Patch Notes Update April Update - Patch 1

Yes but on consoles we don't have this "FX" option, I don't even know what it does, and the patch note only refers to that. I hope it's not a PC specific fix but a general rendering patch so console versions will be back to normal as well.
it doesn't matter if you do or don't, its pretty much the exact same thing on console as it is on PC, its just on console you're blocked from accessing the graphics options such as that.

when you have a multiplatform game such as this, and all platforms have the same issue and the patch note say they fixed it, its going to fix it for all platforms unless it says otherwise (aka if its for PC, or PS4, or Xbox).
 
Last edited:
so the canopy is an intended change ?? intresting
Yes, because nothing changed in a practical sense. Canopies were bugged (presumably for ages) and breaking at losing 50% of their 30 HP, now they break losing all 100% of their 15 hp.

I mean idk I never used or encountered them but on paper, being able to stop people boosting with a flak cannon sounds pretty stupid unfun, especially for trade ships that need every m/s they can get
Honestly, if the Devs had included in the patch notes that they have a cooldown between applications, I think they'd have faced a lot less heat for it.

That said, it was a still a garbage-tier decision as it more heavily penalized already slow ships, rather than actually hurting fast as it should.
 
I mean idk I never used or encountered them but on paper, being able to stop people boosting with a flak cannon sounds pretty stupid unfun, especially for trade ships that need every m/s they can get
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).
 
Last edited:
... and as far as trade ships needing the boost speed to escape, that's not really true.
A Krait moving at 500 m/s towards my t9 (not boosting) from 3 km away will close the distance at a rate of 400 m/s, arriving in 7.5 seconds.

A Krait moving at 500 m/s towards my t9 (boosting) from 3 km away will close the distance at a rate of 290 m/s, arriving in a little over 10 seconds.

When FSDs are cooling down, every second counts. Being able to completely disable my ability to boost with chip shots from a flak cannon seems like a pretty unfair advantage to my opponent. Like I said, this is all on paper, but what you're pointing to seems mainly centered around PvP, where equally matched ships are dueling, not the cat-and-mouse game of piracy/ganking, where getting away as fast as possible is the goal.
 
Greetings Commanders,

The Elite Dangerous servers will be offline for all platforms from tomorrow morning (2 May) starting at 09:30 AM (UTC) for approximately 30 minutes to apply a minor update containing fixes and improvements.

Thank you for your patience.

Please find the full patch notes below:

Commodities Market
  • Stopped allowing players to attempt to buy more goods from a market than it can actually supply
  • Increased the acceleration when choosing the quantity of commodity when buying or selling
  • The sell pop up now defaults to max amount of the chosen commodity you're carrying
  • If the player is currently docked at the station that is also set as the saved comparison market, the comparison column and its header will update and use the galactic average prices to calculate the profits
  • If the player doesn't have Horizons, planetary surface markets are not considered when looking for best prices in the 'also consumed by' / 'produced by' lists
Crashes/Stability
  • Fixed a crash that could occur when using the FSS mode
  • Fixed a crash that could occur when exiting the game
  • Fixed a crash that could occur when sat in a dock
Damage Balancing
  • Fixed issue that caused more damage to be applied to SRVs when in multiplayer sessions
Engineering
  • Reverted changes made to the Drag Munitions special in the initial April Update release
Exploration
  • Fix new Codex discovery notifications not displaying in the cockpit UI when proximity scanning or using the discovery scanner's system scan to discover all stars in a system
Galaxy Map
  • Added a background to the control key along the bottom of the screen, to increase readability whilst in lighter areas of the map
Inventory
  • Added in a decrease button when removing cargo from your ship, even when at 1, so that players can quickly select the maximum amount they hold
Knowledge Base
  • Fixed missing non-English VO for knowledge base articles
Main Menu
  • Fixed inconsistencies in options order between main menu and pause menu
Modules
  • Fixed the module tab not updating in real time when modules have been shut down due to power usage
  • Stopped module priorities being reset to 1 during FSD transitions
  • Stopped the Shield Generator module from turning back on (when deactivated) during FSD transitions
  • Removed the synthesis recipe that was being mistakenly applied to the Enforcer Cannon
  • Fixed an issue where Enforcer Cannons would erroneously report that they could carry more ammo than they could
Navigation Panel
  • Increased the font size for the remaining number of jumps
  • Fixed missing 'clear filter' option from the SRV
  • Bookmarked locations will now have an icon to show it's marked
  • Selection UI will now stop at the top and bottom of the list of locations, whilst scrolling through them. A subsequent press of the button will then wrap around to the top/bottom.
  • Added text to explain if a stellar body requires a permit
Performance
  • Fixed the frame rate loss when the 'FX' graphical setting was set to anything other than 'off'
Pilots' Federation District
  • Added system descriptions to the galaxy map
Pilot's Handbook
  • Fixed various typos and formatting issues
  • Added links from the mission detail screen to relevant handbook articles
  • Added an 'Exit' button which will quit out of the Codex completely, rather than go back one page
Player Journal
  • Include BodyName and radius in Status.json file, when in SRV
  • Fixed a bug in the ship loadout info after swapping modules

Starport Services
  • 'Re-stock all' option now works correctly
Supercruise Assist
  • Fixed the keybinding for toggling orbit lines on/off not working whilst Supercruise Assist is active
  • Fixed an issue that caused the 'target obscured' message to not appear when a Nav Beacon was obscured by a star
  • Stopped prompts appearing whilst in FSS mode
Server Fixes
  • Re-enabled Codex discoveries for terraformable and non-terraformable ammonia worlds
  • Implemented an automatic disconnect when a player is removed from a private group they're currently flying in
  • Fixed ellipsis character on the main menu news in Russian
  • Fixed faction reputation and career rank changes from completing objectives at installations, megaships and Conflict Zones
Server fixes released since April Update launched
  • Fixed a number of causes for unable to load Commander data from the main menu
  • Tiana Fortune's medium and large landing pads should now be usable again
  • Fixed the Galaxy Map's planet port commodity filter
  • Fixed a number of performance & stability issues
So no fix for the Xbox commanders unable to connect to Frontier Servers?
Xbox Connection Error.jpg
 
A Krait moving at 500 m/s towards my t9 (not boosting) from 3 km away will close the distance at a rate of 400 m/s, arriving in 7.5 seconds.

A Krait moving at 500 m/s towards my t9 (boosting) from 3 km away will close the distance at a rate of 290 m/s, arriving in a little over 10 seconds.

When FSDs are cooling down, every second counts. Being able to completely disable my ability to boost with chip shots from a flak cannon seems like a pretty unfair advantage to my opponent. Like I said, this is all on paper, but what you're pointing to seems mainly centered around PvP, where equally matched ships are dueling, not the cat-and-mouse game of piracy/ganking, where getting away as fast as possible is the goal.
First of all why the Krait would be 3km away to start with (I'm assuming you are talking about the case after interdiction)? Even if so, why would you need to worry about drag in that case when you are already out of weapon range so you can't be dragged? Also when you are interdicted, it takes a while to deploy hardpoints but you can boost instantly and then fa-off to keep the momentum (yeah I know, that's not full boost speed).

Another thing is that it doesn't really matter if you are 3km away when any decent PvPer can do full damage with long range rails and lasers up to 6km. So a better question would be if you can flee to over 6km range if you have boost and I think we all know the answer to that. Frag pellets are also pretty slow so evading them from anything other than point blank range is quite easy.

You are very much correct about the time being important though so when I run trade ships, I boost past the opponent and high wake as soon as possible and hope the enemy doesn't have enough DPS to blow up my ship. This is actually where you can use turreted drag frag yourself to decrease the effective turning rate of your enemy when you boost past him so he has less time on target. Also compared to drag, screening has a lot more DPS so I'd easily choose that over drag to kill the fleeing ship as fast as possible. So for these kinds of situation the current drag is not the best choice for the attacker but it might give a little bit time for that fleeing trade ship if used correctly (because of the turn rate debuff, not the speed).

The reason why I talked about PvP earlier is that the whole denying turn rate by disabling boost is indeed very much PvP mechanics oriented where the pre April patch drag didn't do much anything because people could just boost turn to negate the drag debuff completely. Some vocal PvPers who can't handle that have just made it their mission to use ganking traders as an excuse to keep flying the way they have always flown, which is permaboost high turn rate and now they are worried they would have to learn to adapt. As many people have said already, heavily engineered PvP ships can take down trade ships with or without boost disabling drags.
 
Greetings Commanders,

The Elite Dangerous servers will be offline for all platforms from tomorrow morning (2 May) starting at 09:30 AM (UTC) for approximately 30 minutes to apply a minor update containing fixes and improvements.

Thank you for your patience.

Please find the full patch notes below:

Commodities Market
  • Stopped allowing players to attempt to buy more goods from a market than it can actually supply
  • Increased the acceleration when choosing the quantity of commodity when buying or selling
  • The sell pop up now defaults to max amount of the chosen commodity you're carrying
  • If the player is currently docked at the station that is also set as the saved comparison market, the comparison column and its header will update and use the galactic average prices to calculate the profits
  • If the player doesn't have Horizons, planetary surface markets are not considered when looking for best prices in the 'also consumed by' / 'produced by' lists
Crashes/Stability
  • Fixed a crash that could occur when using the FSS mode
  • Fixed a crash that could occur when exiting the game
  • Fixed a crash that could occur when sat in a dock
Damage Balancing
  • Fixed issue that caused more damage to be applied to SRVs when in multiplayer sessions
Engineering
  • Reverted changes made to the Drag Munitions special in the initial April Update release
Exploration
  • Fix new Codex discovery notifications not displaying in the cockpit UI when proximity scanning or using the discovery scanner's system scan to discover all stars in a system
Galaxy Map
  • Added a background to the control key along the bottom of the screen, to increase readability whilst in lighter areas of the map
Inventory
  • Added in a decrease button when removing cargo from your ship, even when at 1, so that players can quickly select the maximum amount they hold
Knowledge Base
  • Fixed missing non-English VO for knowledge base articles
Main Menu
  • Fixed inconsistencies in options order between main menu and pause menu
Modules
  • Fixed the module tab not updating in real time when modules have been shut down due to power usage
  • Stopped module priorities being reset to 1 during FSD transitions
  • Stopped the Shield Generator module from turning back on (when deactivated) during FSD transitions
  • Removed the synthesis recipe that was being mistakenly applied to the Enforcer Cannon
  • Fixed an issue where Enforcer Cannons would erroneously report that they could carry more ammo than they could
Navigation Panel
  • Increased the font size for the remaining number of jumps
  • Fixed missing 'clear filter' option from the SRV
  • Bookmarked locations will now have an icon to show it's marked
  • Selection UI will now stop at the top and bottom of the list of locations, whilst scrolling through them. A subsequent press of the button will then wrap around to the top/bottom.
  • Added text to explain if a stellar body requires a permit
Performance
  • Fixed the frame rate loss when the 'FX' graphical setting was set to anything other than 'off'
Pilots' Federation District
  • Added system descriptions to the galaxy map
Pilot's Handbook
  • Fixed various typos and formatting issues
  • Added links from the mission detail screen to relevant handbook articles
  • Added an 'Exit' button which will quit out of the Codex completely, rather than go back one page
Player Journal
  • Include BodyName and radius in Status.json file, when in SRV
  • Fixed a bug in the ship loadout info after swapping modules

Starport Services
  • 'Re-stock all' option now works correctly
Supercruise Assist
  • Fixed the keybinding for toggling orbit lines on/off not working whilst Supercruise Assist is active
  • Fixed an issue that caused the 'target obscured' message to not appear when a Nav Beacon was obscured by a star
  • Stopped prompts appearing whilst in FSS mode
Server Fixes
  • Re-enabled Codex discoveries for terraformable and non-terraformable ammonia worlds
  • Implemented an automatic disconnect when a player is removed from a private group they're currently flying in
  • Fixed ellipsis character on the main menu news in Russian
  • Fixed faction reputation and career rank changes from completing objectives at installations, megaships and Conflict Zones
Server fixes released since April Update launched
  • Fixed a number of causes for unable to load Commander data from the main menu
  • Tiana Fortune's medium and large landing pads should now be usable again
  • Fixed the Galaxy Map's planet port commodity filter
  • Fixed a number of performance & stability issues
Lads & gals,

This is Frontier Development plc!!! o7

Hoooray!!!!

Tommorow will be my 1st time jumping into the void since the April’s update!!

Since the update, was checking the forums literally everyday to see this.

Finally. Thank you Will. Thank the whole team. So many fixes!!! Love U!!!
 
Greetings Commanders,

The Elite Dangerous servers will be offline for all platforms from tomorrow morning (2 May) starting at 09:30 AM (UTC) for approximately 30 minutes to apply a minor update containing fixes and improvements.

Thank you for your patience.

Please find the full patch notes below:

Commodities Market
  • Stopped allowing players to attempt to buy more goods from a market than it can actually supply
  • Increased the acceleration when choosing the quantity of commodity when buying or selling
  • The sell pop up now defaults to max amount of the chosen commodity you're carrying
  • If the player is currently docked at the station that is also set as the saved comparison market, the comparison column and its header will update and use the galactic average prices to calculate the profits
  • If the player doesn't have Horizons, planetary surface markets are not considered when looking for best prices in the 'also consumed by' / 'produced by' lists
Crashes/Stability
  • Fixed a crash that could occur when using the FSS mode
  • Fixed a crash that could occur when exiting the game
  • Fixed a crash that could occur when sat in a dock
Damage Balancing
  • Fixed issue that caused more damage to be applied to SRVs when in multiplayer sessions
Engineering
  • Reverted changes made to the Drag Munitions special in the initial April Update release
Exploration
  • Fix new Codex discovery notifications not displaying in the cockpit UI when proximity scanning or using the discovery scanner's system scan to discover all stars in a system
Galaxy Map
  • Added a background to the control key along the bottom of the screen, to increase readability whilst in lighter areas of the map
Inventory
  • Added in a decrease button when removing cargo from your ship, even when at 1, so that players can quickly select the maximum amount they hold
Knowledge Base
  • Fixed missing non-English VO for knowledge base articles
Main Menu
  • Fixed inconsistencies in options order between main menu and pause menu
Modules
  • Fixed the module tab not updating in real time when modules have been shut down due to power usage
  • Stopped module priorities being reset to 1 during FSD transitions
  • Stopped the Shield Generator module from turning back on (when deactivated) during FSD transitions
  • Removed the synthesis recipe that was being mistakenly applied to the Enforcer Cannon
  • Fixed an issue where Enforcer Cannons would erroneously report that they could carry more ammo than they could
Navigation Panel
  • Increased the font size for the remaining number of jumps
  • Fixed missing 'clear filter' option from the SRV
  • Bookmarked locations will now have an icon to show it's marked
  • Selection UI will now stop at the top and bottom of the list of locations, whilst scrolling through them. A subsequent press of the button will then wrap around to the top/bottom.
  • Added text to explain if a stellar body requires a permit
Performance
  • Fixed the frame rate loss when the 'FX' graphical setting was set to anything other than 'off'
Pilots' Federation District
  • Added system descriptions to the galaxy map
Pilot's Handbook
  • Fixed various typos and formatting issues
  • Added links from the mission detail screen to relevant handbook articles
  • Added an 'Exit' button which will quit out of the Codex completely, rather than go back one page
Player Journal
  • Include BodyName and radius in Status.json file, when in SRV
  • Fixed a bug in the ship loadout info after swapping modules

Starport Services
  • 'Re-stock all' option now works correctly
Supercruise Assist
  • Fixed the keybinding for toggling orbit lines on/off not working whilst Supercruise Assist is active
  • Fixed an issue that caused the 'target obscured' message to not appear when a Nav Beacon was obscured by a star
  • Stopped prompts appearing whilst in FSS mode
Server Fixes
  • Re-enabled Codex discoveries for terraformable and non-terraformable ammonia worlds
  • Implemented an automatic disconnect when a player is removed from a private group they're currently flying in
  • Fixed ellipsis character on the main menu news in Russian
  • Fixed faction reputation and career rank changes from completing objectives at installations, megaships and Conflict Zones
Server fixes released since April Update launched
  • Fixed a number of causes for unable to load Commander data from the main menu
  • Tiana Fortune's medium and large landing pads should now be usable again
  • Fixed the Galaxy Map's planet port commodity filter
  • Fixed a number of performance & stability issues
Any news about the Black Market bug?
https://issues.frontierstore.net/issue-detail/806
 
Sorry to be a pain but I now have problems. Twice in the last hour the game caused my computer to crash. I took a mission to scan a planetary site. The first crash occurred as I approached the data point to read it. I was able to stop the game running and fill out one of FD's crash reports. However on the second occasion I loaded two items I had picked up into my ship, turned round to collect two other items at the site, and my computer crashed. I had to Ctrl Alt Del in order to get control of the computer and then reboot. On returning to the game I discovered all of my settings had been changed and I lost the remaining goods at the site.
Can't afford to have my computer hit like that. I would have filled out a complaint but I have lost all the information. Sorry.
I've got the same issue. People are reporting it might have to do with Skimmers, but I don't know. I can confirm it happens on Windows 7 with VR, however, it seems to only be at installations - ground missions like those at randomly generated outposts and crash sites do not appear to crash the game.
 
it doesn't matter if you do or don't, its pretty much the exact same thing on console as it is on PC, its just on console you're blocked from accessing the graphics options such as that.

when you have a multiplatform game such as this, and all platforms have the same issue and the patch note say they fixed it, its going to fix it for all platforms unless it says otherwise (aka if its for PC, or PS4, or Xbox).
It works like this the majority of times but not always. Graphics optimization can differ by platform. That's why I asked for official response but with the lack of it we'll have the good old "we'll see" method.
 
  • Stopped the Shield Generator module from turning back on (when deactivated) during FSD transitions
  • Increased the font size for the remaining number of jumps
  • Selection UI will now stop at the top and bottom of the list of locations, whilst scrolling through them. A subsequent press of the button will then wrap around to the top/bottom.
Thanks for these 3, especially the bolded one! In VR it's a real pain!!! 🥳(y)
 
Top Bottom