Patch Notes Update 2.3 The Commanders - Changelog

All I can really say is, I want the old classified camera back. I can't figure out how to make this new camera work for %^#$. Traveled to witch head nebula to take some pics in my newly buffed DBX (51LY Jump) and I can't figure out how to take a screen shot worth a bleep. Ugh!
 
It sounds to me (sorry about the pun) that the ship voice audio level has been changed and there is a general imbalance in audio (I haven't touched my audio setting in options).

It does sound like it has been lowered and is less audible in the balance.

Yeah, it's definitely changed. In order to hear the ship's voice, I had to lower most of the other sounds and then crank the volume up. It was fine before; I don't know why they changed it.
 
Maybe I'm just thick, but I haven't been able to find this info anywhere, no matter where I look. Exactly how many (and in what combination) entities can be active during multi-crew? I understand that guests on your ship can use either the ship-launched fighters or the turret gunner controls, and that both guests can pilot their own ship-launched fighter if the ship has 2 slots. But my question is:
Can you have 1 guest be the gunner, 1 guest be a ship-launched fighter pilot, and then have the hired A.I. crew member fly the second ship-launched fighter, all at the same time?
 
Maybe I'm just thick, but I haven't been able to find this info anywhere, no matter where I look. Exactly how many (and in what combination) entities can be active during multi-crew? I understand that guests on your ship can use either the ship-launched fighters or the turret gunner controls, and that both guests can pilot their own ship-launched fighter if the ship has 2 slots. But my question is:
Can you have 1 guest be the gunner, 1 guest be a ship-launched fighter pilot, and then have the hired A.I. crew member fly the second ship-launched fighter, all at the same time?

Almost every ship has at least 1 PLAYER multi-crew space. Not that many have a NPC crew space.
The multi-crew AND NPC can be a Turret Gunner, Fighter Pilot, or Helm.
I have, for example, you could have a NPC Fighter Pilot, a Player Gunner and the ship Helm if the ship supports a NPC space (I have a Keelback with that setup, it is the smallest with a NPC slot I think)
 
Just had a first 3-hour session with a friend in 2.3. No disconnects, hiccups or anything. Only one bug, after he left I had to relog to get his status chanegd from 'in crew'.

Had the exact same experience. No problems or hickups, but kept marked as "in crew" after leaving a multi-crew session.

The only thing that is a bit annoying, is the late fade-in of the sun materials. Everything else is so much smoother. Changing instances is almost instant now. 2.3 is an excellent experience so far.
 
Im also happy with the update,I think most complaints are from PC gamers? On xbox I didnt encounter any problems except the reputation ranking is still a little bit bugged: my journal says my fed ranking is upped to allied but my side panel says its slll friendly...It has already been a week like this,relogging in doesnt help
 
So, during beta times I was saying "Multicrew is dead without mission sharing". No one cared. Now its out and its dead. Useless. Your crew don't get any amount of proper reward! No mission sharing too. So, crew never earn anything outside bounty hunting. So, whats the point of the whole multicrew? To spend several hour in HazRES before you all get bored?

Thanks so much for another half-finished feature.
 
So, sorry if this has been brought up already but... is it normal I have all the face Warpaint of the Stoer without buying them? I opened a store support ticket to report that...
I shouldn't be entitled to stuff I didn't pay for... Anyone else?
 
Maybe I'm just thick, but I haven't been able to find this info anywhere, no matter where I look. Exactly how many (and in what combination) entities can be active during multi-crew? I understand that guests on your ship can use either the ship-launched fighters or the turret gunner controls, and that both guests can pilot their own ship-launched fighter if the ship has 2 slots. But my question is:
Can you have 1 guest be the gunner, 1 guest be a ship-launched fighter pilot, and then have the hired A.I. crew member fly the second ship-launched fighter, all at the same time?

Yes. Check out the new multi-crew tutorial which mentions that specific scenario.

[video=youtube_share;NOOEamtA08c]https://youtu.be/NOOEamtA08c[/video]
 
Is it me or does the system map now load in much quicker after the first time, as if it's cached locally? This is a real boon, especially for explorers.

Had a few commanders join me whilst exploring 26,000LY out in my Asp. Chatted for a while, both via text and over headset without any disconnections. Really like this feature.
 
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So, during beta times I was saying "Multicrew is dead without mission sharing". No one cared. Now its out and its dead. Useless. Your crew don't get any amount of proper reward! No mission sharing too. So, crew never earn anything outside bounty hunting. So, whats the point of the whole multicrew? To spend several hour in HazRES before you all get bored?

Thanks so much for another half-finished feature.

If you have friends it's not dead, I suggest you go get some friends and have some fun, or go and play something else that you will enjoy. Just because you don't enjoy it, does not make it "dead".
 
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Liking the new, even nattier, paintjobs .. quite a lot I must say.

luminous_stripe_01_storeblack_1920.png
 
I read the whole post but can't find if they changed the location of the garrison supplies from Nanomam Gresley dock, please help if you can
 
so they STILL base the intercepting npc on your highest rank NOT your ship capability and COMBAT rank and cargo? stupid. im on my way back to the bubble because i was told npcs were nerfed and actually possible to fight in a non rng'd non combat build again. if they are still doing this i guess i may just shelve the game once back to the bubble since i need to farm mats to get my asp jump range up if i am ever to sightsee to Sag A*

It shouldn't be either. It should be location and situation based. Ditto for missions and payouts.

Basically high-paying missions or the most profitable trading-runs should take you into more dangerous systems, low-paying missions take you to safer systems. It'd be up to you do decide whether to take on the high-risk missions in your current ship, or whether you first need to upgrade a bit.

Mission-specific NPCs should be ranked and outfitted according to the mission, all other NPCs according to the system (and perhaps surrounding systems) you're currently in, taking into account factions, economy, political state, etc etc. Pirates would then decide to attack you not only on whether or not you have any cargo, but also on how desperate they are and what chances they have against you.

Anyway, we can dream..
 
why all combat missions are illegal?

I am working for empire, but all "combat missions" which they offer to me are ILLEGAL! why omfg?!

why all combat missons has higher rank?

i am working for empire, but all combat missions are for higher rank!!!!!! WHY?! (My current rank is expert)

which kind of ship can transporst 132 items to outpost?!!!!!

IS THIS GAME ONLY ABOUT GRINDING?!



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1)I am really disappointed in this game and your developing. I bought Horizont and ED in full price and i was in all betas. First of all what make angry, are your microtransaction. ITS great you can make your own avatar..if you have money! THIS IS REALLY DISAPPOINTED ME AND I WILL NOT SUPPORT YOU IN FUTURE! I PAid FULL PRICE AND YOU WANT MORE MONEY FOR USING FUNCTION ON THIS GAME(which i paid)?! ITS CHEAT AGANST ALL YOUR LOYAL PLAYERS!

2) I am missing combat missions for empire! SIMILAR MISSION LIKE IN "FREESPACE" IN THIS GAME THERE IS NO TACTIC YOU SAID THIS IS SIMULATOR BUT IT ISNT, THERE ARE NO CLASS SHIPS WITH SOME PURPOSE! LIKE BOMBARDERS - FRIGATES, CRUSIERS, SUPPORT FRIGATES, CARRIERS SHIPS! ETC. which every has some purpose and tactic for use!!!!

3) YOU SPEAK ABOUT SIMULATION BUT WHY HUGE SHIPS CAN LANDING?!
 
Awesome work, FD.

Gonna engineer my Anaconda scanners to lighten them up, slap a nameplate on the ship, and head off deep into the galaxy... where there won't be anyone to read it! :p
 
It shouldn't be either. It should be location and situation based. Ditto for missions and payouts.

Basically high-paying missions or the most profitable trading-runs should take you into more dangerous systems, low-paying missions take you to safer systems. It'd be up to you do decide whether to take on the high-risk missions in your current ship, or whether you first need to upgrade a bit.

Mission-specific NPCs should be ranked and outfitted according to the mission, all other NPCs according to the system (and perhaps surrounding systems) you're currently in, taking into account factions, economy, political state, etc etc. Pirates would then decide to attack you not only on whether or not you have any cargo, but also on how desperate they are and what chances they have against you.

Anyway, we can dream..

First calm down and then learn the game.
Take a Python to land on outposts. This ship can get a large amount of cargo with the right fitting an it can land on outpost!
 
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