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

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Hi

Just downloaded the last horizon beta this evening (beta 5?). And I'm still completely locked in my srv scarabee :eek::(. I'm on this situation since the first horizon beta.
Cannot get back in my ship. Cannot go forward with the SRV. I'm blocked on Mercury main city (cannot remember the damn name). Going to submit a bug in the proper sub forum right now
 
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I'm not sure why some people are upset by this. What this means is that you fly above 2k to "scout" the area out and you get a rough indication of where to look. The patch notes even say that the actual POI is mostly not central to the blue circle now implying that it is a rough guide.

So once you have a rough location you now have to fly down and actually look for it. If somehow you still can't see it with the naked eye from your ship, then land, pop an SRV out and use the SRV scanner. Sure this slows the process down a little, but we are given realistic options that make sense, so unless people are upset because they can't farm them as fast as they'd like then I don't see the problem.

I'll see how it works in practice tonight, but on paper it looks like a good change.

I'm with you. Some people complain about hand holding but when they are given an element that makes pin pointing the source of the POI more difficult, it's a "terrible decision". My opinion is much like this one. The blue gives me an area to scope out then I have to use my scouting abilities to find the source of the POI.
 
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I didn't see the Panther or Boa on the patch notes?
is there more patch notes to follow?
 
Half the ships (at full price)? .. I haven't checked these prices myself but one (possible) reason is; 2.0 beta not so much being to test ships' integrity (that was 1.5) but to check Horizons' for bugs. You can test Horizons in a Sidewinder just as well? (Being able to test high end ships, is a perk for having made a lot of progress in the main game, and having lots of cash when the snapshot was taken for beta? This doesn't include me by the way, am testing in my regular Asp Explorer)

Having made a lot of progress and credits in the game i am not trying to get something for nothing. I like many other players were not original beta subscribers so 1.5 was not available to us. If FD did'nt want us to try out new ships why put them in the Horizon beta. Is it not the case that by leaving them in it was a way to effectively keep beta 1.5 running and gain extra testers.
My point is it looks bad when half way through a problem arises which seems impossible for them to fix.
 

almostpilot

Banned
I'm with you. Some people complain about hand holding but when they are given an element that makes pin pointing the source of the POI more difficult, it's a "terrible decision". My opinion is much like this one. The blue gives me an area to scope out then I have to use my scouting abilities to find the source of the POI.

The main problem is that i liked to fly just close the surface(always below 2 km) . It´s is what Horizons means to me. And now i can´t ever see the POI indicator in my radar.

Bad decision as usual.
 
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I'm not sure why some people are upset by this. What this means is that you fly above 2k to "scout" the area out and you get a rough indication of where to look. The patch notes even say that the actual POI is mostly not central to the blue circle now implying that it is a rough guide.

So once you have a rough location you now have to fly down and actually look for it. If somehow you still can't see it with the naked eye from your ship, then land, pop an SRV out and use the SRV scanner. Sure this slows the process down a little, but we are given realistic options that make sense, so unless people are upset because they can't farm them as fast as they'd like then I don't see the problem.

I'll see how it works in practice tonight, but on paper it looks like a good change.

Sounds like a voice of reason. Any mechanic which adds complexity so long as it is logically and not just for the sake of it, I think is a good thing. I think it is fair to say we all want poi to be visible if they should be is if it makes sense, however it would be a shame to lose all the exploration mechanic of the srv. This sounds like a fair and balanced compromise. I hope I get to try tonight.
 
The actual POI on the ground is visible at any height, the blue circle is only visible on the scanner above 2000m.

That is the concern - we'd like to be able to scan from greater distances.. and man made power sources and materials should be a different color compared to natural sources such as ores etc. I'd extend the range to 5k to be honest.

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I didn't see the Panther or Boa on the patch notes?
is there more patch notes to follow?

Why are there more ships coming soon?

That ship looks awesome which one is it? Imagine the cargo capacity on that sucker!
 
How about approaching it from the other side: let the Skimmer actively go into evasive mode, moving faster than ship weapon gimbals can follow. It needs not be impossible to hit them, just not more efficient than attacking them from the SRV.

I see potential consistency issues with that though...that would probably be rather fast movements for it to make sense and if that is the case they should be able to do the same thing when avoiding fire from SRVs...which we might not like. Although...smaller skimmers is way to easy to kill at the moment anyway so maybe that would be a good thing. ;)

Only activating them for approaching SRVs is probably the cleanest and quickest fix. Additionally making them hide if you get back in your ship again to counter the disembark/embark workaround that has been possible so far. Several players in the same location could still make them stay by having one player in an SRV nearby while his friend takes them out from the air.
 


I see potential consistency issues with that though...that would probably be rather fast movements for it to make sense and if that is the case they should be able to do the same thing when avoiding fire from SRVs...which we might not like. Although...smaller skimmers is way to easy to kill at the moment anyway so maybe that would be a good thing. ;)

Only activating them for approaching SRVs is probably the cleanest and quickest fix. Additionally making them hide if you get back in your ship again to counter the disembark/embark workaround that has been possible so far. Several players in the same location could still make them stay by having one player in an SRV nearby while his friend takes them out from the air.

How about a very dangerous anti aircraft gun to make ships keep their distance. Possibly deactivatable using an srv
 
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In regards to balancing this new way of seeing the POI (which should have been there from day 1 :p).

2. Don't activate them until someone approaches with their SRV. It's not like Skimmers can take on ship anyway so they might as well hide until an SRV comes along.

This is a very good idea.

How about a very dangerous anti aircraft gun to make ships keep their distance. Possibly deactivatable using an srv

These should be in the game for settlements. For small PoIs, skimmers should be the limit of the defences.

Although I'd like even more dangerous AA on some SUPER HOSTILE settlements - like C4 railguns that will zap you as soon as you raise your ship's nose above their horizon.
 
Any plans to work out the massive frame rate drops on planet surfaces?

Nvidia 980ti GPU I get 60fps (vsync on) 130fps or better with vsync off.

Minute I touch down on a planet 37fps with graphics at Ultra

This makes me think planets need some optimization
 
This makes me think planets need some optimization

Definitely. My 580 almost died when I was driving on a planet with another landable one being seen in the background. Something makes me think that those are being rendered in max possible resolution even if you're very far away.
 
Datalink still completely unusable unless you turn on auto deploy on firing.
So if you can't get that sorted out why not just give us a seperate auto deploy setting for the SRV? Or make it be always auto deploy no matter what :D

SRV throttle is also still borky, I'm playing with a PS3 controller, triggers being accel and decel as axis (accel going +1, decel -1, none pressed is 0) and in a certain situation the accel stops working when assist is off:
Driving fullspeed forward, letting go of the accel, turn to cause a spin and then hitting accel again AFTER your speed went below 0 indicating you're going backwards the accel will do NOTHING, not brake, not counter acceleration, just acting like the SRV got put into N gear.
Tapping the brake for a brief moment and THEN hitting the accel again returns to braking and then accelerating again.

I even found a second bug with this while trying to pin it down:
The brake tapping needs groundcontact to make the SRV aware that it's stuck in N gear, I've been rolling backwards after my last test spin for like a kilometer, wanted to confirm that the brake tap fixes it, managed to do so while midair and it did not, trying after having ground contact again made it work like I'm used to already.

This it though the biggest issue with SRV driving for me, aside that is driving around just tons of fun, even more than flying ironically :D

Also why's a targeted material not showing it's name in the left targeting info panel?
 
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How about a very dangerous anti aircraft gun to make ships keep their distance. Possibly deactivatable using an srv

This is already the case in settlements and other big outposts.

For the kind of POIs we're talking about here it doesn't make much sense to have a SAM battery placed right next to a crashed ship. ;)
 
Any plans to work out the massive frame rate drops on planet surfaces?

Nvidia 980ti GPU I get 60fps (vsync on) 130fps or better with vsync off.

Minute I touch down on a planet 37fps with graphics at Ultra

This makes me think planets need some optimization

Whats your resolution and supersampling setting?
 

Billexista

Banned
Useless wings stay useless, can we get some hardcore wings missions that will make cooperation worth it? Like mission progression that some guy suggested?
1st part soloable
2nd part soloable
3rd part 2 players required or one true elite pilot (skill not just rank)
4th part 3 players
5th part full wing of awesomeness with waves of enemies

Even tutorial had better missions than real open play.
 
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