Elite Dangerous: Odyssey Update 3

Totally agree about the missed opportunities of on foot gameplay. Instead of spending ages creating a meadicore FPS (at best) they could have put so much more effort into relating all on-foot gameplay to being a pilot and the kind of tasks we have been doing till now. Exploration, mining, trading, piracy and more. None of which require FPS mechanics. Just good compelling tasks to complete in first person. That could include basic stealth missions or dropping other troops into battle (special new passenger rack) and having to brave being shott and while delivering/collecting them.

Alas instead we've got disconnected FPS pew pew.
Elite is set in a galaxy where humans constantly kill other humans in spacecrafts.
This level of aggression surely doesn't magically vanish the moment you leave your ship, so the ability to kill other people on foot is a must have if you don't want to have a super sized black logic hole. Therefore FPS mechanics are indeed required and if you don't like them you can completely ignore them without lowering your personal fun.
I for myself am an explorer and have been for years, I completely ignore mining, fighting and trading, but the fact that mining, fighting and trading (and now on foot shootings) are a part of this game doesn't negatively affect my style of playing in any way.
So if you don't like the FPS part then don't do the FPS part, if you had fun playing Elite before the implementation of on foot mechanics then you can still have the same fun right now.
Could they have added more diverse on foot mechanics - like doing geological scans? Sure they could. But adding one thing and not adding another thing is always a matter of personal taste and it's as impossible to add every single possible activity as it is impossible to please every single human.
 
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Still having erratic frame drops in stations, especially when standing next to windows and looking through them.

Galaxy Map has a bugged short audio loop that repeats endlessly.

GalNet is still missing audio.

Continuing Known Issues: space is too dark, planetary gen is broken

Cannot recommend Odyssey yet
 
Sadly, frame-rates were never my problem with Odyssey (always maintained a solid 55-60, even during the Alpha, which is the same as I was getting in Horizons). Its the lack of compelling gameplay that continues to keep me away. So many missed opportunities for new on-foot content, and so many missed opportunities for massively overhauling some of the more bare-bones Horizons content.

What’s your resolution? Do you lock your frames at 60 FPS?
 
VR framerate has decreased further since this latest update, the GPU and CPU frametimes now are over 20ms on VR Medium default settings with an average framerate of 30fps reducing to 12fps in a station. Cant really get to do the on-foot stuff yet.

I know performance will be focused on after Update 5, but hoping that this will improve soon as have not been able to play Odyssey since launch. Still using Horizons.

(i9 9900k, RTX2080Ti, 32GB RAM, installed on NVME SSD, Oculus Rift CV1)
 
Greetings Commanders!

Today at approximately 07:30 UTC / 08:30 BST, we released 'Update 3' to address a number of issues in Elite Dangerous: Odyssey.

Patch notes reflecting fixes and changes are listed out down below for you.

As always - A huge 'thank you' for your continued support and constructive feedback, as the teams continue working hard to improve the Elite Dangerous player experience.


Crashes/Stability

  • A fix has been implemented to address a crash related to occlusion culling.
  • A fix has been implemented to address a crash relating to Settlement data.
  • A fix has been implemented to address crashes encountered during fleet carrier jumps.
  • MapUI - A fix has been implemented to address a random crash when exiting the system map.
  • A fix has been implemented to address a crash with the kinematics system.
  • A fix has been implemented to address a crash during Multi Crew caused by vessel handling.
  • A fix has been implemented to address the turbolift becoming unusable if a player is dropped from the session while using it.
  • A fix has been implemented to address a crash if the current vessel is "docked" but not allocated a landing pad (i.e. its being swapped to or from).
  • A fix has been implemented to address issues where the player can become desycned with their server inventory when donating fuel.
  • A fix has been implemented to address a crash if a control bindings preset file is empty.

Optimisation

  • Interior shadow optimisations have been implemented.
  • A fix has been implemented to address an issue whereby cockpit environment maps sometimes stalled updates when using the Camera Suite.
  • Terrain optimisations have been made.
  • An issue has been fixed whereby the bounding sphere used for culling was not central to the object.


UI

  • Fixed mod slot data not being set for fully upgraded suits in Loadouts.
  • Split off 'Create Loadout screen' from 'Edit Loadout screen'
  • The new loadout flow now starts without a suit selected, requiring the player to select the "add suit" button. Now presented in the same way as the weapon slots.
  • When a suit or weapon is selected in loadout creation, there are now options to equip or customise.
  • Added silhouette to 'Create Loadout' screen, displayed until a suit is selected.
  • "Use loadout" is now focused by default in the Edit Loadout screen
  • Added toast notification when loadout is equipped
  • Various text changes have been made.
  • In the loadout browser, the equipped loadout is now always shown as the first item, and focused on after being equipped.
  • The loadout title has been made multiline to prevent name clipping in Role Panel.
  • Suit/Weapon browser: Added "percentage change" as a type of stat display, and converted to enum (with existing "value" and "bar" types)
  • Suit/Weapon browser: Improved and fixed the way stats are displayed and how stat comparison is calculated before being passed to the UI
  • Suit/Weapon browser: cleaned up deprecated stats that are no longer displayed
  • Suit/Weapon browser: Fixed the weapon reload stat to use the correct weapon data value
  • Suit/Weapon browser: Changed damage multiplier stats to damage resistances, which are percentages to match the suit stats
  • Suit/Weapon browser: Renamed "reload time" stat to "reload speed" to match value
  • Suit/Weapon browser: Fixed some layout issues with the stat item renderer
  • Sampling tool results text on the humanoid HUD has been enabled to be split across multiple lines
  • Fixed FSS UI jitters when in fullscreen mode
  • TransactionPanel - Fixed visual error when going from an empty category to one with items
  • TransactionPanel - Fixed the community goals icon not showing.
  • NavigationPanel - The navigation panel will now add the next route destination to the list of destinations, allowing you to untarget that destination, enter Supercruise, and target it again.
  • Fixed alignment issues in on-foot Navigation Panel layout.
  • MapUI - In Carrier mode, an issue has been fixed whereby the cancel jump button did not work
  • MapUI - Fixed an issue which set the stored ships counter to 0 in the system map
  • MapUI - The Mission Threat icon will now only display when the surface mission threat is 7 or higher
  • MapUI - Opening the galaxy map from the commodities market should now show the correct item selected in the material list (previously this showed the correct information but showed the wrong item)
  • MapUI - Fixed centering and opacity of icons
  • MissionUI - Fixed a visual bug in the transaction panel details. The mission threat icon will only display when the mission has a threat level of 7 or higher
  • MissionUI - Illegal Mission text has been moved in various panels and a new label has been created to contain the mission type.
  • The font size has been adjusted in the rewards item boxes, on mission completion in the mission board.
  • Missing mission hub popup button backgrounds have now been added
  • Fixed a focus/select issue in the mission hub popup
  • Fixed a focusing issue with the bartender selling panel
  • Fixed issues with Tech Brokers whereby requirements were showing when they shouldnt have been. The layout has been made more dynamic to account for this.
  • Added pledge indicator to station services hud
  • Unlocked focus manager when hiding social panel popup in cockpit chat panel
  • Fixed icons in buttons of social panel popup
  • Fixed an issue in the starport menu where the wrong jurisdiction logo would appear (homepage + welcome animation)
  • Fixed missing audio cues for installing carrier services
  • Added starport menu banner UI streams for Default & Engineer
  • Made the 'transfer all' buttons wider in transfer UI for on foot Commanders
  • Added modifications tab to the shop / stored modules browser in the outfitting UI, in the same style as the ship loadout slots display.
  • A UI element will only be displayed when you have engineered modules stored at the current location/station
  • An icon will now appear next to module name when modified.
  • Fixed the modifications tab not appearing when selecting a slot for a modified modules, when the currently installed items in the group are not modified.
  • Fixed an issue with the settlement terminal mission board returning to the social space terminal UI
  • Added notifications when a shuttle/dropship is about to leave without the player
  • Disabled direct access to the comms panel in the tutorial
  • Removed a step in the weapon customisation UI flow for selecting weapon paintjobs category
  • Fixed an issue whereby the passenger lounge icon on the mission board remained highlighted blue after handing in completed missions
  • Added mission rewards to the transaction panel
  • Fixed the preset text on the controls menu screen on the pause menu
  • Added a 'resupply' button to the Boarding UI that restocks consumables and weapon ammo
  • NPCs highlighted on the staff list in settlement terminals should no longer show up on the radar
  • When comparing suit stats, mods are now taken into account
AI

  • AI no longer become hostile to players targeted by settlement defences, if the settlement defences are not hostile towards the thing they are targeting.
  • Fixes to AI ships docking and launching have been implemented, so that AI ships should no longer get stuck waiting to dock or launch, including player taxis.

Audio

  • When at a social space, your suit voice will now mention when your shuttle is about to depart or depart without you
  • During transitions between vessels (foot, SRV, ship), the audio perspective orientation will no longer shift randomly, so in turn will sound smoother.
  • Issues with doors and airlocks sometimes sounding too quiet or muffled will now be fixed.
  • A fix has been implemented for broken power pip sounds on non-helm crew-mate after a supercruise journey.
  • Audio optimisations on weapons have been made.
  • Sounds have been implemented for when sliding down steep inclines.
  • Missing sounds in shipyard, when accessed from a social space, have now been added.
  • Fixedissues around system map sounds when using apex and frontline solution maps.
  • The landing pad barrier raising now has a sound. This occurs after a shuttle drops you off at a social space.
  • Fixed ship malfunction audio returning the wrong result in multicrew vessels after system jumps.
  • Fixed issues with audio code so that existing voice lines and notifications appear at the same time.
  • Fixed a voice line playing incorrectly for dropships and erroneously when the player had already reached the hangar.

Character

  • Updates made to some engineer's faces.

Controls

  • Reload and Switch Tool Mode bindings can now be custom bound to the same button.
  • Changed 'and' in keyboard and mouse control scheme names to now use '&' so that 'Control Pad Yaw with Keyboard & Mouse' can fit in the drop down list.

Cosmetics

  • SRV paintjobs have been rebalanced for the new lighting and PBR system.
  • Fixed incorrect previews being shown in holo-me.
  • Fixed an issue where saving or creating a new avatar could result in it getting the emergency background and thus have very red lighting occur.
  • The Helmet is now always on for the Loadouts.

Interactions

  • An issue has been fixed whereby players could prematurely reactivate the reactor shutdown process before it had fully powered back up, which would then prevent it from powering down.
  • Fires have been updated so that AI will no longer accidentally walk into them during gun fights.
  • A number of fixes have been implemented to address some building/room lights not turning off when a reactor is shut down.
  • A fix has been implemented for an issue where airlocks would become stuck closed after the alarms had been decativated (also resulting in AI getting stuck).
  • A fix has been implemented for an issue whereby at POIs, AI sometimes spawned under the ground.
  • A number of fixes have been implemented to address exterior terminals not powering down at offline settlements.
  • A fix has been implemented to address an issue where the arc cutter would get stuck in the corners of panels during a cut
  • Fixed an issue with player's getting docking crimes at an offline settlement.
  • Stopped the powerlink from being able to charge when not remaining directed at the recharge port.

Lighting & VFX

  • Improvements to spotlights on damaged station doors have been implemented.
  • a fix for the De-pressurisation VFX has been made - it should now trigger correctly on de-pressurising a building or room
  • Visual improvements to station exteriors have been made.
  • Visual improvements and fixes to spotlights and lensflares in planet port hangars have been made.
  • Visual improvements to under repair and damaged hangars floodlights have been made.
  • Visual improvements to Fleet Carrier floodlights and lensflares have been made.
  • Visual improvements to Capital Ship lighting have been made.

Missions

  • Salvage missions (and others with required micro resources) will no longer include non-mission micro resources in their count of the mission related micro-resources.

POIs

  • Filled in the gap in the underside of a wreckage in the Thargoid Crash Site POI.
  • Fixed POIs spawning all over the galaxy.

Rendering

  • A fix has been implemented whereby lensflares were sometimes being captured in the avatar portrait captures.
  • Fixes for artefacts seen on the Wanderer Outfit have been implemented.
  • All bobbleheads have been updated to the PBR pipeline.
  • Hair will no longer change colour at different distances.

Server

  • Improvements to matchmaking when in wings have been made.
  • Fixed error occurring when deleting flight suit loadout.
  • Fixed black adder transaction error when donating fuel to fleet carriers.
  • Redistributed weapon and suit vendor allocations.
  • Fixed some unlocalised text in the known engineer UI.
  • An issue has been fixed with the referral request for Hero Ferrari incorrectly stating 5 settlement defence plans are required, rather than 15.
  • Fixed some combat bonds for destroying Thargoids being lower on Odyssey than Horizons.
  • Multiple fleet carrier jump optimisations and stability improvements have been made.
  • An issue has been fixed whereby dying in SRV caused players to enter the ship rebuy flow when they relog.
  • Fixed an issue whereby non carrier modules could be equipped onto a fleet carrier.
  • A fix has been implemented whereby some Commander and NPC crew and skill rank progress notifications were not triggering correctly.
  • Some server optimisation and stability improvements have been made.

Settlements (new for Odyssey)

  • Corrected an upside-down decorative screen attached to a shelving unit.
  • Corrected an interior pillar which was disappearing at a short distance
  • Corrected bunk bed details disappearing at a short distance
  • Updated the grille behind the fan in the Industrial/Power building exterior to fix a LOD issue
  • Fixed floating explosive canisters
  • Fixed some bad start positions for settlement AI
  • Improved patrols in Large research building
  • Corrected misaligned window shutters in the Medium-sized Extraction building
  • Fixed z-fighting seen on the stairs in a Power building
  • Added missing room geometry portal to the roof of smaller buildings
  • Corrected various areas with missing or incorrectly aligned portals
  • Updated mining drill room geometry to cover the entire room
  • Correcte a gap in the room geometry in the industrial loading bay
  • Cleaned up duplicated portals in engineer base, adding a missing portal to a window
  • Made certain curved window portals match the bounds of the window
  • Edited culling on turbo lifts.
  • Terrain texture quality is only reduced when not in a room adjacent to the outside. This stops the aggressive texture pop-in when walking out of airlocks.
  • Added room geometry to all spawn cupboards to stop them being culled incorrectly.
  • Fixed a culling issue around research building exterior.


Settlements (legacy)

  • Corrected the offset pipes outside Ram Tah's Engineer Base
  • Corrected the wall blocking the hangar bay doors at Pads 6 and 7 of Selene Jean's Engineer Base
  • Removed errant pipe in Large hangars

Social Spaces

  • Added some extra details to the Frontline signage surround, seen behind desks and in the turbolift lobby
  • Fixed emissive light lodding out on lift surround and added occlusion geometry to lift doors and surround
  • Fixed a spot where the player could get stuck down the back of the furniture


Arx

  • Arx will now be awarded for Odyssey gameplay, including -
    • First footfall
    • Organic sample
    • Organic analysis
    • Suit/Weapon buy/sell/upgrade
    • Suit/Weapon modify
    • Selling goods/assets/data
    • Combat zones on foot - winning and capturing point
    • Shuttle travel


Known Issues

  • The scope of the manticore oppressor is currently obscured.
  • When entering the CMDR panel via the access UI, the player will be unable to back out, causing a soft-lock


See you in the black, Commanders o7
Hi Guys, I am getting a could not find server Error Code Orange Sidewinder message when going into continue open play. Loads up fine and have not had this problem before, any thoughts as this has only appeared after the latest patch update??
 
Hi Guys, I am getting a could not find server Error Code Orange Sidewinder message when going into continue open play. Loads up fine and have not had this problem before, any thoughts as this has only appeared after the latest patch update??
I have the same issue. I have raised a support ticket and they moved my ship. Worked fine until I tried to jump to the Zende system. Awaiting further help now from FDEV. Raise a ticket and they will assist.
 
I would like to give some positive feedback:

After a break from the Elite Universe (I was one of the pre-funders) I came back for the launch of Odyssey. This big sandbox of possibilities is just fun. I was surprised how lucrative exploring has become when you use the detail surface scanner and the spectral scanner wisely. The new possibilities to explore planets, settlements and stations on foot increase the immersion immensely. I'm quite immersed in this world again and would like to visit Colonia or Saggitarius and possibly try out a new ship.

When I was a kid I played Elite on the C64 and back then I dreamed of a networked player world where you could also land on planets and drive and walk on them, plus the possibility of colonising planets yourself and setting up your own businesses there. Now we are almost at that point.

Meanwhile, I even plan to build my own spaceship cockpit for this game to increase the immersion even more.

I particularly like the fact that there are also things to learn about our galaxy alongside this game and that the simulation aspect of both physics and astronomy makes it possible to try out things that don't seem entirely unrealistic.

I would like to thank everyone involved that we have come so far together and I am sure that we will continue on this path. Some mistakes and stumbling blocks are of course part of it. But just look how long we've been able to play Elite Dangerous and how long I've been waiting for Star Citizen.

Have a great day everyone!
 
Hi Guys, I am getting a could not find server Error Code Orange Sidewinder message when going into continue open play. Loads up fine and have not had this problem before, any thoughts as this has only appeared after the latest patch update??
Try logging in to elite base game. it will automatically move you to somewhere far from a planet.
 
Patch notes reflecting fixes and changes are listed out down below for you.

As always - A huge 'thank you' for your continued support and constructive feedback, as the teams continue working hard to improve the Elite Dangerous player experience.
I just wanted to say Thank you for this incredible game. I bought Horizons and was nervous about getting Odyssey due to the initial reviews, however the current state of the game is really incredible. Being able to walk around space stations is amaaazing and I already enjoyed landing on planets. Now it's even better being able to customize suit loadouts and going on a variety of mission types. I'm a space trucker right now, learning more about the different factions and politics by listening to the recordings while traveling (which I love, please more voice actors!). I just wanted to send my love to this development team, I can't imagine the work you are putting in, so thank you again for an amazing game. One of the very best I've ever played.
 
Elite is set in a galaxy where humans constantly kill other humans in spacecrafts.
This level of aggression surely doesn't magically vanish the moment you leave your ship, so the ability to kill other people on foot is a must have if you don't want to have a super sized black logic hole. Therefore FPS mechanics are indeed required and if you don't like them you can completely ignore them without lowering your personal fun.
I for myself am an explorer and have been for years, I completely ignore mining, fighting and trading, but the fact that mining, fighting and trading (and now on foot shootings) are a part of this game doesn't negatively affect my style of playing in any way.
So if you don't like the FPS part then don't do the FPS part, if you had fun playing Elite before the implementation of on foot mechanics then you can still have the same fun right now.
Could they have added more diverse on foot mechanics - like doing geological scans? Sure they could. But adding one thing and not adding another thing is always a matter of personal taste and it's as impossible to add every single possible activity as it is impossible to please every single human.
That's a fair point. It is a personal preference. Yes i would have preferred it if they had strengthened the existing game rather than stretching it into new territory.

Also, there is a lot abstracted in this ED universe, so there is no real need for on foot combat zones at all. I take your point about the possibility of being shot. But it should end there.

What I am saying is this game's strength has always been its depiction of a living universe from the very specific point of view of a freelancer pilot. They've now essentially allowed you to be a marine instead should you wish.

So they've watered down the core experience instead of building on some very strong and fantastic foundations.

And yes I am totally ignoring the legs combat. Goes without saying. I'm upset they spent on that rather than fixing long standing issues and making existing weaker areas better.

So my view is they chose to spend their time and money wrong with respect to what would make this game better.
 
I was being patient waiting for the bugs to be fixed for PC Odyssey, but now with the update to EDH xbox keeps getting locked up in the commodities market. FDev, sad and unfortunate. Time for a break from Elite? Like it or not I guess. 4.5 years and you think I'd understand how FDev works, but I keep trusting they will not do this again, yet here I am. Please CM on duty please take a note; Mauve Adder is just unacceptable for an established quality game.
 
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Had an Issue with Suit Schematic missions where I'd do the mission get the schematic for the suit log out for the night and the suit schematic was gone when I logged back in. Happened multiple times was just curious if this bug had been addressed.
 
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