ANNOUNCEMENT January Update - Patch Notes

update on the fixes, still big shutter, frame drops when entering systems , rubber banding ships not completely solved all on ps4
just did a wing mission , killing pirate , pirate showed up twice , so 2 wings of 1 fdl and 3 vultures , first jumped out , second we killed , mission failed , bye bye influence , fix it pls
 
Last edited:
Agreed.
I read their explanation why it would take so long originally, but never understood the dependency really. Surely the number of sites (the only info shown in the FSS) is an input parameter and thus available before the rendering of the planet. As such it should be possible to show it "immediately". I could understand that some delay was intended as a gameplay mechanic in the sense that scanning a whole planet for signals does take some time and cannot be instantaneous. I think most players would be willing to accept that in terms of role playing. If they simply would have kept the time in the range of 5-10 seconds I believe this never would have been an issue to begin with.
No, I'm pretty sure it is not an input parameter. From the explanations they have given, I think site generation proceeds something like this:

1. Global properties of the body/system set an overall level of volcanic/biological activity.
2. A fractal "activity map" is generated for the body - similar to terrain generation, but the level of the map is the probability of activity.
3. Locations where the activity level goes above some threshold are considered as candidates for sites. The terrain map is consulted to see if a site is allowed to be placed there.
4. Finally a number is returned to the FSS corresponding to the number of such sites that were successfully placed.

If that is a correct description of what happens, there really is no way to know how many sites a body will have, without actually computing those terrain and activity maps.
 
Confirmed, still big shutter, frame drops when entering systems on pc. Actually only had minor frame drops/rubber banding before this update and now I get it all the time.
 
Exploration

  • It is not 100% guaranteed that there will be a geological/biological site on the planetary body, but does give commanders a much faster indication of probability. This will enable commanders to quickly ascertain if the planet's worth a visit.
  • If the commander wants to have a definitive answer without travelling to the body they can still wait for the scan to complete in FSS. This data is also now shown in the body details on the system map.
  • Thargoid, Guardian or Human sites will show up instantaneously. These results have moved to the stellar body details shown on the right in the zoomed in FSS view.
Thanks this is appreciated but as highlighted in many many posts during the open beta we still need a graphical identification in the system map to see planets with geological and biological sites.
When you discover a system with 3 or 4 gas giants with a lot of assiciated moons it's a real pain to check each body for this information, especially in VR where the system map navigation is slower (you can't directly click on bodies).
 
Got to factor in tea breaks and lunch. The FD canteen looks quite nice.
And free or almost, I believe.

:)

The January Update was beta tested by the community. How can there be any bugs?
It was a beta. Certainly not all bugs were found.

Are the developers even playing this game? Or is this some kind of April Fool Joke in January?

Jumping to a system with no planets = no stuttering. Jumping to a system with a lots of planets = a lot of stuttering. Since today!
It's the gravitational field ...

😉
 
All three of these are far more important bugs than the stupid planet scanner 'feature' they added which only help explorers.
I do not agree with your assessment that these bugs are 'far more important', since there is at least a work around, namely using EDSM (which is more comfortable anyway).
 
3 more bugs on the commodities screen at station that they didnt fix:

1) if you have a donation mission for commodities it still doesnt show the requirement on the commodities page (next to the commodity as it does with supply missions);

2) if you have a large supply requirement and have delivered part of it, when you go to get the rest the commodities page at the station you are buying from still shows the full amount when you go to buy it (even though the left hand panel shows you have already delivered part of it);

3) if you have a delivery missions but havent picked up the cargo and then go to a station which supplies that commodity, then the commodities page will show it as a requirement (next to the commodity) for you to buy (even though if you buy it, it wont count when you try to deliver it)

All three of these are far more important bugs than the stupid planet scanner 'feature' they added which only help explorers. These bugs affect every single player and they are on the 'new' station commodities screen which obviously was released last year without sufficient testing.

I dont bother reporting bugs any more as there are so many and FDEV never fixes any of them. I love this game and have played since 2014 - 10,000 hours on steam, but, I am getting fed up with the continuous focus on the explorer/new player gimicks and no serious focus on the basic game.
Those bugs are important to you and others who do such missions, they are far less important to those who concentrate on exploration or combat or passengers or even those who rarely bother with any sort of mission at all.

Remember not every signal player plays the game the same way.
 
No, I'm pretty sure it is not an input parameter. From the explanations they have given, I think site generation proceeds something like this:

1. Global properties of the body/system set an overall level of volcanic/biological activity.
2. A fractal "activity map" is generated for the body - similar to terrain generation, but the level of the map is the probability of activity.
3. Locations where the activity level goes above some threshold are considered as candidates for sites. The terrain map is consulted to see if a site is allowed to be placed there.
4. Finally a number is returned to the FSS corresponding to the number of such sites that were successfully placed.

If that is a correct description of what happens, there really is no way to know how many sites a body will have, without actually computing those terrain and activity maps.
I think that's basically it.

But, given they can do stats on their data, they can easily sort by probability which kind of sites a body can have right away... just not how many there will be. Hence the new addition.
 


Greetings Commanders,

Please find the Patch Notes for the January Update which launches on the 14 January. The Elite Dangerous servers will be offline for all platforms on 14 January at 09:30 AM (UTC) for approximately 3 hours as we apply the January Update. This time may run over, so we would appreciate your patience as we are implementing these changes.

We wanted to thank you all once again for your feedback during the January Update Beta, as well as your ongoing support for Elite Dangerous. We will continue to use this process for the the future updates throughout this year, and if you would like a recap from our previous post about this year's plans, you can read it here.

As always, we'll keep you updated across all of our channels.

Please find the Patch Notes below:

ARX
  • Balance improvements for the generation of ARX, particularly for exploration-related gameplay.
Audio
  • Fixed audio issues with the Generation Ship, 'The Golconda'.
  • Audio logs obtained from the Golconda can now be played in the Codex.
  • Fixed missing audio and text for female crew members.
  • Fixed a bug where none of the Guardian articles in the Knowledge Base would play their associated audio.
  • Fixed a bug which meant that an audio effect on firing Pulse Lasers would loop indefinitely.
  • Fixed a looping audio issue with the Shutdown Field Neutraliser.
Crashes/Stability
  • Fixed a crash that could occur when attempting to enter the 'Network Options' screen.
  • Fixed a crash that could occur when mining in Ice Rings.
  • Updated the way we check a player's entitlements to fix an issue where the Horizons update is not being recognised as installed.
  • Fixed a crash which could occur when an Imperial Fighter is destroyed.
  • Fixed a softlock when entering Supercruise with "The Lucent Embrace" Megaship targeted, after launching from Forester's Choice.
Background Simulation
  • Fixed the issue that meant some deliveries made to repair Thargoid-attacked stations were not being counted.
  • Added new Faction States:
    • Factions having trouble with water supplies can now sometimes suffer a Drought, causing an economic downturn. This can be countered by importing water and other emergency supplies.
    • Infrastructure Failure disrupts a faction's operations and reduces both security and economic standards. The increased demands on infrastructure elsewhere in the star system may lead to similar failures for other factions. Food and machinery deliveries can speed up repairs.
    • Terrorism. Terrorists can target prosperous factions, resulting in a significant security and influence cost. This can be countered by legally selling weapons to the authorities and assisting with bounty hunting efforts, or by the faction entering a Lockdown state.
    • Natural Disasters have a significant economic and security cost for a faction. A natural disaster puts extra strain on the star system's infrastructure, increasing the chance of drought or infrastructure failure for other factions in that system.
    • Public Holidays increase a Faction's influence and standard of living for their duration, however that comes at small economic and security cost.
  • Fixed the icon for the Blight state.
  • Added newer Faction States to the Galaxy Map's list of State filters: Blight, Natural Disaster, Infrastructure Failure, Drought, Terrorist Attack, and Public Holiday.
  • Fixed an issue where the factions selected for 'Installation Scenarios' were the installation's owner instead of the system controller.
  • Added names for a selection of systems in the Witch Head Sector.
Conflict Zones
  • Implemented a number of improvements to Conflict Zones which should improve stability.
    • Fixed a bug when entering a Conflict Zone, it appeared as empty.
    • Fixed issues caused when Capital Ships arrived.
  • Fixed an issue that caused allied Capital Ships to open fire at friendly ships.
Exploration
  • Implemented an alternative solution to help mitigate the long delay when scanning planets with geological sites.:
    • As it currently stands, in order for the geological/biological sites to be placed on the surface, the entire stellar body must be fully generated (we then know the topography and can place sites where they will be accessible), which can take tens of seconds.
    • As part of the January Update, we aim to address this with an alternative process. We have run tests on thousands of in-game planetary bodies and by using this data, we're able to extrapolate the likelihood of geological/biologic sites being present on similar stellar bodies. We then use this data, and indicate if the planet is ‘Unlikely’, ‘Likely’, or ‘Very Likely’ to have a geological/biological sites.
    • It is not 100% guaranteed that there will be a geological/biological site on the planetary body, but does give commanders a much faster indication of probability. This will enable commanders to quickly ascertain if the planet's worth a visit.
    • If the commander wants to have a definitive answer without travelling to the body they can still wait for the scan to complete in FSS. This data is also now shown in the body details on the system map.
    • Thargoid, Guardian or Human sites will show up instantaneously. These results have moved to the stellar body details shown on the right in the zoomed in FSS view.
  • Fixed an issue that prevented the search function on the Galaxy Map from working correctly.
  • Fixed an issue with the Navigation Panel that incorrectly displayed if a planet had been mapped or not.
  • Instead of showing a notification for each individual asteroid belt cluster discovered, we now condense as many as we can into one message.
  • Fixed an issue where is was not sometimes possible to select asteroid ring hot-spots from the cockpit.
General
  • Added a 'Help' section to the main menu and pause menu with links to Issue Tracker and Customer Service sites (both will go through an external web browser).
  • Moved 'EULA' to the new Help section.
  • Expanded the faction alignment page in Squadron menu to display influence to 1 decimal point, to match how it is displayed in other areas of the game.
  • Fixed an issue that meant players couldn't search for commander names that included an underscore character.
  • Fixed an issue that meant the 'Data Point' reset timer didn't appear on the player's screen that initiated the scan, but did appear on others' who were in the same wing.
  • Updated the livery icon for 'The Scourge' decal to correctly match the decal that's actually applied to the ship.
  • Fixed an issue occasionally causing some wing invites to not be sent to players in other instances.
  • Fixed an issue where some Navigation Panel entries could be blank.
  • Dropping out of Supercruise on a wingmate using nav-lock will no longer drop the player a significant distance away.
Localisation/Text
  • Fixed incorrect system description for 'Alioth'.
  • Fixed a small typo in the description of "HR 7221 Wheat".
  • Fixed various typos in the Pilot's Handbook.
  • Fixed various typos in some of the Challenge Scenarios.
  • Fixed a pluralisation issue when discovering clusters.
  • Updated text descriptions for high-end minerals to show correct economies with a demand.
Material Trader
  • Introduced a speculative fix for a softlock that could occur when completing trades at a Material Trader.
Mining
  • Fixed the issue that could lead to the detonation graph not appearing if deep core mining with a wing.
  • Fixed a disconnection ("Magenta Krait") that could occur whilst mining.
  • Fixed a deep core mining issue in multicrew where different crew members would see different detonation levels in the HUD.
  • Fixed Subsurface Displacement Missiles in multicrew.
  • Fix for a bug which made Seismic Charges instantly detonate in multicrew/wings.
Missions
  • Updated misleading retreat mission text - it was suggesting that the mission was helping the withdrawal of the faction, when in fact it should aid the faction in staying within the system.
  • Fixed a softlock that could occur when browsing lists of missions.
  • Fixed an issue which caused cargo canisters to continually respawn in Planetary Salvage Missions.
  • Fixed an issue which meant that the mission target could be missing from Eliminate Enemy Captain missions.
  • Fixed a bug which meant that a 'Disable the Megaship turrets' mission would not show a time limit in the mission board.
New Player Experience
  • Fixed an issue that meant the player could get 'stuck' waiting for zero throttle (when the throttle input is just above zero) in the New Player Experience Tutorial.
Networking
  • Fixed issues with ship rubber banding.
  • Integrated Oodle network compression library to reduce network bandwidth.
Player Journal
  • Fixed missing/blank entries in journal when selling exploration data.
Powerplay
  • Fixed an issue where the mouse input didn't work on the Power Contact screen.
  • Control systems' ethos calculations now limit their search for controlling minor factions to star systems within 15 LY, that are exploited by the same power as the control system. Previously, the calculations considered all nearby star systems.
  • Fixed reallocating Exploit systems, and recalculating the income for a Control system when a revolt system within 15 LY loses control.
  • Recalculated many Exploit systems value that did not match their current population.
  • Recalculated many Control systems income that was not the sum of their Exploit systems, plus their own value.
  • Removed obsolete Confirm button from Power Contact screen (it was superseded by the consolidation mechanic a long time ago).
  • Fixed an issue which meant that some systems were not being locked when a system moved from 'Preparing to Taking Control'.
Rendering
  • Fixed an issue that was causing visual artifacts when capturing high-res screenshots.
  • Fixed a visual issue rendering neutron star jet cones.
Ships
  • Increased the Dolphin's heat dissipation rate and maximum heat capacity before it begins to take damage. Also increased the rate that it takes damage, to account for the ship now being harder to heat up.
  • Implemented a speculative fix for Collector Limpets damaging ships when retrieving mining fragments.
  • Added the ability to rescue any crew, that were on board the player's ship when it was destroyed, from the insurance screen.
    • Rebuy cost in the right hand cockpit panel now includes cost to rescue crew.
    • Crew rebuy costs rebalanced based on Beta feedback.
  • Fixed directional decals being reversed.
  • Fixed the Holo-Me view being obstructed.
SRV
  • Fixed control input being lost after interacting with an inbox message.
Thargoid
  • Implemented speculative fixes that should reduce instance splitting when fighting Thargoid Interceptors.
  • Updated the Thargoid combat state to ensure it's correctly replicated over the network to reduce the occurrence of the heart cycles resetting.
  • Fixed an issue that caused Thargoid Combat bonds to not be correctly given out to all applicable players in a wing.
  • Fixed an issue with Thargoid Hearts becoming immune to damage when in a wing.
Trading
  • Fixed the issue that meant players couldn't sell anything to a market if the buy list was empty.
  • Added supply and demand volumes for certain, high-end minerals. Now, trading goods such as Void Opals is more realistic; markets can still offer a high buy price, but they will offer less as the demand is met. As part of this change, these high-end minerals will now be demanded more by specific economy types. This change will affect the following commodities:
    • Alexandrite
    • Benitoite
    • Grandidierite
    • Low Temperature Diamond
    • Monazite
    • Musgravite
    • Painite
    • Rhodplumsite
    • Serendibite
    • Void Opal
Top !
 


Greetings Commanders,

Please find the Patch Notes for the January Update which launches on the 14 January. The Elite Dangerous servers will be offline for all platforms on 14 January at 09:30 AM (UTC) for approximately 3 hours as we apply the January Update. This time may run over, so we would appreciate your patience as we are implementing these changes.

We wanted to thank you all once again for your feedback during the January Update Beta, as well as your ongoing support for Elite Dangerous. We will continue to use this process for the the future updates throughout this year, and if you would like a recap from our previous post about this year's plans, you can read it here.

As always, we'll keep you updated across all of our channels.

Please find the Patch Notes below:

ARX
  • Balance improvements for the generation of ARX, particularly for exploration-related gameplay.
Audio
  • Fixed audio issues with the Generation Ship, 'The Golconda'.
  • Audio logs obtained from the Golconda can now be played in the Codex.
  • Fixed missing audio and text for female crew members.
  • Fixed a bug where none of the Guardian articles in the Knowledge Base would play their associated audio.
  • Fixed a bug which meant that an audio effect on firing Pulse Lasers would loop indefinitely.
  • Fixed a looping audio issue with the Shutdown Field Neutraliser.
Crashes/Stability
  • Fixed a crash that could occur when attempting to enter the 'Network Options' screen.
  • Fixed a crash that could occur when mining in Ice Rings.
  • Updated the way we check a player's entitlements to fix an issue where the Horizons update is not being recognised as installed.
  • Fixed a crash which could occur when an Imperial Fighter is destroyed.
  • Fixed a softlock when entering Supercruise with "The Lucent Embrace" Megaship targeted, after launching from Forester's Choice.
Background Simulation
  • Fixed the issue that meant some deliveries made to repair Thargoid-attacked stations were not being counted.
  • Added new Faction States:
    • Factions having trouble with water supplies can now sometimes suffer a Drought, causing an economic downturn. This can be countered by importing water and other emergency supplies.
    • Infrastructure Failure disrupts a faction's operations and reduces both security and economic standards. The increased demands on infrastructure elsewhere in the star system may lead to similar failures for other factions. Food and machinery deliveries can speed up repairs.
    • Terrorism. Terrorists can target prosperous factions, resulting in a significant security and influence cost. This can be countered by legally selling weapons to the authorities and assisting with bounty hunting efforts, or by the faction entering a Lockdown state.
    • Natural Disasters have a significant economic and security cost for a faction. A natural disaster puts extra strain on the star system's infrastructure, increasing the chance of drought or infrastructure failure for other factions in that system.
    • Public Holidays increase a Faction's influence and standard of living for their duration, however that comes at small economic and security cost.
  • Fixed the icon for the Blight state.
  • Added newer Faction States to the Galaxy Map's list of State filters: Blight, Natural Disaster, Infrastructure Failure, Drought, Terrorist Attack, and Public Holiday.
  • Fixed an issue where the factions selected for 'Installation Scenarios' were the installation's owner instead of the system controller.
  • Added names for a selection of systems in the Witch Head Sector.
Conflict Zones
  • Implemented a number of improvements to Conflict Zones which should improve stability.
    • Fixed a bug when entering a Conflict Zone, it appeared as empty.
    • Fixed issues caused when Capital Ships arrived.
  • Fixed an issue that caused allied Capital Ships to open fire at friendly ships.
Exploration
  • Implemented an alternative solution to help mitigate the long delay when scanning planets with geological sites.:
    • As it currently stands, in order for the geological/biological sites to be placed on the surface, the entire stellar body must be fully generated (we then know the topography and can place sites where they will be accessible), which can take tens of seconds.
    • As part of the January Update, we aim to address this with an alternative process. We have run tests on thousands of in-game planetary bodies and by using this data, we're able to extrapolate the likelihood of geological/biologic sites being present on similar stellar bodies. We then use this data, and indicate if the planet is ‘Unlikely’, ‘Likely’, or ‘Very Likely’ to have a geological/biological sites.
    • It is not 100% guaranteed that there will be a geological/biological site on the planetary body, but does give commanders a much faster indication of probability. This will enable commanders to quickly ascertain if the planet's worth a visit.
    • If the commander wants to have a definitive answer without travelling to the body they can still wait for the scan to complete in FSS. This data is also now shown in the body details on the system map.
    • Thargoid, Guardian or Human sites will show up instantaneously. These results have moved to the stellar body details shown on the right in the zoomed in FSS view.
  • Fixed an issue that prevented the search function on the Galaxy Map from working correctly.
  • Fixed an issue with the Navigation Panel that incorrectly displayed if a planet had been mapped or not.
  • Instead of showing a notification for each individual asteroid belt cluster discovered, we now condense as many as we can into one message.
  • Fixed an issue where is was not sometimes possible to select asteroid ring hot-spots from the cockpit.
General
  • Added a 'Help' section to the main menu and pause menu with links to Issue Tracker and Customer Service sites (both will go through an external web browser).
  • Moved 'EULA' to the new Help section.
  • Expanded the faction alignment page in Squadron menu to display influence to 1 decimal point, to match how it is displayed in other areas of the game.
  • Fixed an issue that meant players couldn't search for commander names that included an underscore character.
  • Fixed an issue that meant the 'Data Point' reset timer didn't appear on the player's screen that initiated the scan, but did appear on others' who were in the same wing.
  • Updated the livery icon for 'The Scourge' decal to correctly match the decal that's actually applied to the ship.
  • Fixed an issue occasionally causing some wing invites to not be sent to players in other instances.
  • Fixed an issue where some Navigation Panel entries could be blank.
  • Dropping out of Supercruise on a wingmate using nav-lock will no longer drop the player a significant distance away.
Localisation/Text
  • Fixed incorrect system description for 'Alioth'.
  • Fixed a small typo in the description of "HR 7221 Wheat".
  • Fixed various typos in the Pilot's Handbook.
  • Fixed various typos in some of the Challenge Scenarios.
  • Fixed a pluralisation issue when discovering clusters.
  • Updated text descriptions for high-end minerals to show correct economies with a demand.
Material Trader
  • Introduced a speculative fix for a softlock that could occur when completing trades at a Material Trader.
Mining
  • Fixed the issue that could lead to the detonation graph not appearing if deep core mining with a wing.
  • Fixed a disconnection ("Magenta Krait") that could occur whilst mining.
  • Fixed a deep core mining issue in multicrew where different crew members would see different detonation levels in the HUD.
  • Fixed Subsurface Displacement Missiles in multicrew.
  • Fix for a bug which made Seismic Charges instantly detonate in multicrew/wings.
Missions
  • Updated misleading retreat mission text - it was suggesting that the mission was helping the withdrawal of the faction, when in fact it should aid the faction in staying within the system.
  • Fixed a softlock that could occur when browsing lists of missions.
  • Fixed an issue which caused cargo canisters to continually respawn in Planetary Salvage Missions.
  • Fixed an issue which meant that the mission target could be missing from Eliminate Enemy Captain missions.
  • Fixed a bug which meant that a 'Disable the Megaship turrets' mission would not show a time limit in the mission board.
New Player Experience
  • Fixed an issue that meant the player could get 'stuck' waiting for zero throttle (when the throttle input is just above zero) in the New Player Experience Tutorial.
Networking
  • Fixed issues with ship rubber banding.
  • Integrated Oodle network compression library to reduce network bandwidth.
Player Journal
  • Fixed missing/blank entries in journal when selling exploration data.
Powerplay
  • Fixed an issue where the mouse input didn't work on the Power Contact screen.
  • Control systems' ethos calculations now limit their search for controlling minor factions to star systems within 15 LY, that are exploited by the same power as the control system. Previously, the calculations considered all nearby star systems.
  • Fixed reallocating Exploit systems, and recalculating the income for a Control system when a revolt system within 15 LY loses control.
  • Recalculated many Exploit systems value that did not match their current population.
  • Recalculated many Control systems income that was not the sum of their Exploit systems, plus their own value.
  • Removed obsolete Confirm button from Power Contact screen (it was superseded by the consolidation mechanic a long time ago).
  • Fixed an issue which meant that some systems were not being locked when a system moved from 'Preparing to Taking Control'.
Rendering
  • Fixed an issue that was causing visual artifacts when capturing high-res screenshots.
  • Fixed a visual issue rendering neutron star jet cones.
Ships
  • Increased the Dolphin's heat dissipation rate and maximum heat capacity before it begins to take damage. Also increased the rate that it takes damage, to account for the ship now being harder to heat up.
  • Implemented a speculative fix for Collector Limpets damaging ships when retrieving mining fragments.
  • Added the ability to rescue any crew, that were on board the player's ship when it was destroyed, from the insurance screen.
    • Rebuy cost in the right hand cockpit panel now includes cost to rescue crew.
    • Crew rebuy costs rebalanced based on Beta feedback.
  • Fixed directional decals being reversed.
  • Fixed the Holo-Me view being obstructed.
SRV
  • Fixed control input being lost after interacting with an inbox message.
Thargoid
  • Implemented speculative fixes that should reduce instance splitting when fighting Thargoid Interceptors.
  • Updated the Thargoid combat state to ensure it's correctly replicated over the network to reduce the occurrence of the heart cycles resetting.
  • Fixed an issue that caused Thargoid Combat bonds to not be correctly given out to all applicable players in a wing.
  • Fixed an issue with Thargoid Hearts becoming immune to damage when in a wing.
Trading
  • Fixed the issue that meant players couldn't sell anything to a market if the buy list was empty.
  • Added supply and demand volumes for certain, high-end minerals. Now, trading goods such as Void Opals is more realistic; markets can still offer a high buy price, but they will offer less as the demand is met. As part of this change, these high-end minerals will now be demanded more by specific economy types. This change will affect the following commodities:
    • Alexandrite
    • Benitoite
    • Grandidierite
    • Low Temperature Diamond
    • Monazite
    • Musgravite
    • Painite
    • Rhodplumsite
    • Serendibite
    • Void Opal
sorry im late, i was busy searching for class one seimsic charges, speaking of which they're missing from your patch notes @Stephen Benedetti, must be a typo of course i fully expect to find them somewhere.... maybe im not looking in the right place?

thank you again for a wonderful job!
 
No, I'm pretty sure it is not an input parameter. From the explanations they have given, I think site generation proceeds something like this:

1. Global properties of the body/system set an overall level of volcanic/biological activity.
2. A fractal "activity map" is generated for the body - similar to terrain generation, but the level of the map is the probability of activity.
3. Locations where the activity level goes above some threshold are considered as candidates for sites. The terrain map is consulted to see if a site is allowed to be placed there.
4. Finally a number is returned to the FSS corresponding to the number of such sites that were successfully placed.

If that is a correct description of what happens, there really is no way to know how many sites a body will have, without actually computing those terrain and activity maps.
Thanks for the elaboration, I was not aware of those details. Come to think of it that is actually a rather ingenious way to do it.
 
Those bugs are important to you and others who do such missions, they are far less important to those who concentrate on exploration or combat or passengers or even those who rarely bother with any sort of mission at all.

Remember not every signal player plays the game the same way.
A good Illustration of why some of us consider the game utterly broken while others state it's one of the most stable ones they've ever played. None of them are lying as some parts of the game are indeed buggy while others run perfectly. Take into account that most likely no one likes everything and you got the reason for this apparent contradiction. If only enough people would understand that we certainly would have less "white knight versus whiners" shadowboxing.
 
Top Bottom