Patch Notes Update Beta 2.2 - Update 5

Did a quick search for "hatch" and "limpet" in the notes but found nothing. Are the new pirate's limpets in, and can I test them tonight?
 
Majority of games take very conservative approach towards traffic. Heck, I *can* join US region and play WoW there. However, ED requires close to real time traffic. That's why idea of people playing together between continents is a huge stretch.

Said that....I agree that people should report everything they see as an issue and see if FD engineers can figure out how to make it work.

If it is lag over not seeing them at all. I'll take the lag. Rocket League, and STO are pretty good examples of P2P working ish. Just having another person in the party makes the MMO experience worth while traveling in space.
 
I would like to look into the eyes of the man who comes up with all these safety ideas to improve the type of missile defense, an increase in speed and power identical shells issued from the same type of guns. I would believe in the rate of fire and accuracy of the difference, and this is the next wet fantasies. Missiles and torpedoes fly like antitank TOW. Instances buggy.
But someone persistently engaged in the creation of fantastic balance in favor of the army of whiners. Who live in PvE dreams.
 
BUG: When initiating a FSD jump to another star, the display doesn't read the class of the destination star, only the name of the system, the distance in light years, the star's security status and whether or not you're clean legal-wise.

This is with Beta 5, by the way. Tested by jumping among various stars in the Bubble.
 
Ships and modules prices are full ( not 10% as it should be on beta )... I don't know if that was intended...
 
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- Removed black bar from station services wait banner

Finally! The most immersion breaking part of the game is going in the bin where it should of gone at the idea stage. Frontier, you do some fantastic work but every so often a design choice is made that makes me wonder if any of you have ever played the game for more than 2 minutes!
 
Well, here we go again. Seems I can't *ever* just get a clean download :(.

If anyone wants to send a copy of Data.ovs.models_l1, from the following location:

C:\Games\EDBeta\EDLaunch\Products\PUBLIC_TEST_SERVER_64\Win64\Items\StationModule\StationInnerDock_Services

I'd be extremely grateful :).
 
While I'm excited to see that the reverberating cascade nerf was slightly scaled back, I still think it's a bit extreme especially when considering MINES. Did you folks at FDev actually believe that reverb cascade mines were too strong, or did you just not consider them separately when you adjusted the reverb cascade effect. Even with the change, they're still taking a substantial 30% hit on their efficacy against shield generators (35 is 70% of 50). It already took quite a few successful mine hits to drop someone's ships generator, and with this nerf, that number is going to start to get impracticaly high.

Would you guys please consider either raising mine damage (to compensate for the lower shield generator coefficient), or balancing the mine version of reverb cascade separately? Successfully deploying mines against a target is tricky enough (3D space, and all) as it is- successfully hitting the target should be greatly rewarded.
 
BUG: When initiating a FSD jump to another star, the display doesn't read the class of the destination star, only the name of the system, the distance in light years, the star's security status and whether or not you're clean legal-wise.

This is with Beta 5, by the way. Tested by jumping among various stars in the Bubble.

It is working for some. I jumped back in from Maia to Achenar and noticed it as I got closer to the bubble. Wonder if it depends on previously known cartography?
 
Some really nice QoL (QoP?) improvements in this Beta!

While trying to land on a planet - the landing UI will now check against Terrain->Speed->Alignment rather than Speed->Terrain-Alignment. This should make the UI a little more helpful in the majority of situations where the terrain is unsuitable, rather than you moving too fast

Nice! So no more of this:

Ship: Slow down!
Me: ok...
Ship: Slow down!
Me: ok! I'm slowing!
Ship: Slow down!
Me: Alright, alright, calm down...
Ship: Slo.... actually, you never could have landed here anyway...... too rocky.
Me: Gaaaaaaah!
 
Just looking at the jump info in the Hud, picture posted by jgm, that extra line above has most of the information already displayed in the circular jump reticle - so how hard would it be to include the jump system status along with the destination, distance and star type?

It would certainly clear up the hud display area - thoughts anyone?

It currently notifies you if a system is in Lockdown before you make the jump. I suspect that it also states whether systems are in conflict but I can't remember if it does. Will keep an eye out for that tonight.


Anyway some great changes there. Here's hoping that the geysers and the like are now a bit more likely to be found.

And finally!
Fixed Occupied Escape Pods in USS appearing as Illegal Salvage/Stolen
 
- Cleaned up some of the messaging being used when jumping to a system. We now only show the abort message when the destination is potentially dangerous (currently, when in anarchy)
I wasn't a fan of the "abort" message, but this strikes a great balance.

- Removed black bar from station services wait banner
Good bye, ugly black bar!

- Avatars with a certain eye blend shape were looking as if their eyes were closed in certain poses fixed
Hopefully, all the avatars with a serious methamphetamine addiction are still rendered properly! ;)
 
Thanks a lot to the team for their work :)

Isn't the fix for fighter life-support a bit 'cheap'? :p
I guess the timer appears again when we manage to breach the canopy? XD

Can't thank you enough for the work but i have still 2 bugs in petto that i need to report when i get home xD
Found 3 last night and wasn't able to report them. 1 is already fixed here ;D
 
I have a question if you don't mind: Do you have any Federal Gunship buffs in mind?

I love the Gunship, it's design, it's role, though I can't stand to grind for it again after resetting my save.

That said, it really doesn't need any buffs. Just because they're buffing the traders doesn't mean every ship needs one. The only other ship I can think is the Diamond Back Explorer, I don't ever use it, but I can see the arguments for giving it a small buff of another Class 1 or 2 slot.
 
I love the Gunship, it's design, it's role, though I can't stand to grind for it again after resetting my save.

That said, it really doesn't need any buffs. Just because they're buffing the traders doesn't mean every ship needs one. The only other ship I can think is the Diamond Back Explorer, I don't ever use it, but I can see the arguments for giving it a small buff of another Class 1 or 2 slot.


I was thinking of making a FGS build to exploit the AI's strengths while flying a fighter... Do you have any idea how that could work?
 
And passenger missions are still not paying when an opponent has been sent against them mid-mission. Hopefully we'll get it sorted in Beta 6. Thanks for the added passenger cabins, though.
 
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