Patch Notes Update Beyond - Chapter Four - Beta (Week 2)

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whilst i am mildly interested in the new ships..... i just want the fixes. i would be just as happy with at 3.4.21 release with a bunch of beta fixes as I would be with a 3.4.3 release
 
Beta 3 is probably delayed as beta 2 was :)
Beta 2 wasn't delayed, people just assumed it would be released on a Tuesday, FD never stated it.

Edit - actually, I just read a post where they initially DID state they expected it to be every Tuesday; though on subsequent livestreams they went to great lengths to stress it might not necessarily be any given day.
 
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what new ships?

just trolling - I am so uninterested in the new ships that I haven't actually watched the livestream so I don't have a clue which ships are ya people talking about..

It is not ships this game is lacking IMO. It is spice. Spice Melange..
 
what new ships?

just trolling - I am so uninterested in the new ships that I haven't actually watched the livestream so I don't have a clue which ships are ya people talking about..

It is not ships this game is lacking IMO. It is spice. Spice Melange..
Not heard about the Type-9 Titan, this new ship makes the iCutter look like a 2bit trader. :p
 
what new ships?

just trolling - I am so uninterested in the new ships that I haven't actually watched the livestream so I don't have a clue which ships are ya people talking about..

It is not ships this game is lacking IMO. It is spice. Spice Melange..
They have a plan.

 
They have stated that it would be released Tuesday each week :) Here
"We are expecting beta milestones to go live on the Tuesday of each week. However, we will update you in the News and Announcement forums as each update is made available."
 
Wow, lots of good stuff. I'm intrigued by the balance pass to the HYS cannons, they got hit hard by the nerf bat before. I'll be paying the sarge a visit tonight!



Yep it's already a lot for my Thrustmaster TWCS, I'm looking at my broken x55 wondering if maybe I want to risk buying an x56.
Logitech earlier this year released a new X56 , X56 RGB. Apparently its better build quality.

Link:
https://www.logitechg.com/en-ca/products/space/x56-space-flight-vr-simulator-controller.html
 
I can vouch for the new X56, I replaced the old x56 about 6 month ago the new one is a lot better, no ghost key strokes, better throttle control, and what seams a much stronger yaw spring.
 
Logitech earlier this year released a new X56 , X56 RGB. Apparently its better build quality.

Link:
https://www.logitechg.com/en-ca/products/space/x56-space-flight-vr-simulator-controller.html
oooooo whilst i am not in the market yet this is music to my ears... i love my X55, i love my X56 but christ they are built so badly. is there a tear down of the new stick (more importantly new throttle) i hope they have fixed the wires constantly moving with throttle use.
 
I can vouch for the new X56, I replaced the old x56 about 6 month ago the new one is a lot better, no ghost key strokes, better throttle control, and what seams a much stronger yaw spring.
I have one of the new x56's and had the ghost keypress issue, until I switched it from a powered usb2 hub directly into a usb3 port. Since then, no issues at all.
 
the x56 does look sexy. Almost makes it worth buying to replace my aging / glitching x52 pro. I guess the big question is. Does it still use the garbage Ps2 connectors to link them together or do they independently connect to the computer via usb?
 
the x56 does look sexy. Almost makes it worth buying to replace my aging / glitching x52 pro. I guess the big question is. Does it still use the garbage Ps2 connectors to link them together or do they independently connect to the computer via usb?
It uses 2 USB 2 sockets - each controller has individual cables/plugs.
 
I have one of the new x56's and had the ghost keypress issue, until I switched it from a powered usb2 hub directly into a usb3 port. Since then, no issues at all.
I've read similar: plugging the X56 into a powered USB hub is a must. It draws too much power and people complain about issues not knowing this.
 
Hi!

Nice job with the new discovery scanner. But, i think there sllestial objects scanned with the detail surfice scannner sould b given some indicator in the navigation panel, telling us they have been fully scanned.

I guess i could ceep on bookmarking them. But, with out some way to categorise each bookmark, this could end up messing the bookmark panel in the galaxy map. that is not accesable from anywhere else.

I have noticed geologiacal structers discovered with the ditail surfice scanner don't appear in the srv's navigation panel, i think this sould change.

Allso, i believe there sould b more npc crew options to hire npc's for the gunner positions, specially mow that when deep core mining requires to fitt big ships in tight places.

And a long lasting complain from me is the normal space flight system, slowing down after boosting sould b a bug to b fixed, not a core game mechanic.

My suggestion would b to ceep every ship's top cruising speed as it is, and repace the broken boost system with a multy role function, producing different resaults, depending on the thruttle's position, and if the bound key was pressed or double tabed

Haven't got much to say about mining, since i missed fitting a prospector limpet controller before leaving the bubble, and had to make about 50 jumps to get back to a station and fitt one. But i am sure u guys did a great job there.

But, i still think npc gunners r necessary to prevent people of thinking single player controled ships r intentionally cept nerfesd to intise players of using the multycrew thing.
 
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Question: why are there separate binds for entering and exiting FSS mode instead of a single enter/exit bind? It's really annoying having to waste two keys just to enter and exit FSS.
Actually, I think this was mostly a problem with a bunch of blank key-bindings. FSS mode acts just like the galactic and systems maps. I just mapped "exit FSS mode" to my "exit/menu-back" joystick button, so FSS works like the maps.

I've mapped the binds for FSS mode and Discovery Probes, to match what I use for maps. It works surprisingly well. For me, launching probes is 100% handled by the mouse (just like maps).
 
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Hi!

Nice job with the new discovery scanner. But, i think there sllestial objects scanned with the detail surfice scannner sould b given some indicator in the navigation panel, telling us they have been fully scanned.

I guess i could ceep on bookmarking them. But, with out some way to categorise each bookmark, this could end up messing the bookmark panel in the galaxy map. that is not accesable from anywhere else.

I have noticed geologiacal structers discovered with the ditail surfice scanner don't appear in the srv's navigation panel, i think this sould change.

Allso, i believe there sould b more npc crew options to hire npc's for the gunner positions, specially mow that when deep core mining requires to fitt big ships in tight places.

And a long lasting complain from me is the normal space flight system, slowing down after boosting sould b a bug to b fixed, not a core game mechanic.

My suggestion would b to ceep every ship's top cruising speed as it is, and repace the broken boost system with a multy role function, producing different resaults, depending on the thruttle's position, and if the bound key was pressed or double tabed

Haven't got much to say about mining, since i missed fitting a prospector limpet controller before leaving the bubble, and had to make about 50 jumps to get back to a station and fitt one. But i am sure u guys did a great job there.

But, i still think npc gunners r necessary to prevent people of thinking single player controled ships r intentionally cept nerfesd to intise players of using the multycrew thing.
You know there's a feedback forum that the devs will actually y'know - read? Might be better to post there https://forums.frontier.co.uk/forumdisplay.php/285-Beyond-Chapter-Four-3-3-Beta-Feedback

o7
 
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