Elite Dangerous: Horizons Update for PC and Consoles Notes

I haven't been able to confirm there is an issue with beams yet. It's just something that's been mentioned on Facebook and discord by multiple people. Ive only confirmed the damage reduction for plasma accelerators at this time. From what it's looking like so far, the nerf is unintended. And if that's the case it should get fixed eventually. That goes for beams too if they are indeed broken.
Just checked and my G5 overcharged TV beams are at the default unengineered level, @sallymorganmoore appreciate you guys are busy with the fallout from U7, has this been confirmed across Horizons?
 
So I can say that if you have Efficient G5 PA's across all sizes the difference in damage between stock and G5 is 4.8%. Off watching Netflix as the other end of the scale is the new 1 shot weapon that kill everything. They have actually left a weapon in the game far worse than any trainer damage ever used.
 
Just checked and my G5 overcharged TV beams are at the default unengineered level, @sallymorganmoore appreciate you guys are busy with the fallout from U7, has this been confirmed across Horizons?
How did you test this? Is it just the overcharge mod that's been "nerfed", or all mods? I'm using a mix of long range and efficient on my builds.
 
So I can say that if you have Efficient G5 PA's across all sizes the difference in damage between stock and G5 is 4.8%. Off watching Netflix as the other end of the scale is the new 1 shot weapon that kill everything. They have actually left a weapon in the game far worse than any trainer damage ever used.
If it wasn't so frustrating it would be laughable. Give us some QoL improvements and fixes, and it wrecks the game
 
If it wasn't so frustrating it would be laughable. Give us some QoL improvements and fixes, and it wrecks the game
My feeling exactly I kept away from Odyssey because I just knew it was going to be bad. I just prayed they would leave Horizons alone but no lets ruin everyone's game experience.
 
How did you test this? Is it just the overcharge mod that's been "nerfed", or all mods? I'm using a mix of long range and efficient on my builds.
Compared the stats on my installed and stored modules for PAs, beams and it seems the cytoscramblers, to the default unengineered versions. They seem to be almost exactly the same. I have three cytos, on my chieftain, all with slightly different engineering, but they all have the same damage level (the same as an unengineered one, DPS of 27.4) but they should be much more than that with engineering.
 
Compared the stats on my installed and stored modules for PAs, beams and it seems the cytoscramblers, to the default unengineered versions. They seem to be almost exactly the same. I have three cytos, on my chieftain, all with slightly different engineering, but they all have the same damage level (the same as an unengineered one, DPS of 27.4) but they should be much more than that with engineering.
Just bought a 3b PA and a G1 efficient mod adds only 1.6%!!!!
 
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Just bought a 3b PA and a G1 efficient mod adds only 1.2%!!!!
They broke it I log on to check then just play games other than elite. G5 is 4.8%. Playing Elite dangerous at the moment is just not worth the effort. I have far better games where the Dev's do not make me feel the way Elite does right now.
 
They broke it I log on to check then just play games other than elite. G5 is 4.8%. Playing Elite dangerous at the moment is just not worth the effort. I have far better games where the Dev's do not make me feel the way Elite does right now.
Do you know, I think you're right. I do love the game, but the frustration of all the bugs that get imported every time there is an update is getting too much.
 
Compared the stats on my installed and stored modules for PAs, beams and it seems the cytoscramblers, to the default unengineered versions. They seem to be almost exactly the same. I have three cytos, on my chieftain, all with slightly different engineering, but they all have the same damage level (the same as an unengineered one, DPS of 27.4) but they should be much more than that with engineering.
At least it sounds like a bug and not an intentional rebalance. Not that ED couldn't use some rebalancing, but ironically I tend to use engineering to balance my ships to something that feels more realistic (for example, extending weapon range or increasing weapon damage to counter bullet sponge NPCs).

Hopefully they fix this soon.
 
Please fix the mining issues, were if you go into a hotspot, any hotspot in the bubble or out of it, then try mining with regular mining lasers, what is advertised on that hotspot doesnt generate in the rocks, in fact everything but. This has been an ongoing problem since you altered mining back in Patch 1, Horizons in favour of deep core. There should be at least a small amount of mats in rocks if its in a hotspot when mining with lasers and this should be right across the galaxy, not just in a few selected locations within the bubble.

This has been reported numerous times by players and has been marked as fixed a few times, yet its still NOT fixed at all. When do we get this fix done so we can go out and explore, find new mining ground and be able to mine whats advertised in hotspots with regular mining lasers anywhere in the galaxy. Otherwise its pointless exploring to find new mining ground isnt it and throws exploration and mining out the game completely in favour of combat.

Fix things for non combat players as well. There is more to this game than just combat.
 
We'll naturally continue to monitor your thoughts and experience in Horizons for PC and Console quality of life issues, as well as Odyssey and appreciate all of the contributions and feedback we gather here to be able to bring these improvements across the board.

I would like to ask in a future update to move the display of the distance counter to the object in this menu to the left part of the screen of this menu (align the location in the cell to the left).
In the attached screenshots, I showed the place where the distance counter is located, and the place to which I would ask to transfer this data (indicated by the arrow).
I think it will not be difficult to do this.
The fact is that it will be convenient for everyone, and especially for those who play in VR mode with a helmet and control the approach to the station before the landing request.
Finding the counter in the right part of the cell is inconvenient and difficult to distinguish when the left panel with the landing request is open.
 

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sallymorganmoore

Senior Community Manager : Elite Dangerous
Thanks for picking this up, I recognised it yesterday (on PS5). Not only the session log though, also the archive! Just the stats are not greyed out.

See this thread: https://forums.frontier.co.uk/threads/codex-archive-not-accessible.590205/
Super helpful, thanks.
Now...with how console timings for submissions for fixes and stuff works, this might not be something that gets in this week but I can absolutely tell you we have it in our pockets for you console guys o7
 
Super helpful, thanks.
Now...with how console timings for submissions for fixes and stuff works, this might not be something that gets in this week but I can absolutely tell you we have it in our pockets for you console guys o7
Sally, thanks for the confirmation that the console fixes are in progress, this week would be great (!), but appreciate that is out of your hands.
 

sallymorganmoore

Senior Community Manager : Elite Dangerous
Sally, thanks for the confirmation that the console fixes are in progress, this week would be great (!), but appreciate that is out of your hands.
Yeah yeah totally, so as I said in the update post thing, we are aiming for a console update early this week (meetings start soon so I'll be sorting out the action plan once I'm done on dev side) to address the issues primarily shared with PC users since Update 7 -

- BUT the more "later found" introduced issues from update 7 which needed a bit more work might not make it in this week's one (a later one - but not too late. I can't confirm when yet) due to how the submission processes work on console and us wanting to get something out to you all as quick as poss.

Sorry, waffle. Hope ANY oft hat made sense.
 
Many more greetings Commanders.

As promised, this is the first instalment of a dedicated 'Quality Of Life' update being brought to Horizons, spanning all platforms (includes consoles, just be be totally clear).
Theres more to come as we go along the forthcoming updates (by that I mean this is NOT the "true parity update" coming after this) of the year, so we'll keep you informed of progress made.

Some of these will be repeats from other update threads/The Update 7 thread BUT I figured a separate post for Horizons tweaks will be easier to digest and be more clear for you all, than have it jsut bolted on to the Update 7 landslide of list.

Servers are now offline (or there abouts) and are scheduled to begin spooling up again at 14:00 UTC (15:00 BST).
Please remember that there's a chance not all platforms will be back online at the same time, but it'll be as near enough as possible.

We'll be on standby with our eyes peeled for the big moment with you.


Let's go! o7




Updates of note:
  • Increased module and bookmark storage.
    • Commanders can now enjoy an increase in module and bookmark storage
    • Limit of 200 each.
    • The increase limit only applies for personal bookmarks. The Squadron bookmark limit has not been changed.
  • An issue has been fixed with how damage is applied to Thargoids in order to fix Thargoid Hearts appearing to become invincible.
    • Fancy a bit more info on this? Damage was being applied to the local space of the Thargoid, but each client was rotating the Thargoid locally (like, each player's personal session of the game), so it would have hearts in different places. Amazing really!
    • Previously Player A could shoot thargoid heart but Player B (authority) would register that it didn't hit the heart and thus apply no damage.

Additional Updates:
  • A fix has been implemented for an incorrectly rotated tunnel section within an installation.
  • A fix has been implemented for a tower clipping into buildings at Horizons bases.
  • Module UI now updates to accurately show when a heatsink has been re-armed, along with cockpit UI.
  • A fix has been implemented for the data link reticule, which sometimes appeared to be the incorrect colour when players targeted a scannable asset in analysis mode.
  • Data link and composition scanner reticules are now distinguishable from each other in analysis mode - the composition scanner reticule has been flipped to display vertically.
  • A fix has been implemented for the SRV not being able to fire after ammo synthesis.
  • When hiding the UI in the livery preview, the name of the equipped paintjob will no longer be hidden as well.
  • A fix has been implemented for a floating pipe that popped up at some planet ports.
  • Spanish character Ñ will now appear in nameplate/ID for ships.
  • A fix has been implemented for Powerplay modules not having the 'buy back option'.
  • A fix has been implemented for Scavengers that would occasionally clip through the ground at Thargoid sites.
  • A fix has been implemented for a missing text string in the HIP 15609 system.
  • A fix has been implemented for Super Power promotions, where they were not always being reported in the UI at the same time as the inbox message arriving.
  • A fix has been implemented for Thargoid site doors opening at incorrect times for players.
  • A fix has been implemented for Ship Launched Fighter kills counting towards CZ progress.
  • A fix has been implemented for hyperspace break sometimes not working for Supercruise Assist module.
  • The analysis mode reticule for the data link will no longer persist onscreen after the SRV stows it's turret, or in the ship UI when the player re-boards.
  • Fixes for multiple typos throughout the game in general have been addressed.
  • A fix has been implemented for some materials that were displaying incorrect rarity or grades.
  • Overlapping text in the Commander Stats UI has been fixed.
  • A fix has been implemented for repair limpets not repairing the correct consistent amount on ships with damage regions (e.g. Anaconda).
  • A fix has been implemented for defending captains in space conflict zones awarding combat bonds from the opposing faction.
  • Fixed intermittent hang on exiting the game
  • Squadrons UI - Fixed filters navigation not being reset
  • Fix for misaligned assets at Research Base
  • Fix CQC ranks above Elite being displayed incorrectly.
Powerplay:
  • The process where control of a starsystem is lost by revolt now correctly accounts for income already provided to competing control systems.
  • Income values have been updated for many control systems so they're the sum of their own income PLUS all the systems they currently exploit (note: this will need a table of powers, starsystems and CC numbers for the forums with plenty of notice for players to react).

Known Issues:
There are naturally more issues out there to cover and work furthre on, but we're calling these out specifically as they seem to be newly introduces as part of this update.
  1. No notification of Fleet Carrier jump for players until 10 seconds before the jump itself.
  2. Session log is greyed out and inaccessible (console only).




That's us for this QOL batch, Commanders!

We'll naturally continue to monitor your thoughts and experience in Horizons for PC and Console quality of life issues, as well as Odyssey and appreciate all of the contributions and feedback we gather here to be able to bring these improvements across the board.

See you in the black o7
Session log is greyed out and inaccessible (console only).
The session log (and archive) in the commander codex are greyed (actually red) out on PC as well, not just console. Mine are anyway.
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