...
I think it's just supposed to be more of a challenge than normal.
I think it is just that FDEV are fighting back at the progress commanders are making against the MacGuffins.
...
I think it's just supposed to be more of a challenge than normal.
Rather than outrunning, which we can anyway in several ships Its more about bringing the pain to the Glaives and potentially more fun. It's not straight-line speed, but manoeuvrability as well. Dog fighting is a real possibility. Most likely with Vultures and similar. Can't wait to at least try.I don't think we are actually supposed to be outrunning the new ship.....
I think it's just supposed to be more of a challenge than normal.
Indeed. I can see how an interdiction of hunters might meaning rebui for any of unprepared cmdrs (since some ppl claim being overwhelmed by them), but for prepared ones... they are just bigger scouts, and probly one of easiest thargoid flavored 4,5m per kill in game for right bulids.I think it's just supposed to be more of a challenge than normal.
Ok. Point taken.Or we can think out of the box. I am an engineer in game, with a few non standard ideas.
For example I theory crafted and built one of the first Shard Condas. I demonstrated the advantages of Guardian Hull and its capabilities to which some now realise help in many ways against Thargoids.
The biggest thing in game is the inability to build/engineer variants quickly to test. I have learnt that sometimes people build ships and they have unusual properties which frustrate meta ships, yep I got frustrated by one such build lol.
I have built a few other ships to experiment with extra properties be it speed/firepower or protection. Or just for the giggles.
An example of this is the forgotten double potential engineering of the small power play weapons.
So remember that some of the engineering is neglected because of the lack of transparency and also ignorance of what they might mean in new types of combat.
Although for some when I say I face hugged a Hydra with minimal damage by lightning means very little, the fact this test ship survived indicates some potential routes.
For a laugh I built a ship that took several minutes to kill when stationary by 14 members of our squadron by using some of the more unusual aspects of the engineering technology.
A long post to ask why are you are being sarcasticlol. I wish we all could experiment more tbh.
Negative, the disembark button is greyed out if your ship is not in the hanger and does nothing since its not active yet.As a workaround I think you can disembark if you're on the landing pad instead of in the hangar.
@Jack Winter I apologize, you were correct and that worked that time around for me. I flew back to that carrier and was able to disembark before placing my ship in the hanger using your instructions. As you said, its a work around but it works. Now if only the rare mat was still there lol! Karma got me though.Hmm, then I misremember, or something changed. Sorry!
Your not the only one with this exact problem, 6 updates with the same issue, always expires, I don't think it will ever get resolved. My issue is related to those with three monitors being used as one desktop window with 5760x1080 screen size. Unique like yours.Issue tracker expired the tracker issue because there were no other responses to it. means that this bug will probably exist for a long time.![]()
Correction - Firefox Browser is having trouble with the Support Page. I managed to submit the issue with Edge browser: https://issues.frontierstore.net/issue-detail/59699the 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.
It certainly worked for me Sir, thank you kindlyAs a workaround I think you can disembark if you're on the landing pad instead of in the hangar.
Subsurface deposits not disappearing when they reach 0% (and causing other issues) has been a problem for a while, at least since update 14 or possibly earlier.I came across what I think is a new bug in 15.01 regarding mining. I found a tritium asteroid with 2 subsurface tritium deposits. I depleted the asteroid, I targeted the 1st subsurface and emptied it. I then couldn't switch to the Contacts tab to select the other subsurface deposit, the tab label was bright, but the keys would only switch between Location and Transactions. To bypass the problem I targeted visually the prospector and the Contacts tab activated again. The same happened with the second deposit once it reached 0%. Same solution.
Relogging put me back to the same asteroid field and directly above the same asteroidso I retried and had the same problem (the laser content was already depleted, but the sub deposits were full). This happened 2 more times, then I left.
Has anyone encountered a similar problem with 15.01? I was 750 ly near Colonia at the time, at a double tritium hotspot, can't remember the system name. I didn't test any further because I had already spent a week there gathering tritium and was beyond bored...