Patch Notes Update Powerplay Beta 5 changelog

Status
Thread Closed: Not open for further replies.
Yay, I still hope this gets released today (or soon) - My DK2 is on its way :D - Speaking of, no updates for the DK2 Graphics?
 
Last edited:
Are we ever going to have SCB show up in ships subsystems? It's more important to me to know if a ship has scb than a fuel scoop.

Yay, I still hope this gets released today (or soon) DK2 is on its way :D - Speaking of, no updates for the DK2 Graphics?

From all the posts in the VR forum the gfx are still broken in the rift. I was thinking of getting one myself this month but I'm having to hold off now.
 
Are we ever going to have SCB show up in ships subsystems? It's more important to me to know if a ship has scb than a fuel scoop.



From all the posts in the VR forum the gfx are still broken in the rift. I was thinking of getting one myself this month but I'm having to hold off now.

Ahh thanks. I have yet to even go into that forum, will be doing so today. But, I can say that I ordered my Rift from the main oculus site itself (half the price amazon costs) and it only took 2 days to get back in stock and ship out.

As far as the graphics are concerned, I heard it was because of the new SDK, so Ill see if I can find a previous version of the SDK and try it with that. Honestly, I am just hoping FDevs will fix it all by the time it comes in
 
Ahh thanks. I have yet to even go into that forum, will be doing so today. But, I can say that I ordered my Rift from the main oculus site itself (half the price amazon costs) and it only took 2 days to get back in stock and ship out.

As far as the graphics are concerned, I heard it was because of the new SDK, so Ill see if I can find a previous version of the SDK and try it with that. Honestly, I am just hoping FDevs will fix it all by the time it comes in

The new SDK doesn't work correctly with ed and FD have reached out to oculus to ask them to make changes so they can implement it. everyone is using the previous sdk with ed but apparently the gfx are really fuzzy in 1.3 compared to 1.2.

As I said I don't own a rift (I had the dk1 and it was awesome so it's def the future) but I keep up to date with the vr forum here so when I finally get a dk2 or cv1 for ED I'll be up to date.

This is the current beta vr thread you should follow :

https://forums.frontier.co.uk/showthread.php?t=147504
 
Last edited:
Ahh thanks. I have yet to even go into that forum, will be doing so today. But, I can say that I ordered my Rift from the main oculus site itself (half the price amazon costs) and it only took 2 days to get back in stock and ship out.

As far as the graphics are concerned, I heard it was because of the new SDK, so Ill see if I can find a previous version of the SDK and try it with that. Honestly, I am just hoping FDevs will fix it all by the time it comes in

It's nothing to do with the SDK I don't think. In 1.2 I can use the current SDK 0.6.0.0 or the previous, and the graphics are crisp, clear and beautiful. In 1.3 beta however, it doesn't matter which one I use, the graphics remain very blurry looking and nowhere near the quality of 1.2. And it's the same for a lot of other people.
Really hoping they fix this soon. The in game Super sampling definitely does not work for me either in 1.3 beta. It's a real shame as it seems to be affecting a lot of people. Fingers crossed it will be fixed today when they launch it :)
 
Last edited:
I have the Rift and it was not fuzzy but blurry. Then I managed to make SweetFX work with the beta 1.3 and it's beautiful now. So I'm not sure any more that DK2 graphics are screwed even though I initially thought they were (when SweetFX wasn't active). Although I still have a feeling it could be sharper, especially for text.

EDIT: and in-game supersampling only slows the game down but doesn't work like it does in 1.2
 
Last edited:
I have the Rift and it was not fuzzy but blurry. Then I managed to make SweetFX work with the beta 1.3 and it's beautiful now. So I'm not sure any more that DK2 graphics are screwed even though I initially thought they were (when SweetFX wasn't active). Although I still have a feeling it could be sharper, especially for text.

EDIT: and in-game supersampling only slows the game down but doesn't work like it does in 1.2

Yep, I got some good results with sweetFx in 1.3 too, and managed to vastly improve it, but like you point out, still not up to par with 1.2 and the SS, which again improves things, is defo broken
 
That is some fancy footwork. I am impressed! I guess ultimately I hate the idea of a nannybot flying my ship for me. And while I appreciate your imagination very much (particularly the time dilation notion), none of these ideas explain why we would slow down to zero with FAoff and thrusters off.

Actually I'm pretty sure that what they are indicating is that with FA off, you'd slow down from BOOST speed to "max speed", so I believe it will only slow down the BOOST portion of the top speed, bringing you from 400 to 300, not to 0... no?
 
The new SDK doesn't work correctly with ed and FD have reached out to oculus to ask them to make changes so they can implement it. everyone is using the previous sdk with ed but apparently the gfx are really fuzzy in 1.3 compared to 1.2.

As I said I don't own a rift (I had the dk1 and it was awesome so it's def the future) but I keep up to date with the vr forum here so when I finally get a dk2 or cv1 for ED I'll be up to date.

This is the current beta vr thread you should follow :

https://forums.frontier.co.uk/showthread.php?t=147504

omg I was browsing the VR Forum earlier and I Did NOT see this thread. +1 to you, got some interesting bits in here :)
 
This isn't a huge surprising deal, as they've been trimming off the extraneous bits of things they didn't intend from the flight model for a while now. This one was merely a matter of time, not an assault on the bastions of science. The flight model is Science Fiction First so Newton already took a few rounds to the face from Han Solo.

This is more like the SC shield exploit, people will use it till it's not there, then forget it ever existed apart from some folks yelling at the sky six months from now about it.


I personally thought the idea of shields recharging in SC made sense because of the extreme energies involved. Excess power from the SC chargeup has to go somewhere. It can either be heat, or it can be fed to a system that can handle the load, aka shields. Whether this would occur as part of coming back into normal space or entering SC really didn't factor into my thinking but it made sense from a certain engineering perspective.
 
- Fix for final destination lock being lost whenever player targets anything other than a celestial object

Almost, but not quite.

If I use the nav panel it's OK and if I select a target from the HUD it's OK, but if I use the system map to select a planet or star in the system I still lose my galactic route.

I'm on a Mac and running beta 6.
 
Status
Thread Closed: Not open for further replies.
Back
Top Bottom