Elite Dangerous: Odyssey | Update 9 Notes

And my opinion is that the huge ships suck... Most of them are ugly af (cough conda cough) and I don't want to be forced to use a ship that is THE best. Makes every other ship obsolete... wow, great! THE best is ALWAYS bad in EVERY game, btw (especially in pvp as everybody will use the same crap). I also find it dumb that the biggest ships with the most mass can jump the farthest... yeah, sure. I'd wish that every ship, or at least ship class, instead has some kind of specialty that other classes simply are NOT capable of. And also... the biggest ships MUST be multicrew or else you cannot fly them.
Firstly, the Anaconda is not ugly. Secondly, the DBX and a few other smaller ships can have a jump range that comes very close to the Anaconda anyway. I wouldn't be opposed to having more ships, but in my opinion the current diversity (and some of the niches certain ships occupy) is one of the things where this game actually excels.
 
Firstly, the Anaconda is not ugly. Secondly, the DBX and a few other smaller ships can have a jump range that comes very close to the Anaconda anyway. I wouldn't be opposed to having more ships, but in my opinion the current diversity (and some of the niches certain ships occupy) is one of the things where this game actually excels.
Beauty lies in the eye of the beholder... I obviously wanted to sound provocative with the conda thing :) Either you love or you hate it.

The DBX is, without a doubt, my absolute favorite for traveling within the bubble... but whatever else you want to do with it... you HAVE to make sacrifices. And that goes for nearly EVERY ship except the ones with massive amounts of space for modules. The number of modules is what makes a ship better/more versatile/more useful (except PVP). Maybe I'm doing it wrong? :D Where are the Conda's restrictions?
 
Firstly, the Anaconda is not ugly. Secondly, the DBX and a few other smaller ships can have a jump range that comes very close to the Anaconda anyway. I wouldn't be opposed to having more ships, but in my opinion the current diversity (and some of the niches certain ships occupy) is one of the things where this game actually excels.

Except, if you’re trying to use a multi limpet controller, apparently.
 
COMMANDERS.
So sorry about this, trying to make sure that every expectation is set and this is one hefty update to pick through!


Updated SRV section to the following:
  • Scarab Cargo Bay changed from 2 to 4.
    • PLEASE NOTE | KNOWN ISSUE:
    • Your current Scarab's loadouts won't auto update with the new update applied.
    • Commanders will be required to buy a new Scarab SRV to get the new capacity.
Talking this through on dev side, just keeping you in the loop.
So you're saying the 2T Scarab is now a limited edition model?

Reads further into the thread... .ahhh :(
 
Last edited:
Seems the UI team forgot some UI artifacts that appear on screen in a form of an octagon with an arrow or two point towards it or away from it. What is the reason here?
Also when there will be any noticeable performance fixes?
 
Overall performance and smoothness of play visibly improved (not counting reported bugs). Nice new things were released, but those needs some changes/tweaking to be really useful for players. Update 9 so far feels positively, but it need tuning to be really a good one.
 
I wonder if the large deep stutter has been fixed when you enter a station. It normally happens just after you fly through the slot. Big stutter then it's fine and smooth once inside station.
 
I'm rather disappointed. I'm still having the same old 20 FPS on concourses with stuttering sound. Considering that we're 9 updates into the odyssey release now, I guess this is how it will stay.
For the record: GTX1650, quite lame I know, but it's all I can/want to afford at this time.
Well idk. I have gtx 1650 4gb gddr6 and I play 144fps space, stations and settlements 50fps and planets are 120fps. What is your cpu. Btw am using medium presets with fsr.
 
Audio
SRV related improvements
  • Improved responsiveness and mix of the Scarab tire surface noises, including skids.
  • Improved the Scarab mix at different distances and perspectives.
    • Scarab will now sound clearer further out, for example.
  • Fix implemented to address the odd echo quality on Scarab sounds at distance, which basically, I’m straight up told, sounded 'weird'.
  • Improvements made to audio Level of Definition optimisations on the Scarab that were incorrectly set up.
  • Fixed annoying high pitched tone in the SRV tire on rock sounds.
  • Fix implemented for audio not being affected sufficiently when obstructed by objects.
  • Fix implemented for SRV turret movement sounds not always being audible.
  • Rebalanced the Scarab Wavescanner sounds.
    • Some were quite loud (eg. the crystal one). They should be more consistent compared to each other now.
Rebalanced SRV audio perspectives:
  • SRV Cockpit should have less sharp “crunch” of the surface/tires compared to before (as you are in a canopy).
  • Turret/Gunner should have clearer surface crunch and less bassy engines (made me think of Shirley Bassey for some reason).
  • The Camera Suite, when activated, will have less 'fizzy surface noise' come through at distance compared to before, but more surface detail does come in if you get the camera close to the wheels.
  • Optimisations have been made to the Scarab wheel audio emitters.
  • Reduced volume of overly loud planetary exploration music (I can't get enough of it, personally).
  • Fixes for Emote body movement sounds sometimes being silent have been implemented.
  • Fix added for settlement terminal boot-up-ident sounds being too loud.
  • Fixed the firegroup toggle sound sometimes being silent if you rapidly change it.
  • Fix implemented for TK Aphelion gunshots dropping out when manually triggering individual shots rapidly.
  • Fix implemented for missing Engineer voice lines in the non-English languages when discussing the quiet footsteps modification (they’re talking about quiet footsteps, c’mon! Maybe they don’t wanna broadcast it, right?).
  • Added small delay to various Engineer voice lines to stop missing words happening at the start of a phrase, when transitioning between menus.
  • Fix implemented for drive assist off and on COVAS lines occurring on disembarking and boarding your SRV when drive assist is on.
  • A 30 second cooldown has been added to the drive assist on and off COVAS lines to reduce the “spammy quality” for players who switch drive assist on and off frequently.



Huh, for me at least the Scarab now sounds really high pitched and whiny with drive assist off.
 
Here's a suggestion. How about you just say what limpets a particular multi limpet controller can programme instead of the current "capable of deploying limpet types suitable for -----" . For gods sake we are elite pilots in the far future, this is a sim not some guess what we mean game.
 
Can totally appreciate this.
I've escalated all of the issues I've collected on this and the team are aware.
Just uh...well...things really are suddenly a bit choppy around here for some reason. Bear with o7

Well, I know that you all do the best that you can.

If it takes a little while I'm sure we can push the end date out to make it fair on everyone. Its not like I'll be in a fit state to watch organic scanning videos on new year's day :)
 
Well overall I’m happy with the update. The new SRV is awesome. Drives like a dream and sounds great. The weapons leave a lot to be desired against ground targets though and it’s missiles are completely useless for anything other than skimmers and yeeting npc’s a kilometer or two into the air.

The introduction of seat selection when boarding srv’s and ships is amazing! As well as the scorpion hanging under the ship until the driver either moves it or someone else boards.

the multi limpet controllers are better than I anticipated. I’m still bitter that only 6 ships in the entire game can use the Universal controller though. As such I’d still like to see a class 5 ULC added with stats inline with the class 3 MLC performance. Over all I also feel that both the ULC & MLC consume far too little power for their size. A 3A hatch breaker uses more power than a 3F multi limpet controller that can hatch break, collect and recon; as an example.

I do a bit of rambling and reacting to the new limpets here:
Source: https://m.youtube.com/watch?v=BQzg1h0vjSU&feature=youtu.be


I’d really like to see the ULC added into the class 5 slot; again with more weight and power consumption but otherwise identical performance to the class 3 operations controller.

I’ll also state that the collectors from operations and universal controllers are way better than the regular controllers due to a speed increase from 200ms to 500ms and a range increase. As such I think all the existing limpets need to have a pass done on their stats to guarantee they are better in every way to their equal or lesser sized MLC’s/ULC’s.

A 7a collector for example can sport 4 collectors at 200ms with a 720s Expedia toon time. A 7a ULC can deploy 8 collectors with 500ms speed and an infinite deployment time making it single handedly THE large ship meta for mining. While I think this is a good think the ^a needs to be buffed as does the 5A which is capable of one less limpet at 3 than any of the MLC’s and at a slower speed of 200ms vs the 500ms of say the operations controllers.

note: nerfing the limpet speed on operations and universal controllers is not the answer as it will break hatch breaker ability; which is why they have that speed in the first place.

so please, buff the regular limpets to be in line with the new ones as superior task focused tools and add a class 5 ULC, pretty please!
 
Last edited:
Hoping a Dev reads this Multiple issues with with Horizons crashing since the update. So far I’ve discovered:
Game crashes when trying to access stored modules. This is for all stations and fleet carriers.
Game crashes when a guardian sentinel spawns.
Home page on the right hand side info panel does not update in real time.
This is on Xbox platform but I believe other platforms are affected in the same manner. PLEASE FIX ASAP AS GAME IS ALMOST UNPLAYABLE!!!!
 
Wow that was another huge wall of patches, updates, fixes, new srv and list of known issues.

Lets eee how long till the update 9 hotfix 1 or the likes. I really hope is not but with the new limpets and srv I think that will be the case once servers go back online.

Overall nice update indeed
 
Back
Top Bottom