24 hours to do a courier delivery from the bubble to colonia? Yeah, it's do-able, but not for 600k, thanks. Not so long ago, a trip like this would be two weeks for the average player.
Did just plot it in an Sidey though, for a laugh: 1,822 jumps to go 19,850.01LY, and that's with jet cone boosts.
Might just try that for a laugh when the game goes live. Doubt the Beta would last long enough for me to complete it in a Sidey
It's been awhile since I poked around with the beta, since I'm on vacation and my main rig is at home but if I remember, it looked like the Cutter has a ship kit in the works. If that's true, I'm looking forward to that.
I've found a problem with using the new Hull Repair Limpet Controller on long-range exploration ships. Because it also requires that you have both an SRV bay and a Cargo Rack, the only ship with enough internal components slots is now the Anaconda
Yes that would seem to be an obvious thing.
Was blown up by an NPC a long time ago on a mission when NPC's were missile boats. He dropped my shields (forget the mistake I made but I did) and in came the missiles targeting my modules.
After respawn I was attacked by the same NPC again and was surprised to see I was still carrying the mission.
I get the whole game respawn ("escape pod") thing but death should have some consequences.
Please increase the volume for wave SRV scanner, or reduce SRV engine audio, because right now, it's really bothersome.
Many CMDRs have been requesting this, don't know why it's been ignored for so long.
Better yet, add separate volume controls.
Not sure if it's just 2.4, but in the Austen Town Station shipyard (might just be shipyards generally, I'd assume so, but I only tested the named one), clicking the right arrow (to change selected ship) causes the UI to play a different sound from clicking the left arrow.
If you attempt to attach stored modules to your ship, the ship slot list doesn't actually update in the client, unless you specifically go into the grouping for that slot.
I attached a class 4 module in the 4 slot, this was the result.
So, I attempted to put another in its' place, I was informed that there was a module there. So, it actually attaches them, the only issue is that the client doesn't update in the stored module menu.
Went in to the optional internals subsection, this is what the stored menu now gives me:
So, it's only updating when the sub menu for that group is opened initially.
(Because I removed that one slot internal on the previous opening of that menu)
Steps:
Step 1: Store 2+ modules from your ship
Step 2: Go to stored modules
Step 3: Attach a module.
Step 4: Attempt to attach second module.
Step 5: Watch list not be updated.
If you attempt to attach stored modules to your ship, the ship slot list doesn't actually update in the client, unless you specifically go into the grouping for that slot.
I attached a class 4 module in the 4 slot, this was the result.
So, I attempted to put another in its' place, I was informed that there was a module there. So, it actually attaches them, the only issue is that the client doesn't update in the stored module menu.
Went in to the optional internals subsection, this is what the stored menu now gives me:
So, it's only updating when the sub menu for that group is opened initially.
(Because I removed that one slot internal on the previous opening of that menu)
Steps:
Step 1: Store 2+ modules from your ship
Step 2: Go to stored modules
Step 3: Attach a module.
Step 4: Attempt to attach second module.
Step 5: Watch list not be updated.