Patch Notes Update Beta 2.2 - Update 5

Fixed an error with a mysterious thing in the contacts panel
Low resolution artefacts on mysterious thing's lens flare fixed
Added schematics for various mysterious things
Fixed the hitcheck for a mysterious thing
Added mysterious thing schematic

Ohhh, mysterious! :eek:
 
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?

The new jump info panel feels like it's been added where it has because something prevented modifying existing UI, eg it would have been too costly in engineering time in this release, or because the additions wouldn't fit in the space available.

Having said that, I think an overhaul of the jump target UI is needed at some stage, because there's quite some redundancy there that I've marked up below:

0F66g5K.jpg

The target system name (green) and distance (red) are shown 3 times (not including in the left hand nav panel), in UI areas with 3 different levels of importance: the centre of the viewport, a fixed-function location, and over its actual location in space. This is too much. The highest priority (centre viewport) should be reserved for absolutely critical information - consider how much this new UI clutters the viewport when trying to survive long enough to jump out of a hairy fight.

The distance (red) is only really relevant to know whether you can make a jump and how much fuel this will consume. This feasibility information is given at bottom right when a jump target is selected, in the fuel display.

Although there's a precedent for showing nav target distance and time-to-target when in Supercruise, for hyperspace nav targets, this information is not important enough to show all the time. Time-to-target (light green) is useless for systems, as it's always >1Yr (except while charging the drive). H-JUMP would be a more useful reminder that you can't practically travel there on frame-shift.

Drive charging status is positioned front-and-centre during a charge, when it is also communicated by the drive charge tone. Drive status is also communicated at bottom right during drive cooldown. Why not rationalise these and only show charge status at bottom right?

Lastly the details in the target panel are static and little used. This fixed function, fixed location UI is easily valuable real estate and could be used for richer nav target information

Suggestions:

  • Use bottom left target panel for jump target system name, range, security level, legal status (Fine/Bounty Cr), government type and economy, star type. Cycle this information every few seconds whilst drive is charging.
  • Move drive charge status UI to bottom right panel, show whilst charging in different colour to cooldown. If you really must have gee-whiz bling for it, use a radial progress bar on the jump target reticule (see House of the Dying Sun's jump charge UI, Mike Evans plays it)
  • Remove time-to-target for >1Yr times (other systems)
  • Keep jump fuel consumption indication on bottom right fuel panel. When selected jump target exceeds drive fuel usage limit, show in a different colour.
 
For those all getting excited about the fixed weapon buffs, just remember, this applies to the NPCs running fixed weapons, and we all know how insanely accurate they are with fixed weapons ;)

Muhahaha exactly what i've already told in the thread where it was discussed [haha]
 
My thought on what PAs should be:

- efficient, at least on par with beams
- devastating damage
- harder to hit, requiring skill (at most 1.25x it's projectile velocity pre 2.2)

This would make big ship battles more fun, and also allow faster ships to use their speed/agility to avoid PAs.
 

Jon Pace

Head of UI
Frontier
  • By popular request - added the destination star's class type to the info panel message upon initiating a jump

Am I blind or is this not present?

Not blind - In what should have been a simple code change, I managed to this up. :eek:

In Beta-5, only systems with a state (famine, war, boom etc) will show the star class too. In Beta-6, all will be working as intended.
 
Not blind - In what should have been a simple code change, I managed to this up. :eek:

In Beta-5, only systems with a state (famine, war, boom etc) will show the star class too. In Beta-6, all will be working as intended.


Stuff happens, that's why we do test things :) Thanks for this neat feature in advance!
 
Hi, I have a question...

Right now I can only take one mission per cabin in the ship. Is this intended or is it a bug? I mean, in an economy cabin that fits 8, I can't take say, 3 missions with 2 passengers each. It only allows me to take 1 mission and then kinda blocks the cabin.

Just checking, I have thought of cabins like cargo racks mechanics: you got 8 seats, you can fill them all up with different missions.

Thanks !
 
The new jump info panel feels like it's been added where it has because something prevented modifying existing UI, eg it would have been too costly in engineering time in this release, or because the additions wouldn't fit in the space available.

Having said that, I think an overhaul of the jump target UI is needed at some stage, because there's quite some redundancy there that I've marked up below:


The target system name (green) and distance (red) are shown 3 times (not including in the left hand nav panel), in UI areas with 3 different levels of importance: the centre of the viewport, a fixed-function location, and over its actual location in space. This is too much. The highest priority (centre viewport) should be reserved for absolutely critical information - consider how much this new UI clutters the viewport when trying to survive long enough to jump out of a hairy fight.

The distance (red) is only really relevant to know whether you can make a jump and how much fuel this will consume. This feasibility information is given at bottom right when a jump target is selected, in the fuel display.

Although there's a precedent for showing nav target distance and time-to-target when in Supercruise, for hyperspace nav targets, this information is not important enough to show all the time. Time-to-target (light green) is useless for systems, as it's always >1Yr (except while charging the drive). H-JUMP would be a more useful reminder that you can't practically travel there on frame-shift.

Drive charging status is positioned front-and-centre during a charge, when it is also communicated by the drive charge tone. Drive status is also communicated at bottom right during drive cooldown. Why not rationalise these and only show charge status at bottom right?

Lastly the details in the target panel are static and little used. This fixed function, fixed location UI is easily valuable real estate and could be used for richer nav target information

Suggestions:

  • Use bottom left target panel for jump target system name, range, security level, legal status (Fine/Bounty Cr), government type and economy, star type. Cycle this information every few seconds whilst drive is charging.
  • Move drive charge status UI to bottom right panel, show whilst charging in different colour to cooldown. If you really must have gee-whiz bling for it, use a radial progress bar on the jump target reticule (see House of the Dying Sun's jump charge UI, Mike Evans plays it)
  • Remove time-to-target for >1Yr times (other systems)
  • Keep jump fuel consumption indication on bottom right fuel panel. When selected jump target exceeds drive fuel usage limit, show in a different colour.

Agreed, had the same thoughts myself.
 
Not blind - In what should have been a simple code change, I managed to        this up. :eek:

In Beta-5, only systems with a state (famine, war, boom etc) will show the star class too. In Beta-6, all will be working as intended.

To the dungeon with him! :)
 
  • Projectile Speeds for fixed cannons increased by 20% (for S/M/L/H weapons this has gone from 750/800/875/1000 to 900/960/1050/1200)

This is backwards. Huge are 900, large are 1050, medium are 960 and small are 1200.

And please for the love of God could you make fixed cannons all have the same projectile speed?
 
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