Patch Notes Update April Update - Patch 1

Paige Harvey

Community Manager
Staff member
Hello Commanders,

We just wanted to give you a quick update on some of the issues regarding missions that you reported after this morning's update. We've rolled out a fix for missions that were taken prior to today's update. These missions should now appear in your transactions tab and you should be able to complete them.

In regards to missions taken shortly after this morning's update, we're actively investigating their disappearance and will update you when we have more information available.

If you find that you're still having trouble, please do let us know!
 
Right. Passengers are still stuck in the cabins. No change with relog or exit the game. After the update today I accepted the sightseeing missions, traveled and scanned the beacon not getting the passenger complete responses. Back to the origin station and then saw no listings on the transactions page or passenger lounge. I might consider a ship destruct and a 5 million rebuy but that doesn't guarantee the next passenger mission accepted will work. Also after the update I wouldn't want to find out that the rebuy might have issues getting all the engineered equipment back. At least the launcher says that Frontier is investigating the problem.

UPDATE: Restarting the game an hour later the passenger missions appeared on the transactions page. So I flew them again out and back. Upon return they were listed in the passenger lounge. However I could not collect the rewards per, "Cannot connect to Frontier server". Quit then restart the game and all missions disappeared as well as all passengers were removed from the cabins. We're clean. I then accepted another single passenger mission, completed it and was able to collect the reward. I lost the rewards for the "shuck" missions. Oh well I'm happy to be doing missions again. :)

Regards
 
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Well there's the thing. The whole drama about the drag change was done before the update actually hit live and even now people who never even got hit by said weapons are still thinking they are horrible. They are not. If someone can keep the other ship permanently under the drag effect, he could have finished the fight quicker with some other mod like screening. What the current boost disabling drags do is they disable the boost for a little while enough to mess the enemy boost timing in PvP which forces the enemy to boost at an unoptimal moment which leads to more dynamic positioning during the fight (also means the pilot firing the drag has to think when to apply the effect). It's also good for crowd control when focusing an enemy. We have had interesting wing fights with friends for about a week with drags (seekers, pack hounds, frags) and not once was anyone able to permanently disable the boost of an enemy ship even though it's possible in theory. If someone can do that, it already means he has won the fight thanks to superior piloting skills.

... and as far as trade ships needing the boost speed to escape, that's not really true. FDL, Mamba, Krait for example can easily dance around boosting trade ship so if ganking traders is the goal, screening is much better choice. The main point about the importance of the current drag in PvP is to deny the opponent the turn rate of the boost turn and not really the top speed (you can carry on momentum with fa-off, drag doesn't slow you down).

you don't get it: cooldown period was irrelevant as it wasn't the only cooldown period the target of a ganker had to potentially deal with. with weapons that can disrupt trajectory combined with the new Drag Munitions it was possible to keep easy-to-hit targets from aligning with h-jump trajectory (as many, often especially bigger ships need to utilize their boost in order to align with trajectory under trajectory disrupting fire) during the very short window of opportunity for h-jumping out during the cooldown period of Grom-Bombs (powerplay special variants of FSD reboot ammo dumbfire missiles) after FSD reboot and the first bit of charge-up completed at that.

like this it meant that every easy-to-hit player target of such a loadout had to either 1.: die, 2.: fight back and win - or 3.: quit to menu (the latter making entering open play in the first place pointless) when intercepted. no H-Jumping out for big and decently tanky built (and fully engineered-out and tricked-out) multirole Transporters, Explorers or PvE loadouts in open anymore. such tweaks don't exist in a vacuum - the Drag Munitions tweak turned open play from a free-for-all, where the prepared still could reliably resist ganking attempts despite not flying a total PvP fit or tiny ship, into a dedicated PvP fit or tiny ship only mode.
 
i just noticed that the groups is still there but i can not start it on :
/continue/private group session/thepeppi/

there it says not created
 
Right. Passengers are still stuck in the cabins. No change with relog or exit the game. After the update today I accepted the sightseeing missions, traveled and scanned the beacon not getting the passenger complete responses. Back to the origin station and then saw no listings on the transactions page or passenger lounge. I might consider a ship destruct and a 5 million rebuy but that doesn't guarantee the next passenger mission accepted will work. Also after the update I wouldn't want to find out that the rebuy might have issues getting all the engineered equipment back. At least the launcher says that Frontier is investigating the problem.
Better wait or write a ticket. FD support can remove them, but I think they restored the missions from a backup and the passengers on board somehow are not linked to them anymore. They might be able to fix that in another step, don't know for sure ofc. Many moons ago I had a similar problem and wrote a ticket, but next morning, the mission in question had expired and the passengers went off-board alone. Or so support told me. You could try to make them unhappy ofc and they might jump overboard possibly.

As I said earlier, I did a donation mission after the patch and that worked ok. To verify, I did not instantly pay, but left the mission dialog, checked the transaction tab, reopened the missions dialog again and reluctantly paid 300k to a rivaling faction as the Teabaggers were not short of money that time. Don't know what happens with passengers/cargo, but some here wrote initially donation missions didn't work too, and they did in my case.

O7,
🙃
 
On the bright side, after the events of this past week I appreciate the importance of module priorities more than I could have ever possibly imagined.

It's good to have them back.
 
Ich wünschte, Sie würden den Dustbuster während des Updates integrieren. Das wäre eine echte grafische Aufwertung!
 
Anybody else having problems with this update?
My launcher is stuck saying "Preparing for update" & has been for about 15 minutes. Closed the launcher with Win10 task manager & restarted-same again.

edit: ah, now proceeding. Looks like EDDiscovery was downloading updates & maybe hogging bandwidth. Still took 5 minutes before EDLauncher started downloading files, but at least it is now!
 
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Paige Harvey

Community Manager
Staff member
Hello again, Commanders!

We believe that the issues concerning missions taken after today's update have been resolved. Any mission you attempted to take that was not added to your Transaction Tab, has been deleted from our servers and you will not be penalised for this for "failing"/being unable to complete these missions. If you find you have passengers in your ship, but no correlating mission, please simply restart the game and these should be ejected into space.

If you encounter any further issues concerning missions, passengers or today's update, please let us know and report them on the Issue Tracker. Your reports via the Tracker today have been incredibly useful for the team in combatting the issues that have arisen.

Thank you!

Hello Commanders,

We just wanted to give you a quick update on some of the issues regarding missions that you reported after this morning's update. We've rolled out a fix for missions that were taken prior to today's update. These missions should now appear in your transactions tab and you should be able to complete them.

In regards to missions taken shortly after this morning's update, we're actively investigating their disappearance and will update you when we have more information available.

If you find that you're still having trouble, please do let us know!
 
...with the new Drag Munitions it was possible to keep easy-to-hit targets from aligning with h-jump trajectory (as many, often especially bigger ships need to utilize their boost in order to align with trajectory under trajectory disrupting fire) during the very short window of opportunity for h-jumping out during the cooldown period of Grom-Bombs (powerplay special variants of FSD reboot ammo dumbfire missiles) after FSD reboot and the first bit of charge-up completed at that.
You could boost to align straight after the interdiction while the enemy is deploying hardpoints and as far as Grom-Bombs are concerned, they work just fine with or without drag boost disabling. It's the force shells that mess the aligning, maybe they should be reverted to normal cannons too?

As it is now, drags don't really do much anything in PvP since ships that rely on boost can use the boost to position them out of drag effect so they can recharge their eng cap to boost all the time very quickly. In the trader ganking situation it isn't like that since it's harder to position yourself out of drag effect so now without the drag disabling boost, you get about two boosts while against the boost disabling drags you got one or two. So as you see boost disabling drags didn't really affect traders all that much but it did affect certain permaboosting PvPers and thus they got salty as they want to continue to permaboost and not adapt. They just sold this bogus "all traders will die" story to get the support of PvE community. Well it worked, so thumbs up for successfully fooling people (FDev included).
 
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