Patch Notes Update Horizons Beta 4 Incoming - 4pm GMT

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Michael Brookes

Game Director
Hi everyone,

Beta 4 for Horizons is incoming at 4pm GMT. Here is the change log for this build:

- Crash fix for rare case when checking data point rewards
- Fix crash on remote clients when spawning a skimmer from a level skimmer spawner
- In the rare case we don't have an authority machine, avoid the crash caused when checking whether to wait for an object
- Prevent potential crash when quitting the game on the same frame as a recalled ship appears
- Fix softlock when entering the CQC menu
- Ensure that NPC pilots are created correctly and don't block loading
- If the user overwrites GraphicsConfiguration.xml with a copy from an older version of the game, provide default quality settings for planet surface materials instead of crashing
- Fix crash in cockpit UI if disconnected from server
- Fix crash in bobblehead component when exiting orbital cruise
- Don't crash if a POI cannot be placed on a suitable body
- Fix a crash when targeting a wake (or otherwise managing to have an approach type without valid target destination)
- Fix crash when scooping mining and material fragments
- Landfall planets will be displayed in "locale" panel only if they've been discovered
- Planet surface map displays starting system map when selected fixed
- Fix for the Wing UI saying "destroyed" when the wing member deploys their SRV
- Escape pod does not show up in schematic view when targeted
- Navigation panel filter resets after action, such as leaving a station fixed
- Too close dropping out box stuck over the top of HUD fixed
- Planetary map displays player position even with an altitude = 0.f meters (SRV / docked or landed ship)
- Skimmers do not have an image on the contact panel fixed
- Added a list of stored ships for stations and surface settlements (displayed in the left hand panel, below faction info)
- Prevent materials and synthesis tabs overlapping
- Active Cargo Filters now all fit on screen
- Modules are showing bonuses incorrectly when synthesizing fixed
- Synthesis - Back button loses synthesis focus fixed
- Cargo Filters - Back button doesn't set the filter button active fixed
- Adjusted the alpha of the background panels while pop-ups are different sizes to make it more readable
- Added disabled or inapplicable state to the module select buttons
- Heading indicator now use the planet up rather than world space up for its 0 degree direction
- Made the Occupied Escape Pod refer to the correct schematic and resized the schematic to be about the same size as a cargo canister
- Reset focus in external panel when hiding surface map button
- Fix for the cruise drop-out UI being confused if targeting a landable planet and a low wake at the same time
- Bobblehead slots 8 and 9 are not automatically re-selected after you place a bobblehead in it fixed
- Fixed back button in surface map. Also small cosmetic change to system map camera : no more lerping when accessing the surface map of a planet from the cockpit
- Resized Type 9 and Sidewinder target schematics a bit
- Hide role panel UI from season 1 players
- Fixed focus issue when displaying an inbox message and switching to another panel
- system map : changed "ships" to "stored ships" in middle panel
- SRV Scarab sub module lost when moving Planetary vehicle hanger to different internal slot fixed
- Keep the camera in the cockpit position for interior Outfitting view in VR
- Fix label flickering in Galaxy Map
- Nav marker disappears when targeting away from it fixed
- Move CQC stats lower in the Commander Stats page
- Fix for mining objects not replicating their dead state
- Skimmer lasers now only have a 50m (visual) range. This will hopefully make it less likely that their scanning lasers will poke through geometry and in to hangars
- Network the hostile override list, meaning that skimmers and turrets in a settlement will shoot you even if you're not the authority of the settlement
- Cargo Canisters no longer spawn half stuck in geometry in dump POIs
- Turrets now become invisible to sensors when you destroy them. They will also return to the sensor contacts when they are healed
- Reduced the amount of force applied to debris when it's shot
- Increased the probability of lawless POIs spawning
- Increased rewards from cargo canisters at wrecks
- Fix for skimmers not providing bounty vouchers when killed
- Make sure hostility lists are transferred when switching from SRV to ship
- Changing the shipwrecks to have more cargo/rewards and skimmers to fight
- Reward pass for 'hard' unflattened shipwrecks
- Fix for not triggering the "blocking landing pad" crime
- Speculative fix for some missiles failing to die at the end of their life
- Make fuel materials a bit more common
- When setting off a trespass bounty, Sentry skimmers didn't respond fixed
- Make ship detectable POIs visible from the ship if the ship is near enough
- Added fuel efficiency benefit to synthesis
- Fixed landing gear getting stuck after deploying a SRV while docked
- Added exploration progression for discovering and collecting materials
- Added consequences for the minor faction that controls the market where settlement vouchers are redeemed
- When setting off a trespass bounty, Sentry skimmers didn't respond fixed
- Hostile skimmers at POIs don't aggro unless shot fixed
- Fixed completion components for large settlements
- Remove erroneous missions from bulletin board
- Fixes for missing mission text
- Fix for some missions ending early
- Add influence to some missions
- Make some interface targets more obvious
- Remove erroneous time left contract elements
- Fix rescue missions
- Make planetary missions available in space
- Remove rank requirements from some missions
- Added mouse controls to the buggies steering, rolling and pitching. These are overridden by the turret mouse controls when in the turret
- Added an option for throttle increments when in drive assist, this will increase/decrease the throttle by fixed amounts each time the accelerate/decelerate buttons are pressed
- If a toggle button(like headlook) is using the default bindings, then disable the toggle mode button as it is always the same as the default binding. If it is then bound to something else and not the default any long, then toggle mode button will become available again
- The data link scanner on the SRV now defaults to fire group 2
- Ship states 1 SRV available when it has been destroyed on role panel fixed
- Fixed SRV panel not showing quantity
- Correct the info displayerd about Planetary Vehicle Hangars in outfitting. It should not show Health or Integrity, but it should show power draw and it's number of available vehicle slots
- Solved missing header for role panel when in the ship and looking at the SRV loadout
- Ensure correct SRV info string is being used
- Fixed problem of 'Selecting to "Reload All" from starport services does not re-buy a broken SRV back but still takes credits
- Added text warnings for low SRV fuel and health
- Deploy the turret in code only when we have driven away from the ship, stow it when we get near the ship
- Change damage calculations for the wheel so that it uses the speed of the first wheel that we find that has impacted but the up of the SRV instead of the speed of the SRV and the up of the car
- Help text for 'Steering left button' and 'Steering right button' both read 'Button for steering left in SRV'
- Stop SRV debris falling through ground
- Fixed disappearing speed gauge on SRV
- Fixed mismatched weapon status for turret gun
- Added new feedback messages when one tries to thrust, use the turret or change to turret mode when the turret is stowed
- SRV handbrake indicator doesn't refresh in turret mode fixed
- SRV turret power distribution 'pips' aren't synced with the SRV in cockpit view
- Health bar appears under planet target schematic after using turret mode fixed
- Fixed GUI constantly alternating between Activate Turret and Leave settlement when driving the SRV
- Improve accuracy with SRV turret
- Open galaxy map button and system map in SRV does not work fixed
- Added facility to load cargo onto ship without docking
- Added exploration progression for SRV driving (scaled by distance from SOL)
- Increased default oxygen remaining for new vehicles to 4 minutes
- In VR remove inertial camera simulation entirely
- Present an option in AppConfig to disable rendering to the monitor window in Steam VR
- Added LODs for the Planetary Bases road sections
- Draw call optimisations for road sections on planetary bases
- Further LOD optimisations for buildings
- Removed debug settlements from 49 Arietis
- Texture optimisations to aid streaming
- Capped the undersides of the buttresses on the edges of the radial ports
- Fixed floating structures at Bryant Prospect
- Fixed floating structures in large extraction settlements
- Fixed collision mesh issue with the energy gates
- Add another LOD level to the planetary port
- Updated textures for buildings
- Enable icy planet sub surface scatter
- Fixes for incorrect particle shadows/lighting and potentially other numerous subtle render bugs
- Fix for immediate compute d3d hazard warnings (one cause for broken terrain with some AMD cards)
- Changes to surface rock slope placement to reduce likelihood of floating rocks
- Overhaul of surface materials to add more detail and improved colours
- Prevent tiny planets from having a combination of basins, large scale deformation, europa linae, rifts and craters which add up to a depth greater than the radius of the planet itself
- Changed the bindings of the X52 pro to deal with the issue of not being able to scan. Hard points now deploy by default when a trigger is used and other controls are put in line with the normal x52
- Ensure that a pilot is present in a ship and SRV in all instances
- Reduced the intensity of the texture and related lights of projectors in the Corvette cockpit to stop them interfering with the compass
- Raised the floor of the low poly Sidewinder cockpit in the external ship to avoid clipping with cargo bay/SUV hold. Blacked out section of diffuse under the chair to aid the change
- Corrected Diamondback landing gear volumes
- Added correct shadows for Federal Assault Ship and Federal Gunship
- Drive Spool up time starts at 1.0 in open play in a surface landed ship fixed
- Fixed collision on the Type 9 and adjusted landing height to make disembarking easier
- Tweaked external pilot chair positions in Clipper
- Added white chairs to low poly cockpit in Clipper
- Fixed hitcheck issue with Sidewinder convex hull being backwards
- Stop ship landing gear collision being in the wrong place for the first few frames
- Extra capping on landing pad bases
- Fixed offset one of the garages not allowing SRV access
- Increased detail of collision mesh around the approach aprons for the the large and medium landing pads, so if the player manages to drive the SRV up there it will react to the geometry better
- Adjusted landing volumes for Vulture
- Adjusted landing volumes for the Federal Gunship
- Updated the Imperial Fighter's default colour scheme
- Fixed broken UVs on Viper MkIV's utility hardpoints
- Changes to smooth out jerky camera motion from the inertial simulation during supercruise transitions - Primarily aimed at Orbital Cruise to Glide transition
- When dropping to Glide make sure the Normal-space Ship is told about its above-normal starting velocity to prevent glide being interpreted as a huge instantaneous acceleration
- Slight change to the speed curve in Orbital Cruise so that the players ship will naturally tend towards 2.5k/s a little more strongly in the last second, so we get a much smaller speed discontinuity
- The temporary placeholder ship used during the transition now inherits velocity correctly, removing speed/FOV discontinuity at both ends
- Changes to Cockpit Orbital Hud so that when players try to steer back towards the planet they understand what is going on:
- When below the drop out height but leaving the planet, mark the whole bottom half of the pitch gauge red
- Fix the altimeter so it displays usefully at these altitudes
- Improved loading to reduce stalls during ident movie
- Updated translations added
- Various text fixes


Audio Changes


New Audio - Shield break and reform sounds added to SRV
New Audio - Added unique sounds in outfitting bay, when purchasing scarab, Vehicle bay and planet approach suite
Audio Optimisation - Optimisations to planetary physics sounds
Audio Optimisation - Optimised launch land sounds
Audio Mix – Added small echo effect on distant FSD jumps and explosions when on planet surface
Audio Mix – Mix improvements to System map
Audio Mix – Set up dynamic mixing on Wavescanner and the way it interacts with planetary ambiences, music and SRVs
Audio Mix – Improvements to planet dust
Audio Mix – Boosted combat music slightly
Audio Mix – Many improvements to the way non-player SRVs sound
Audio Bug – Fixed crash on CQC chaff launcher variant
Audio Bug - Fix for abrupt stopping and starting of close dust sounds when under a ship
Audio Bug - Fixed broken dynamic ranges on explosions
Audio Bug - Reduced the sense of repetition on SRV boost sounds, when spamming it
Audio Bug - Fixed silent large landing areas
Audio Bug - Fixed orbital cruise sound getting stuck on if your SRV is destroyed and you respawn into an orbiting ship and then enter supercruise
Audio Bug - Fixed a bunch of GUI sounds being muted in the outfitting bay
Audio Bug - Set “orbital flight engaged” voice line to only occur when entering orbital cruise during approach to planet, not when leaving planet
Audio Bug - Fixed hard cut in ship stress noises when FSD starts counting down
Audio Bug - Fix for ship stress sounds being silent on keelback
Audio Bug - Fixes for various issues with the launch/land sounds

Michael
 

Sir.Tj

The Moderator who shall not be Blamed....
Volunteer Moderator
Excellent news.

That's quite a list there.

Thanks MB. :D
 
thats a nice list and looks epic, but we are still missing 1 thing, more HUGE and Large weapons, there is allredy a huge multi/ rapid firing cannon in the game, its mounted on the stations and federation capital ships, its actuly smaller than the huge hardpoint, and imbetween it and the large, please give us that it will massivley improve combat for ships with huge hardpoints, mainly the FDL
 
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Michael Brookes

Game Director
thats a nice list and looks epic, but we are still missing 1 thing, more HUGE and Large weapons, there is allredy a huge multi/ rapid firing cannon in the game, its mounted on the stations and federation capital ships, its actuly smaller than the huge hardpoint, and imbetween it and the large, please give us that it will massivley improve combat for ships with huge hardpoints, mainly the FDL

With loot and crafting we'll take a wider look at the weapons and modules.

Michael
 
I'm pretty sure there are novels that are shorter than those patch notes. Good to hear about the texture stuff being fixed, and the visibility of POI's when flying around. Mah immersion! and all that.
 
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- Added mouse controls to the buggies steering, rolling and pitching. These are overridden by the turret mouse controls when in the turret
- Added an option for throttle increments when in drive assist, this will increase/decrease the throttle by fixed amounts each time the accelerate/decelerate buttons are pressed


VICTORY!!!

VICTORYYYYY!!!
 
Forgive me if this is a known bug or fixed, but has there been a fix for losing 40% (percentage may vary depending on size of ship) hull when taking off from a planet for no reason?
 
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Michael just to confirm (as there was quite a big discussion about this)

'Make ship detectable POIs visible from the ship if the ship is near enough'

Means that POI's will appear without having to get into the SRV first?

Thanks,
 
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