Update 11 Patch Notes

(My first suggestion for this is that carriers be given the ability to regularly broadcast a user defined message in system chat, kind of like NPC chatter).
Because there's no way a system packed full of FCs will end up with a system chat spammed full of inappropriate, possibly offensive, messages...
 
I dunno... the game looks much worse now. I only recently reinstalled and played Odyssey for the first time, and the game looked crisp. But after yesterday's patch it looks bad... I can barely make out the port name on the rock wall in front of me, inside the hangar. The UI menus all look low res, when I step out of the ship the AA is all over the place, it's a flickering edge fiesta.

Maybe I didn't noticed all this before because it was all new... but there was definately a downgrade in visuals in this update.
Sounds like you turned on AMD FSR and its set to "Balanced" or "Performance". Set AMD FSR to Quality or higher or turn it off and use Normal Scaling.
 
It seems to me that too many things in the elite require rethinking. And it feels like it's much easier to make Elite 2 than it is to refine what we have now.
I think if Elite Dangerous II were to happen they should get all the concepts and ideas sorted in the current game first then they would know what should go into the new game and how it should work which together with a new non legacy codebase should be wonderful.
However I don't see anything easier about it.
 
Sounds like you turned on AMD FSR and its set to "Balanced" or "Performance". Set AMD FSR to Quality or higher or turn it off and use Normal Scaling.
Just switched to Normal scaling and feel much less urgency about getting new spectacles.
What is the point of the are you happy with this change timer? If there was an actual game scene where you could see the effect of your change then it would be useful but as it is it is just a distraction.
 
I really like having the interior for the Fleet Carrier as it's a thumbs up from me, and ,if I'm not mistaken, on foot performance has gone up quite a bit too, though I will have to travel to a settlement to see for sure if it's a global thing.

However, I'm not sure I've seen this mentioned, but I really would like to see the option of setting your private office area as a spawn point when you log into the game while parked on the carrier.
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
Thanks for the update, I really like having the interior for the Fleet Carrier so it's a thumbs up from me, and ,if I'm not mistaken, on foot performance has gone up quite a bit too, though I will have to travel to a settlement to see for sure if it's a global thing. All great things.

However, I have a request, and I'm not sure I've seen this mentioned yet, but I really would like to see the option of setting your private office area as a spawn point when you log into the game while parked on the carrier. Any chance of that being doable, please?
 
I think if Elite Dangerous II were to happen they should get all the concepts and ideas sorted in the current game first then they would know what should go into the new game and how it should work which together with a new non legacy codebase should be wonderful.
However I don't see anything easier about it.
Hopefully, the recently advertised Senior Games Designer (note, not Developer) position is for just this. ED needs to be replaced (by ED2 whatever version it is (II,IV,V,)), with either a completely new games engine or a new/upgraded version of Cobra engine for the future.
 
And then, I'm afraid, we get to the real elephant in the room.

The bartender.

Seriously, I really want someone at Frontier to tell us what they expect us to do with the current implementation of the carrier bartender. I'm at a loss as to what possible use it could be.

It's obviously designed as an on-foot analogue of the commodity trading. So the first question should be "does that work well?".

I'm not convinced it does.

Quite apart from the sheer clunkiness of setting each commodity up individually, the commodity trader can only be of use if commodities can be bought low somewhere where there's high supply, moved somewhere else where there's high demand and sold again for a higher price. The only real circumstances in which this is likely to happen that I can think of in the current game are 1) community goals and 2) mining.

Because there are no permanent NPC ships carrying out economic activities à la X3, this requires other players to be motivated to do it. They have to find it a better use of their time to sell to your carrier (or buy from your carrier at the other end) than to make the delivery themselves. Unless there's some really dedicated miner/trader players out there with no jump range on their ships or no ability to either outrun or outfight any pirates, this seems a bit unlikely.

And, of course, this requires them to know your carrier is even there in the first place. Third party tools aside, there is of course no facility in game to do this other than squeeze in some sort of advertisement instead of a proper carrier name. So unless they happen to be looking around and see you, it's not going to happen. (My first suggestion for this is that carriers be given the ability to regularly broadcast a user defined message in system chat, kind of like NPC chatter).

This aside, however bad the system is, does it translate to the bartender?

No. Bartender resources are not commodities.

They're not produced by the BGS, they're not consumed by it. Beyond player engineering, they have no intersection with any economic activity at all.

As far as I can see no player is ever going to sell a resource to a carrier bartender for less than they'd get for selling it to a station bar. And no carrier owner is ever going to set their bartender to buy something for more than a station bar would pay just to sell it off for the lower price later.

In terms of perhaps setting a bartender up to just buy materials you need for engineering, perhaps that would make more sense - but again, you run into the problem of advertising it. How are other players meant to find out that your bartender is buying these things?

The whole system needs a complete rethink. I would like to see the trading system plugged into the economic system somehow - maybe you could park your carrier in a system that produces goods and pay a fee or premium of some kind for NPCs to transfer the goods over, or to unload at the other end. (I'm not suggesting actual NPC ships doing this, although that would be nice. Handwaving it on board over time would be acceptable.)
I told you this in previous posts, once you have walked round the FC (or ship) once (or even watched a FC jump once), why would you want to do it continuously? (again, it was Mass Effects big failing, to me). You need an all in one UI to access everything, either as a FC owner or a ship Cmdr.

I don't want to walk to Nav Station to set jump target. I don't want to walk to gunnery seat to use guns in combat, I don't want to walk to the shipyard to select a ship, I don't want to walk to a Trade Counter to buy/sell goods........etc,etc,etc, need I go on? It's all cosmetic tripe (sorry USA, offal) which wastes your precious gaming time.
I certainly don't want to waste time in a lift (elevator).

I want it all in my HUD! full stop. the space legs.
 
Sounds like you turned on AMD FSR and its set to "Balanced" or "Performance". Set AMD FSR to Quality or higher or turn it off and use Normal Scaling.
Bingo! The game selected the High setting for Quality and this was on it seems. No idea what setting I had before, but now it looks ok again. The lines on the HUD holo elements are actually straight again.
Thanks a bunch. Owe you a drink at the bar.
 
Bingo! The game selected the High setting for Quality and this was on it seems. No idea what setting I had before, but now it looks ok again. The lines on the HUD holo elements are actually straight again.
Thanks a bunch. Owe you a drink at the bar.
Same for me. Fixed using upscaling AMD FIDELITYFX or NORMAL instead of AMD FSR.
Thanks a lot! @londonx (y)
 
"Performance and Optimisation
  • Selecting graphic pre-sets now correctly applies super resolution values with FSR."
FINALLY! I hope the FSR settings really work now and are not just "cup-holders"
 
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