ANNOUNCEMENT April Update - Coming 23 April 2019

Do they realize the game is virtually unplayable until they fix the power priority changes.

1. You can't do long range travel. Power changes will knock you out of supercruise to often and cause damage.(exploration including current trips, Small jump ranges, etc.)
2. You can't use ships with unpowered shields.
3. You can't do anything involving consistant instancing or loading.
4. There is a problem with jumping into systems turning in your hardpoints screwing up power and not turning them off.
5. I believe there is more but I can't remember.

Maybe this sounds insignificant to some but this is literally stopping anything but play close to a station and it's still lethal there. The game is broken until these things are fixed. It is literally in an unplayable state!

Anything power wise short of something that works not matter the power loadout is unusable. Anything involving loading of any instances is unplayable. That is most of the game. There are only a few things that are doable in the game atm.

Do they understand how bad this is. Are they even working on it right now?
  1. This only affects builds that go over 100% power with anything deployed.
  2. Related in part to 1 but even when not is only a problem for those pushing the boundaries for example if you scoop at below 66% and take a little longer the additional heat from an operating screen isn’t an issue.
  3. I don’t really understand this comment.
  4. I can see this being a problem but haven’t seen it myself but again a max power usage of 100% or less would avoid the issue.
  5. I am sure there is.
Don’t get me wrong the resetting power is a serious issue and will hit a lot of my fleet quite hard but it isn’t doing more than making me have to add a module check on drop from cruise currently and can be avoided by correct ship choice until it is fixed.
 
  1. This only affects builds that go over 100% power with anything deployed.
I disagree. It affects all builds that go over 100% power with all modules enabled regardless of the hardpoints state. E.g. all proper exploration builds.

it isn’t doing more than making me have to add a module check on drop from cruise currently and can be avoided by correct ship choice until it is fixed.
This is not working. You may check that priorities are OK before the drop and then got it changed immediately after the drop. So you find yourself in a dead ship which tried to power on all those AMFUs, for example.
Overpowering because of weapons deploying is just a particular case and an easiest one to control. The situation is much worse than that...
 
I disagree. It affects all builds that go over 100% power with all modules enabled regardless of the hardpoints state. E.g. all proper exploration builds.


This is not working. You may check that priorities are OK before the drop and then got it changed immediately after the drop. So you find yourself in a dead ship which tried to power on all those AMFUs, for example.
Overpowering because of weapons deploying is just a particular case and an easiest one to control. The situation is much worse than that...
If your build is over 100% with nothing deployed then it is beyond the help of the priority choices. Yes I know some long distance travel builds shut down everything so they can minimise mass and maximise jump distance I have never considered the ability to bypass as many stars as possible or travel as fast as possible to be part of exploration. I do have a Phantom that I am turning into an explorer and it does have currently some modules, AFMUs, turned off they have not powered themselves up since the update, they are turned off because the build is incomplete and I still have to work on the power plant.

By on drop I meant I drop and then check the modules not check them before.
 
Since the update I cant plot a jump to ANY system. I cant even select one of my bookmarks or change anything on the filter option of the galactic map.
 
Since the update I cant plot a jump to ANY system. I cant even select one of my bookmarks or change anything on the filter option of the galactic map.
Does it say anything when you try to plot a route? Any errors? Is the button greyed out? Can you jump to nearby systems via nav panel?
 
Does it say anything when you try to plot a route? Any errors? Is the button greyed out? Can you jump to nearby systems via nav panel?
Nope. Nothing. I'm out on dw2 and I can select a system from the nav panel but that's it. If I try to select the next WP via bookmark, which I can get to cause j was heading to it with no issues before the update, it goes right back to my current system
 
Maybe your FSD range isn't large enough, or you don't have enough fuel? Try logging in and out. Also try fiddling around with the plot settings - you might have some filters which are not applicable in the current location:
  • Economic/Fastest route setting.
  • Star types setting.
If it all seems right, try selecting economical route and see if you can jump from there. Hope this helps ;)
 
Yes I know some long distance travel builds shut down everything so they can minimise mass and maximise jump distance I have never considered the ability to bypass as many stars as possible or travel as fast as possible to be part of exploration.
Fair point. But on the other hand installation of the reactor big enough to power on all existing modules, even those you will use just from time to time (like AFMU) just a waste of credits, materials and ship mass. Underpowering and normally disabled modules is a rather standard for a decent exploration ship.
I do have a Phantom that I am turning into an explorer and it does have currently some modules, AFMUs, turned off they have not powered themselves up since the update, they are turned off because the build is incomplete and I still have to work on the power plant.
Well, I had that experience with self-enabling modules. And a lot of other people too - most complains are about self-enabling shields, but this is about any module in fact.
 
Uff, what the hell happened?
I thought the auto-center of the FSS was fixed with the last patch, now it is back again!! I'm out in the black and no intrest to continue the journey if i need to swing around so much for nothing. No hotfix for that so far? :(((

Rant off
 
In the original Elite back in the 1980’s (yes, I’m that old) you got different music every time you docked at a station. It’s sad that ED currently only has the Blue Danube, I miss the variety of docking music and hope they bring it back.
 
In the original Elite back in the 1980’s (yes, I’m that old) you got different music every time you docked at a station. It’s sad that ED currently only has the Blue Danube, I miss the variety of docking music and hope they bring it back.
I think time & age might be clouding your memory there, Blue Danube was the docking computer music in the versions of Elite that had DC music.

Frontier Elite 2 brought in much more classical music, but still played Blue Danube for docking.

I could be wrong though, I only played Elite on the Electron, Speccy & c64.
 
I too played Elite back in ‘84, and I only recall ever hearing only one piece of music - the Blue Danube. (Amstrad CPC 464)
 

Greetings Commanders,

We’re very pleased to announce that the next update for Elite Dangerous, the April Update, will release on... Tuesday 23 April 2019!

As mentioned in the beginning of March, this year's initial updates will focus on introducing quality of life improvements and improving the welcoming experience for beginners. This update brings with it two new modules to help get you out there, engaging in and exploring all that there is to discover - as well as ensure that you're able to access in-game information and training from the seat of your cockpit!

Read below for all of the details:


Beginners' Zone

A new collection of systems has been added for newly-created Commanders, and can only be accessed by pilots until they earn their first Combat, Trade or Exploration rank. In addition, the authorities here will provide simpler missions that even the smallest of Sidewinders can complete.

Across the galaxy, new Commanders will also have a reduced rebuy until they gain their first Combat, Trade or Exploration rank, a step in the path towards greatness!


New Modules

Advanced Docking Computer
We're adding an upgraded version of the original Docking Computer, a module designed to allow Commanders to relax, let go of their flight sticks and automatically dock in stations to the serene strings of Johann Strauss II.​
The Advanced Docking Computer will not only allow you to dock, but also allow you to automatically undock from a station without anxiously worrying about getting stuck inside the mail slot. Let's face it, it will also help with those embarrassing Type-10 spoiler moments!​
This module will also come as standard in all newly-purchased small ships. If you're starting up a new account, you will find the Advanced Docking Computer in your ship from the get-go - making it easier for you to embark and disembark from your favourite stations without colliding with the walls, landing pads or your fellow Commanders.​

Supercruise Assist
Available at your nearest starship department store (i.e. Outfitting) comes the new Supercruise Assist module. While in Supercruise, you'll be able to target a destination and activate Supercruise Assist, putting your safety in the reassuring hands of a machine. In this mode, your ship will automatically maintain the correct speed and approach to your target destination, and break out of Supercruise at the optimum time. You'll still have to align with the correct location, but you will no longer have to worry about doing a loop of shame!​
With the the Supercruise Assist, you will also be able to enter into orbit around a body - allowing you to launch discovery probes and take screenshots without the fear of face-planting the dusty, rocky ground.​
This module will also come as standard in all newly-purchased ships.​


Free module slots for everyone!

With the introduction of these new modules, small ships will be outfitted with two additional size one Optional Internal slots, while medium and large ships will also receive one additional Optional Internal slot. This will automatically and retroactively apply to all relevant ships.


Navigation Tab

In Beyond - Chapter Four, the cockpit was completely revamped, and with the April Update, come even more improvements! The latest area to feel the love is the Navigation Panel where, in places, we have added icons for a tighter, more visually appealing layout.

A new column has been added to this panel, denoting activities in an area, mission targets, plotted routes, Wanted status and if the threat level of some areas is too high. The Navigation popup expands on this information, providing more details about the location, such as faction details, star class, information of resources and more!

Two of these may sound new to you - so allow us to explain!
  • Activities - Every location in the Elite galaxy, offers different activities, be it collecting Combat Bonds in a Combat Zone, or mining asteroids at a Resource Extraction Site. Icons and links to the Pilots' Handbook (see below) have been added to help you easily identify what activities are available at a given location.
  • Threat Level - Threat Level is something that already exists in the game (previously only seen at Unidentified Signal Sources), but this new marker will now appear in all systems. If a location has a threat level too high for your current combat rank, a 'danger' icon will be displayed, warning you that the location might be too dangerous.
Pilot's Handbook

Like the Codex, the Pilot's Handbook is a treasure trove of information, providing details on the many activities available to you in Elite Dangerous. Whether you're a veteran, or you've only just graduated from flight school, these articles will help you discover what opportunities are out there - and what is required to get involved in them. With links from the cockpit straight to the Pilot's Handbook, sourcing information is easier than ever before!


Trading Screen Improvements

When you're an interstellar trader, every minute is a potential sale... so to help you avoid being badgered by a strange man trying to sell you the 'deal of a lifetime' (500 tonnes of bio-waste is not always a good deal, by the way!), a number of improvements have been made to the user interface of the Commodities Market.

You will find two panels in the Commodities Market, Buy and Sell. Each new panel will provide you with important information:
  • Commodities relevant to any active missions you're currently undertaking
  • Icons that provide feedback of profits and supplies.
  • Trade data on nearby local systems per commodity
  • Buy and sell commodities pop-up with much more info than before - helpful even to the seasoned trader!
  • Select markets or goods and view their trade data in the Galaxy Map.
All these improvements have been introduced to make the Commodities Market easier to understand at a glance, ensuring every Commander can become a wolf of the interstellar Wall Street.


Interstellar Initiatives

Our name for the previously announced 'Community Events'. These are series of in-game events that play out over the course of around a month. Each one features several phases that will alter as the narrative progresses, and may end with lasting effects on the galaxy. We'll be delving deeper into these in just a couple of weeks.


...and there's more!
  • Revamped main menu layout, including featuring GalNet news and other important information.
  • Training Missions and Challenge Scenarios will now be accessible via the cockpit, allowing you to brush up your skills right from the seat of your ship.
  • Loading screen tips.
  • Bug fixes.
So there you have it, a brief take on some of the features coming in the next update.

Join us on Thursday 18 April (at 18:00 UTC) for a content reveal livestream, where Executive Producer Adam Woods will be showcasing how all of this looks in-game!

Until then, please feel free to share your thoughts and feedback with us below.

See you in the black, Commander!
No love for powerplay? Where are the fixes?
 
Is it just me or are NPCs running away everytime now? i love flying small ships, it takes a bit to get one of the big 3 down an its just hella frustratin if they wake out on the last 50% or the moment shield drops. and the best part, if u low wake into supercruise, theyre right behind you, full health, full shields! is that intended? is that "realism" an "smart" AI or just cheater?
lmao 3rd time the same enemy, always the same routine. shootin him down (even targeting fsd) he just wakes, no message that he charges nothing. just boosts in a direction an he gone
 
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