Patch Notes Update Beyond 3.0 Beta 2 Incoming

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This is still present in beta and I'm using a HOTAS.

Can you point me to the bug report so I can add my name? Thanks

Sure...Give me a couple of minutes to chase it down. There were several on the first day of the Beta when this hit a ton of players using an XBOX Controller or other GamePad.

I will update this post with the link.

Stay tuned. :)

EDIT: This isn't my bug report, but this one was actually filed by a forum moderator and had as many replies as mine did. My post history doesn't go back far enough for me to be able to find my own original report on this back on the 25th.

Frontier responds quickly to this post, but obviously they haven't bothered to fix this in Beta 2.

https://forums.frontier.co.uk/showt...me-takes-away-all-control-on-gamepad-keyboard
 
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Cool!
For the next balance pass you need to look at the negatives for all blueprints and make sure that they aren’t higher than the minimum before. Example: low grade emissions rank 1. Used to have no energy penalty without even secondaries, now needs a secondary to not make it lose energy. Stuff like that.
 
Intersting...

I just checked the G5 upgraded 5A FSD on my Chieftain. The Optimized Mass is now listed as 1,692.3T which equates to a +61.2% overspec! (previously unobtainable in the 2.4 version)

However, my jump range as listed in the Functions panel is unchanged from what it was before the Beta 2 update where I originally had a +56% OM overspec in Beta 1. Both the original +56% OM and the new +61.2% OM both yield the identical actual jump range of: (29.12 [29.63] LY)

Are we simply dealing with semantics here?

I'm confused.

Try logging out and back in again, does that update the panel?
 
Some really good improvement (especially regarding pinned blueprint and engineers rep effect).

FDevs, your reactivity and feedback is really appreciated. It makes us wanting to get involved. Keep it up.
 
We're not engineering classes of items or ships anymore. The new system reinforces that we are engineering a single item that can be used on any ship. Essentially the thinking change that 3.0 introduces is that individual modules have a progress and history. They aren't as disposable as they were. There is (and should be) more value in that G5 Enhanced Pulse Laser than in the old system because that individual module now has a time investment attached that wasn't there before. There was time, but not as heavy.

I think since modules are now more of an investment, they should also come with some visual changes on externals and maybe some unique brand or serial numbers.

Not sure I fully appreciate your point.
Modules can be used on any ship now.
The time investment to get an upgrade can be increased to add value (for you anyway!) by simply making you stare at space dust longer waiting for a USS with 'eye of newt' in to appear, for example.
Clicking through lower grades to reach the one you want just seems unnecessary - and hardly constitutes game-play.
Why not start at the grade you want - as currently, or simply pay the price and leave.
 
Nope. Still the same numbers as posted above.

I'm totally confused now by what just got changed based on this 5A's specs.

I think the functions panel is simply bugged - when I engineered the FSD it never changed at all from the initial range, whereas the outfitting screen showed the changes.
 
Nope. Still the same numbers as posted above.

I'm totally confused now by what just got changed based on this 5A's specs.
Last beta had Function panel bug that displayed jump range wrong (it didnt update properly), maybe same bug.
 
Absolutely loving the improvements, went from dreading this update on the live servers, to now not being able to wait for it.

Question someone may be able to answer, and a proposal if it hasn't been dealt with and I've always had a problem with it. Has Inertial Impact for Burst Lasers been adjusted so that they're actually usable? They give something like 5 degrees of jitter on the live servers making them absolutely impossible to use beyond like 400m's against anything smaller than a Python and impossible to use against modules. Besides this, they are also way too strong. (I saved 2 huge G5 OC's for my Corvette with them and both have over +100% damage/DPS)
 
Controls still not working

Thrusmaster Warthog T&S with Slaw Device Rudder Pedals

Error Log

There where errors when loading preset file: Current TM HOTAS - Copy.binds
Missing devices: SlawFlightControlRudder


There where errors when loading preset file: Current TM HOTAS.binds
Missing devices: SlawFlightControlRudder


There where errors when loading preset file: Custom.0.8.binds
Missing devices: SlawFlightControlRudder


There where errors when loading preset file: Custom.1.8 - Copy.binds
Missing devices: SlawFlightControlRudder


There where errors when loading preset file: Custom.1.8.binds
Missing devices: SlawFlightControlRudder


There where errors when loading preset file: Custom.2.0.binds
Missing devices: SlawFlightControlRudder


There where errors when loading preset file: Custom.3.0.binds
Missing devices: SlawFlightControlRudder


There where errors when loading preset file: Custom.binds
Missing devices: SlawFlightControlRudder


There where errors when loading preset file: Python.binds
Missing devices: SlawFlightControlRudder"

This is unacceptable. I can edit the default TM settings, but can't bind yaw to the rudder pedals. "Custom" still not showing as a selection option.

Am I supposed to throw out almost 1K worth of controls and buy an Xbox?
 
Nice changes !
But as long as the grind for enginners is so long, I will not do them !
I have a full time job and grinding some materials for weeks/months is to boring and I'de like to spend my free time on a fun game, not a farming game !
Change the grind and this game will be a lot better for everyone !

Collecting materials is very easy now, but your mind is made up
 
Again, what is the purpose behind _not_ latching the grades as you pass them - for a specific class of item with a specific engineer.
It seems to only slow down progress and require more material acquisition, jumping and clicking.
Perhaps it was introduced to 'balance' the loss of randomness in the final product, but it is largely pointless.
The rationale here, I believe, is that under the old system due to the randomness people were rolling N times with a grade 5 blueprint to get a result they were happy with. So, that's N times grade 5 materials required and no actual guarantee of a good result.

Under the new system you roll M times, but start with grade 1 blueprints (and grade 1 material costs) and ramp up until you're happy with the result. So, that's M times grades 1 thru X materials required but with a guaranteed result.

The real Q's then were what was N actually? (no-one really knows and I doubt it was recorded to be queried) and what value should M have given the additional benefits of lower costs for early rolls and a guaranteed result? .. in order for these systems to be vaguely comparable in terms of amount of player effort IN and results OUT.

It's actually easier, in practice (I've found) to find the materials required for those M rolls, because they vary more (so I haven't used them all up on N grade 5 rolls). So, it's actually easier (aka less grind) to create a module with a decent result. This varies a bit depending on the blueprint and how rare the required materials are. And .. if you really want to max a module (under the new system) out you might (due to bad luck) have to roll as many as N times at grade 5, but this comes down to luck almost no different to the old system, however leaves you having to additionally spend those lower grade materials under the new system. But, generally, the new system is better, especially given the material trader (where you can turn a grade 5 material into multiple rolls at a lower grade in many cases). And, for someone maxing things out you might need more rolls, but at least every roll is an improvement and you have a definite result at the end of the process.

The biggest issue with the new system in the first beta was actually how many time you had to physically click to do all this. So, simply lower the number of clicks, somehow, would have helped an awful lot. What they've actually tweaked is that they have lowered M, thus lowering clicks but also costs, but importantly only for players who have already ranked up with an Engineer. This is actually a great idea, as it rewards those players without also making it "too easy" for newer players (that would remove that sense of achievement you got first time round, right?). I'm looking forward to trying this, to continue engineering my beta Chieftain.
 
Intersting...

I just checked the G5 upgraded 5A FSD on my Chieftain. The Optimized Mass is now listed as 1,692.3T which equates to a +61.2% overspec! (previously unobtainable in the 2.4 version)

However, my jump range as listed in the Functions panel is unchanged from what it was before the Beta 2 update where I originally had a +56% OM overspec in Beta 1. Both the original +56% OM and the new +61.2% OM both yield the identical actual jump range of: (29.12 [29.63] LY)

Are we simply dealing with semantics here?

I'm confused.

In the outfitting screen, my maxed out G5 FSD with "Mass Manager" special effect also shows an optimal mass of 61.2%.

Unu9Lbz.png
This appears to be the "Mass Manager" 4% effect being calculated using the maxed out optimised mass:-

Unmodified 5A FSD optimised mass = 1050
With completed G5 55% upgrade = 1627.5
4% of 1627.5 = 65.1
= 1692.6 new optimised mass (same as in above image apart from rounding), ie a total of 61.2% increase in optimised mass.

Nice! My jump range did increase in beta 2 (eventually) to take account of the 50-55% increase, when I logged back in. As can be seen in the above image, my DBX can now almost reach 65LY on vapours!
 
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The Engineer changes in this new beta are stellar! Much better than the original iteration. And the boosts you get actually make it worth re-engineering in many cases. Oh god, so much Cracked Industrial Firmware to find :p

By the way, I saw this for the Type 10:
Lakon Type 10



  • Fixes to the landing gear animations and positioning

Is this going to help with landing on planetary surfaces? Last time I tried, it took me several minutes to find a single tiny spot I could land on.
 
The rationale here, I believe, is that under the old system due to the randomness people were rolling N times with a grade 5 blueprint to get a result they were happy with. So, that's N times grade 5 materials required and no actual guarantee of a good result.

Under the new system you roll M times, but start with grade 1 blueprints (and grade 1 material costs) and ramp up until you're happy with the result. So, that's M times grades 1 thru X materials required but with a guaranteed result.

The real Q's then were what was N actually? (no-one really knows and I doubt it was recorded to be queried) and what value should M have given the additional benefits of lower costs for early rolls and a guaranteed result? .. in order for these systems to be vaguely comparable in terms of amount of player effort IN and results OUT.

It's actually easier, in practice (I've found) to find the materials required for those M rolls, because they vary more (so I haven't used them all up on N grade 5 rolls). So, it's actually easier (aka less grind) to create a module with a decent result. This varies a bit depending on the blueprint and how rare the required materials are. And .. if you really want to max a module (under the new system) out you might (due to bad luck) have to roll as many as N times at grade 5, but this comes down to luck almost no different to the old system, however leaves you having to additionally spend those lower grade materials under the new system. But, generally, the new system is better, especially given the material trader (where you can turn a grade 5 material into multiple rolls at a lower grade in many cases). And, for someone maxing things out you might need more rolls, but at least every roll is an improvement and you have a definite result at the end of the process.

The biggest issue with the new system in the first beta was actually how many time you had to physically click to do all this. So, simply lower the number of clicks, somehow, would have helped an awful lot. What they've actually tweaked is that they have lowered M, thus lowering clicks but also costs, but importantly only for players who have already ranked up with an Engineer. This is actually a great idea, as it rewards those players without also making it "too easy" for newer players (that would remove that sense of achievement you got first time round, right?). I'm looking forward to trying this, to continue engineering my beta Chieftain.

Understand.
But you could 'hide' the time sink in the specific grade cost (as currently), rather than g1-g4 as well - for G5 say.
Where the 'cost' is number of rolls and the time to acquire the materials.
Seems a bit artificial to not latch the grades - and a frustrating pointless extra_acquisition/trading/clicking exercise to burn through the lower grades.
This has been made quicker in beta 2, so my head will be less sore as I bang it against the wall fewer times.
Agree the traders make it more efficient too.
Just all seems a bit artificial, since not exactly fun game-play clicking through g1-g4 (say) every time to roll (say) five G5 MC or 8 shield boosters
 
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