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Thread: Ships beta 1.5.3 incoming

  1. This is the last staff post in this thread. #1

    Ships beta 1.5.3 incoming

    Hey guys,

    Quick update to let you know a new beta build is incoming. It should be here at 11am and the beta servers downtime will be roughly 30 minutes.

    Here are the patch notes.

    - Various server reliability fixes
    - Fix Cutter not passing through docking port with landing gear up
    - Made Cutter's cargo bay move down when deployed to allow for easier cargo pickup and fixed orientation of tiny hardpoints
    - Left and right panels are smaller in 1.5 than 1.4
    - Some Piracy missions now have their mission cargo overridden properly.
    - Make missions unavailable to players in ships that cannot land at all stations during a mission
    - Changes to when reward is displayed on panels and BB
    - Assassination crash fix where system was trying to use the wrong ship
    - Decrease mission respawn time and number of missions
    - Don’t Die text fixes
    - Fix for times in the past being mistaken for times in the future
    - Make some assassination targets more likely to spawn
    - Make some missions clearer to understand via timer’s etc.
    - Fixed some ship names in the local traffic reports
    - Fixed refuelling reserve tanks
    - Update Viper MkIII descriptions to reflect the addition of the MkIV
    - (all languages) Powerplay statistics tab missing translations
    - Re exported Type 6 debris with charred materials
    - Fixed Galaxy Map FOV cutting off the side panel
    - Some missing Spanish and tweaks added
    - Various text fixes
    - Temporarily remove the new damage decals until a proper fix can be implemented
    - Doubled the time a shield cell is actively providing a benefit
    - Increased the amount of heat a heat sink can drain and doubling the time over which it drains it
    - We are adding a small amount of thermal and kinetic resistance to hull reinforcement packages, again, increasing their effectiveness, including versus module damage
    - Increased the maximum speed of recovery for collapsed shields (especially larger shields)
    - Increased the manoeuvrability of the FDL, increasing its power plant capacity and increasing its heat dissipation
    - Fixed Corvette hangar cameras
    - Fixed orientation of Corvette's tiny hardpoints
    - Fixed Corvette's collision so point defences work properly
    - Make sure mission targets have the correct cargo
    - Added missing discovery scanners to the Asp Scout, Imperial Clipper and Federal Assault Ship
    - Bobbleheads should only render when inside the cockpit

  2. #2
    Hey


    Are we going to see a balance pass for the Viper mk4?


    At the moment is power starved (bigger distributor please!), too slow for boom and zoom (make at least 395 max speed) and undergunned (give her 2xc2 and 1xc3, ditch the c1s!)

  3. #3
    Looking good! Thanks

  4. #4
    Very nice work guys and thank you!!

  5. #5

  6. #6
    'Typical' - I finally set aside some time to play with the rather nice Viper IV, and those cheeky peeps at FDev deliver a huge swathe of fixes... ;-)

    Well done & thanks for the speed of fixes!

  7. #7
    Looking forward to trying new FDL builds when I get home from work!

  8. #8

  9. #9
    Awesome! Look forward to trying them out.

  10. #10
    Originally Posted by Zac Antonaci View Post (Source)
    - Decrease mission respawn time and number of missions
    so we have fewer missions but they respawn faster? hopefully thats not a bad thing

  11. #11
    Fantastic fixes! I'd really like to see the Viper Mk IV get a class larger power distributor with no other changes made at all. It's a beautiful ship and I absolutely love it, but laser builds are far too hungry. It'll be a beast with flight assist off with a better power distributor, giving it a really nice role as a slippery fighter. It'd definitely be worthy of being a mainstay long term bounty hunter ship, which is something the lower price point could really use.

  12. #12
    I know it's still a bit early,

    but could you please make it so the controls of the SRV don't override those of the ship, allowing the same keybind to be used for both?

    For example,

    I use F1 for the nav/target panel on the left. Currently, I can only bind either the SRV or the Ship to that keybind.

  13. #13
    Originally Posted by Zac Antonaci View Post (Source)
    - Decrease mission respawn time and number of missions
    You mean on the bulletin board? I would beg to differ and say with new mission types, the number of missions (total and new ones generated per cycle) should be larger (and shorter respawn time means even more cases where you look at a mission, check the map, check our other missions, open the bulletin board again and the mission is already gone). For example, I was trying to do large scale delivery missions with a big hauler (pure trading Cutter). Found one to move 126 tons for 444k. Next stop, nothing, so loaded with some normal cargo and dropped it off somewhere else, without mission. No useful missions there, either. The same as the 2 stops that came after that.

    It's really a bit frustrating. Arrive at a starport in a Cutter, and the missions are like "courier this tiny package", "kill the war hero of neighbour system XYZ 12345" (issued by the local government which belongs to the same major faction as the target), "bring us 2 tons of osmium", "kill 5 civilians" (issues by civilian corporation), "salvage 3 tons of stolen cargo from a wreckage". So I am sitting there, in a Cutter* with 700 tons of free cargo space and rarely does anyone even request the services of such a vessel.

    *Really applies to anything that can carry more than a T6 or Asp; this is about the point where you can still reasonable combine multiple smaller missions, and where rarely ever does a mission task you to transport more than fits into your ship.

  14. #14
    Originally Posted by Zac Antonaci View Post (Source)
    ...Decrease mission respawn time and number of missions...
    This could actually be a good change, any chance of finding out what the respawn time will be?

    Have to say, this is the first Beta I've ever taken part in...it's quite fun nosing around and finding things that are broken or need tweaking....like the Asp S Boost speed (hint hint)

    Thanks for the notes o7

    EDIT:

    Originally Posted by Mephane View Post (Source)
    ...It's really a bit frustrating. Arrive at a starport in a Cutter, and the missions are like "courier this tiny package", "kill the war hero of neighbour system XYZ 12345" (issued by the local government which belongs to the same major faction as the target), "bring us 2 tons of osmium", "kill 5 civilians" (issues by civilian corporation), "salvage 3 tons of stolen cargo from a wreckage". So I am sitting there, in a Cutter* with 700 tons of free cargo space and rarely does anyone even request the services of such a vessel. ...
    Bounced around some stations last night, both in The Bubble and on the Fringes and I agree with this point. Now that Mission Respawn/Timers has been brought up, I think it would be good if stations (almost) always gave a mix of missions (tonnage) and/or allowed piecemeal completion.

    "I can't Haul/Smuggle 100t of fish as once in 6 hours, but I can do it in 4 runs; that any good for you?"

  15. #15
    F5 F5 F5 F5 F5..........Test Test Test! Thanks Frontier Guys and Gals

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