News Content Recap: Beyond - Chapter Four Livestream - Exploration and the Codex

It would be nice (especially for VR) if we could have the scanner views on this panel...



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42 regions to go and discover POIs in? Ok, can we have a 10x boost on FSD jump range please! Don't wanna be spending a week just jumping to a region, especially if the POIs aren't actually substantial in content
 
Commanders can fire probes that detonate in a low orbit around the stellar body.. . .

. . . these probes are unlimited and do not require synthesis to restock them.

An efficiency bonus will be rewarded if you manage to map the body in a certain number of probes or less; that number appears clearly on-screen.

<insert interesting="" thing="" of="" your="" choice="" here="">Feedback: Don't care about being paid, we care about information. :|</insert>
With an infinite supply of probes - and no worries about the costs or profits - who cares how efficient the pilot is in using them?
 
I just realized - I wonder what other CMDRs see when probes are launched. Are they launched while in Supercruise only? Supercruise and normal space? Will people in normal space or SC be able to see these probes being launched?
 
With an infinite supply of probes - and no worries about the costs or profits - who cares how efficient the pilot is in using them?

The way I understood it is that you get an efficiency bonus in credits for staying within the effeciency rating when you sell the exploration data.
 
Nvidia isn't saying what you think they are saying.

It "just works" in the sense that if you already have a DX12 engine using Nvidia middleware you can start dropping in RTX effects without having to handcraft everything, but this doesn't even remotely begin to imply that any given title will ever have any RTX effects just because you have an RTX capable part.

RTX cards have RTX drivers now, but there are still no RTX or DLSS games in the wild because these features have to be patched in to the titles in question and there are all sorts of pre-requisites. RTX is NVIDIA's flavor of DXR (part of DX12) or Vulkan's raytracing extensions. Elite: Dangerous is a DX11 game and it's not possible to implement RTX on DX11. Even if they did port the game to DX12, they'd still have to specifically integrate RTX features into the game, it wouldn't be automatic. DLSS has no such API dependency, but it needs to have a pre-compiled profile, provided by NVIDIA, for it to function.

Elite: Dangerous isn't going to see any RTX features at least until they make a DX12 or Vulkan version of the Cobra engine, which may not happen in ED's lifetime and even if it did, RTX support would not be guaranteed.

Yikes.. You don't pick up on jokes very well, that or I'm not obvious enough... or the meme wasn't obvious enough. Hello?
 
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Hi Commanders,

If you missed tonight's content reveal livestream or just wanted a recap of all the content discussed, read the notes below from designer Adam Bourke-Waite and Executive Producer Adam Woods.

Remember that all of these changes will be featured in the beta out in October and could be subject to change.

COMMUNAL DISCOVERIES

Thanks to feedback from the exploration community, we’ve made an important change in how exploration data will be shared across all Commanders.

Once any Commander has discovered and sold data about any stellar body, every single Commander’s ship computer will be updated no matter where you are in the galaxy, giving you the basic information for those bodies once you enter the system. This information is similar to the data you currently receive from an initial system scan; many populated systems will provide more data including the name of the bodies.

UPGRADED SCANNERS – FULL SYSTEM SCANNER

Opening up Analysis Mode will give you access to the new and improved tools that will allow you to fully explore a star system. The process is incredibly intuitive and engaging, and is best-described visually. With that in mind, if you are able to, please watch the gameplay demonstration from the Exploration livestream.

The process, in brief, is as follows (the following will be similar to the in-game help tools):

  • Initiating the Full Spectrum System will identify and analyse various signals from the system you are in
  • Once processed these are added to the Filtered Signal Analysis bar towards the bottom of the screen
  • At this point you will also be presented with the orbital plane of the system, many of the stellar bodies you are looking for will be located on, or near to, this plane
  • As you move the view of the system around, you will notice highlighted areas, these are signal fields. Investigate these fields to locate the source of the signals shown in the Filtered Signal Analysis
    [*]You can tune in to signals
    on the Filtered Signal Analysis bar.
  • Tuning into the correct region of the bar is essential when locating the source of signal fields in the system.
  • The further to the right of the bar you tune, the more intense the signals you are looking for. For example, larger objects such as Gas Giants have more intense signals, while smaller signals such as Unidentified Signal Sources are smaller.
  • When tuning, the signal patterns will appear on-screen. These patterns also represent the kind of signals that can be found in this region of the Filtered Signal Analysis.
  • As you move the reticule around the screen and get closer to a signal field, you will notice patterns appearing around the reticule.
  • If you are not correctly tuned into a signal these waveforms with appear scattered and random.
  • If you are very far from the correct tuning area, these waveforms will not appear at all.
  • When tuned correctly, the pattern will match those found above the Filtered Signal Analysis, and will be symmetrical, pointing towards the origin of the signal.
  • Once you get close enough to a signal, a circular marker will appear.
  • If the marker appears as a dotted circle you are not tuned to the signal correctly.
  • Once tuned, you can zoom in, this will locate the origin of the signal.
  • In more congested systems, it will zoom in to a secondary level where you can continue to search for the signal.
  • This process can occasionally require zooming in multiple times, your current zoom level is shown on the left hand of the screen. You can zoom out at any time.
  • Once you find the origin of signal, you can zoom into it and be presented with additional information.
  • As you find the signals, they are filtered out and a marker is added below the Filtered Signal Analysis.
  • Different signals or body types have different markers.
  • The system also tracks the percentage of stellar bodies that have been located in a system.

UPGRADED SCANNERS – DETAILED SURFACE SCANNER

Using the above tools will allow you to find everything in the system without having to fly towards it. If you find something worth investigating, whether that’s an Earth-like world or a mineral rich planetary ring, you can fly towards it and use the Detailed Surface Scanner to map the planet (or ring) and get a satisfying '100% completion' for mapping the body, as well as a bonus credit reward.

  • Commanders can fire probes that detonate in a low orbit around the stellar body.
  • The gravity and mass of a body affects the trajectory of the probe, and the on-screen information will adapt to help you aim your shots.
  • After receiving community feedback, these probes are unlimited and do not require synthesis to restock them.
  • These probes send out a wave that maps part of the surface.
  • If you fire a probe in to a ring around a planet it will highlight areas of a greater chance of containing a mining motherlode. We will be covering that in a future livestream.
  • To map an entire body, you will need to fire several probes at different locations on the body.
  • A horizon point indicator will help you know if you’re going to hit the front or back of the body, with a button that lets you toggle your view and see if you’ve hit the desired location.
  • Another indicator will also note if you are hitting a ring or miss the body entirely.
  • An efficiency bonus will be rewarded if you manage to map the body in a certain number of probes or less; that number appears clearly on-screen.
  • Once 90% of the body is mapped, it is considered complete.
  • If you are the first person to map a planet and sell the data, you will get a first-mapped bonus.
  • If you have mapped planet on which you’re able to land that contains points of interest such as Thargoid Imprints or Guardian Ruins, Settlements, or Wrecked Ships, they will appear as targetable markers. These markers are permanent and will remain on the planet for you, even if you leave the system and return.

OTHER THINGS TO FIND

  • Points of Interest - When using the Full System Scanner you will be able to track signals that are not stellar bodies. These other signals will display the location of Unidentified Signal Sources, Conflict Zones, and more. These signals are shown as dotted circles in order to differentiate them from stellar bodies. Once you zoom in on them (as detailed above), you will then be able to lock on to it in order to locate it in Supercruise.
  • Mission - Missions will now have specially coloured pips and markers to help you differentiate them from other signals.
  • Unidentified Signal Sources - In Beyond - Chapter Four Unidentified Signal Sources have also been updated. Rather than being a constantly spawning set of signals, the system now spawns an entire set of them when you arrive. These will remain in the system for a certain amount of time and Commanders will have a timer that indicates how long it is before they disappear. These signals will also persist when you leave for another system and come back, as long as it is within the visible timeframe.

LEAVING YOUR MARK AND MAKING MORE MONEY

As mentioned earlier, these new tools are engaging and intuitive to use, and you will be able to earn the same amount of credits as you currently can, at a faster rate. The first discovered bonus has been increased significantly, and First Mapped is a brand new way of making extra credits. If you are the first to discover a stellar body, or completely map a planet, your name will be listed as the person responsible for doing so.

If you are the first to fully discover and map the system to 100%, you will receive an additional bonus of credits.

MAPPING WITH FRIENDS

In Multi-crew, anyone in the crew will now have access to the Full System Scanner and the Detailed Surface Scanner (only the gunner is able to use this module). Whilst exploring in a wing, as long as you are in the same system as the wing, you will share the data you have discovered.

A NEW WAY OF LOOKING AT THINGS

The Orrery view is a new way of looking at a map of the system. This schematic view will display the relationship of orbits and position of the planets. It is a 3D representation of the system with wireframe planets and it is a fascinating way of seeing how the star system you’re exploring works.

THE CODEX

The Codex is a new way to track your findings and progress in the Elite Dangerous galaxy, as well as keep up to date with the lore and learn about the latest news.

Commander

The Commander page is where you can find information about your in-game statistics, a session log of your activity and an archive of audio and text logs.

  • Home Page - In the home page of the Commander section, you'll find a full length picture of your Holo-me avatar, your current Elite ranks and their progress and an overview of other quick reference Commander stats.
  • Session Log - The session log tracks certain in-game activities based on the already existing player journal.
  • Statistics - The statistics page is a neater, clearer and more concise way of displaying information that was previously found in the right-hand panel of your cockpit.
  • Archive - The archive is your very own library, a collection curated by your discoveries. Any audio and text log you uncover across the galaxy (such as those found from abandoned settlements, Generation ships and other points of interest) will be added here. Audio logs in the archive can also be added to your playlist for easy listening while out exploring in the black!

Discoveries

Within Discoveries section, the galaxy has been broken down in to 42 regions. Each region has information detailing the stellar bodies, geological/biological entities and civilisation contained within them.

Within each system, there are variety things for you to discover, such as stars, terrestrials and gas giants - and even more!
  • In each of these will be a list of types which you can select to view more information.
  • As you find new types within that system they will be added to The Codex.
  • There is also additional information such as the largest, smallest or the coldest stellar body found (for example).

The Codex also has ‘Rumoured’, ‘Reported’ and ‘Discovered’ states.

  • Rumoured - If an item is listed as rumoured that means there is a possibility of finding it within that region.
  • The Codex has been filled with ‘rumoured’ discoveries in each region to give you an initial breadcrumb trail to follow.
  • Reported - When a Commander finds the rumoured item in question, it then shows up as ‘reported’ in the Codex, and update everyone’s Codex . If you then find it, and scan it, that will then become ‘Discovered’ in your codex.
  • If you’re hoping to be an intrepid explorer and find things that haven't been discovered, you can - and set off that cycle of Rumoured, Reported, Discovered!

The 42 regions are huge, and there is a lot to be uncovered, the initial ‘rumoured’ items are just the very beginning in getting you exploring out in to the black.

While you’re out there making incredible discoveries and earning credits you’ll be inspiring other explorers to follow in your wake!

Knowledgebase

The Knowledgebase is your hub for brushing up on Elite Dangerous lore!

  • It contains articles detailing the history of the Superpowers, key figures and characters, organisations and other key powers within the galaxy.
  • It's also the place for information about the Thargoids and other articles of historic importance.
  • These articles are accompanied with vocal narration that can also be added to your playlist.

VISUAL IMPROVEMENTS

Due to the new in-game lighting system, Commanders will experience brighter stars, and darker deep-space.

  • We’ve also added colour grading that supports the feel of our different locations in space and enhances the mood of the gameplay.
  • You can now explore through the new volumetric fog effects in rings with striking god rays, and experience light diffusion through the thick nebulous clouds.
  • With a host of new scanning tools in exploration you’ll see plenty of new visual effects and an exciting new night vision pulse that will help you navigate on the dark sides of planets and in the darkest rings.

COCKPIT NAVIGATION IMPROVEMENTS

A new streamlined layout and a few key changes will make navigating the cockpit interface and in-game menus easier than ever!

  • Transactions - You are now able to apply filters to your transactions tab, so you will be able to isolate whether you want to see such things as your missions, passenger contracts, combat bonds, bounty claims and any fines or bounties you have incurred.
  • Contacts - Contacts now has a context sensitive button that allows quicker access to commonly used actions such as ignoring materials and commodities to scoop and requesting docking.
  • Target - We have streamlined the sub targets and cargo tabs in to one single location now called ‘Target’. After the relevant scans this will now show a target’s sub-targets and manifests (cargo, passengers etc).
  • Comms. Panel - The comms panel now includes a new social tab that encompasses any multi-crew options, any pending invites (wing, multi-crew, friends), and information on any online friends.
  • Squadrons - The Squadrons tab has been added. Please tune in to our later livestream on Squadrons to learn more about this.
  • Home - The ‘Home’ tab contains your ranking information, important information about balance, rebuy cost, notoriety and the ship you’re in. It contains quick access to various features such a GalNet, Holo-me, The Codex and Squadrons. The playlist quick play buttons are also contained in this tab.
  • Fire Groups - Fire groups are now assigned with letters rather than numbers to remove any confusion between fire groups and primary and secondary fire buttons.
  • Ship - The new contextual vehicle (SRV or ship) tab replaces the functions tab with ship functions, pilot preferences, and statistics for the vessel that you’re in.
  • Status - The new status tab now lists information on local system factions, your reputation with the super powers and the Power you are aligned with, a summary of your current session log, your financial information, and any permits you currently have access to.
  • Playlist - The new playlist tab allows you to create your own personalised playlists from the various audio content, including audio logs and GalNet news.

Tune in to our next livestream (on 25 October) centered around new Scenario Interactions and the Background Simulation changes coming in Beyond - Chapter Four!

I saw the entire livestream later after I missed it, loved every bit of it!! :D

I cannot wait to be able to map those planets for geological features!! I love them so much and it is great they are becoming a more viable part of the game!!

Cannot wait until next livestream, hopefully I can make it this time! :)

I do have one question though, there will be new things with the tech broker yes? sometimes grind is a good thing! gives me something to do to pass the time, hopefully there will be a lot of them!! :)
 
Just watched the whole stream. The changes look good for what they are, but some concerns:


I saw a scrollbar on the ship stats screen. I'm sure "something" could be done to get that to fit without the need to scroll. (so much wasted space)

Jonking? Honk while scooping? Can I? (yes I know I will find out in beta)

Infinite probes? Why not set it to 1000000 and cost 1 iron to refill? (enough to full scan ~30 systems before a refill should be plenty (*numbers made up to illustrate))


I think this is more of an existing issue (module proliferation and all that), but why are ADS (now FSS) and DSS "required" for exploration? These should simply be tools to increase efficiency. (like how limpets are not "required" for mining, you can still do it, just slowly). I think the game would benefit from allowing full exploration benefits WITHOUT FSS and DSS (you should just have to get close enough with your ship to do the same "scan" with the built in sensors). Yes my position is biased to my play style, and I need to free up a slot being a small ship pilot. Why MUST I use probes to surface scan? Why MUST I honk to find that 2nd star that is right in front of me about to burn me up?
Something to think about.
 
Hi....

May be anyone can help me here...

I understood, that if you explore in a wing or in multicrew, all findings are shared.

But who will then get the first discovered or first mapped tag? All? Or only that guy who runs first to the next station?

Beside that: thanks for this update, I am hyped and can't wait!!
 
Hi....

May be anyone can help me here...

I understood, that if you explore in a wing or in multicrew, all findings are shared.

But who will then get the first discovered or first mapped tag? All? Or only that guy who runs first to the next station?

Beside that: thanks for this update, I am hyped and can't wait!!

IIRC from some previous stream, they all get the tag.
 
I have to say I felt very positive about 90% of the material shown. I'm a bit confused about the community exploration thing, from what I understood the new exploration scanning is only going come into effect when you arrive in a system that nobody else has scanned and sold the data of? So presumably, you'd need to get well outside the bubble to see it in action?

Somethings I was less impressed with weas the new lighting as far as it effects your HUD and illuminated controls. It should have no effect, it would be like using electroinc flash to photograph something on the television. :) I'm sure I could achieve the same effect on a still in photoshop by bring up the contrast and saturation. I don't want my control lights any punchier, I already have them on minimum illumination, it is a bit concerning that these "improvements" are sparkling up things that are self illuminating. In general, the stills shown I felt looked a bit on the garish side, but I accept that's completely subjective.

FD, please at least leave the option to have discreet and understated lighting within the ship, what was it Bruce Lee said about it, "When the finger points at the Moon, the fool looks at the finger, and so misses all the heavenly glory." :)

But like I say, I've focused on my concerns - the other 90% seems very positive indeed. Good on you, FD. :)
 
I loved it all, only bit which I was disappointed with was the unlimited probes, even a qty of 1000 or 10000 would have been better. But unlimited, easy mode. It's a simulator, shouldn't it be realistic

Being out in the back should get harder the longer you are out there, as it would be in real life. If you need equipment to stay out there... then so be it

Yes, I'd fogotten this. Just seemed a slightly false note. 5000 and then you'd need to get some iron, explorers?
 
Yes, I'd fogotten this. Just seemed a slightly false note. 5000 and then you'd need to get some iron, explorers?

As was mentioned elsewhere, this need Horizons (and also SRV hangar with SRV = one less internal slot). Infinity looks more practical, offer more fun/time and mainly works for all ED players. If I should start worry about immerse, then this thing will be very low on my list (multicrew being first).
 
Hi there, I've was able to be with you on livestream and I'm very excited because great stuff is comming to exploration. Thanks FD.
But I'm a little dissapointed with some solutions. For me DSS and mapping of the planet lacks some functionality.

If we mapping with probes a surface of the planet, where is our surface map? :O
For me "mapping" is not only revealing the POI (this lacks also some functionality but I come back to it later in this post) and long distance surface view. Mapping is creating a MAP of mapped body, but we don't have any map aren't we?
Why this is so important, let me explain.
If we use DSS now, we reveal surface of the planet and we can zoom this planet and see surface but without any details i.ex. level of terrain, canions, POI etc. Now in Q4 if we use DSS with the probes, we reveal surface and POI and only this. No detailed map of the surface, no information about terrain level etc. This is a big issue and lack based functionality of mapping. For me it's not a mapping its a way for showing hidden POI's only. If we got such a technology and we use probles that hit the surface for real mapping that reveal the surface, we should get, a real map of probed planet right? Map that will tell us: here are mountains, there was a canion, here we have POI with guardian/thargoid sites, there are abandoned outpost etc. and also be able to set a custom marker on that map.

Explorers like me, still have to fly around the planet and look on the surface for custom POI like canions, big craters etc. and here comes second issue with POI's.
We flying space ships, jumping to another stars, refueling from coronas great stuff and amazing technology we have, but the one that is simpliest thing is not available. And this thing is marking a custom POI on planet surface... Ok I understand maybe people didnt discovered it yet (the great old guardians too :O) but now when we have DSS with probes and mapping, we should be able to set a marker on a mapped surface and go to this direction. I love canions on the planets and for me, there is no any big change with new exploration functionality (oh yea there is one, faster scanning all bodies).

What is mine point, that we have new stuff but this stuff is based mostly on things that we have now. Mapping is not a real mapping only showing same map of the surface that we had already. POI's revelead with probes instead flying around the planet. New way of doing thing's looks cool but they lack based functionality, lack of more feauters that should be included already.
 
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