Elite Dangerous: Odyssey | Update 9 Notes

sallymorganmoore

Senior Community Manager : Elite Dangerous
Any news on a fix for crashes to desktop when entering stored modules for those who play Horizons?
Oh gosh we're only on the morning after release still, hehe, bear with us. I promise I'll do my best to keep you all informed! I've just added a further comment to this thread https://forums.frontier.co.uk/threa...date-9-immediate-issues-of-note.595269/page-3 as a way to kind of...keep you all from worrying whether I'm still digging in to things and keeping track o7

Doing a great job by the way Sally
Thank you all for helping!
 
Sorry, but with every update, more and more bugs appear in the game, as well as poor anti-aliasing, lighting and poor optimization in the game. What is the developer's problem?
 
I seem to recall that this 32 button limit is a Windows thing and non trivial to overcome.
Even if it's not a windows thing, I can vouch that it is not easy to overcome. Input handling gets hairy really fast, especially in something that handles as many input devices as it seems Elite does (I know because I recently wrote an input system myself). The real problems come not from just bumping up the limit (eg, from 32 to 64 or 128), the problems come from there being a limit at all, and switching to having no limit* is most definitely not a trivial task.

* no [practical] limit in the game, that is. The OS itself might well impose a limit, or the hardware protocol (USB HID). I say "practical" because you still get limits impose by word sizes (eg, 2147483648 for signed 32-bit numbers, but I don't think many people have devices with that many buttons).
 
friend put the T7 universal on his Cutter and a 2 jump trip turned into a 5 jump return trip.
The steepest impact of weight on range is at the extreme end. A completely stripped cutter with a booster will jump around 55LY. Adding a C7 UCL will reduce that to roughly 50LY, or a reduction of 10%. A more normally outfitted cutter will see an even smaller impact, roughly around 2% on average. I cannot think of any build where adding the UCL will reduce the range by 60%, or anything even remotely close to it.
 
Even if it's not a windows thing, I can vouch that it is not easy to overcome. Input handling gets hairy really fast, especially in something that handles as many input devices as it seems Elite does (I know because I recently wrote an input system myself). The real problems come not from just bumping up the limit (eg, from 32 to 64 or 128), the problems come from there being a limit at all, and switching to having no limit* is most definitely not a trivial task.

* no [practical] limit in the game, that is. The OS itself might well impose a limit, or the hardware protocol (USB HID). I say "practical" because you still get limits impose by word sizes (eg, 2147483648 for signed 32-bit numbers, but I don't think many people have devices with that many buttons).

You seem to be versed on the arts of the bits and bytes friend. The post I did was merely provocative/joking. :)

In any case, difficult or not, I find really intriguing a game with such complexity and aimed at the "SIM" spectrum of a genre to have such a limit. My educated guess is that this shouldn't be a limitation from day1 since the game has so many inputs and it keeps adding more and more stuff to be bound to keys with each update.

Besides... That issue on the issue tracker... it's open since....

..........2019. :mad:

see here: https://issues.frontierstore.net/issue-detail/1763

it is gathering complaints for 3 years already.
 
Last edited:
In any case, difficult or not, I find really intriguing a game with such complexity and aimed at the "SIM" spectrum of a genre to have such a limit. My educated guess is that this shouldn't be a limitation from day1 since the game has so many inputs and it keeps adding more and more stuff to be bound to keys with each update.
It's a double optimization: button state can be kept track of in a single 32-bit value (light on memory and fast*), and easy to code (so fast development). And then, other than keyboards, devices with more than 32 buttons were rare. And then 2019... merely the other day.

Our computers may have multiple gigabytes of memory, but our CPUs have but mere kilobytes of the good stuff (32kB/core on my system)
Code:
Caches (sum of all):   
  L1d:                  192 KiB (6 instances)
  L1i:                  192 KiB (6 instances)
  L2:                   1.5 MiB (6 instances)
  L3:                   15 MiB (1 instance)
 
Great to see the Planetary rings appearing in FSS mode. Thanks very much for all your hard work, from developers to the community managers and everyone in between, above, below and sideways!
The effort everyone has put in has been incredible!
Have a great Christmas everyone.
Looking forward to next week's live stream special!
 
The Cutter thou needs to have an accessible staircase up to the entrance. You know for the IMMERSION!
Why you need stairs?, it's usual in all films to be pulled up in the alien ship by a blue light :D

alien-still.jpg
 
What I did not saw is "Fleet Carrier interiors"
I was pretty sure that Frontier said it will be added in Update 9. That we would be able to see Carrier jump. There was even a screenshot showing the bridge.
Shouldn't be a surprise. Frontier is obviously terrible at following through with their promises. Just look what they did to console players.
 
The crux of the matter is that it is quite possible to be "lucky" and get a few asteroids in a row without this effect. The person testing this should thoroughly check at least 5, but better 10 asteroids to be on the safe side. That is what makes this bug so ugly. A programmer who thinks he has found the cause and then tests only one asteroid will most likely fall into this trap. This bug demands the utmost respect. Also to note: While I rarely do laser mining and is therefore a bit speculative, I suspect this happens primarily with subsurface mining.
I would say 100 or 1000 programmer must check.
And QA a lot of more like 10000.

..but that will never happen. I'm 20+ years on freelance. it is always "we have almost done, need small fix, 20$ and 1 hr" - translates to human -- most is wrong, and u need to spend 20000 $ to fix it." ...and about a year...
 
Last edited:
So is my question completely irrelevant to you Sally or did you just completely miss post 738? Honestly either could be said but personally it really does just feel like console players are just being ignored. I guess it is whatever though because every company does this to console so that makes it OK right.....
 
Back
Top Bottom