Since the last 10 to 12 years? There are no games without issues due to updates.Name a game that updates without adding bugs.
well, this is a little to easy. the frontier behaviour of introducing new bugs on longtime established funtionality is somewhat difficult to understand and definately not industry standard. its hard to imagine whats going wrong inside frontier, unfortunately there is no official explanation from frontier whats going wrong. i think this is work of a good community managment, but there is total silence. root causes i can think of are,Name a game that updates without adding bugs.
well, this is a little to easy. the frontier behaviour of introducing new bugs on longtime established funtionality is somewhat difficult to understand and definately not industry standard. its hard to imagine whats going wrong inside frontier, unfortunately there is no official explanation from frontier whats going wrong. i think this is work of a good community managment, but there is total silence. root causes i can think of are,
- lost of experienced core personal ?
- difficulty with the collaboration work due to homeoffice ?
- no guidance or interest in the product development anymore ?
May be true today, but it wasn't always the case. I've designed/worked on embedded software that we locked the main code because there were no more bugs to find. But that was back in the stone age when we actually knew what the code was doing at any given moment, and deterministic. Today's bloatware? Not so much. Such is progress.Never, that's the nature of software development. Better to accept it.
Sally, thank you so much for spending your time on this! I had no idea that issue tracker is separate from CS, sorry if that muddied the water
We'll try the CS route now, fingers crossed this will work.
o7 and thank you again
- Clearer indication via UI when reward modules will/will not allow experimental effects.
- It will now be clearer for Commanders to identify whether their newly acquired CG Reward Modules can be further modified, via the modifications UI panel.
Happy new year sally
Are you now the HRZN/console chief ?
naw was joking, have a nice evening
This is very welcome @sallymorganmoore !
I thought we could apply experimental effects to the double-engineered FSDs rewarded from the Colonia phases? There was a...thing...complaints, etc.
I've checked just now, and the 6A FSD is marked as pre-engineered and cannot be modified:
View attachment 285807
But I also cannot apply an experimental effect. With the current CG giving a lot more of these out it could be a whole new....thing.
It's normal to appear as pre-engineered and cant modify
There is a bug involving applying experimentals.
IF you go to an engineer and have it on your ship already,, you might need to store it (you will get a normal 6E as replacement), relog, then re-equip and apply experimental
I usually go to an engineer flying a Conda, transfer all from storage (3A, 4A, 6A pre-engineered), then swap each of them and apply experimentals. No issues with my way.
Not a big thing is it to bring out a ship, based on how much they bring out or tweek. Modeling wasn done back in News Letter #08 and #13. Guess its not a combat ship eh! so its not important. However the Challenger series, T10, mamba, custom fighters, carriers, space legs etc, thats OK cos thats for combat use. When it comes to Cargo and Mining ships etc, computer says no.They'd struggle to justify making a ship "Odyssey only" and yet I am of the opinion that any significant new content needs to drive sales of Odyssey.
They were just about able to get away with making the Scorpion locked behind a DLC... but when that DLC is not available to a large section of your playerbase, it'd be a brave call to release a long awaited ship, locked to said DLC, while the console situation is ongoing.