Update 11 Patch Notes

Managed to watch the carrier jump in full VR. Sit in the captain chair around 3 mins before start and switch camera on and then toggle to over right/left shoulder camera. At the point when it forces you into a seat you will still be in full VR and your view will be from your character head position. Then you can watch in glorious 3D....it is very impressive
 
I can understand queue system for carriers but to imagine that there are so many carrier jumps at the same time to run the time to 58 minutes is rediculous. I have had carrier jumps at 18 minutes during CGs but an hour is insane. I just want to get on with game play and 4 hours to get to the crystal shards in bad
Note posted at 17:00 - Fleet Carrier jump times have greatly increased. This is a deliberate queue-management feature built-in as a server safeguard. We expect many Commanders are jumping simultaneously to experience the jumps from the inside! We expect a return to normal levels once this initial spike in excitement dissipates.

For anyone unable to Disembark on their Fleet Carriers, please trying re-logging and restarting the game client. Apologies to anyone inconvenienced or unable to resolve the issue this way. We are aware and investigating.


PATCH NOTES

Greetings Commanders,

Update 11 has arrived! Since Elite Dangerous’ inception, Commanders yearned to stand and walk on planets throughout the Milky Way which Odyssey has delivered. Now it’s time to sit down once again, put those feet up, and enjoy one of the most glorious views in the game from the inside: a Fleet Carrier jump.

This release also brings a range of fixes and features including the brand new Protect mission type. If you’re up for the challenge, these missions will demand more of Commanders than previous types. Read all about them and everything else in Update 11 below:

Fleet Carriers
Interiors have been added to Fleet Carriers to enjoy on-foot. These include:

Main Areas
  • A main concourse and hangar lobby.
  • A Command Deck with an additional area for the owner and their Wing.
  • A seating area for safe Fleet Carrier jumps.
Optional Areas & Services
  • Bar
  • Vista Genomics service desk
  • Pioneer Supplies store
  • Shipyard access point (included with the Shipyard service)
Other Fleet Carrier Changes
  • On-foot access to the shipyard is now available (added automatically if the Shipyard service is enabled).
  • Service tariffs can now be set individually, allowing control of each service’s costs (Universal Cartographics and Vista Genomics do not use the tariff system).
  • The Fleet Carrier Livery has been moved into the same environment as Outfitting.
  • The Fleet Carrier Livery now includes a number of concourse themes.
  • A small amount of random delay was added for landing pads retracting during jump prep for aesthetics.
  • The Fleet Carrier section of the Pilot's Handbook now describes new features and how to use the new bartender functionality.
  • A lack of notifications for Fleet Carrier jumps until 10 seconds beforehand was fixed.
Sitting
It is now possible to sit in all chairs and barstools found on all concourses (albeit one at a time).

Missions
  • New “Protect” missions ask Commanders to defend against criminals attacking delivery routes. These missions pose a new challenge in both combat difficulty (teammates recommended) and time-response required. To account for these, factions will offer higher sums than usual.
  • Fixed an issue where missions could be repeatedly abandoned to produce a strong negative influence on the faction offering.
  • Fixed an issue with shared missions not displaying correctly when in a failed state.
  • Changed the settlement mission givers’ compass icon to match the concourse mission giver icon to distinguish between new missions givers and existing mission targets.
  • Fixed a legal Collection mission asking you to collect an illicit item. Naughty.
  • Fixed some incorrect text in a Sabotage mission.
Settlements
  • Added the new cargo loader used in the new Protect missions to various settlements.
  • Fixed a control point being inaccessible at a specific settlement type during Conflict Zones.
  • Fixed corpses clipping through the floor.
  • Added and adjusted ammo crate positions to improve distribution.
  • Floating consumable boxes were brought back down to Earth (or relevant body).
AI
  • The on-foot friendly-fire system has been extended to include turrets, skimmers, and ships.
  • Attacking an enemy dropship can no longer cause a friendly settlement to become hostile.
Combat
  • Fixed an issue in multiplayer whereby throwing a grenade consumed multiple grenades (that didn’t seem fair).
  • Slightly reduced how much power the Scorpion’s Surge Repeated consumes allowing for longer runs of sustained fire at full accuracy.
Codex: Pilot’s Handbook
  • The Fleet Carrier guide was updated to include the new concourse services and functions.
  • Missing images when accessing some articles via the Insight Hub were replaced.
Codex: Knowledge Base
  • The following articles have been added:
  • Aegis
  • The Consortium
  • Generation Ships
  • Pilots' Federation
  • Several entries under “Corporations”
  • Ishmael Palin’s entry was updated.
  • The Guardians section saw a terminology correction.
Audio
  • Fixed some broken UI sounds in outfitting weapon and suit cosmetics.
  • Fixed broken main menu button sounds under Controls and Extras.
  • Fixed broken UI sounds in the player character creation screen.
  • Fixed mix issues on the Scorpion SRV deploy and stow sounds.
  • Fixed various Fleet Carrier management screen audibility and mix issues.
  • Fixed an issue where the Apex radio comms voice, heard when taxi drivers request landing clearance, gets stuck.
  • Fixed the fridge sounds behind the bar areas sometimes being loud.
  • Fixed mix issues on the turbo lifts in social spaces.
  • Fixed inaudible UI sounds in the on-foot Shipyard menus
  • Fixed the continuous tinkling Supercruise flyby sound when on another player's ship.
  • Fixed a transition on the Galaxy Map music.
  • Fixed issues when disembarking on foot from either SRV type.
  • Fixed the sound of flying through the rings in the ship tutorial.
  • Fixed the rotating loading screen animation on some menus being silent.
  • Fixed the cinematic when purchasing a Fleet Carrier being silent.
  • Fixed the “back” action in Carrier Livery to no longer be silent.
Art
  • The Cargo Loader and cargo canisters were added for Protect missions.
  • Small settlement landing pads schematics were enlarged to aid navigation and landing.
  • LOD issues on various doors and screens were fixed.
  • The offset Livery camera for the Python was fixed.
  • Non-tinted colours of beverage materials were fixed.
  • A hitcheck issue on the Krait Mk II Raider ship kit, preventing some weapons from firing was fixed.
  • Hitcheck issues on the Fer-de-Lance underside were fixed.
  • A missing hitcheck on the underside of the dome seen in Agricultural settlements was added.
  • Multiple hitcheck issues on legacy planet settlement objects were fixed.
  • Ship landing gear was adjusted to render more pleasingly.
  • The door glass shader in Agricultural settlements was adjusted to tint glass correctly.
  • Electricae scatter assets now have been subtly colour-adjusted, using LUT data from the planet surface to recolour them.
  • The warning light in the Beluga cockpit now emits from an apparent source.
  • A material issue on a laboratory workbench was fixed.
  • Z-lighting on decals at a Thargoid Imprint was fixed.
  • Adjusted high tech doors to slide open without intersecting.
  • Fixed floating rocks at a Thargoid ship crash site.
  • Improved the alignment of thrusters on the nose of the Cobra Mk IV
  • Fixed the glow on collectables at Guardian sites when approached in an SRV.
  • Fixed an occlusion issue seen from the hangar lobby of some Industrial stations.
  • The glow of activated Guardian pylons was made more visible.
  • Fixed the incorrect appearance of some AI feet and torsos.
Rendering
  • Fixed suits and visors rendering in-front of particle VFX.
  • Fixed misaligned text on Fleet Carrier nameplates and decals.
  • Fixed scatter rock appearing black on planet surfaces from a distance.
  • Fixed the cockpit view rendering over the Galaxy Map.
  • Checkerboard rendering is now automatically applied to low, medium, and high quality graphics settings. This option will reduce the cost of the planet terrain shader when in close proximity to a landable planet.
UI
  • Truncation issues on the Ship panel of the right-hand internal panel were fixed.
  • Text colouring on the ship boarding panel was fixed.
  • The layout of the search results in the Galaxy Map when missions exist in bookmarked systems was fixed.
  • Text resizing to the item/emote wheel so letter wrap correctly was added.
  • Focusing behaviour for the staff list on terminals was fixed.
  • Filters at the Pioneer Supplies vendor when buying/selling a weapon on suit were fixed, preventing new items which don’t match the filters being shown.
  • An issue on the multicrew report popup that would cause multiple crew members to be selected at once was fixed.
  • Rank animations were adjusted to display the correct ranks.
  • An icon was added to the radar to display powered-down recharge stations.
Performance and Optimisation
  • Unnecessary operations were reduced in the humanoid HUD markers system.
  • Fixed cases of shadows flickering from directional lights.
  • All visual effects at settlements will now adjust to graphics settings.
  • Selecting graphic pre-sets now correctly applies super resolution values with FSR.
  • Other rendering optimisations:
  • Reduced the workload for maintaining avatars while they are not visible.
  • Ensured planet-related systems do not perform unnecessary work when in space.
  • Miscellaneous optimisations to lighting and colour grading.
  • Fixed some incorrect text in a Theft mission.
  • Fixed an issue where a faction would sometimes target themselves for a Hacking mission.
  • Fixed an issue where some missions expire but not correctly fail.
  • Fixed Salvage missions failing to have the relevant item for the mission.
  • Fixed the spawning of mission givers for the hand-in of missions taken from a settlement.
Server & Stability
  • Fixed Stygian paint jobs appearing as the wrong colour on the Cobra Mk IV.
  • Fixed a Black Adder server error when deploying a second fighter from the ship.
  • Fixed some black markets not being activated during Civil Unrest.
  • Fixed a crash while embarking/disembarking at settlements.
  • Fixed a crash when dying during the tutorial.
  • Fixed a crash that could occur while jumping to hyperspace/Supercruise while trespassing.
Issue Tracker Fixes
  • Fixed issues with ships not inheriting the spin of stations when undocking with Flight Assist off and Auto-Launch on, resulting in rapid spinning and collisions.
  • Fixed issues with not being able to collect resources from Crystalline Structures.
  • The brightness and flickering when mining icy asteroids was reduced.
Horizons
  • Fleet Carrier tariffs (as described in the Odyssey Fleet Carrier section) were made backwards compatible.
  • Some stability fixes were added.
  • An incorrect string when selecting the Multi-Limpet Controller in Outfitting was fixed.
  • Hairstyles displaying incorrectly in Holo-Me were fixed.
  • Crew voices changing upon re-launch of the game or switching modes was fixed.
  • Fleet Carrier nameplates and decals appearing off-centre was fixed.
  • A lack of notifications for Fleet Carrier jumps until 10 seconds beforehand was fixed.

That’s a wrap for Update 11! We hope you enjoy all of the above and get to experience a Fleet Carrier jump from your owner’s chair or the viewing deck in the near future.

O7
 
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Reactions: Imo
Okay, and having expected it, then what? Spend how many man-days/weeks/months to do a systems upgrade for a surge that will be over in a couple of days, possibly never to be seen again? When nothing is actually breaking - people are just having to wait a bit.

Given how many people here have apparently never seen a jump take more than 15 minutes, clearly server load is not generally an issue, so it doesn't seem like something Frontier should be prioritising.

I would suggest they should be prioritising ongoing problems with the game, not reducing queuing during the couple-of-day Fleet Carrier novelty jump surge of mid-March 3308.
Well you might have a point there, the whole system might need revamping and it's not worth it to do for one patch. It's not really a great solution to have these issues for the first day or two of the patch, but I can see that side of the coin too.
What it does is tell a different story - the game is not expandable to a much larger player base. If, for some reason, the game ever got a surge of new players, this system would be a bottleneck in it's networking. It's something that should have been fixed much earlier.
I would also agree that it's more important to prioritise game-breaking issues and problems, but as it's so often said here - there's different teams doing different things, and the networking team working on this shouldn't take away time from the other problems.
 
I do have the same issue. Cannot disembark after changing my ship. Relog mainmenue, relog desktop, fly to a different system and come back dosn't work.
 
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Reactions: Imo
I do have the same issue. Cannot disembark after changing my ship. Relog mainmenue, relog desktop, fly to a different system and come back dosn't work.
I had EDDiscovery running in the background. I closed it and the game launcher. The problem went away when I restarted the game
 
So I just got home from work and have an outdoor project I need to do. Not playing space ship game instead of working on update day, check. 😄
 
Ok, i know we said we wanted space legs, but this is a bit silly.

View attachment 296474

Another classic FD break something that wasn't touched moment.
At least you've got legs.

QozIJaR.png


And they did touch it actually.
  • Reduced the workload for maintaining avatars while they are not visible.
 
First look on FC board feels ok, however I saw quite huge space for improvements. Below is just few examples:
  • Crew and npcs do not have any chatter
  • Guards should at least salute when you as FC owner passes by
  • Shipyard access point do not have attached its crew and are only available terminals ... this is intentional?
  • Bartenders should offer drinks at bar (adding some few "random" natural activities would be welcomed)
  • While sitting there really should be available chat menu and wheel menu
  • Emotes should be available also while siting
  • Captain's sit on main deck should have that small console operational
My honest feel is that FCs got really nice basic feature with Update 11, but I hope this is just a starting point for further improvements ... there is kinda missing a "life". I'm not sure how to the best describe it, but maybe the best is experience feeling difference between random NPCs totally ignoring your presence and Pioneer services seller offering his services and interacts with you (it simply needs much more of that latter (interactivity) across whole FC to feel more naturally). Game worked for me surprisingly well on patch day despite FC's long jump times, but it seems is well working functionality for avoiding servers "burnouts" when under heavy load.
 
I don't own a carrier but I checked one out and it was cool. Nothing to make me want to play the game more than I already do, but hey. Hoping for more updates to give me a reason to play more.. currently the onfoot missions don't make it worth the effort when they are so difficult to do properly (can't kill and not set off an alarm, always get killed trying to escape, end up having to make my way back home annoyed and not wanting to do it again) and I can earn much much more spamming conflict zones (anywhere from 6-9 mil per battle).

I don't think a new ship would raise my eyebrow, I hope they refocus on planets and give us much more to sink our teeth into. I appreciate the carriers always needed this so I'm happy to see continued improvement in the game, just not in the areas I personally would like it but we can only hope :D
You and me both
 
Note posted at 17:00 - Fleet Carrier jump times have greatly increased. This is a deliberate queue-management feature built-in as a server safeguard. We expect many Commanders are jumping simultaneously to experience the jumps from the inside! We expect a return to normal levels once this initial spike in excitement dissipates.

For anyone unable to Disembark on their Fleet Carriers, please trying re-logging and restarting the game client. Apologies to anyone inconvenienced or unable to resolve the issue this way. We are aware and investigating.


PATCH NOTES

Greetings Commanders,

Update 11 has arrived! Since Elite Dangerous’ inception, Commanders yearned to stand and walk on planets throughout the Milky Way which Odyssey has delivered. Now it’s time to sit down once again, put those feet up, and enjoy one of the most glorious views in the game from the inside: a Fleet Carrier jump.

This release also brings a range of fixes and features including the brand new Protect mission type. If you’re up for the challenge, these missions will demand more of Commanders than previous types. Read all about them and everything else in Update 11 below:

Fleet Carriers
Interiors have been added to Fleet Carriers to enjoy on-foot. These include:

Main Areas
  • A main concourse and hangar lobby.
  • A Command Deck with an additional area for the owner and their Wing.
  • A seating area for safe Fleet Carrier jumps.
Optional Areas & Services
  • Bar
  • Vista Genomics service desk
  • Pioneer Supplies store
  • Shipyard access point (included with the Shipyard service)
Other Fleet Carrier Changes
  • On-foot access to the shipyard is now available (added automatically if the Shipyard service is enabled).
  • Service tariffs can now be set individually, allowing control of each service’s costs (Universal Cartographics and Vista Genomics do not use the tariff system).
  • The Fleet Carrier Livery has been moved into the same environment as Outfitting.
  • The Fleet Carrier Livery now includes a number of concourse themes.
  • A small amount of random delay was added for landing pads retracting during jump prep for aesthetics.
  • The Fleet Carrier section of the Pilot's Handbook now describes new features and how to use the new bartender functionality.
  • A lack of notifications for Fleet Carrier jumps until 10 seconds beforehand was fixed.
Sitting
It is now possible to sit in all chairs and barstools found on all concourses (albeit one at a time).

Missions
  • New “Protect” missions ask Commanders to defend against criminals attacking delivery routes. These missions pose a new challenge in both combat difficulty (teammates recommended) and time-response required. To account for these, factions will offer higher sums than usual.
  • Fixed an issue where missions could be repeatedly abandoned to produce a strong negative influence on the faction offering.
  • Fixed an issue with shared missions not displaying correctly when in a failed state.
  • Changed the settlement mission givers’ compass icon to match the concourse mission giver icon to distinguish between new missions givers and existing mission targets.
  • Fixed a legal Collection mission asking you to collect an illicit item. Naughty.
  • Fixed some incorrect text in a Sabotage mission.
Settlements
  • Added the new cargo loader used in the new Protect missions to various settlements.
  • Fixed a control point being inaccessible at a specific settlement type during Conflict Zones.
  • Fixed corpses clipping through the floor.
  • Added and adjusted ammo crate positions to improve distribution.
  • Floating consumable boxes were brought back down to Earth (or relevant body).
AI
  • The on-foot friendly-fire system has been extended to include turrets, skimmers, and ships.
  • Attacking an enemy dropship can no longer cause a friendly settlement to become hostile.
Combat
  • Fixed an issue in multiplayer whereby throwing a grenade consumed multiple grenades (that didn’t seem fair).
  • Slightly reduced how much power the Scorpion’s Surge Repeated consumes allowing for longer runs of sustained fire at full accuracy.
Codex: Pilot’s Handbook
  • The Fleet Carrier guide was updated to include the new concourse services and functions.
  • Missing images when accessing some articles via the Insight Hub were replaced.
Codex: Knowledge Base
  • The following articles have been added:
  • Aegis
  • The Consortium
  • Generation Ships
  • Pilots' Federation
  • Several entries under “Corporations”
  • Ishmael Palin’s entry was updated.
  • The Guardians section saw a terminology correction.
Audio
  • Fixed some broken UI sounds in outfitting weapon and suit cosmetics.
  • Fixed broken main menu button sounds under Controls and Extras.
  • Fixed broken UI sounds in the player character creation screen.
  • Fixed mix issues on the Scorpion SRV deploy and stow sounds.
  • Fixed various Fleet Carrier management screen audibility and mix issues.
  • Fixed an issue where the Apex radio comms voice, heard when taxi drivers request landing clearance, gets stuck.
  • Fixed the fridge sounds behind the bar areas sometimes being loud.
  • Fixed mix issues on the turbo lifts in social spaces.
  • Fixed inaudible UI sounds in the on-foot Shipyard menus
  • Fixed the continuous tinkling Supercruise flyby sound when on another player's ship.
  • Fixed a transition on the Galaxy Map music.
  • Fixed issues when disembarking on foot from either SRV type.
  • Fixed the sound of flying through the rings in the ship tutorial.
  • Fixed the rotating loading screen animation on some menus being silent.
  • Fixed the cinematic when purchasing a Fleet Carrier being silent.
  • Fixed the “back” action in Carrier Livery to no longer be silent.
Art
  • The Cargo Loader and cargo canisters were added for Protect missions.
  • Small settlement landing pads schematics were enlarged to aid navigation and landing.
  • LOD issues on various doors and screens were fixed.
  • The offset Livery camera for the Python was fixed.
  • Non-tinted colours of beverage materials were fixed.
  • A hitcheck issue on the Krait Mk II Raider ship kit, preventing some weapons from firing was fixed.
  • Hitcheck issues on the Fer-de-Lance underside were fixed.
  • A missing hitcheck on the underside of the dome seen in Agricultural settlements was added.
  • Multiple hitcheck issues on legacy planet settlement objects were fixed.
  • Ship landing gear was adjusted to render more pleasingly.
  • The door glass shader in Agricultural settlements was adjusted to tint glass correctly.
  • Electricae scatter assets now have been subtly colour-adjusted, using LUT data from the planet surface to recolour them.
  • The warning light in the Beluga cockpit now emits from an apparent source.
  • A material issue on a laboratory workbench was fixed.
  • Z-lighting on decals at a Thargoid Imprint was fixed.
  • Adjusted high tech doors to slide open without intersecting.
  • Fixed floating rocks at a Thargoid ship crash site.
  • Improved the alignment of thrusters on the nose of the Cobra Mk IV
  • Fixed the glow on collectables at Guardian sites when approached in an SRV.
  • Fixed an occlusion issue seen from the hangar lobby of some Industrial stations.
  • The glow of activated Guardian pylons was made more visible.
  • Fixed the incorrect appearance of some AI feet and torsos.
Rendering
  • Fixed suits and visors rendering in-front of particle VFX.
  • Fixed misaligned text on Fleet Carrier nameplates and decals.
  • Fixed scatter rock appearing black on planet surfaces from a distance.
  • Fixed the cockpit view rendering over the Galaxy Map.
  • Checkerboard rendering is now automatically applied to low, medium, and high quality graphics settings. This option will reduce the cost of the planet terrain shader when in close proximity to a landable planet.
UI
  • Truncation issues on the Ship panel of the right-hand internal panel were fixed.
  • Text colouring on the ship boarding panel was fixed.
  • The layout of the search results in the Galaxy Map when missions exist in bookmarked systems was fixed.
  • Text resizing to the item/emote wheel so letter wrap correctly was added.
  • Focusing behaviour for the staff list on terminals was fixed.
  • Filters at the Pioneer Supplies vendor when buying/selling a weapon on suit were fixed, preventing new items which don’t match the filters being shown.
  • An issue on the multicrew report popup that would cause multiple crew members to be selected at once was fixed.
  • Rank animations were adjusted to display the correct ranks.
  • An icon was added to the radar to display powered-down recharge stations.
Performance and Optimisation
  • Unnecessary operations were reduced in the humanoid HUD markers system.
  • Fixed cases of shadows flickering from directional lights.
  • All visual effects at settlements will now adjust to graphics settings.
  • Selecting graphic pre-sets now correctly applies super resolution values with FSR.
  • Other rendering optimisations:
  • Reduced the workload for maintaining avatars while they are not visible.
  • Ensured planet-related systems do not perform unnecessary work when in space.
  • Miscellaneous optimisations to lighting and colour grading.
  • Fixed some incorrect text in a Theft mission.
  • Fixed an issue where a faction would sometimes target themselves for a Hacking mission.
  • Fixed an issue where some missions expire but not correctly fail.
  • Fixed Salvage missions failing to have the relevant item for the mission.
  • Fixed the spawning of mission givers for the hand-in of missions taken from a settlement.
Server & Stability
  • Fixed Stygian paint jobs appearing as the wrong colour on the Cobra Mk IV.
  • Fixed a Black Adder server error when deploying a second fighter from the ship.
  • Fixed some black markets not being activated during Civil Unrest.
  • Fixed a crash while embarking/disembarking at settlements.
  • Fixed a crash when dying during the tutorial.
  • Fixed a crash that could occur while jumping to hyperspace/Supercruise while trespassing.
Issue Tracker Fixes
  • Fixed issues with ships not inheriting the spin of stations when undocking with Flight Assist off and Auto-Launch on, resulting in rapid spinning and collisions.
  • Fixed issues with not being able to collect resources from Crystalline Structures.
  • The brightness and flickering when mining icy asteroids was reduced.
Horizons
  • Fleet Carrier tariffs (as described in the Odyssey Fleet Carrier section) were made backwards compatible.
  • Some stability fixes were added.
  • An incorrect string when selecting the Multi-Limpet Controller in Outfitting was fixed.
  • Hairstyles displaying incorrectly in Holo-Me were fixed.
  • Crew voices changing upon re-launch of the game or switching modes was fixed.
  • Fleet Carrier nameplates and decals appearing off-centre was fixed.
  • A lack of notifications for Fleet Carrier jumps until 10 seconds beforehand was fixed.

That’s a wrap for Update 11! We hope you enjoy all of the above and get to experience a Fleet Carrier jump from your owner’s chair or the viewing deck in the near future.

O7 @ Bruce G I am curious, did you (Frontier ) seriously look into the capabilities of the new gen consoles (Xbox x and PS 5) before making your decision? Last gen is one thing, however, the new gen is barely a year old? Was there no room for comprising with the new systems ? Given that bf 2042 can handle both 64 ppl(yes, actual players)without much,if any lag, clipping, or framerate loss whatsoever,vehicles and all(and believe me, there is far more going on in the background, ).It just seems like you (Frontier)are brushing off the new console with out much thought.
 
Last edited:
Had a chance to noodle around in my Cutter for a bit of testing and the flight model is still borked. Not surprised as not mentioned in the patch notes but this is kind of a major bug that should have been addressed about 3 patches ago.
Just watched the two videos attached to that issue report. A weird thing (which I guess I've stopped noticing when I fly) is that in EDH, the lateral deceleration starts off quite gentle and then (unphysically?) ramps up dramatically once maybe half of the speed has bled off. In EDO, it seems pretty constant, possibly at a similar level to the initial value in EDH.
 
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