Patch Notes Update Beta 2.2 - Update 5

Heya guys,

Just a quick post to let you know that there is a new Beta update going live this morning. We're expecting the servers to go down at 10AM BST and the update to be completed within a couple of hours.

Once again, the team have been working incredibly hard and we've got another huge list of changes coming in. As always, your feedback is really valuable so please do continue to test and give your feedback in the beta forums.

2.2 Beta 5 Change Log

[...]

Outfitting/Shipyard


- Fix overflow values for very expensive ship transfers

[...]

Transfering an anaconda with 11mil insurance from Colonia to the Bubble is still exactly the same price : a bit more than 1.9bil. Nothing has changed !
 
Nice to see that the horrible black bar of doom is gone :D
It's also an interesting option to now be able to limit a plotted route to certain star types which is a nice thing for explorers as you could theoretically prevent stranding by only going along fuel systems.

However, I'd still like to finally get an option to just softcap the jumprange so that it would try to stay below that unless doing so would result in a vastly longer roundabout route, if any at all.
With how the fuel consumption works could I in my almost 40ly ASPX save literal TONS of fuel if I were able to limit my jumps to 20ly. I already set the cargo slider to max all the time but that doesn't do much even with my 64t cargo space : /

I'm also gonna be looking forward to the fuelscoop mods, but it'll be a while until I can get those, both because the update isn't here yet and for another because I'm still far away (for my terms anyways) from the bubble.
 
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.

As a fellow developer, who - regardless of how much due care I take - mucks things up on a regular basis, I salute thee!

[salutes, accidentally poking self in eye]
 
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.

The screw-up fairies are very cruel indeed, I often entertain their visits...
 
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Taking quick peek at ship transfer costs in Beta 5...


Lakon Type 9, parked 95 LY away from my current location. Sale price is 93.8MCR. Transfer will cost 3,500,000 CR to get it shipped to me.

Cobra Mk IV, parked 122 LY away from my current location. Sale price is 11.9MCR. Transfer will cost 580,000 CR to get it shipped to me.


Given there is now a delivery delay (which, I must say, is very neatly presented), I'd be happy to see transfer costs moved somewhat lower than this.
 
Is there a reason the reboot option was removed from fighters? The thrusters on these things are very flimsy and I have had to reboot to get the fighter moving again a few times now due to random lucky railgun shots.
 
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Taking quick peek at ship transfer costs in Beta 5...


Lakon Type 9, parked 95 LY away from my current location. Sale price is 93.8MCR. Transfer will cost 3,500,000 CR to get it shipped to me.

Cobra Mk IV, parked 122 LY away from my current location. Sale price is 11.9MCR. Transfer will cost 580,000 CR to get it shipped to me.


Given there is now a delivery delay (which, I must say, is very neatly presented), I'd be happy to see transfer costs moved somewhat lower than this.

Yes, I think this deserves some attention. It doesn't seem realistic. It needs to take into consideration the time needed for a player to pick the ship him/herself compared to the time needed (in average) to earn those credits. And since there is waiting time, the cost should be lower than that average.

My intention to advocate wait times was not only due for the whole system to be believable, but also to prevent another credit sink. We pay with time, basically.
 
Taking quick peek at ship transfer costs in Beta 5...


Lakon Type 9, parked 95 LY away from my current location. Sale price is 93.8MCR. Transfer will cost 3,500,000 CR to get it shipped to me.

Cobra Mk IV, parked 122 LY away from my current location. Sale price is 11.9MCR. Transfer will cost 580,000 CR to get it shipped to me.


Given there is now a delivery delay (which, I must say, is very neatly presented), I'd be happy to see transfer costs moved somewhat lower than this.

Let commanders do transfer runs, it would make missions more interesting. :D

Of course, once and a while the ship would not get to destination, and instead find itself in the nearest chop shop... But in general it would work :)
 
Class 2 and 3 Passenger cabins - yes, yes, yes!!! Thank you FD, seriously! :D

Huh, didn't realise how annoying that black bar in outfitting actually was until it was removed :rolleyes:
 
Hi, worth noting that on the latest patch the ships are now full cost, not 10% as usual with the beta. Is this purposeful? I didn't see it mentioned on the update. In addition I noticed a couple of interesting things:

- - - - - Additional Content Posted / Auto Merge - - - - -

Hi, worth noting that on the latest patch the ships are now full cost, not 10% as usual with the beta. Is this purposeful? I didn't see it mentioned on the update. In addition I noticed a couple of interesting things:


Sorry about that... won't TAB again. :)

The interesting things I noticed were:

- Got stuck in hyperspace indefinitely. I didn't exit and my wi-fi connection was good. Wasn't a computer freeze, it was a game issue and the game didn't pick it up as an error
- Ships are now full price in the ship yards (not 10%)
- Autodock for the Beluga Liner gets stuck occasionally when landing on planetary stations. It just hangs, you need to re-take control and then pass back to autopilot

I hope this feedback helps. I wonder if anyone else has noticed any of these.
 
Nice analysis of the FSD UI there +rep

Hopefully the devs will overhaul the UI at some point because it's getting very cluttered as your screenshot illustrates.

Thanks. I don't blame them though, the game's UI is doing things that approach the complexity of a general purpose UI toolkit, but attaining the flexibility and efficiency of design and implementation that those have specialised in for years is unlikely. Absent those, making sweeping changes gets expensive and prone to causing regressions.
 
Huh, didn't realise how annoying that black bar in outfitting actually was until it was removed :rolleyes:

OK, I'll admit I'm stumped as to what this black bar which has cursed people's lives is. Can anyone help out with a screenshot??

(genuinely curious, and not having a dig as I suspect I'll find it irritating too, once I've noticed it...)
 
Will there be a crew management screen/tab in our ships or will it only be available trough stations?
For the moment i can't reassign a crew member when he/she is inactive.:cool:
 
Can't wait to give the new Keelback a shakedown run. :D

(personally I'd have preferred an extra Class 1/2 slot over an upgraded 3/4 slot, but that's just me)
 
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