It's not like the FDL needs *more* improvement...it will massivley improve combat for ships with huge hardpoints, mainly the FDL
Glide was a pretty late addition to 2.0... pleased with how that one turned out though!
Using it for station approach has already been raised internally, no promises/ETA though as there's a lot of hurdles to get over first. For starters the speeds/distance discontinuities that need smoothing over are several orders of magnitude bigger. Rings are a slightly more awkward issue: the ring generation doesn't really keep up with moving at glide/supercruise speeds when you're close in to the ring, which is one reason we shortcut past the last few hundred KM - It needs a fair bit of work, and I think the department of shiny things has higher priorities at the moment.
The changes in this beta should actually help transitions in other cases a bit, they just weren't the primary focus this time - something I'd certainly like to come back to again, and at least more of the groundwork is now there.
I made a thread about this a long time ago that Sandro commented on - actually the whole idea was similar and would use the interdiction mechanic of being in that "in between supercruise and real space" and all we needed to do was properly align the ship with the approach vector and wait.
I'll post a pic in a minute..
http://i.imgur.com/SjNL8Ja.png
https://forums.frontier.co.uk/showthread.php?t=66448&highlight=solution
non-player SRV's? Surely some mistake..?Audio Mix – Many improvements to the way non-player SRVs sound
With loot and crafting we'll take a wider look at the weapons and modules.
Michael
On other news, the Cutter is still not a Warship.
Never was planned to be straight warship.
"- Changed the bindings of the X52 pro to deal with the issue of not being able to scan. Hard points now deploy by default when a trigger is used and other controls are put in line with the normal x52"
*CRIES TEARS OF JOY* THANK YOU FRONTIER ;W;
- Enable icy planet sub surface scatter