QoL improvements coming?

Bug fixes seem to be the best qol fixes for odd.

Though +1 biological sources in the srv scanner or fps hud, with a similar type of encoding to distinguish different types and multiple occurrences.
 
Dedicated hotkey for caustic sink launcher … please!!

Also 2 extra utility slots and an additional C3 hardpoint on the FAS.

But mainly that caustic sink button …
 
To misquote Dr Strangelove - "gentlemen, you can't lower your expectations in here, this is the forum!"

  • ability to deploy our SRVs from a hovering ship
  • landing gear for SLFs
  • FC Tritium transfer
  • ability to organise our bookmarks with user definable folders
  • more hotkeys (e.g. for caustic sink), maybe even user defineable?
  • colourblind hud mode
  • deploying heatsink prior to hyperspace jump avoids hyperdiction
  • fix so bodies in system map accurately reflect current day/night situation
  • ability to upgrade artemis bio scanner so, a bit like refinery bins, we can store partial data for mutliple plant species simultaneously
  • ability to see markers/distances for previous bio scans from within SRV
  • SRV wave scanner enhanced to include biological signal traces too
  • increased range for external camera so we can move it further away from our ship like we used to be able to do
  • ability to buy back accidentally sold ships
  • Panther Clipper
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Dedicated hotkey for caustic sink launcher … please!!

Also 2 extra utility slots and an additional C3 hardpoint on the FAS.

But mainly that caustic sink button …
I just want to be able to rearm when a caustic sink is partially used (and not have them auto-deploy when making a hyperspace jump).
 
If anything, I expect an caustic sink hotkey being added, but apart of that no clues either, no big hopes for anything significant. But there is one thing on my mind;

Maybe its finnaly about time to worry about non-exist power draw for experimental stabilizers for AX limit? I kinda see it coming sooner or later, since its kind of odd that its still misleading since it was added. I would be fine with either change, my bulids was made with consideration for stated power draw of these, so I wont be crybaby 4 sure that it would "broke" my bulids, but I can see rants coming from many if that would be done.
 
If anything, I expect an caustic sink hotkey being added, but apart of that no clues either, no big hopes for anything significant. But there is one thing on my mind;

Maybe its finnaly about time to worry about non-exist power draw for experimental stabilizers for AX limit? I kinda see it coming sooner or later, since its kind of odd that its still misleading since it was added. I would be fine with either change, my bulids was made with consideration for stated power draw of these, so I wont be crybaby 4 sure that it would "broke" my bulids, but I can see rants coming from many if that would be done.
That would be awkward for some of my builds but probably manageable. Honestly, though, it makes no sense to me that the stabilisers would use power - how is adding something that uses more power gong to help?! I would expect them to just regulate the existing power delivery to prevent surges / spikes that might be caused by having “too many” experimental weapons.
 
Yeah.... So not true QoL (i.e. not really necessary but nice additions). Just more 'bug' fixes.

Oh well. At least my festive lights will look more...er, festive. Hopefully... :unsure:
 
Hmm... Wonder if it will stop my Python from repeatedly headbutting the station wall if auto launching from a pad next to the mailslot...
 
Nothing about fixing the having to enter Secure Storage twice to detect purchases bug. It must be a really tough one to crack.
 
To misquote Dr Strangelove - "gentlemen, you can't lower your expectations in here, this is the forum!"

  • ability to deploy our SRVs from a hovering ship
  • landing gear for SLFs
  • FC Tritium transfer
  • ability to organise our bookmarks with user definable folders
  • more hotkeys (e.g. for caustic sink), maybe even user defineable?
  • colourblind hud mode
  • deploying heatsink prior to hyperspace jump avoids hyperdiction
  • fix so bodies in system map accurately reflect current day/night situation
  • ability to upgrade artemis bio scanner so, a bit like refinery bins, we can store partial data for mutliple plant species simultaneously
  • ability to see markers/distances for previous bio scans from within SRV
  • SRV wave scanner enhanced to include biological signal traces too
  • increased range for external camera so we can move it further away from our ship like we used to be able to do
  • ability to buy back accidentally sold ships
  • Panther Clipper
Oh dear Alec, I shall find you a nice quiet spot to rest in. lol
 

Ozric

Volunteer Moderator
The really big one is fixing the rotational correction bug. You guys know what that really means, do you? Fingers crossed the fix will stick 🤞 .
They actually stealth fixed it in certain situations with Update 14. I have no idea why the full list of changes is never communicated to the CM team, but hopefully this fixes it in the remaining places.
 
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