Patch Notes Update April Update - Patch 1

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
fix the bloody Dolphin!

and give us small seismic charges
 
Occasionally I fly Dolphin and I never run into the heating issue... maybe it's because of my scooping, flying style around the star, I don't know.

Anyway, I played the game and everything is smooth & good except one thing: FSS. That is just bugged to the point of not being usable (barely usable if you start it 4-5x time to finish the scans). Also it's breaking the visuals with distorted, flashing screen and stars.
The other mildly bugged thing is Surface scanner showing scanned planets when they are not.

And the one tiny bug is that "NEXT" text badly aligned in the nav panel when only 1 jump is ahead.
 
I posted in the Dolphin specific thread about the overheating issue, and I can overheat the Imperial Courier in the same way as the Dolphin. It doesn't overheat as quickly, but the Imperial Courier can overheat to the point of taking structural damage.
 
The re-centering of FSS after you zoom out of objects is still there :(
It's not game breaking but very very annoying. My mouse and my right wrist will not thank you for this :)

I can see it reported already so here's to hoping it would be fixed soon.
Anyone experiencing this problem please give this issue a nudge by voting:

https://issues.frontierstore.net/issue-detail/1461
Not the same. These are two different issues. First one is re-centering screen to another object after zooming out, which is annoying as already stated out. Second one bugs out FSS plane.
 
Yes, you are right... I do not understand why they appeared at all, because everything was good before that. Now I flew away from the star for 200,000 light seconds, the FSS bug almost always appears. But the FSS focus bug is even worse imho - it’s hard to scan the satellites of the giant planets ...
 
All I know is that I am currently 16 000+ LY away from my home system and exploration suddenly became a HUGE pain (my FSS just bugged out big time).
And a small correction - the constant re-centering of the scanner becomes very annoying very quickly.

Since there is nothing else to do in the void I'm forced to quit playing until a fix is introduced.

I just hope it's as quick as the previous patch was.
And I also hope nothing gets broken while fixing this.

Oh well...
 
I still haven't run into the other FSS issue others have (the FSS dialogue rotating). I had a watch of the video one of the users posted:
Source: https://www.youtube.com/watch?v=SCTncqWolyU&feature=youtu.be


So far the most distant objects I can confirm scanning are 128,000Ls away (I'm about 14,000Ly out from the bubble); and the user that posted the video I think was scanning objects at 280,000Ls away; but made mention that they could then scan successfully when within 40,000Ls without the interface messing up.
 
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Since there is nothing else to do in the void I'm forced to quit playing until a fix is introduced.
I just hope it's as quick as the previous patch was.
And I also hope nothing gets broken while fixing this.

If by "quick" you mean the 9 days it took to patch the giant bugs from the update, then you and I have different ideas of "quick".
The game is practically unplayable for many right now...

Dev posts are few and far between. It even takes Frontier 2-3 days to even acknowledge game breaking bugs with many submissions and votes - if this was my job I would be posting daily at the very least, you know, "manage" the community as a daily full time job.
 
Any fix for the FSS at long distances?

I've run into that as well and, it doesn't take long distances to trigger it. Happens to me a lot in neutron star systems.

The neutrons are so small that I can scan the system from where I jump in.
 
I still haven't run into the other FSS issue others have (the FSS dialogue rotating). I had a watch of the video one of the users posted:
Source: https://www.youtube.com/watch?v=SCTncqWolyU&feature=youtu.be


So far the most distant objects I can confirm scanning are 128,000Ls away (I'm about 14,000Ly out from the bubble); and the user that posted the video I think was scanning objects at 280,000Ls away; but made mention that they could then scan successfully when within 40,000Ls without the interface messing up.
I dont think that bug is tied to distance, i had that bug when i was 11kly away from star. I just had to fly few hundred ly closer in different direction to create different angle, and was able to scan normaly again.
 
If the comments are correct, there's no sense in me downloading this patch as a PS4 player who likes to explorer using the FSS. Somebody wake me up when the final patch to the April update is released.
 
I played for 3 hours last night and have to say that I didn't really encounter any noticeable problems. The SA now slows the ship before reaching the station, the trails now work without reducing frame rate, NPC combat seems fine...

Admittedly, I was mainly flying missions but to me, the update is now a pretty good one.
 
Not sure if it's always been this way and I just missed it but on the right hand module tab most of my mods don't even have a power priority setting( no number) and I cant set one either, pretty sure my power distributor and DSS had settings before but not anymore
 
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