Boo, hoo ... no testing this lunchtime
But keep up the great work ... cheers !!
uh oh, took the day off to play, and now am rapdily spending money due to server down time.... 4k monitor nearly decided on...
Boo, hoo ... no testing this lunchtime
But keep up the great work ... cheers !!
Add support for vacant ship death, and for parking a buggy without a parent ship. Landed ship is now killable except during the vehicle swap process, when it can be damaged but not killed
Wow, another update! Thanks, FDev
I'm concerned about some remaining control issues, though - Will the throttle and Headlook/UI Focus button mapping concerns I mentioned in this thread get fixed at some point?
Also, it would be nice if FD considered bumping up the boost speed on the Cobra IV, even if just a little. I know you guys are concerned about balance issues, but as it stands the boost speed in particular is a deal-breaker for a great many folks (as seen in the poll in this thread here). Many, many good arguments have been made for at least some slight tweaking on the MK IV's stats, and I haven't seen very many at all arguing the opposite. I hope FD will at least seriously consider taking another pass on this latest iteration of such an iconic ship
Anyways, don't mean to sound ungrateful - Thanks again for the update!
The yaw and headlook issue should be fixed and the next build and no changes are planned for the Cobra MkIV.
Thanks for the clarification, but what about the Corvette? Any chance it will get a bigger FSD (or some other kind of FSD-range buff)? It's current range lies around 10.5 LY fully kitted, which is even lower than that of the FdL and makes moving it to where you need it a bit overly painful.
uh oh, took the day off to play, and now am rapdily spending money due to server down time.... 4k monitor nearly decided on...
I'm liking a lot of this, except for:
So, back to the immersion-breaking old POIs then?
The yaw and headlook issue should be fixed and the next build and no changes are planned for the Cobra MkIV.
Michael
The yaw and headlook issue should be fixed and the next build and no changes are planned for the Cobra MkIV.
Michael
Any chance for a comment about the height of which the compass showing what direction you are flying will show, 25 km is quite low.No change there either.
Michael
Yep that's not good...
Any chance I'll finally be able to scan a Data Link turret thingy?
Now I just wonder if you can get us the ability to allow wingmates to access our ships cargo bay with the SRV?![]()
Whilst Flying a ship , the sensor panel shows SRV options. Would be nice to see this SRV panel only when the vehicle can be deployed or boarded and while flying a ship the `old` sensor panel restored. While driving the SRV I like to use the throttle Left and right buttons , if these buttons could also be used for roll that would be great . The Joystick I find is more accurate to control the turret than a Hat on a HOTAS . If I run the Elite Launcher as Administrator I now get a message `Unknown Publisher` when before it was Frontier Developments.Hey all,
Thank you so much for your continued testing and support through the beta. It's looking great and the dev team have been hard at work on another update.
It's going live at 11am GMT and the test servers are likely to be down for roughly an hour and a half. Please do jump on in and give your feedback ahead of the full launch on Tuesday next week.
Enjoy!
***UPDATE #1***
We're now expecting the server work to be completed by 3pm. More updates if as they happen.
Change log...
- Fix a crash caused by a POI activating during a transition
- Fixed multi-threading crash in physics
- Fixed crash in mission manager
- Fixed crash in terrain patch generation
- Fix for missing texture errors in schematics
- Fix missing component error if a player goes offline
- OSX crash fix for activity incorrectly trying to load incorrect resources
- Fix for starting with the keyboard and mouse control preset causing your throttle controls to go weird
- Prevent server error if player tries to buy something they cannot afford
- Fix a confirmed cause of players loading into the game up to a kilometer up or down from where they saved
- Fix for turrets at illegal PoIs not being legal targets
- Turn on main engines by defaultso that dying while landed doesn't respawn you with a disabled ship
- Networked the direction of the buggy turret
- Add anti ship weapons to match anti buggy weapons in certain POI scenes and appropriate trespass zones
- Improved surface details by adding more bump from the normals close up and reducing tiling at distance due to the alpha not being faded out at the same time as the normal
- Fixed deep space POIs spawning incorrect POIs
- Improve flattening on some deep space POIs
- Fix disappearing blue circle for POIs
- Fixed skimmers at illegal POIs not having bounties
- Attacking settlement generators now counts as Assault, and triggers settlement aggro
- Scanning private data links now counts as Major Trespass (up from minor, so now a bounty instead of a fine), and triggers settlement aggro
- Updated additional POIs to be visible from the ship and adjusting their radar radius size
- Made some of the smaller POIs only visible in the buggy
- Don’t render no fly zones on the scanner if you’re in the SRV
- When evaluating the terrain for flatness when spawning POIs handle the case when one of the ray casts hits an edge of a triangle and goes through the mesh without hitting it
- Adjusted the radar circle offset so that POIs are less likely to be spawned towards the centre
- Fixed bounties claimed stat incrementing twice as often as it should be
- Fixed redeeming all vouchers for a faction instead of just combat bonds
- Fixed some Commodity names in the market trend local news articles
- Fixed longitude and latitude using the wrong time to establish location
- Rebalance LOD stream priorities to help with some streaming issues
- Add support for vacant ship death, and for parking a buggy without a parent ship. Landed ship is now killable except during the vehicle swap process, when it can be damaged but not killed
- Fade POIs from the radar down based on altitude so that they're at full opacity at 2.25km altitude and transparent at 2.00km
- Fixed issue with launching audio
- Reduce the scale size to trigger the cockpit/vehicle Role popup to reduce the frequency of unintentionally opening it
- Fixed Refinery Panel to show correct strings at the correct time
- Updated SRV cargo panels dividers to be more consistent
- Fixed focus issue when going to external / internal / role panel while an inbox message is opened
- Brought back the cross hair for scooping
- Check to see if we have disconnected from edserver before checking to see if we have permission to be close to a planet
- Surface material fix for patchiness
- Prevent tiny planets from having a combination of basins, large scale deformation, europa linae, rifts and craters which add up to a depth greater than the radius of the planet itself
- Building LOD fixes
- Building collision fixes
- Fixed hitman chatter table
- Fixed cargo items in the cargo merge panel not using loc strings
- Mission text fixes
- Updated tutorial video names and descriptions
- Prevent the attempted parsing of $; on data links when scanned info is empty string
That would be 2.1 ; )