Patch Notes Update Elite: Dangerous Beta 1.05 Now Available

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Not a good start

Crash to desktop during the spinning ship loading screen, can't get past this point happens each time.

Does it for both Solo and Open Play

crash report and ticket raised
 
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Online Solo is working for me now.

Online Open seems OK too. Im still parked in a station though
 
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Translation...

I see people complaining about the changelog being cryptic - this is understandable, as it looks like a direct quoting from a developer(s) to this thread, and most of it will mean more to the developers than to non-programmers.

Okay here's my attempt at translating this changelog into something non-programmers can understand.

Hi everyone,

Beta update 1.05 will be available shortly (it may take up to 30 minutes to propagate). The following changes are contained in the update:

- Event scenarios added

This could be quite huge :)
Looks like various in-game events (e.g. battles between the different factions {Empire/Fed/etc} have been added!


- New black markets added

Self-explanatory

- Phase transition timing telemetry added

This looks like they have added monitoring of the game client netcode in order for the devs to better understand how each of our game clients are interacting with each other and the servers.

- When a wake times out, don't release the (already released earlier) island hook, and so don't lose your current island and drop out of your session
- When sending a naked SEQ, remember it incase we need to resend - fixes some random disconnections
- Fix a bug in LetterSchedulingRecord - was not taking Level into account if Urgency was 1.0
- Fix calculation of available space for fragmenting letters
- When forking authority use the 'object appears in new session' mechanism to broadcast forkage.
- Fix for null machine being removed from session

These are all bug fixes for the net code, which should result in improved stability and less crashing. :)

- Adding a new set of mirrored hardpoint doors to fix UV issues WRT to paintjobs
- Removing a random bunch of emmissive polys in one of the hardpoint openings
- Added three skins for the Pirate NPC's
- Cobra Mk III art updates

These are all graphics fixes, additions, and/or improvements to the game client.

- Ensure that m_lettersReservedForLater is cleared when a machine disconnects
- When counting repeated ACKs, count the ACKs actually sent in response to a repeated SEQ number
- Verify coordinates before sending a ClaimIsland or UpdateIsland call
- Protect server against invalid data in UpdateIsland

And finally, these are also bug fixes to the net code to improve performance and stability.

Hope that's accurate and that it helps others.
 
I assume some 'split' in object authority. Used to manage 'islands' of players.

Ah....I assumed it had to do with some kind of decision matrix or differential path management but assuming normally doesn't end well for me when it's a WAG...:D

I guess the bottom line is, as someone else stated, stuff was fixed.....:cool:
 

Ozric

Volunteer Moderator
Thank you very much for the update, I'll download it once I get home from work, while I'm making cookies :)
 
Things have escalated at the FD offices.

It seems that the time it takes to crash is getting longer, maybe that's a good thing? One wonders if it's better for FD to keep trying, or to stop spamming the game starts and wait.
 
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