Patch Notes Update Ships beta 1.5.3 incoming

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Just did some quick testing with the Cutter and 2 A5 SCB's and heat syncs..... firing both SCB's at once Heat when too 195% and took 2@3 % damage on all internal modules,
Same test but using the 2 Heat Syncs, and temp stayed around 45-50%

So I think FD has nailed this once for the Balancing

WELL DONE.
 
Thanks Zac.

The BobbleHead bug was one of mine! David always visible, watching - always watching...

We need the debug camera to have deploy keys enabled, so we can see cargo hatch/gear/hard point animations. Otherwise all that wonderful work is never seen!

Saw a Keelback flying around (erratically) in Jameson Memorial station and noticed the vector thrusters wiggling around, looking very cool.
 
Something else with FdL I've noticed is that the HUD (in cockpit) seems a lot bigger (or more zoomed in) than other ships.

That's at my default 65 degrees FOV @ 3440x1440.
 
We VR-junkies had wished to see: Don't apply inertia movement to players head-camera when in VR.
Fixed. Please make it an option, some of us like it just the way it is.

Doesn't just apply to VR Junkies; plenty of monitor-users (me included) wish the camera movement was an option.
It's an ok effect when entering/leaving supercruise or during hyperspace, but not during supercruise or normal flying.

Just make it an option for everybody; please.
Fixed / Mostly Fixed / Wobbly
 
Doesn't just apply to VR Junkies; plenty of monitor-users (me included) wish the camera movement was an option.
It's an ok effect when entering/leaving supercruise or during hyperspace, but not during supercruise or normal flying.

Just make it an option for everybody; please.
Fixed / Mostly Fixed / Wobbly

Append "Bobbly" to that list - applying the bobblehead physics model to the virtual head used for the normal camera!

Has anyone else started having conversations with Bobbly David Braben?

"Are the Krait, Mamba and Gecko coming during Horizons, David?"

*Smile, nod, nod, nod, nod*

Unfortunately he's a very affirmative chap, or else yaw is nerfed in his personal physics model - despite my best efforts with the pedals, he won't shake his head.
 
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Wow, that sped-up shield "rebuild" time is pretty cool.

Tried just flipped into/out of Silent Running in my Clipper with a C7 shield generator, and I had rings back in 58 seconds.
That is ace, I was going ask about this, thanks for the info. And big thanks to FD for the fix, I used to hate the downtime waiting for shields, it just broke the flow of things so I am very happy for this change!
 
I tested the SCB changes on a Python. Popping two A3 SCBs at the same time as a heat sink negates any heat damage from the SCB and the SCB charges the shields fully. *shrug*

I guess you need a Heat Sink now to make use of them, so you'll have fewer Shield Boosters (I had one).

I can't say as I can honestly notice any real difference in the amount of time it took for the shields to come back online. Still seemed pretty slow (30 seconds charging, maybe).

Edit: Actually, way more than 30 seconds. With the Shield Booster offline and 4 pips to SYS, it took 70 seconds.
 
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FdL - Please increase its jump range!

Any hope to see the FdL jump range increase?

It is a concern to many players, not only because it makes it unnecessarily painful to travel with, but also because it cannot even follow most high-energy wakes (via frame shift wake scanner) which is a shame for the ultimate bounty hunter ship...
 
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FDL new changes feedback:

+Agility: a little better, it was needed
+Power: needed for future huge weapons i guess
+Cooling: it can use beams/SCB properly

-Speed: lost 4 boost speed, nothing to be worried about
-Jump range: lost around 1 Ly, ho god help us...


Conclusions:
it's a better short range fighter, it can now be tagged as a "luxury" ship thanks to the new power-plant, but it still can't be tagged as a "high end bounty hunter" ship it's even worst to travel with it.

Suggestion:
-Reduce the ratio of the jump range slightly and give it a size 5 Frame-shift drive, make it so it will have around 16/18 Ly jump range on a build without armor/hulls with A grade frameshift. The total price will be higher to reflect this improvement.
OR
- If you don't want to touch the jump range then modify the description to "short range heavy fighter"


It's a step in the right direction, finish this ones and for all Frontier :)
 
This could actually be a good change, any chance of finding out what the respawn time will be?

Have to say, this is the first Beta I've ever taken part in...it's quite fun nosing around and finding things that are broken or need tweaking....like the Asp S Boost speed (hint hint) :D

Thanks for the notes o7

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Bounced around some stations last night, both in The Bubble and on the Fringes and I agree with this point. Now that Mission Respawn/Timers has been brought up, I think it would be good if stations (almost) always gave a mix of missions (tonnage) and/or allowed piecemeal completion.

"I can't Haul/Smuggle 100t of fish as once in 6 hours, but I can do it in 4 runs; that any good for you?"

we really could need "large hauling" missions where it is like: deliver 200 Food to station X. and then it does not matter if you have 400 t cargospace or 50, it will just define the amount of trips.

I never understood how stations demand like 2 osmium while the demand of their market is HUGE. Such stations should request like 100t osmium. allowing you to turn in up to 100 osmium as a mission. And the outcome of the mission is relative to how much of that missions demand you have delivered.
 
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