Patch Notes Update Powerplay Update 1.3.04 Incoming

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So this isn't related to our general topic of dealing with bugs and other gripes, but because this thread is really active and receiving attention from mods and devs along with the rest of us I have an open question.

The fact that support for the Xbox 360 controller exists is great and all, but I have a gripe.

The triggers are defined as the Z axis on the hardware/driver side of things in Control Panel on my computer. I used to be able to use the triggers for rudder control by defining them as the yaw input. This no longer works, as now when I define the yaw axis and use a trigger, it recognizes *only* that trigger. Eg I'm either yawing to the right incrementally as it should be or not at all. Which isn't how it should work.
My only other alternative is to bind both triggers to "yaw left" and "yaw right" Which counts as a digital input, meaning I'm either using full control deflection or no control deflection, and that kills precision.
Am I a dummy? Is there a way to have yaw as an analogue input with the triggers and I've forgotten how? Is there a way around this?

Cheers

Edit: Better yet, devs, is there a chance you could have it back to the way it was before if only *just* in the case of defining the triggers as the Z axis? Because this is a major bummer when it comes to combat. Makes fixed weapons sort of out of the question.
 
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Remind me never to fight you. =P
Do your shields recharge during the rate at which they would out of the station, while you're docked? I'm just curious. It's never really been a thought for me because, well... Viper.

Haha :p And yes, same rate while docked, flying etc...With 4 pips it takes around 30-40 seconds (I think with the best distributor, I usually shield cell bank) So its not the worse thing in the world but it would still be nice if they charged faster in the station or log out (Maybe they continued to charge regularly on logout, not instantly to prevent exploiting)
 
Powerplay update 1.3.04 is incoming at around 11:30am (BST).

- Various exploration data reliability improvements

What ever this was, it just broke exploration, now all of the "first discovered bys" have changed to "last visited by" as the data is being overwrote, feel really bad for zion as Sag A* isn't his anymore :(
 
Haha :p And yes, same rate while docked, flying etc...With 4 pips it takes around 30-40 seconds (I think with the best distributor, I usually shield cell bank) So its not the worse thing in the world but it would still be nice if they charged faster in the station or log out (Maybe they continued to charge regularly on logout, not instantly to prevent exploiting)

It takes me the better part of a minute to get in and out of a station if I'm in a hurry, so if you're getting in and out of the station within 40 seconds and your shields were down on approach, I'm either really bad, not understanding this, or you're Space Mario Andretti in a Anaconda. =P

I could see even regular rate while offline being exploited. Not by you or I, but if someone (somehow) manages to combat log out in a larger ship (or anything really), and whoever was attacking them decides to hang around for a bit, they could be in for a nasty surprise when that person logs back in.

Edit: However, if you can pay for repairs in a station I see no reason as to why you can't have a slightly increased charge rate, implying you're hooked up to station power seeing as you're already hooked up to station oxygen.
 
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XD Takes me around the same to get in and out :p I just said 30-40 seconds as according to ED Shipyard the best Distributor recharges at 4.8Mj/s so it would be roughly that...It feels much longer though! (Hence why I use the banks, I have 9 of them so using 1 doesn't hurt ;) )

And I spose the offline exploit in the example you gave would be pretty hair raising...So FD..Just give us fast recharge in stations or the ability to restore shields! (Please? :D )

EDIT: Im a idiot, it takes 300-400 seconds for a full recharge! Thats why it feels so long...Not 30-40 >.> Oops
 
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What ever this was, it just broke exploration, now all of the "first discovered bys" have changed to "last visited by" as the data is being overwrote, feel really bad for zion as Sag A* isn't his anymore :(

What? Oh noes. That is annoying. If they wanted last visited by, it could be put in parallel if they wanted.

I'm hoping at least the keep the data of discovered by rather than using the same table... then they can restore with a UI tweak.

And yes, really bad for Zion, as well as everyone else who put effort into getting those first discovered tags.
 
It takes me the better part of a minute to get in and out of a station if I'm in a hurry, so if you're getting in and out of the station within 40 seconds and your shields were down on approach, I'm either really bad, not understanding this, or you're Space Mario Andretti in a Anaconda. =P

I could see even regular rate while offline being exploited. Not by you or I, but if someone (somehow) manages to combat log out in a larger ship (or anything really), and whoever was attacking them decides to hang around for a bit, they could be in for a nasty surprise when that person logs back in.

Edit: However, if you can pay for repairs in a station I see no reason as to why you can't have a slightly increased charge rate, implying you're hooked up to station power seeing as you're already hooked up to station oxygen.

There should be a "recharge shields" button in the station ui next to repairs. Job done :)
 
XD Takes me around the same to get in and out :p I just said 30-40 seconds as according to ED Shipyard the best Distributor recharges at 4.8Mj/s so it would be roughly that...It feels much longer though! (Hence why I use the banks, I have 9 of them so using 1 doesn't hurt ;) )

And I spose the offline exploit in the example you gave would be pretty hair raising...So FD..Just give us fast recharge in stations or the ability to restore shields! (Please? :D )

EDIT: Im a idiot, it takes 300-400 seconds for a full recharge! Thats why it feels so long...Not 30-40 >.> Oops

Ok yeah. Having an increased recharge rate in stations to emulate having station power hookup? Good idea.

There should be a "recharge shields" button in the station ui next to repairs. Job done :)

This is a faster option and we'd even pay for it too.
Addition: Heck, you could even use the sound from the shield cell bank for it too. Or just make it a insert credits recieve shield cell bank effect thing.
 
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Ok yeah. Having an increased recharge rate in stations to emulate having station power hookup? Good idea.



This is a faster option and we'd even pay for it too.
Addition: Heck, you could even use the sound from the shield cell bank for it too. Or just make it a insert credits recieve shield cell bank effect thing.

Or they could just let you use shield cell banks while docked...Land, use a bank for 1.2k and resupply then take off, simple
 
Repair prices

FD, what's the great idea with the repair prices? If you submit to an interdiction in an Anaconda it's a 50k bill! So it basically doesn't pay to interdict anyone who is worth less then 50k?! This seems desperately broken, please fix it ASAP.
 
I wish we had a button in the functions panel that could hyper charge shield recharge.
It could take say 40seconds or a minute until fully charged. Like the reboot/repair function it can put you in a very vulnerable state, no thrusters, no weapons or life support and the shields during this charge cycle are in a non hardened state (or immediately fails if shot). So damage passes through. In other words if a conda engages this during a fight its completely vulnerable.
 
I wish we had a button in the functions panel that could hyper charge shield recharge.
It could take say 40seconds or a minute until fully charged. Like the reboot/repair function it can put you in a very vulnerable state, no thrusters, no weapons or life support and the shields during this charge cycle are in a non hardened state (or immediately fails if shot). So damage passes through. In other words if a conda engages this during a fight its completely vulnerable.

Problem is you'd blow your capacitor.
 
I wish we had a button in the functions panel that could hyper charge shield recharge.
It could take say 40seconds or a minute until fully charged. Like the reboot/repair function it can put you in a very vulnerable state, no thrusters, no weapons or life support and the shields during this charge cycle are in a non hardened state (or immediately fails if shot). So damage passes through. In other words if a conda engages this during a fight its completely vulnerable.

While I like the overall idea, "no life support" sounds like a terrible design decision. :p I mean, would YOU implement such a system? I'd say all except life support systems go offline for the duration of the recharge. Oh, and just to put the cherry on top (so the PvP crowd doesn't go wild), make sure this operation generates a heat signature (so you can still be seen on the radar, as normal, and you won't go cold like during silent running) and make sure the operation cannot be cancelled once started.
 
I would like to commend the devs on the improvements to the FPS experienced on the galaxy map though, to be able to see 58-60fps today as soon as i called up the map was a great sight!! Well done to them for this.. i was getting very bad fps and reported it in as an issue, and over some days they've improved this, but today is the best fps i could have hoped to see.. nice work!!!
 
Hi everyone,

Powerplay update 1.3.04 is incoming at around 11:30am (BST).

Client change log:
- Fixed hard lock caused by galaxy map search
- Fixed memory leak in drone component after an authority transfer
- Fixed AI crash between two ships
- Fixed Mac crash in stellar forge
- Fixed drone crash caused by asteroid ID uncertainty
- Fixed low skilled ships appearing in RES points and conflict zones
- Various stellar forge server optimisations
- Fixed off by 1 error when displaying which systems will be prepared
- Mac: Updated GL Sampler and Texture checks to be more explicit
- Added overhead field to power overview page
- Fixed some network spew when connecting to server
- Various text fixes

Server change log:
- Fixed no fines or bounties being imposed for crimes committed in Pranav Antal’s control systems
- Fixed rating benefits for increased bounty and bond values
- Various exploration data reliability improvements
- Fixed trading modifiers for Edmund Mahon
- Fixed powerplay effects on smuggling crimes
- Fixed decals and integrity repair costs for Imperial Courier

Mission fixes:
- Mining missions now request Platinum not Palladium.
- Variant massacre missions changed to use the same system generation as the main template.
- Alternate Assassination missions no longer have timelimits of 0h 0m.
- Various text fixes
- 'Standard' and Rank Massacre missions will no longer give war/military targets.
- Rank missions should no longer give other faction rank as reward.
- Altruism missions now check for total cargo space, not current free space. This allows players to take missions when carrying cargo in their bay as long as the mission requirement doesn't exceed their total cargo capacity.

Update:

Server hot fixes applied for:

- Fix unable to sell commodities at markets
- Fix ship integrity repair costs
- Fix Elite Founders outfitting purchase prices


Thanks,
Adam

This is literally the best set of updates released so far....As long as rank progression missions are, indeed, fixed (going to check right now!) Thanks
 
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