Patch Notes Update Beta 2.2 - Update 5

I wasn't a fan of the "abort" message, but this strikes a great balance.


Good bye, ugly black bar!


Hopefully, all the avatars with a serious methamphetamine addiction are still rendered properly! ;)

Thanks for writing my post for me in advance Kremmen! lol!

Ditto on the EYES comment. Uncanny Valley in action! ;)
 
I like the change to the Cannons and PA but why don't give the Cannons 1000m/s across the board and be done with it? At least you can mount different Classes and still use fixed Weapons.
 
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Hey devs any chance we can get a bit of feedback on the FSD supercharge discussion? Allowing it to stack with jumponium, or a further increase will make a lot of people happy :) QUICK WHILE BETA IS STILL ALIVE!
 
Hey devs any chance we can get a bit of feedback on the FSD supercharge discussion? Allowing it to stack with jumponium, or a further increase will make a lot of people happy :) QUICK WHILE BETA IS STILL ALIVE!

Agreed - jumponium is already something that is difficult for many people to consider using, but the idea of it stacking with a NS boost makes it attractive.
 
I'm still waiting all engineers mods to be available in all engineers location. It will be clearly easier for us to test them all
 
- 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)
- By popular request - added the destination star's class type to the info panel message upon initiating a jump
Isn't a large part of knowing the destination's star class, so that we can abort if we won't be able to scoop? Isn't that a dangerous situation?
 
Bad formatting due to being copy/pasted from Reddit


  • Healing lasers now work on fighters
Audio: Setting Crew comms to be controlled by the "non-player voice communication" volume slider in the options menu

I'd like to think I was partially responsible for getting these to dev attention :)
Fixed headlights on the fighters

Honestly it bugged me to the point where I didn't think the fighters had lights, and that leaving in the on/off noise was a bug so this is a nice note.
The little fighter HUD no longer overlaps the target panel. It now has its own home near your ship's schematic

Thank Braben.
Reactivate the engineer button when switching back from a fighter

So that's why it disappeared, I was wondering what caused that.
Removed the life support, self destruct and reboot options from the fighter

Life support and self destruct removal make sense, but why reboot? I can see no reason to remove it, because at that point if your thrusters get shot out and nobody is around to kill you (another ship) the only option is to switch into the mothership and either jump out, get 30km away, or shoot at and destroy your own fighter, which makes no sense.
 
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.

Nice suggestion that i like :)

Small tip:
This ">1year" shows the info how much time you would need at current speed ;)
I like it and shouldn't be removed. Kinda immersion thing bla xD
 
Stuttering still an issue in Beta 5

Hello FD again, any update about 5-10 sec stuttering issue when dropping out of hyperdrive or supercruise ?

Cannot see any line in the change regarding this specific issue constantly reported since beta 2.2 beginning ?

Would appreciate a confirmation if issue is being solved or still under investigation !

Thanks in advance !

Link : this 6 pages issue https://forums.frontier.co.uk/showthread.php/290195-Performance-issues

Already 2 QA update but no clue of hope yet.

Affecting high end capable cards. Very annoying for immersion.

Unfortunately no improvement in stuttering in beta 5. Please fix this before release or I will not be able to play Elite any longer - it's that bed.
 
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)

I've got a Keelback. The fighter goes in the bottom Class 5 slot. That Condor is quick and maneuverable. And for it being a glass canon, it should be. Even hired on a crew member. She has 2 kills already. One on a Signal source one on an interdiction. With the interdiction I submitted as usual and deployed the fighter and ordered it to defend. She didn't play around. She took him out before I could get him lined up for a good shot.
 
- By popular request - added the destination star's class type to the info panel message upon initiating a jump

Oh my gosh.

This is literally my favorite change of 2.2.

Maybe one of my favorite changes ever.


You guys just earned yourselves another paint job purchase.
 
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So far this is a very impressive update.

Can't help but feel that this is the one that should have come BEFORE 2.1

In any event, well done so far FD

Sure, there will be some rough edges here and there, but so far module storage/transfer and galaxy map are truly dramatic improvements.
 
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