdays versions i fear. The normal map heights look like they've been pushed far too high for the geo. detail and make the lighting look really odd the more tangential they get to the viewer. (particularly noticeable on flat surfaces from the buggy) The procedural textures end up looking more like crumpled paper than rock. A lot more detail there which is very impressive! But lets hope it can be dialed back a bit. Subtlety is good!

I enjoy the pictures; the 'new' ones are so much better.
 
Did more tests to see difference in Textures (glitch) in Beta 3 and Beta 4 on my GTX 560 Ti with 1GB VRAM.
In Beta 3 ship cockpit, chairs, buttons, planetary base walls and ground were with glitched/lower textures.
Now in Beta 4 situation is better. Ship cockpit now have correct textures and planetary base roads have correct textures too.
Base walls and ship chairs and chair buttons still are in bad textures for me.
SRV wheel holders have still bad textures but better geometry.
So i hope that maybe after some more fixes, at official release date there will be correct textures everywhere. Even for 1 GIG VRAM card owners.
I hope devs will make something about it!
For example make textures poor somewhere else but not in ship, SRV and bases.

Oh! This is good news I'm having this texture issue, think I have 1 gig vram. The engines on my cutter are super low texture now, wouldn't mind but I was hoping to take lots of lovely pics. I shall have a look when I upgrade new patch. My textures have always been lovely in the past including SHIPS 1.5 update.
 
SRV camera still seems to float somewhere in front of the driver's chest (at least in VR)..(?)

...and while we're at it; That toggle key for gaze-activation of UI panels would be a realllly nice thing to have, especially now: The side panels block just about one's entire left and right view, in the SRV. :p
 
Yes, also them making the planetary approaches more seamless than space based ones feels a bit weird. It only makes the space based approaches feel even more out of place.

Smoothly approaching a planetary settlement while an entire planet is being generated in front of you. No problem.

Smoothly approaching a space station. Nope.

;):p
I vote for this but also throw in Hyperspace as well. I would like to have the system setup prior to hyper-jump and then show the targeted star at the center of the "tunnel" animation and zoom in smoothly and quickly to it. I like the current exit from "hyperspace" but would like to have it more seamless looking by starting off with the targeted star in the center of the screen and never losing focus on it. As the FSD is compressing space in front of the ship this would seem to also fit very nicely with the lore versus the legacy concept of witch-space or hyperspace.

Thousands of shiny things to ask for, but this one around delays killing the seamless look is very popular on the forums lately.
 
Status
Thread Closed: Not open for further replies.
Back
Top Bottom