Elite Dangerous: Odyssey Update 7 Notes

I used subversion for over a decade and it is fine as long as you are careful...but if just one dev on the team doesn't do the check-in dance correctly, it can be a royal pain. And don't even get me started on merging large branches shiver. Of course, good unit tests and proper regression testing should catch that kind of problem.

[...]
The problem with svn is that it doesn't have a native merge tracking, i mean, it does have merge tracking, but it has been patched in at some point and sometimes things can get quite messy on a complex branching structure with more than 2-3 developers.
A couple of times i had to import the svn repository into a git repository through gitsvn, merge in a far easier way (in one of them something like 30 files in conflict became 4-5 files in conflict) the messy branches and force back the result to svn tampering with its properties...
 
I wonder what the actual dev staff think when they push each new Update to public and watch as the community reports how utterly broken they always seem to be.
I can almost guarantee they are completely demoralized. I really feel for them. It is a horrible situation to be in and I hope that each one of them have loving friends and family that they can go to every day after work to help them leave the stress of the day and get out of what I call "machine mode" and become a human again.

I've seen good friends ruin themselves mentally and physically (2-3 Rockstar/Monster per day takes a toll) in situations that are a fraction as chaotic as things appear to be now for these devs.

Same goes for Sally and the rest of the community team. I am simply stunned at how capable Sally has been at wrangling, well, us. We are a passionate bunch for sure and she has been amazingly adept at managing our...disappointment and, often, turbulent reactions to imperfection. I hope they can all go home, get an amazing hug from someone who loves them, talk it out, cry a little, eat some ice cream, and just decompress doing something they enjoy and leave this fractious lot and the tumult of work behind...for at least a little while.
 
Anyone else found the new turrets to fire first and ask questions later? Apologies if this has been raised before?

That's not the new turrets, per se. The cutter, especially with ship kit pieces, can overlap the trespass zones at some of the new odyssey settlements.

You're being hit with a trespass violation which is turning the settlement hostile while you're on the pad.

If you search for 'trespass' in the issue tracker you'll find multiple tickets for this, most unfortunately expired.
 
That's not the new turrets, per se. The cutter, especially with ship kit pieces, can overlap the trespass zones at some of the new odyssey settlements.

You're being hit with a trespass violation which is turning the settlement hostile while you're on the pad.

If you search for 'trespass' in the issue tracker you'll find multiple tickets for this, most unfortunately expired.
Cheers for the info - I hadn't seen this before - I cleared a 300 quid fine only one of the large landing pads does it as you say :D.
 
Thank you.

Getting a bit tired of armchair experts claiming Elite is doing these monumental things that it really isn't.
Oh but it is still doing monumental things - I mean, the Stellar Forge engine is extraordinary! It just isn't doing it 'live' as you play.
My point was that the low FPS and some graphical strangeness etc. are nothing to do with the procedural generation - these things are entirely separate.

Once the models have been generated, it's just a 3D game, when all is said and done - it has its own peculiarities but I thin it is quite fair to compare the Odyssey on Foot to any other FPS - and here I think almost everyone can agree that it (currently) is not very good. One hopes it improves!!
 
My point was that the low FPS and some graphical strangeness etc. are nothing to do with the procedural generation - these things are entirely separate.
Not entirely. The planets are proceduraly generated locally. Assuming vertices are on a 1x1 grid (approximately, because spheres) ,a 2000km radius planet would have 50 trillion vertices (50 * 10^12) (more accurately 50 trillion square meters of surface area). While modern GPUs do have a lot of memory, they don't have that much. Thus what you see around you very much is proceduraly generated in real time.
 
Em...I play on linux...Latest nvidia driver, just updated tonight, proton experimental latest steam version, 2060 nvidia, cpu:
processor : 0
vendor_id : GenuineIntel
cpu family : 6
model : 165
model name : Intel(R) Core(TM) i5-10400F CPU @ 2.90GHz
stepping : 5
microcode : 0xec
cpu MHz : 4300.000
cache size : 12288 KB
physical id : 0
siblings : 12
core id : 0
cpu cores : 6
apicid : 0
initial apicid : 0
fpu : yes
fpu_exception : yes
cpuid level : 22
wp : yes
flags : fpu vme de pse tsc msr pae mce cx8 apic sep mtrr pge mca cmov pat pse36 clflush dts acpi mmx fxsr sse sse2 ss ht tm pbe syscall nx pdpe1gb rdtscp lm constant_tsc art arch_perfmon pebs bts rep_good nopl xtopology nonstop_tsc cpuid aperfmperf pni pclmulqdq dtes64 monitor ds_cpl est tm2 ssse3 sdbg fma cx16 xtpr pdcm pcid sse4_1 sse4_2 x2apic movbe popcnt tsc_deadline_timer aes xsave avx f16c rdrand lahf_lm abm 3dnowprefetch cpuid_fault invpcid_single ssbd ibrs ibpb stibp ibrs_enhanced fsgsbase tsc_adjust bmi1 avx2 smep bmi2 erms invpcid mpx rdseed adx smap clflushopt intel_pt xsaveopt xsavec xgetbv1 xsaves dtherm ida arat pln pts pku ospke md_clear flush_l1d arch_capabilities
bugs : spectre_v1 spectre_v2 spec_store_bypass swapgs itlb_multihit
bogomips : 5802.42
clflush size : 64
cache_alignment : 64
address sizes : 39 bits physical, 48 bits virtual
power management:
You do realize this might be an issue with the experimental Proton version? Since that needs to act as an "interpreter" between the Windows application and the Linux system. If something in Proton is not working optimally, EDO might just be the one hitting that part in your specific case. Maybe you should see if Proton has some sort of logging facility and contact the devs of Proton about this issue as well.
 
You do realize this might be an issue with the experimental Proton version? Since that needs to act as an "interpreter" between the Windows application and the Linux system. If something in Proton is not working optimally, EDO might just be the one hitting that part in your specific case. Maybe you should see if Proton has some sort of logging facility and contact the devs of Proton about this issue as well.
The thought has been on my mind since day one of playing ED, let alone Odyssey. It's part of why I don't make too much noise about performance (ie, I don't actually know where the issues are).
 
EDO certainly is a prime real world example of the butterfly effect.
No, EDO is an example of what Les Hatton, author of Safer C and software safety guru, told us when he came and gave a lecture to my department. Research has shown that there is about an 12% chance that fixing a bug, leads to the introduction of a bigger and worse bug. Since EDO is currently going through an intense period of bug fixing, where the devs and QC departments are also at home and thus with access to limited resources on which to test (because you can't all take the test machines home, they are either split across the teams or are centralized at the office with limited access) and with less effective communication tools the chances of catching these new bugs before they make it in the wild are also smaller. Let's face it: working together over Zoom or Teams is less effective than walking over to a colleague and having a hands-on session behind a development/test system. I work in software development too and I've noticed this myself as well.

So not so much the butterfly effect, but more the "let's quickly roll out these bug fixes". There will be a burn down of these bugs during the intense bug fixing period that EDO is in, but lets be realistic: Devs are humans, humans make mistakes, mistakes lead to bugs, some of which will make it through QC and only the community will run into them. As long as the community is willing to notify the devs of these bugs, with as much detail as possible about how and when they occur, can the dev team tackle these. Complaining that something is broken in a deep level forum post will mean that this bug is most likely not noticed and thus getting prioritized for fixing. Also remember that some bugs are interacting bugs, where the cause is not the game, but the driver, the OS, extra background software, runtime framework to port Windows apps to Linux, etc.

For instance: Yesterday I was testing some CUDA code on our A100 server and every CUDA app I tried running would fail at the call of the first CUDA API call. Even those that had previously worked. So, I had to do some investigating to see where the issue lay. The only difference that I could see that happened between the last time I had used the server machine and now was that the server had been rebooted. I checked the status of the A100's (we have two) and I noticed that the first card was set to MIG mode, while the second was not. Now I've been experimenting with that mode for my work, but MIG mode should not survive a reboot (the MIG documentation states this explicitly), so this was suspect. I used NVIDIA's tooling to force the card back into normal mode and hey presto, my CUDA apps worked again.

So as you can see, the behavior I got initially pointed to a problem with the CUDA installation, and if I was maintainer of the system, that would have been one of the first things to try, but the cause was something outside the CUDA software's control.
 
Let's face it: working together over Zoom or Teams is less effective than walking over to a colleague and having a hands-on session behind a development/test system. I work in software development too and I've noticed this myself as well.
Really due only to insufficient practice (18 months is nothing compared to the decades of accumulated and passed down practice for in-person work).
 
No, EDO is an example of what Les Hatton, author of Safer C and software safety guru, told us when he came and gave a lecture to my department. Research has shown that there is about an 12% chance that fixing a bug, leads to the introduction of a bigger and worse bug. Since EDO is currently going through an intense period of bug fixing, where the devs and QC departments are also at home and thus with access to limited resources on which to test (because you can't all take the test machines home, they are either split across the teams or are centralized at the office with limited access) and with less effective communication tools the chances of catching these new bugs before they make it in the wild are also smaller. Let's face it: working together over Zoom or Teams is less effective than walking over to a colleague and having a hands-on session behind a development/test system. I work in software development too and I've noticed this myself as well.

So not so much the butterfly effect, but more the "let's quickly roll out these bug fixes". There will be a burn down of these bugs during the intense bug fixing period that EDO is in, but lets be realistic: Devs are humans, humans make mistakes, mistakes lead to bugs, some of which will make it through QC and only the community will run into them. As long as the community is willing to notify the devs of these bugs, with as much detail as possible about how and when they occur, can the dev team tackle these. Complaining that something is broken in a deep level forum post will mean that this bug is most likely not noticed and thus getting prioritized for fixing. Also remember that some bugs are interacting bugs, where the cause is not the game, but the driver, the OS, extra background software, runtime framework to port Windows apps to Linux, etc.

For instance: Yesterday I was testing some CUDA code on our A100 server and every CUDA app I tried running would fail at the call of the first CUDA API call. Even those that had previously worked. So, I had to do some investigating to see where the issue lay. The only difference that I could see that happened between the last time I had used the server machine and now was that the server had been rebooted. I checked the status of the A100's (we have two) and I noticed that the first card was set to MIG mode, while the second was not. Now I've been experimenting with that mode for my work, but MIG mode should not survive a reboot (the MIG documentation states this explicitly), so this was suspect. I used NVIDIA's tooling to force the card back into normal mode and hey presto, my CUDA apps worked again.

So as you can see, the behavior I got initially pointed to a problem with the CUDA installation, and if I was maintainer of the system, that would have been one of the first things to try, but the cause was something outside the CUDA software's control.
And yet other developers in similar situations seem to be able release products in a reasonable state and patch/update fixing bugs without adding a whole host of new issues. Not all of course, but many do.
 
Not entirely. The planets are proceduraly generated locally. Assuming vertices are on a 1x1 grid (approximately, because spheres) ,a 2000km radius planet would have 50 trillion vertices (50 * 10^12) (more accurately 50 trillion square meters of surface area). While modern GPUs do have a lot of memory, they don't have that much. Thus what you see around you very much is proceduraly generated in real time.
Yes, well, true that the high level of detail isn't calculated until it needs to be rendered at a high level of detail.

For a real insight see
Source: https://www.youtube.com/watch?v=-Et5Ivi_yIg&t=3216s&ab_channel=EliteDangerous


A brilliant video - I still remember my excitement when I watched it for the first time!
 
Haven't read the whole thread but... why can't I transfer cargo from my ship to my carrier? Is this a known bug? Sorry it has been raised already.

I've tried "transfer all" and doing each item seperately but the stuff won't move.

Given I have a Cutter with a full hold, it means I can't use any other ship or really do anything. Hayelp!
 
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Haven't read the whole thread but... why can't I transfer cargo from my ship to my carrier? Is this a known bug? Sorry it has been raised already.

I've tried "transfer all" and doing each item seperately but the stuff won't move.

Given I have a Cutter with a full hold, it means I can't use any other ship or really do anything. Hayelp!
Bug...
It is on Sally's list of things to get fixed! ;)
 
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