Update Unofficial Alpha news for beta backers

I wouldn't say hurdle - it is certainly doable. It just requires very carefully vetted and tested code. It differs from client/server with additional layer of sync logic between peers.

It also requires making sure that high ping hurts the person lagging, not everybody else. The high ping guy's ship needs to respond sluggishly in a multiplayer instance, rather than jumping around for everybody else. If it's done the other way around, all sorts of exploits are possible (like triggering torrents and other bandwidth hogs when in combat, and just spamming missiles while other people can't hit you).
 
Dug this thread out because 3.2 has arrived and is now being downloaded by Alpha commanders. Should have fixed docking issues, stability and impeccable defense madness.

Well done Frontier, impressive show of confidence from you guys this week dealing with what looked like tricky issues. The word is there are massive improvements to the network optimisation being tested in house too.
 
Dug this thread out because 3.2 has arrived and is now being downloaded by Alpha commanders. Should have fixed docking issues, stability and impeccable defense madness.

Well done Frontier, impressive show of confidence from you guys this week dealing with what looked like tricky issues. The word is there are massive improvements to the network optimisation being tested in house too.

Cheers, it's great to see an update.
 
Zeewolf thanks for the update mate, at the end of last week with all the video streamers looking at a spinning ship and no show, it was frustration allround. However to hear that there has been not one but two incremental changes is great news. Please when you stream make us aware of the changes you notice, its great to see these smaller steps in progress as well as the larger implementations.

Thanks again

Ab
 
Zeewolf thanks for the update mate, at the end of last week with all the video streamers looking at a spinning ship and no show, it was frustration allround. However to hear that there has been not one but two incremental changes is great news. Please when you stream make us aware of the changes you notice, its great to see these smaller steps in progress as well as the larger implementations.

Thanks again

Ab

Check out Kerrash landing on Twitch later, he usually does a great Friday night show demonstrating the new build.

I'm uploading a video showing 3.2 running a cobra test flight. Nothing special. Its actually not much of an improvement for most people, its crashing to desktop quite a bit, space station still vanishes and Impeccable Defense is still a bazaar and crazy place to visit (usually spawning two ships and even destroying me once as I entered).

What is noticeable is the smoothness at which the game is running when it does work. I'm not getting the frequent pauses I used to get and I had a glorious 20 minutes fighting pirates earlier in which the game ran so smooth I felt like I was in a Starwars film.

Its going to be an update of mixed feelings I'd say.
 
Ok, I guess that is the nature of Alpha, the more that goes in, the more than can go wrong. But glad to hear that its smoothing the ride for you a bit more.

Thx

Ab
 
Alpha 3.2 Crashing to desktop more than 3.0+1

just got the Alpha 3.2. and was hopeing less crashing to the desktop.

seems its doing it more. I cant dock for more than 20 seconds before it dies. seems to quit more around port Zelada or when docked.

I have downclocked my CPU and turned all fans up. and tried the game without saitec x52pro and track ir5 connected but makes no difference.

its such a good game that its not bothering me as much as it should!
I can't stop playing it.

hmmmm. anyone else experiencing more crash to desktops?

MSI bigbang power II motherboard
intel 4930k extreme processor
16gb Ram
512gb SSD HD
EVGA 780ti superclocked Graphics
Track ir5
Saitek x52 Pro
Sony 42" 1080p
 
hi so now it has been out a little while how are people finding it?? is everyone getting crashes still like trevor above or is that a 1 off?

is it significantly better than 3.1,

how are you chaps finding the online code now?

and finally has anything new, or any visual/aural tweaks been sneaked in?

cheers

M.
 
Here is a quick quote from Mark Allen Programmer on Elite Dangerous, because I think its best to get the official word on this. The feedback has been severely mixed so far. This is from the Alpha forum:

Pretending to be purely a player for a moment, when I got home today and tried the new build, several of the explicit bugs do seem fixed, didn't see any pad reallocation errors for one (that's one I fixed... though I have to admit, you can blame me for the bug in the first place :/).

I've also seen a lot more people in instances when playing. My best guess is that it's gotten more stable overall, however this now means a lot more players are making it into the instances, which means there's more happening, and other previously-infrequent bugs become more prevalent. On a technical side this is progress towards stability, but often different bugs can have the same symptoms (like a crash!) so I appreciate that it doesn't look like progress when you can't see the internals.

We're not quitting though! Awesomeness will come
 
Here is a quick quote from Mark Allen Programmer on Elite Dangerous, because I think its best to get the official word on this. The feedback has been severely mixed so far. This is from the Alpha forum:

More crashing means work is going on, it's quite a positive indicator in fact.
 
In a nutshell I think most users have been having a frustrating time since 3.2 because Frontier concentrated on a series of issues that had to be dealt with in order to support the larger player base. Unfortunately there is an awful lot of crashing to desktop now but sounds like Frontier are hard at work even this weekend and the feedback/crash reports they are getting is helping them greatly.
 
More crashing means work is going on, it's quite a positive indicator in fact.

yes, I'm not worried. The frustrations in the Alpha forum are a clear indicator that the game is getting very very fun to play and people desperately want to get back to playing it.

Here's my day:

  • Not going to play game doesn't work
  • Should do some chores.
  • Maybe just a quick go
  • <GAME CRASHES AND LOOSES ALL MY CARGO>
  • Not going to play game doesn't work
  • Should do some chores.
  • Maybe just a quick go
  • <GAME DESTROYS MY COBRA ON EXITING HYPERSPACE THEN CRASHES>
  • Not going to play game doesn't work
  • Should do some chores.
  • Maybe just a quick go
  • <SPACE STATION VANISHES WHILE I'M DOCKED THEN CRASHES, LOG BACK IN SHIP HAS LOST ALL WEAPONS I JUST BOUGHT AND LOST THE CREDITS I SPENT ON THEM>
  • Not going to play game doesn't work
  • Should do some chores.
  • Maybe just a quick go
 
Short update

3.02 is working much better right now, most likely that lot of people avoids it, and lower numbers helps for some strange reason (as instances are quite full). Some people experience constant crashes, some have rather solid game play. FD clarified that they have improved conditions for detecting strange stuff happening so they could crash a game and see what's going on using crash dumps.

Michael confirmed today that 3.03 is in order, but there's no ETA, because they want to have some solid bunch of fixes for networking problems before releasing it. That most likely mean 3.03 for end of the next week.

As far as I understand, work is ongoing in parallel for 4.0, so we won't have to wait that long for it.
 
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3.02 is working much better right now, most likely that lot of people avoids it, and lower numbers helps for some strange reason (as instances are quite full).

Could just be that the people who are still playing the game are the ones that have "working" setups for this build. People with non-working setups have given up on it for now. Since they are not playing it right now they are not "messing it up" for the others when P2P connections are made.
 
I don't know if FD is looking at wireless connections but for those that don't know, there is an Earth And Beyond emulator server running at the moment.

For a time they had an awful lot of issues with network connections but it turned out to be wireless connections between some PC's and their routers that were causing the issues rather than direct connections to the EnB emulator server. Was causing no end of crashes for them, including taking down the server from time to time until they got it sorted.

As I remember it peeps using wireless in their LAN had to make sure IPv4 in their wireless drivers was deselected in order for it all to be stable.

May be worth FD talking to the devs there and see what the issue was and how they fixed it.

Edit: I gave the wrong URL earlier. The EnBE forum is at http://forum.enb-emulator.com/
 
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Could just be that the people who are still playing the game are the ones that have "working" setups for this build. People with non-working setups have given up on it for now. Since they are not playing it right now they are not "messing it up" for the others when P2P connections are made.

That is one possible explanation but I can say that my system was getting a lot of CTDs when 3.02 came out, but then a couple of days ago a was able to play for hours with no problems - left the game gracefully every time.

But, the day before yesterday I got a couple of CTDs again.

Not sure what that might mean but that could tend to mean its network load related since I didn't do anything different in gameplay terms....

Toad.
 
Could just be that the people who are still playing the game are the ones that have "working" setups for this build. People with non-working setups have given up on it for now. Since they are not playing it right now they are not "messing it up" for the others when P2P connections are made.

That's one of my theories. But have to add "wild speculation" tag here :)
 
Could just be that the people who are still playing the game are the ones that have "working" setups for this build. People with non-working setups have given up on it for now. Since they are not playing it right now they are not "messing it up" for the others when P2P connections are made.

I agree with this, had a completely stable connection for about 1.5 hours last night. Then a couple of other commanders logged in, from then on basically every time I saw these players the game would CTD.

Hopefully FD will get logs of players in the local area when CTDs occur to check the hardware etc of these players and find what is causing these network errors.

As much as it spoils our fun, systems that are crashing the game are giving valuable info to FD.
 
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