Patch Notes Update 2.3 The Commanders - Changelog

Loads of posts so potentially repeating a question already asked...

"Fixed a crash with GPU memory allocation"

Is this perchance the weird "Direct3D cannot lock a buffer" crash I've started experiencing?



o7
 
So, you're saying you feel launching a NEW SLF and finding it's hull already down to 25% is NOT a bug?

No, pretty sure he assumes they can be damaged from previous flights and that its our job to spot and fix them first. Its ofcourse not how it works, so yeah. Its obviously a bug and needs to be fixed.
 
So what about the inverted controls, the multi crew menu not even showing if there are available ships or not and the texture issues in some cockpits ? Also the star texture pop ins ?
 
Excellent work! Some highlights from my perspective.
Holo-Me (Commander Creator)
Multi-Crew

General
• New mysterious things added
• New organics added to surfaces

Ship Naming
Camera Suite

• Added custom engine trails support

Stability Fixes
• Networking stability fixes

• Fix to prevent the cursor being offset in some front-end UI circumstances when using 'In-Game Panel Based Cursor' mouse mode
• The cockpit friends list now shows the distance to each friend (if they're in the same mode as you), and sorts friends by the closest first
• Sped up CQC matchmaking when players of significantly different ratings join the game
• Fixed star texture pop when arriving from hyperspace
• Pause menu now appears faster
• Fix destination star's lens flare from separating from it in hyperspace when in large ships
• Fixed for AI ships in supercruise circling around station
• Audio: Added in new audio options for ship voice lines from 2.2 and 2.3. These include muting NPC orders, Passengers, Fighters, Multi-Crew, Neutron star jet cones and unknown objects voice lines
• Fixed some shadowing artefacts in the terrain rendering
• Reduced dark patches occurring when regenerating shadows

Controls

- Ancient sites should not longer change layout (but all layouts will permanently change)
- Fix NPCs not having the long FSD cooldown after interdictions
- Improve piracy behaviour and associated chatter to indicater the threat and a time limit for compliance
- NPC docking improvements
- Changes to extend AI terrain avoidance on higher gravity worlds
- Change pirates that interdict the player to always scan (rather than sometimes attacking without scanning), and to dismiss the player and fly off if the player doesn't have any/enough cargo
- Stop NPCs in ships that can't jump (like fighters) from trying to do so
- SRVs and Fighters are now refueld and repaired when restocking
- Implemented some optimisations for large multi-ship scenes
- A player's ship name will always be visible to other players when scanned
- Fixed: Detailed surface scanner no longer claims to draw power in outfitting inconsistantly
- Adjust the sorting of signals being sent to the sinewave scanner GUI/audio
- When targeting a station's location (usually but not limited to when in supercruise heading towards it) show the schematic in the correct orientation.
- CPU optimisations around stations and capital ships
- Changed Core Sys Sector XU-P a5-0 system to the recently announced Trappist-1 discoveries
- Changed the exponent of the curve used for shield resistance from power distributor pips to make it less harsh. 0 and 4 pips are unchanged, middle values now have a higher damage resistance.

And especially:

- Fixed a problem introduced during 2.2, where you were no longer able to hold UP/DOWN to scroll information continuously within a common UI
Yaay! That was very annoying.

- Various System Map stability improvements (with force close of the map on exceptional circumstances, instead of crashing)
- Various optimisations for Galaxy map
- Small route plotter optimisation: don't replot the route when toggling a map filter which has all systems enabled
- Systems that don't have meta-data now display as having pristine reserves in the system map
Map improvements always welcome. Moarplz!

- Player Journal
- Basic Planetary Scan (ie without Detailed Surface Scanner) now write some limited info in the journal
- When DSS-scanning a ringed planet, the journal entry now includes the 'ReserveLevel'
- Include more details about atmospheric composition in player journal, when detail-scanning a planet with atmosphere
- When writing a ship loadout into the playr journal, include the ship type, name, id etc; also include non-editable modulesin particular the cargo hatch, so we get the power priority
Journal is awesome. More journal things!

- Changes to stop Unknown Probes jumping about and rolling up hill on planets
You mean that wasn’t alienness?

- We now allow planet surface landed ships to take-off and attack if there's a nearby faction hostile
Whoa...like NPC crew take off and attack? Good stuff.

- Added prisoner cells as alternatives to passenger cabins
Put him in the brig! :D

- Added descriptions to various graphics setting options
THANK YOU!

And some notes that came as I was reading.
- Fixed drop out distances for certain star types
Curiousness…

- Prevented ships from flying backwards in a ring orbiting a black hole to sneak through the exclusion zone
Alright, now make players die instead of an exclusion zone. And add a black disc for the event horizon.

- Fixed missing progress bars on scanning reticle
Hmm, this just applies to utility scanners, yes? Not the Basic/Detailed scanner…? ;)

- Headlook should now activate panels by default when looked at
Ummm, wasn’t that already default?

- In auto-loadout system, tweak chances of high-end weapons to make them slightly more unlikely for both military and all other archetypes
Military less likely to have high-end weapons? What?

- Added dithering support to tackle banding in VR
Said this in the beta patch notes, but worth re-iterating. Can we have dithering everywhere please?

- Reverted the order of the latitude and longitude readout on the hud to be the same as pre 2.2
Arrgggh
 
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No mention of the performance fixes for Fermi GPU's.
Is this now going to be a thing where you have to upgrade to a 10xx GPU to play Horizons content? Because that sucks in the expensive break the bank kind of way.
2.1 didn't have any problems......
 
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I really, really like Elite Dangerous updates. Thank you FD and DB. Look forward to trying out the update, although I might be late in to work tomorrow!

Could I suggest system persistent NPCs in the next update please. Thanks!
 

Ozric

Volunteer Moderator
Going to try one last time. Can a dev please come in and tell us which engineers now have the DSS upgrades? We were told they had been updated, the subsequent patch notes didn't have any information and now these ones just say the original 5.
 
Is there a way to know what was fixed between the last beta version and until today's release?
 
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Legendary post... legendary work. Read most of that - it kind of helps understand how the game works. Big thanks to everyone at FD working on this.
 
Asp (added second chair for Multi-Crew)

Wait...you mean that there was no second chair all this time? Than what was that thing directly below our upper chairs, on the lower level?

I'm pretty sure that means a Holo-Me compatible chair. If you look through the patch notes for the beta, they added "chairs" for other ships, as well.

- - - Updated - - -

Control-F "bounty"

"When a bounty voucher or combat bond is awarded, all players in a wing who would previously have gotten a share will now get a copy of the full value"

I'm confused. [wacky]

Meaning everyone in a wing each gets 100% of the bounty's worth. so, if you and I were in a wing, and we both selected the same target. Once the target was destroyed, we 'used to' split the bounty 50/50. Now we each get the full amount.
 
It is conceivable that this is an xbox only change. I have a feeling that when they briefly reversed the display order of co-ordinates back in 2.2, then realised how disastrous this would be (for all the thousands of co-ordinates that have been written down in web pages, spreadhsheets, notebooks, bookmarks, etc, etc) and changed them back again, that they didn't swap them back for xbox. I could be wrong (this is a very vague memory).

You may be correct. It would explain why I'm getting tip off missions and there being nothing at the specified coordinates.

P.S. - Sorry for the double post.
 
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