Patch Notes Update Horizons 2.0 beta change log #6

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Zac Antonaci

Head of Communications
Frontier
Hi all,

We have another beta update going live today at 11am GMT. We expect the beta servers to be down for up to an hour.

***UPDATE***

Minor edit to the change logs made.

- Adjusted fade off for POI blue circle so that it starts fading out at 2km and fades out by 1km

is now

- Adjusted fade off for POI blue circle so that it starts fading out at 2km and fades out by 1.5km

==

Change log:

IMPORTANT: Mission changes for this release will wipe existing missions

- Fix for crash when reporting bindings
- Crash fix for when a cargo canister spawns with either an invalid item, or one set up incorrectly
- Speculative fix for world transform crash
- Fix streaming error in the faction manager
- Fix UI crash in options screen
- More aggressive guards to prevent corruption of the physics proxy pair manager
- Fix crash with terrain evaluation for landing
- Added new graphics option for bottom end video cards to better handle the requirements for Horizons
- Fix VR rendering of surface schematic
- Optimnisations for environment map capture
- Load shaders earlier again on AMD to reduce stalls on loading sequence
- Swap order of long/lat on the orbital HUD: the order is now; latitude, longitude, gravity
- Altered the null chance for POIs such that there is a nice fall off between civilised and unexplored space
- Fix POI's that were visible form ship in the form of a disk but were not spawning when in the ship
- Reduced damage boots from synthesis
- Fixed multi-cannon basic synthesis so that it only gives 50% ammo refill
- Planet ports only care about crimes committed within 4km
- Moved targeting bones to make them more centred in the rock so the turret wont miss
- Fix for wing beacons making player ships spawn colliding with existing ships
- Disable targeting of sub-targets for planetary turrets
- Fix for the assert/silly transforms that happen when you try to Glide down to a planet that's stuck through a ring
- Optimisations for Skimmers
- Adjusted fade off for POI blue circle so that it starts fading out at 2km and fades out by 1.5km
- Modified timings for Data points on easy settlements based on feed back all should be at least 120 many medium to large should be 180 seconds
- Increased the texture resolution of the cargo bay
- Disabled steering controls when in headlook mode when using a mouse for both
- Fix some network issues with turrets
- Requires missions wipe. Add settlement market id to interface and disable targets missions
- Don't show Horizons missions on platforms that don't support them
- Split available planetary missions into a separate section on the bulletin board
- Remove timeleft contract element from reward collection phases of planetary missions
- Added text for surface mission buckets
- Don't show space missions in the bulletin board
- Allow Commanders to resurrect at other space stations if they last docked at a planet port and their current session does not have access to Horizons
- Fix a cargo bay transaction server error
- Remove the "Warning, thingy has changed jurisdiction" message, it's misbehvaing around POIs and causing more confusion that it's helping
- Ensure that the correct mountain material are being used on high metal worlds where the geology is borderline for metal content
- Fix for mismatch in ice fog density between interior and exterior volume
- Ensure correct splash screen is shown for the relevant platform
- Planet port material optimisations
- SChematic material optimisations
- Memory optimisations by changing material texture data format
- Optimised resource loading
- Female pilot texture optimisations
- Audio: Slightly changed the way how dust grit works. Also setting initial values for them, so it won't pop in without cause

IMPORTANT: Mission changes for this release will wipe existing missions
 
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Robert Maynard

Volunteer Moderator
Out on a work Christmas dinner this evening.... Can't test the Beta.... :(

However, Horizons release tomorrow!! :D

Thanks for the update team - much appreciated!

Especially nice to see this:

- Added new graphics option for bottom end video cards to better handle the requirements for Horizons

.... for those who may otherwise have struggled to run Horizons.
 
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- Added new graphics option for bottom end video cards to better handle the requirements for Horizons

I love the new low end renderer!

Driller_1.png
 
Cool stuff! Thanks a lot!

However, I'm a bit worried that there is no word about the broken ranking system https://forums.frontier.co.uk/showthread.php?t=208296&highlight=topcat. This should really work properly when Horizons will be released. How else could I grind for the Duke rank to get a Cutter? :D

And there seems to be still no fix for the firegroups and Scanner issues in the SRV. It would be nice, if these will be fixed too at release, though the game remains playable with those issues.
 
No news regarding the AMD issues in supercruise? I'm sure you, as FDEV, are in touch with the guys at AMD driver section..

Tomorrow is the release date of Horizons and a lot of players are still there with this catastrophic issue (myself included) that's perduring from about 5 months from now.

Thank you in advance. :)
 
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I planned not to play before release, but now i have to :)

Thank you for all your efforts FD. I am especially interested to see how the new material formats will influence the performance during planetary approach, which is the only part of Horizons, where my GTX 970 goes below 60 fps.
 
Female Pilot What N texture Now? Screens? lol

EDIT Post beta 6 -- > Ok I see what ya did there. Big Coller now.

\\///
Oo
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- Added new graphics option for bottom end video cards to better handle the requirements for Horizons

Can I just say, I *love* you guys :).

BTW, does this new patch effect the release date of Horizons?

CMDR Marcus Hicks.
 
Zac, any idea what this item implies? Thanks.

Pecisk, I think this is to do with the mission system being able to disambiguate multiple missions of the same type from different sources. I ran into this bug concerning 'Cut the Power' missions. The fix effectively adds the settlement ID to the compound primary key of the mission, and rather than muck about migrating existing active missions to the new schema, they are just dropping the table (as I would do).

EDIT: well that was my hunch, ninja'd by MB, but I still suspect that this is the case ^.
 
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Zac, will there be a fix for SLI? Or will the everyone have to use Nvidia inspector to get it working?
I'm assuming you mean that you have to add elitedangerous64.exe to the list of associated executables? I suspect there's not a lot that Frontier can do (other than renaming the executable back to elitedangerous32.exe!) as that data is bundled with the graphics driver.
 
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