Update 15.01 Release Imminent

Got down my first Glaive today in my maelstrom runner (i.clipper) when I was randomly interdicted in one of their controlled system ... 4 enhanced AX MCs did very nice work! Glaive definitelly can keep walk with 600+ boosting ship, next time will test my unarmed courier which is boosting at almost 800 :). I've also tested one new AX re-power mission and things worked very well, lots of adrenaline and fun there ... nothing better like large settlement with one big central building with one doors and 6-8 revenants hanging infront of them :D ... 15.1 worked so far perfectly (y)

sigh: reading post above means that this new thing really is fast :eek:
 
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@sallymorganmoore

On stream today, you mentioned that you'd not heard back from the Fuel Rats regarding the fix to the Navlock issue. I'd actually already fed back some information through a different contact at Frontier.

It looks as if Update 15 does indeed fix the part of the Navlock issue which was giving us most problems. Namely, where we send multiple rats on a case (and the client is situated clear of bodies) all of the rats can use Navlock drop to drop into the client’s instance rapidly. We consider this part of the fix to be 100% solid. (In celebration of this, one of our IRC bots that help us manage rescues has temporarily been renamed from “RatMama[BOT]” to "NavLockMama[BOT]” - the issue really was that important to us).

However back around Update 8? When the previous attempt to fix the issue resulted in an unwelcome change to the behaviour of the corner braces that get drawn around Team icons when that team member is targeted by navlock. Prior to U8 (and in Legacy) the brackets only appeared when Navlock was engaged, When the targeted team beacon was on, and (most importantly) when the targeted ship is in a location accessible by Navlock. This gave us warning of issues ahead and the opportunity to handle the rescue differently in order to increase the chance of success. About a week ago, I lost a client due to the lack of this warning (the client was below Orbital cruise near a landable planet), and was within seconds of losing another a just his Sunday. Basically from the Update 8 to present, the brackets seem to be hard slaved to the rat’s Navlock menu item to enable/disable navlock. Ideally reverting to the pre U8 behaviour would help us in those cases.
 
I'm late a little, just tried "relative mouse off" button from the update 15. Cool. Now I can fly FA off.
Next step - join FA switch and relative mouse switch into single keybinding and pilots will be super happy.
What is needed Fa ON + no relative, FA off + relative.

On topic: 15.01 fixed carries bug, when you enable / disable service and it was not switched until relog. So mine personal game breaker is fixed, ty.
 

sallymorganmoore

Senior Community Manager : Elite Dangerous
@sallymorganmoore

On stream today, you mentioned that you'd not heard back from the Fuel Rats regarding the fix to the Navlock issue. I'd actually already fed back some information through a different contact at Frontier.
Oh interesting! Sad to say it didn’t get passed on but good to see you here!

It looks as if Update 15 does indeed fix the part of the Navlock issue which was giving us most problems. Namely, where we send multiple rats on a case (and the client is situated clear of bodies) all of the rats can use Navlock drop to drop into the client’s instance rapidly. We consider this part of the fix to be 100% solid. (In celebration of this, one of our IRC bots that help us manage rescues has temporarily been renamed from “RatMama[BOT]” to "NavLockMama[BOT]” - the issue really was that important to us).

However back around Update 8? When the previous attempt to fix the issue resulted in an unwelcome change to the behaviour of the corner braces that get drawn around Team icons when that team member is targeted by navlock. Prior to U8 (and in Legacy) the brackets only appeared when Navlock was engaged, When the targeted team beacon was on, and (most importantly) when the targeted ship is in a location accessible by Navlock. This gave us warning of issues ahead and the opportunity to handle the rescue differently in order to increase the chance of success. About a week ago, I lost a client due to the lack of this warning (the client was below Orbital cruise near a landable planet), and was within seconds of losing another a just his Sunday. Basically from the Update 8 to present, the brackets seem to be hard slaved to the rat’s Navlock menu item to enable/disable navlock. Ideally reverting to the pre U8 behaviour would help us in those cases.
Ok well thanks so much for taking the time to get back and in touch. Sorry to hear it’s not entirely satisfactory still BUT I’ll of course pass the feedback forward and let’s see if we can refine it further in the future o7
Thanks again!!!
 

sallymorganmoore

Senior Community Manager : Elite Dangerous
Ok, most annoying for now is not missions which does not end (power up settlement), not suddenly dumb ship which tries to land as close to thargs as possible even when I walked 2kms away. Most annoying is to walk 2 kms to try mission again and it's not working...
 
Note that the restoration missions in recovery systems (when/where not bugged) are the standard restoration missions sometimes w/Scavs. Not the Tharg drone patrol ones.
I know that :) Managed to find some that weren't bugged last week. Hopefully they'll fix these. I've spent 95% of my time in invasion states doing these. The flip to controlled caught me out today though.

Since then, I've been actively trying to get Glaives to interdict me by doing my missions in controlled systems so I can practice escaping them and, of course, now I'm doing that I don't see any at all :D
 
thanks for implementing "Propulsion elements as Caustic Generator loot", this allows me non thargoid combat oriented player to investigate the thargoid motherships without combat. got those yesterday, but was hyperdicted by 2 of this new hunter ships and really cannot recap how i was surviving. i was a little in panic because cannot outrun and got quickly hit by effects which shut down my thrusters and FSD. quick evasive maneuvers, dropping heatsinks and finally get FSD back online i escaped, but still have no recipe how to escape this reliable ???, will watch the forum on the more experienced fighters
 
thanks for implementing "Propulsion elements as Caustic Generator loot", this allows me non thargoid combat oriented player to investigate the thargoid motherships without combat. got those yesterday, but was hyperdicted by 2 of this new hunter ships and really cannot recap how i was surviving. i was a little in panic because cannot outrun and got quickly hit by effects which shut down my thrusters and FSD. quick evasive maneuvers, dropping heatsinks and finally get FSD back online i escaped, but still have no recipe how to escape this reliable ???, will watch the forum on the more experienced fighters
My opinion from the update notes as I am currently not in game is that these effects are the same as containment missiles or 'grom' bombs.

In order to counteract those type effects you will need to shield or reinforce the FSD and Engines. This comes at a cost to turning and FSD range. I built two such craft before 15 dropped, but have been unable to test.
This admission by FDEV in the patch notes suggests human hybrid effects on these craft. As per outrunning you will need a ship capable of speeds in excess of 800ms, the only 2 of which I am aware of are the engineered Viper 3 and engineered Courier.
 
Fast boot engineering on the FSD is much more beneficial, to get it back online sooner after being hit.
Our FSDs are highly likely to have originated from thargoid tech so it's not surprising they know how to disable them.
 
thanks for implementing "Propulsion elements as Caustic Generator loot", this allows me non thargoid combat oriented player to investigate the thargoid motherships without combat. got those yesterday, but was hyperdicted by 2 of this new hunter ships and really cannot recap how i was surviving. i was a little in panic because cannot outrun and got quickly hit by effects which shut down my thrusters and FSD. quick evasive maneuvers, dropping heatsinks and finally get FSD back online i escaped, but still have no recipe how to escape this reliable ???, will watch the forum on the more experienced fighters

I have a pang of sympathy for those still gathering mats for the caustic sinks, now that Glaives are in the interdiction mix it feels like a build for reaching the Maelstroms intact is not necessarily the build you'd want to use once you get there. Will need to do some experimenting...
 
Fast boot engineering on the FSD is much more beneficial, to get it back online sooner after being hit.
Our FSDs are highly likely to have originated from thargoid tech so it's not surprising they know how to disable them.
I will test the difference upon my return to the game. However my experience in using the shielded tech shows it works against grom bombs or similar. Better not to have to reboot ;) Can be simply tested by using the v1 double engineered class 5 vs a sgielded option. Especially as fdev said they were containment missile tech.
 
  • Scenarios have been rebalanced in order to improve chances of which the Orthrus or Thargoid Probes can be found.

A step in right direction.

* recommend continued observation.

- can still sit in system waiting for 20-30 minutes for the signal sources. **( way better than the hour plus wait from before though.)
-((when what ever change was made is working there is 30+ signal sources )) (*when possibly not working it's less than 10 total signal sources)
 
Just now I completed some experiments about Glaive - I jumped around in Dolphin (580 m/s boost) and was hyperdicted by Glaive, of course he was faster, I turned back and boosted to pass nearby him, but then he used lightning attack, my FSD disabled, and then I turned again, boost, heatsink, and finally I jumped away with 78% hull. Then I tried iCourier (780 m/s boost) and jumped around only to thargoid controlled systems, and after 4 - 5 jumps it was Glaive again, and still he was faster! I was able to jump away with same tactics, and then I changed loadout (unfortunately I removed planetary vehicle hangar which I need for restoration missions) to reach 848 m/s boost, and this is faster then Glaive! So his speed must be 800 - 820 m/s. Maybe this numbers are already known, I don't know.
WAAAAAYY too fast !!! (n) Ridiculous !!! :mad:

600m/s at worst case scenario.

With 800m/s only racing ships can outrun them. And nobody is going to use racing ships to do any type of AX mission !!
 
Hi there,
I've been playing the game for over 6 years and clocked over 3600 hours, then after installing this damn update last night the game no longer starts for me. Both Open and Solo Modes crash a few seconds into loading screen. This goes for Odyssey as well as Horizons, but Training scenarios still work. To make matters worse, the issue tracker isn't working either and all the contact links on this website seem to be broken. Even the Login button on the support page doesn't work.
I had no desire to go complain on a forum, but what else am I supposed to do? It's kind of a show stopper not being able to start the game... Oh, I did send a crash report that opens after CTD, but have no idea if and when someone will look into that.

Seriously not impressed here.
 
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