15.02 Update Notes

Thargoids will stop appearing for the remainder of an Invasion once it has been successfully repelled.

I presume this is just a listing of the change that was made a few weeks ago, and not a further reduction?
I can only say that the change in the 15.01 release notes that said thargoids will stop appearing in conflict zones when a system is complete was not working as described. The inbox message saying the system had been cleared arrived properly but the thargoids did not stop spawning... Whether this means it's been fixed is unknown until Thursday.
 
I agree. All they have to do on the next update is move the mail slot down a few feet. :sneaky:
I still think the issue is with the thrusters being underpowered* if they increased the power enough a well armoured Cutter should just make its own slot.



*To test this I plan on taking a ship I know had issues before out to a 0.75g (ish) planet and see if it still falls out of the sky when at a steep enough bank.
 
Hi All :)

But the visual effects as shown by the pictures published when core mining was introduced seemed to be extremely dependent on the users graphics system and settings.
Ahaa!...now that's an interesting point @ RJay.(y)
I've just recently been doing some core mining to test the new 15.02 'update'.
At the moment I'm personally not seeing much change from the pre version. I'm finding (as before) when using the PWA there's a fair amount of 'glowing' asteroids in the immediate proximity to the hot spot centre. Very rarely do these contain true core materials, usually they contain either sub surface or surface minerals or metals.
Continuous pulsing and moving gradually out in various directions then might display very bright highlighted asteroids. Most of these bright highlighted asteroids still don't (in my experience) contain core materials, Unless their form is roughly speaking,' pear shaped'.

I'm still finding that if I select a hot spot , say for example Monazite, and manage to find an asteroid that has core materials, that asteroid might contain Monazite, but it might not. It could contain some other material, say for example Painite, Serendibite or perhaps Rhodplumsite. ect. 🤷‍♂️
This seems a bit illogical to me, but hey!...that's how this feature works, so again, I just accept it. :LOL: ...it's a bit 'carrot on a stick' gameplay but there you go. 🤷‍♂️
I generally get a fair percentage of the chosen core material, but not always, so it can be a bit frustrating sometimes looking to mine a specific material.

Hmm, I wonder if particular graphics settings does have any bearing on the actual workings of this feature?
It would be helpful if somebody on the development team could answer this question perhaps...please! :)
(I use a Nvidia GPU for this game, just as a side note).

Jack :)
 
a small bug:
if you change something on your suit, you have no arms or legs anymore visible from ego perspective.

workaround: enter a ship
 
I still think the issue is with the thrusters being underpowered* if they increased the power enough a well armoured Cutter should just make its own slot.



*To test this I plan on taking a ship I know had issues before out to a 0.75g (ish) planet and see if it still falls out of the sky when at a steep enough bank.
I know, bad form but.

Tried this in the ship I first noticed the issue in, a Phantom, and at 0.79g it will start to fall out of the sky when I get 65 degrees off horizontal and stop falling at about 50 degrees. As best as I remember this is the same as before so the thrusters are still week compared to those now in Legacy.
 
It's been around for ages (I want to say years at this point?). Basically if your ship is in the vicinity of landing pads (i.e. in an instance with a station, fleet carrier or surface base) then sometimes your lateral thrusters would be extremely ineffective unless you turned rotational correction off (this is why, in a lot of Buckyballer race videos, you can hear folks constantly toggling rotational correction off via a keybind). It wasn't limited to the docking computer but I think that's where a lot of folks tended to notice it. Very noticeable in something like a Cutter which used to drift around FC landing pads like a Hindenburg controlled by farts.


And only now, after all this time and after it's been fixed (allegedly, haven't tested it), I'm finding out that there was a work around. 😅🤡
 
Not in the notes, so i don't suppose theres any news re: https://issues.frontierstore.net/issue-detail/57596 (power up settlement missions pointing to already powered up settlements in recovery systems)
FYI, currently in EBISU system recovering mode. Finally able to check the mission board today and still has local ground bases that need to be powered up here but all of them are actually fully active and under normal operation.

Mission board shows a number of other power-up missions in other systems but the bug you mention still exists. Can't power them up if they're already powered-up.

Unless, of course, you do the standard "have you tried turning it off and turning it back on" thing. The only problem is that when you try to do that, people start shooting at you.
 
I agree. All they have to do on the next update is move the mail slot down a few feet.
Now you’re joking, but the rotational correction bug has little or nothing to do with the auto launch running you into station walls.

It is instead the NPC script taking over your ship being hella derpy when there is basically any NPC traffic about, because it basically needs the mail slot to itself. And for whatever reason, it absolutely refuses to hold still when waiting in queue too, further screwing up pathing. Before you know it, your nose is pointing at the wall underneath or above the slot.
 
I presume this is just a listing of the change that was made a few weeks ago, and not a further reduction? This change means I get maybe a few hours on a Thursday to shoot 'goids at a planetary station. They're all done when I get time off (due to work and other weekly commitments). If this is some attempt to force players into other war activities, for me personally, I just go do other non war activities or even play a different game now.
You can always trek out to Witch Head. It's basically the war mechanics without the weekly reset (or any sign of progress at all).
 
AX Reactivations have an intermittent bug where you do the missions but it sometimes won't let you hand them in.

The mission shows as completed in the transaction panel, the mission board at the station has a tick in the corner signifying that there are completed missions to hand in but when you go into the mission board the completed missions section is entirely missing, so you can't hand them in.

Really annoying to complete missions and have to discard them, please sort it out.
 
AX Reactivations have an intermittent bug where you do the missions but it sometimes won't let you hand them in.

The mission shows as completed in the transaction panel, the mission board at the station has a tick in the corner signifying that there are completed missions to hand in but when you go into the mission board the completed missions section is entirely missing, so you can't hand them in.

Really annoying to complete missions and have to discard them, please sort it out.
Exactly that just happened to me. I accepted two missions, finished both and could only hand one of them in.
 
I'm assuming you guys didn't die on foot/in an SRV at any point after picking up the object needed for the secondary objective? Since in that case the item would be lost and from experience, the transactions panel doesn't flag that as a failure but won't allow the mission to be turned in.
 
I'm assuming you guys didn't die on foot/in an SRV at any point after picking up the object needed for the secondary objective? Since in that case the item would be lost and from experience, the transactions panel doesn't flag that as a failure but won't allow the mission to be turned in.
Mission completed fully, without dying or firing a shot, it was not any kind of bug with completion or because anything was missing. When I returned to the system the mission board simply did not display the mission completed tab to hand them in. It's happened at least three times now.
 
I'm assuming you guys didn't die on foot/in an SRV at any point after picking up the object needed for the secondary objective? Since in that case the item would be lost and from experience, the transactions panel doesn't flag that as a failure but won't allow the mission to be turned in.
Didn't die and retrieve the object. The Mission even states that I should turn it in at the Station.
 
Just checked. I still have the Mission relevant object in my storage, the mission states, 'turn in at... ' but it does not show a 1/1 of the object. But I am not sure that it ever does at this point. after retrieving the stuff I even had a 'leave the settlement' progression in the mission. And so I did. :)
 
I don't know if this is new but the Odyssey "Secure a package" missions don't work reliably.
I was asked to pick up a package from an NPC - I arrived, found him, talked to him. The NPC said its lines but the item was never handed over.
Another type of mission is bugged it seems.

EDIT: Salvage missions still don't work reliably either - the item to be retrieved is nowhere to be found.

In both cases a jump to SC and back solved the issue but it's hardly a feasible bypass...


I would have opened an issue in the Issue tracker but it has been bugged for me for a long time too - every time I open an issue, upon submission it goes to this state:

1686129053226.png



🤷‍♂️
 
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