Anyone posted the changes for Exploration in 2.3?

Can't find them yet...

So a starter for 10:

Passengers
  • Reduced exploration rank boost from passengers as it was way too high

SRV

  • Adjust the sorting of signals being sent to the sinewave scanner GUI/audiorather than tracking a fairly unreliable subset of available signals, they should both now deal with as many as they can manage (8 and 32) ranked in order of signal strength. Fixes known cases where nearby objects can be omitted from the scanner (some entirely, some would be audio-only). Also includes some minor optimisation to the system as a whole
  • Deploy option is available for SRV while still on the pad at engineer stations in a large ship fixed
  • If ship gets stuck in "ship approaching" when recalled on extreme uneven ground, it can now be dismissed.
  • Improved headlights on SRV for higher quality levels
  • Fix issue where srv could still be driven even though it was
  • Fix issue where the buggy was taking forever to cool down after taking heat damage
  • Fixed SRV shield generator and sine wave scanner not remembering if they are disabled or not
  • Optimisations to buggy headlight lens flares

Engineers
New blueprints added

  • Manifest/Killwarrant/Wake scanner:
    • Long Range
    • Wide Angle
    • Fast Scan

  • Ship primary sensor:
    • Light weight
    • Long Range
    • Wide angle
  • Detailed Surface scanner (affects how fast you can basic/detailed scan planets):
    • Long Range
    • Wide Angle
    • Fast Scan

(edited to add:)

New blueprints added to:

Bill Turner:
DSS to grade 1, and sensor/scanner to grade 5

Juri Ishmaak:
Sensor/scanner to grade 4, and DSS to grade 2

Lei Chung:
Sensor/scanner to grade 2, and DSS to grade 2

Lori Jameson:
Sensor/scanner to grade 5, and DSS to grade 5

Tiana Fortune:
DSS to grade 5, and sensor/scanner – 5

Galaxy Map

  • System map initialisation optimisations
  • Galaxy map memory and performance optimisations
  • Disable HBAO when using the galaxy map as it is not used
  • Fix System Map not updating when scanning planets while open
  • Fix a small bug where for single-jump plotting modes (synthesis or neutron-boosted jumps), there could be a discrepancy between which systems have the "plot route" button enabled, and which systems can actually be plotted to in one jump. The discrepancy happened because the calculation for the maximum plotting distance (which is usually 1000LY but for single-jump modes is based on the ship's actual jump distance) didn't take into account the cargo mass slider that's used by the route plotter
  • 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


Exploration

  • Rebalance the amount of exploration career rank awarded when completing Passenger missions
  • Stop awarding First Discovery bonuses of zero credits
  • Fix transaction server error when purchasing exploration data for certain systems
  • Increased the credit values of exploration data for scans after this release. Unsold data from previous scans is unaffected by this change.


StellarForge

  • Starports can now be injected via server updates
  • Fix drop out distances for certain star types
  • Added thread safety to the StellarforgePostGeneration as it is used by the stellarforge job system on worker threads
  • Renamed a duplicate BD+56 521 system to 'Between'
  • Renamed duplicate Kamba system to Mbooni
  • Iorant JN-S c17-0 renamed to VonRictofen's Rescue
  • Iorant PD-K d8-4 renamed to Macedonica's Leap
  • Cuffey Plant in Acihaut renamed to Habermann Sanctuary
  • System COL 359 SECTOR NN-S D4-16 renamed to Joseph’s Lighthouse
  • Exoplanet in 61 Virginis renamed to 'Rubin's Discovery'
  • Added a dockable megaship called 'Fisher's Rest' to the Aldebaran system
  • Col 285 Sector Ke-V B17-1 renamed to Oliver and Ben's Beacon
  • Col 285 Sector MZ-U b17-6 renamed to Sulis
  • Fix orbit and type of Scheau Phoea WL-D d12-1 A 1
  • Renamed a planet in 74 Aquarii to Ethan Raza Khan
  • Hyades Sector Zu-Y D117 renamed to Fullerene C60
  • Added starport "Rebuy Prospect" to Fullerene C60
  • Added starport 'McArthur's Reach' to LHS 5287
  • Added starport 'Bob Paffett' to Runo
  • Added starport 'Jaitinder Singh' to Namba
  • Added starport 'Mike Tapa Astronautics Ltd' to Sigma Hydri
  • Added starport 'Contestabile' to Baltah'Sine
  • Eol Prou IW-W e1-2400 renamed to Meretrida
  • Eol Prou YI-W b17-19 renamed to Kopernik
  • Eol Prou PX-T d3-347 renamed to Pergamon
  • Eol Prou IW-W e1-3246 renamed to Magellan
  • Eol Prou NH-K c9-40 renamed to Pyrrha
  • Eol Prou LW-L c8-227 renamed to Signalis
  • Eol Prou KW-L c8-164 renamed to Garuda
  • Eol Prou IW-W e1-3167 renamed to Canonnia
  • Eol Prou PX-T d3-336 renamed to Union
  • Eol Prou IW-W e1-1601 renamed to Phoenix
  • Eol Prou LW-L C8-10 renamed to Dubbuennel
  • Eol Prou LW-L C8-6 renamed to Kioti 368
  • Eol Prou LW-L C8-54 renamed to Mobia
  • Eol Prou IW-W E1-3231 renamed to Edge Fraternity Landing
  • Eol Prou SS-T D3-241 renamed to Tas
  • Added a dockable megaship called 'The Harmony' to Yum Kamcabi system




Oh, and Hi again folks :)

I'm just getting back into things by taking my Corvette (The Morrigan) into the CG bounty hunting zone. Once that's done I'm going to take the Anaconda (The Grey Ghost) out on some passenger missions.
 
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I really wish that FDev wouldn't insist on putting exploration focussed mods behind combat and/or political locks. Assuming the patch notes are correct, DSS grade 5 requires either a Dangerous combat ranking or sucking up to the Empire :(
 
I really wish that FDev wouldn't insist on putting exploration focussed mods behind combat and/or political locks. Assuming the patch notes are correct, DSS grade 5 requires either a Dangerous combat ranking or sucking up to the Empire :(
Mind you, this isn't special treatment, there are combat focused mods behind exploration locks too. Prof. Palin's thruster mods is probably the worst offender of them all. Personally, I think this design choice - mixing requirements - is rather questionable.
Also, Tiana Fortune only requires a Friendly standing with the Empire, not a naval rank: that can be achieved easily, and lost later.
 
Have to go through Hera Tani to get to Tiana Fortune and that does require a naval rank, even if it is only Outsider.
 
Mind you, this isn't special treatment, there are combat focused mods behind exploration locks too. Prof. Palin's thruster mods is probably the worst offender of them all. Personally, I think this design choice - mixing requirements - is rather questionable.
Also, Tiana Fortune only requires a Friendly standing with the Empire, not a naval rank: that can be achieved easily, and lost later.

Not all requirements are equivalent, though. Travelling 5,000ly is nothing. Might be long for some people, but requires zero skill or effort.
 
Very true. An Elite combat pilot will likely already have a reasonably modded 5A FSD (and if not it would take them 30 mins tops to get one) and they likely won't be worried about self destructing. As such, going 5K for Palin is less than two hours of effort in an Asp. Totally wasted and boring effort admittedly, but utterly trivial compared to the tens of hours it would take a non-combat oriented Elite exploration pilot to get to Dangerous rank.
 
Not all requirements are equivalent, though. Travelling 5,000ly is nothing. Might be long for some people, but requires zero skill or effort.
It might be nothing for you, but for people who are not used to travelling even 200 ly, it's a lot and also a huge waste of time. Plus it's not even exploration, just long distance travel. Meanwhile, a combat-focused pilot might likely say that reaching Dangerous is a rather trivial matter too. (It's not nearly as big a jump as it is to Deadly.)
We could go over about the specifics more, but it's the basic principle that's wrong here. Explorer mods shouldn't require combat unlocks, combat mods shouldn't require explorer outlocks, and so on. But, unfortunately, right now they do.

Same goes for politics. At least with the new scanners mods, you have the option of going the Jameson route if you'd rather not do one mission for the Empire to unlock Hera Tani. But on the other hand, if you want anything bigger than a G2 mod for cannons, you have no choice but to reach Midshipman with the Federal Navy. Or if you want G4-5 power plant mods, it's only Hera Tani and the Empire. There should be alternatives for these too.
 
Oh I agree on the fact that the engie tree makes no sense. Needing to be Navy something to have a better scanner makes no sense at all to me. Never did. But then again, it's -- unfortunately -- not new in Elite. And that really gets old now.
 
I would also add:
  • 32 asteroid bases in various deep space locations (stations can now be placed in rings and belt clusters)
  • fix some shadowing artefacts in the terrain rendering
  • improvements to planet shadows
  • various optimisations for Galaxy Map
  • lava spouts now have proximity effects (heat and damage)
  • improved loading of POIs
  • split up terrain noise generation into chunks to avoid using too much memory at once
The last one is giving me hope that I might be able to play Horizons on my laptop again - it stopped being able to generate surface geometry and textures in 2.2, I think due to lack of memory.
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There are also the updates to the Player Journal that will benefit the likes of EDDiscovery and there are new wavescanner sounds (not to mention all the storyline-related content they are not talking about!). The ability to insert a starport with a server update could also prove crucial... might this allow Jaques and the Mega-ships to have jump capability?
 
Scanned MCC 528 1, an Earth-like World, and it paid 675,266 Credits. That's without the first discovery bonus.
So, one million credits per undiscovered Earth-like? Splendid.
 
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I would also add:
  • 32 asteroid bases in various deep space locations (stations can now be placed in rings and belt clusters)
  • fix some shadowing artefacts in the terrain rendering
  • improvements to planet shadows
  • various optimisations for Galaxy Map
  • lava spouts now have proximity effects (heat and damage)
  • improved loading of POIs
  • split up terrain noise generation into chunks to avoid using too much memory at once
The last one is giving me hope that I might be able to play Horizons on my laptop again - it stopped being able to generate surface geometry and textures in 2.2, I think due to lack of memory.
.
There are also the updates to the Player Journal that will benefit the likes of EDDiscovery and there are new wavescanner sounds (not to mention all the storyline-related content they are not talking about!). The ability to insert a starport with a server update could also prove crucial... might this allow Jaques and the Mega-ships to have jump capability?

There's something about future trade routes for the megaships in the patch notes ... Somewhere. Still on my phone, trying to find it.
 
Scanned MCC 528 1, an Earth-like World, and it paid 675,266 Credits. That's without the first discovery bonus.
So, one million credits per undiscovered Earth-like? Splendid.
And people were complaining about passenger missions making exploration elite trivial....
 
So more creds for scans...has getting to Elite gotten easier? Will the Elite Explorers thread have to have a pre 2.3 section?
I think last time the exploration payouts were changed, the credits needed to get each new rank were scaled accordingly. This is not mentioned in the patch notes but it is something that can be tested/queried during the beta.
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Another concern might be the effect on the background simulation - it will be ten times faster to acquire exploration data and there might be some rebalancing needed as it is a powerful tool for affecting faction states/influence. That is also something that will need testing in the beta.
 
Also, the credit values for star scans were the same I think. I'll try test these some more. I'd also test whether exploration rank progression was changed, but unfortunately, I can't do that.

Oh, and about megaships and exploration: I don't know about the other megaships, but Fisher's Rest at Aldebaran has all sizes of landing pads, and it has all facilities except a shipyard. So there's at least one kind of megaships which you can sell exploration data at.
 
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