Patch Notes Update Elite Dangerous: Horizons patch 2.0.04

I would like to know, where is the patch that doubles the amount of profit I make for a trade run and when are you going to fix it? :eek:
Also, please quit sending NPC Pythons after my poor T7. Going down with a load full of Slaves. Ouch, that really hurts.

Thx for the patch btw. Thank You.
 
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I'd love to think it's something new and exotic, but it might be something simple like the image which appears in your Contacts tab when you target a Cutter.

I think I know what it is: it's the schematics displayed in the rear of the cockpit:

HD Imperial Cutter cockpit.jpg

See those schematics there? That's what they fixed. Because I just took my Cutter for a spin. Besides my framerate being halved in 2, there is absolutely no change. The HUD is still messed up. Just turn on the mouse widget in the Graphic options and you'll see what I mean. Basically, the outside world is off center. Like when you interdict, you miss the bottom half of the interdiction progress bars because they appear behind the dashboard. And when you land, you have to go right of the center line on the landing pad.
 
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Mmmmmyeah, I don't think you've quite fixed that MTU discovery bug yet. It certainly isn't doing PMTU discovery, since it doesn't even discover the MTU for the router (1472). It just takes the interface MTU - 16. I think perhaps FDev would be best served by doing a full PMTU discovery and at least setting their MTU according to what it can squeeze through to the matchmaking server.

(I've thrown in a workaround by setting the MTU of my interface to actual PMTU +16, which means the local MTU discovery hits the right number anyways)

Notice that the changelog mentions MTU along player-player connections, so I guess they must do PMTU to each other peer when entering a p2p session. The matchmaking server isn't involved. No wonder it can take a few seconds to join a session.
 
Hmm i´m missing plenty of long known bugs :(

1. SRV throttle forward bug
2. Crashes in RES
3. Sound graphics stutter after one hour in CZ
4. Rotating NPC
5. LOD texture and shadow issue
6. Black rectangles

and many more... :(

You forgot phantom SRV damage and spontaneous explosions.
 
My favourite feature is having to start and restart the game 2 or 3 times just to get it to see a server.
No change on that front. Yay.
 
One of the beta versions actually had this 1500 MTU hard-coded back in 2014. It knocked out a number of players until they patched it a day or 2 later.

I am under the impression that v 2.0 was based on that beta code. Lots of known (and previously fixed) bugs live again after "upgrading" :)
 
Honestly? Half the world is using MTUs below 1492 because of (A)DSL and you realize that after more than a year?

As was explained to me by a Scottish network engineer in the Netherlands who plays Elite; The default MTU size for Ethernet (and Windows) is 1500, which is sent happily over the internet until the data packets are full. Because routers tend to stick extra data blocks on the end, they usually operate within a 1450-1470 tolerance range with no issues. Then TCP/IP detects the data tags added by the router as "corruption" and compensates by resending. Only when you run with full-up packets for a while does it give up and disconnect. It looks as if Elite started over-stuffing the packets, as such, at the final 1.4 release. But it isn't a simple case of packets being too big, as a middle layer of software (probably part of the dev language) controls packet size on what, to the Elite application, is probably just an open network pipe. Which is why Frontier might be looking into an alternate communications protocol.

The current work-around is to configure Windows to use a lower MTU size, or use a VPN which (again) manages MTU and packet size better than the current HTTP interface software. Newer routers however, sort this out themselves - not "corrupting" data packets - which is why this is only affecting SOME players and not everyone.

Frontier haven't been ignoring a well established problem, but have been attempting to first diagnose and then solve an issue that surfaced for a limited number of players after last November. I personally submitted network logs and other data to help them.
 
If by "half the world" you are implying "everyone with ADSL or an otherwise sub-1500 MTU", you'd be wrong though.

"Half the world" as in "all people living at places where weird politicians made weird decisions about phone and broadband nets some 30 years ago".

For the nit picking reptile in the back of your head: google "rhethorical emphasis", please.

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Frontier are doing that because they want to make the game better for everyone but you don't have any *rights* to bug fixes.

Frontier should do this to not lose customers. If you haven't yet realized, this community has lost lots of people on Frontier doing what you describe them to do.

So: You're right. If it's the right way to live through the 10 year cycle is a question to be asked.
 
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Some bugs take longer to fix simply due to the complexity and other outlying issues. In the development process, it goes something like this: Bug is posted on forums/Customer Support Ticket -> Bug is then inputted into our internal tracker -> QA investigates bug -> QA attempts to replicate bug -> QA sends replication steps over to engineering -> engineering attempts a fix for said bug -> Back to QA to validate or reject the applied fix in the code. If it fails, back to QA and Engineering loop. It's a long process. :)
The broken mission bugs must be the size of mothra.

I guess wait another month for 2.1 and see if the mission changes make the bugs worse or fix the issue.
 
There is no SRV explosion bug! You take damage from relativley small bumps and rocks. It's just a matter of watching your hull and softening your landings with trusters while accepting you will take damage regardless.

There do seem to be some massive inconsistencies with SRV damage though. It seems to happen much more frequently when you're around a lot of other CMDRs.

Last night I jumped over a cmdr in a python, landed softly on my wheels and lost 95% of my SRV hull. Other times I can barrel roll down a canyon, upside down and bouncing off stuff and take only 15-20% damage. It seems there is some networking element that is upsetting the damage levels.

It's either that or we are just more likely to be showing off and pulling silly stunts when other CMDRs are around :)
 
Throttle forwards bug is the one that really irritates me, sometimes the damn SRV just wont come out of reverse gear unless you can find a slope to reverse up.

It makes it really difficult to collect materials in confined spaces such as around the barnacles and it happens to me about 50% of the time no matter which control method i try.

Ditto here. What I've found though is that if you use the handbrake to come to a complete stop, command a left then a right turn - the throttle then seems to work fine again. I'm using a Thrustmaster HOTAS, using the stick's Z-axis (Or the one that is on the rotational element of the stick itself) for left/right.

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There is no SRV explosion bug! You take damage from relativley small bumps and rocks. It's just a matter of watching your hull and softening your landings with trusters while accepting you will take damage regardless.

*cough*
https://forums.frontier.co.uk/showthread.php?t=223487
 
So, no resolution to the SRV not going forward 50% of the time, and being unable to get back into the ASP just as often? Okay, no landings for another week. Not that it means anything, I don't need more tea in my cargo hold 7,000ly out.
 
That's a welcome insight into the internal workings, but it doesn't stop this patch from being a disappointment from a customer POV. Over a month since release and still no sign of fixes for the SRV throttle bug (annoying), the bugged missions (game breaking for some) or the exploding SRV (effectively cripples long-range synthesis-reliant exploration). Many of these issues were reported in beta. I find it very difficult to be sympathetic under the circumstances, and it's only the fact that I have LEPs that's aiding me in keeping some perspective. Other customers paid full whack for a year-long "season" in which significant parts of the game have been effectively unplayable for 1/12 of that window. If I'd paid full price for Horizons in December I'd be absolutely livid.

I am so disappointed in Horizons that I have sworn off buying future content until significant proof surfaces that Frontier is even CAPABLE of addressing these bugs, more less willing. Add to that: I will NEVER purchase content in the beginning of a season again. We paid full price and have been unable to use much of what we DID buy. And you know, later this year, around the Holidays, Horizons will go on sale cheap, so others can enjoy a more fleshed out, functional experience for far cheaper thanks to our full price bug testing.

Never again.

You want me to buy content? Fine. I shall wait until the entire season's is both present in the game and fully functional. Until then, Frontier gets no more money from me. And if No Man's Sky turns out to support tools such as HOTAS setups and TrackIR, I may just move on anyway, since a more fleshed out and exciting Exploration mechanic really appeals to me anyway.
 
6 crash in 1 hour. deleted elite good luck! you should fix some bugs in 2 months. dont create new bugs pls or you will lose more players :(
 
Some bugs take longer to fix simply due to the complexity and other outlying issues. In the development process, it goes something like this: Bug is posted on forums/Customer Support Ticket -> Bug is then inputted into our internal tracker -> QA investigates bug -> QA attempts to replicate bug -> QA sends replication steps over to engineering -> engineering attempts a fix for said bug -> Back to QA to validate or reject the applied fix in the code. If it fails, back to QA and Engineering loop. It's a long process. :)

Thanks for the explanation Brett. It's always nice to have it somewhere for new users to learn and for old ones as a reminder. I wish the whole process was quicker and hope that at some point, FD can redirect more resources to bug fixing, just for a short time, in order to squash as many of the (several) bugs that have amassed from every new release.
 
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