Patch Notes Update Horizons 2.0 beta change log #5 incoming...

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Ozric

Volunteer Moderator
Perhaps not, but you WERE snide and condescending about making your 'point'. Thus my response.

Well I don't like it when people try to use polls with a tiny proportion of the player base to push FD towards making decisions that the few believe should be done. Also I am not condescending.
 
Change to poi blue circle altitudes just makes me want to cry, you have went the wrong way for me and I doubt I will play horizon now as exploring surface has just become a blind chore now having to jump back up to 2km evrytime I lose my bearings at low altitude is so frustrating
 
I was hoping you might put the SRV Accelerator options back to beta 3.

As I use a Thrustmaster HOTAS x and since BETA #4 my acceleration is 8 or 80 ! even with the 10%,15% or 25% thingy that FD has put in.

Which is a bit of a pain as before I could set my acceleration at 1% or 100% depending on the terrain I'm driving on.

Is anyone one else having this little hiccup ?
 
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My view on the Cobra is simple: The Mk4 has some nice features, very nice for the price. Do I think the speed penalty compared to the Mk3 for the additional modules and hard point etc is harsh - yes. But will that stop me buying one - no.

New models of ships do not need to be better than their predecessors, it's considerably slower, but packs more punch and has even more versatility. If you don't like it - don't buy it. No ship needs to be so good it's liked by all and every ship could be better in some way (or many ways).

So in short; it's got +'s, it's got -'s, but it's still a nice addition.
 
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I like the 2km thing, but only if we can see the smallest POIs when below that altitude by eye otherwise it's just a blatant papering over of a code mechanic. Actually, I'd probably say that the material outcrops shouldn't even register on ship sensors but should be visible for the eagle eyed when hugging the terrain. Realistically though, there is only so much time to develop these things.
 
  • Fixed deep space POIs spawning incorrect POIs

:)

This looks promising... lets hope the number of deep space POIs is significantly reduced too. The amount I'm finding 50K from home is ridiculous. It should be exciting seeing a blue circle out this far, not a run-of-the-mill thing.

I think that there would be lots of POIs in deep space...that they would be more common than rare and exciting at the same time...
 
I like the 2km thing, but only if we can see the smallest POIs when below that altitude by eye otherwise it's just a blatant papering over of a code mechanic. Actually, I'd probably say that the material outcrops shouldn't even register on ship sensors but should be visible for the eagle eyed when hugging the terrain. Realistically though, there is only so much time to develop these things.

You won't and you don't
 
Still no fix for the data scanner only working when having "firing enables hardpoints" enabled?
(It wasn't fixed in the Beta 4 either. Tried it out yesterday.)

Thank you so much for at least pointing out that there is a way round the bug. It has been a point I have missed and a frustration beyond description.
 
Any chance on getting key bindings for moving through the tabs in system map? Cause its the only thing I have to use my mouse for while playing with joystick/keyboard.
This has always worked for me. You have to 'focus' the left panel using UDLR, then you can use your next/prev tab controls to cycle through its tabs.

Change to poi blue circle altitudes just makes me want to cry, you have went the wrong way for me and I doubt I will play horizon now as exploring surface has just become a blind chore now having to jump back up to 2km evrytime I lose my bearings at low altitude is so frustrating

Thinking about it, the commit message included in the changelog is probably just misleading. It probably means "50% opaque" by "transparent", anything else doesn't make sense. Occam's Razor, innit.
 
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Thinking about it, the commit message included in the changelog is probably just misleading. It probably means "50% opaque" by "transparent", anything else doesn't make sense. Occam's Razor, innit.
I had a quick whirl and they disappear below 2km. Moving forward against a gradient means you have to adjust your altitude accordingly to keep them visible.
 
How many people play this game again? Let alone the fact that just the forum has 97,000+ members

This is how it works in internet when it comes to things that are not mandatory (i.e. when people are not forced to show their opinions).
Those who really care enough for future of the product to spend 1-2 minutes to make a post or participate in poll are very small portion of total player base. Others are either not care or do not have a forum account at all.

Having forum account and actually using it are two different things. Even then, it is possible to just read the forum without making any posts.
Having 300+ people out of 100k registered accounts who actually read and answered in a poll is a huge number.

I am sorry for my poor English.
 
This has always worked for me. You have to 'focus' the left panel using UDLR, then you can use your next/prev tab controls to cycle through its tabs.



Thinking about it, the commit message included in the changelog is probably just misleading. It probably means "50% opaque" by "transparent", anything else doesn't make sense. Occam's Razor, innit.


Below 2km its invisible what I find most frustrating is having to leap back up to 2km to see if I'm even still in the zone
2hours now over a poi not found anything
 
I take it everyone has thought about the implications of this :-

"
  • 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
"
 
I had a quick whirl and they disappear below 2km. Moving forward against a gradient means you have to adjust your altitude accordingly to keep them visible.

Confirmed. I dont know if i should like it though. But the impression in the first 5 Minutes is: a step backwards in planetary ... but i try to find to good Thing in it ... :D ... and i've seen no "small" POI so far. Only big ones. Maybe the small ones stay visible beneath 2km then it would make some sense when the big ones come invisible.
 
I was hoping you might put the SRV Accelerator options back to beta 3.

As I use a Thrustmaster HOTAS x and since BETA #4 my acceleration is 8 or 80 ! even with the 10%,15% or 25% thingy that FD has put in.

Which is a bit of a pain as before I could set my acceleration at 1% or 100% depending on the terrain I'm driving on.

Is anyone one else having this little hiccup ?

I agree. I use the Thrust master and I've found it very difficult to control the buggy. It tends to spin because I can't keep the throttle steady, I'm not sure why. Beta 5 does not seem to have made any change.
 
"While the planet scale terrain generation is great (placement/shape/occurence of plains, mountains, craters, rifts etc.), closer up the surface consists exclusively of varying "bumps" with mostly round edges. Even in places that seem to be dramatically shaped rocky areas.

Are there any plans to add vertical cliffs/overhangs as well as sharp rock features etc. to the terrain generation in the future?"


I was wondering about this as well. The surfaces are looking good, Particularly from long - mid distance and the surface textures are looking superb so thanks for that. Clearly a lot of hard work getting that all up and running. But some harder (subdivsion?) geo. edges here and there would really add to the realism and immersion (particularly when contrasted against the smooth areas we have at present.) :)

An example of what i mean here :

http://overmental.com/wp-content/uploads/2015/06/Hoth02_lg.jpg
 
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almostpilot

Banned
"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"

Very bad decision. less fun as usual. Especialy if they are invisible in fact.
 
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Awesome job gang! Lookin' forward to testing it out!

I don't know who did it, but I see your Johnny 5 reference on the Launcher... "Beta 5 is alive!" haha
 
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Not in this build, but we intend to fix that.

Michael

I think I also read that you were planning on having some rarer POI's the further away from inhabited space we were, is that still the plan?
It would give added incentive to explore in the hope of finding something rare or even unique out there which is something that is currently missing I feel.
 
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