Patch Notes Update Elite Dangerous 2.1 Beta 4 Patch Notes

No Vive fixes yet? That saddens me...

The aliasing is still terrible and the background starfield isn't focused to infinity.
 
So Brett, have the validation issues relating to certain data.ovl files been fixed? I'd really like a clean, & relatively quick, download this time.

Also, will the next update simply go in on top of the existing one.....or do we need to delete the old files first?

Thanks in advance.
 
If any of the developers are reading, this question is occupying me:

Pre-1.0, it was said that the relatively low speed limits on ships and projectiles were partly due to netcode considerations; keeping the margin for error as perceived by different clients low. The fastest non-hitscan thing in normal space was (correct me if I'm wrong) a small cannon shell, at 600m/s.

Now, in 2.1, all our speed assumptions are out of the window - we have ships topping out over 800m/s and that's before they've been 'rocket-jumped' using shock munitions, and munition velocities are hitting 1000m/s.

That doubling of velocities sounds to me like a big challenge for the netcode to keep in sync - what has changed on the backend to allow this increase without Weird Stuff starting to happen?
 
Looks great! But: "Increased rarity values for ice mining commodities so that ice mining" ... and ice mining what?

:D S
 
"Ignore drones when pirates work out the value of cargo a player has; if players only have drones, pirates will let them go on their way"

Another good fix! Keep 'em coming, FDev. :)
 
If any of the developers are reading, this question is occupying me:

Pre-1.0, it was said that the relatively low speed limits on ships and projectiles were partly due to netcode considerations; keeping the margin for error as perceived by different clients low. The fastest non-hitscan thing in normal space was (correct me if I'm wrong) a small cannon shell, at 600m/s.

Now, in 2.1, all our speed assumptions are out of the window - we have ships topping out over 800m/s and that's before they've been 'rocket-jumped' using shock munitions, and munition velocities are hitting 1000m/s.

That doubling of velocities sounds to me like a big challenge for the netcode to keep in sync - what has changed on the backend to allow this increase without Weird Stuff starting to happen?

1. I have a hunch they achieved some serious under-the-hood improvements that made these ship speeds possible. Maybe they did some optimizations for completely other reasons and then realized this would allow such high ship speeds, and born was speed modding and Enhanced Thrusters.
2. Projectile velocities exceed 1000m/s. I think for multi-cannons it is 1600, and I don't think this has changed. The difference between ships and projectiles is that bullets travel in a straight line, once you know what type of bullet was fired where and when, you can precisely predict their location at any point in time without further data, so there was never that kind of speed cap for bullets; their speed was always a matter of game balance only.
 
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how you guys manage such large change logs in the space of days I'll never know.

The teams I work in, it's usually a case of 'oooh (sucks through teeth) - that'll cost ya'. That's not me saying that, I hasten to add...

Great work :D
 
'Ignore drones when pirates work out the value of cargo a player has; if players only have drones, pirates will let them go on their way'

Yes!! about time too. :)
 
Thanks for another great looking patch log.

My "Dangerous lil" Imperial Eagle thanks you .. for her missile racks, applaud! :D

[video=youtube;giMwL13j6XM]https://www.youtube.com/watch?v=giMwL13j6XM[/video]
 
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