Update 15.01 Release Imminent

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.
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 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.

My plasma charger bulids makes short work of them, neither they are capable to deal any significant dmg to my ship, as they die very soon as I open fire. 3-4 salvos and they are gone. Despite thier extreme speed, they have tendency to hover in front of you within 1km (its more than perfect distance for plasma chagers wich have falloff starting at 1km), occasionally they try going from behind, but these are easy targets due of thier way of flying. Not really what I would call a challenge. Its more like joke to me.

I belive if they would fly in much more erratic manner and actually use thier speed a bit more, they would be not such pushovers like they are right now, but thats is a wish of hardcore cmdr, and most of average folks would not be able to handle them at all if that wish would come true, so I wont have any hopes in that regard... but who knows what future updates will change in thier behavior (glaive vessels are new even for thargoids, maybe they needs learn how to fly it better?) or if other hunter class vessel appears that might be just what I wish them to be. Time will tell.
 
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Just my observation so far and quite probably completely wrong, but it seems the Glaive's speed is sort of bursty. They maybe faster than the other interceptors to begin with but their "big" speed seems to come in bursts, like it takes a while after you drop from the interdiction for them to engage their speed and get ahead or outpace a slower ship.

Straight line running will get you zapped by their lightning thingy but arching paths errratically while popping a heatsink or two seems to manage to avoid it.

If you're lucky you can get into your SC countdown as they launch missiles.
 
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 sarcastic 😆 lol. I wish we all could experiment more tbh.
Ok. Point taken.

You are an veteran experimentalist that knows engineering deeply and you were successful in your trials with that iCourier.

I was incredulous of your tests because I have known a lot of trials with exotic builds that, in the large majority, failed terribly. That is why I was being a bit ironic (probably a better word)...
 
Hi @sallymorganmoore , Love the new update and how well everything worked straight out. Kudo's to everyone at fdev.

Now to a bug I found, it was documented in issue tracker https://issues.frontierstore.net/issue-detail/54143 and it describes everything needed to duplicate the bug. Since I'm just getting started into the suit engineering since the updates came out, I have run into the bug twice since update 15 has been released. Once in 15 and once in 15.01. Basically if a carrier is orbiting a high gravity planet, the bartender has items you need for engineering, you go dashing to that carrier to buy the mats that you so desperately need. Once you get there and get landed on the carrier it refuses to let you disembark from your ship because the game thinks you are in a high gravity area. Um, no, you are in orbit and since you are in orbit, you are in a micro gravity situation. Issue tracker expired the tracker issue because there were no other responses to it. Well, its a rarity for anyone to orbit a high gravity planet with their carrier and not everyone gets out of their ships because most times it just to sell commodities, rearm, refuel and/or repair. With the bartender and people needing to trade directly with them, this issue can be a game stopper because if you find a bartender selling a super rare item (sigh, my situation) and you dash to that carrier, land and then to be so close and yet so far from buying that much needed rare item... It also breaks immersion because if you are in orbit, there is no gravity. You are in free fall. The way issue tracker works with things having to be validated and then upvoted means that this bug will probably exist for a long time. :(

Things I tried on my own, while docked at the carrier, I logged out of the game and logged back in. I really needed the mats...

Next thing I did was to log in and jumped over to another system and jumped back and docked at the carrier again. Tried to disembark and was still refused.

To verify that it is a high gravity situation, go to screen 3 (middle screen) and try to disembark there, that screen displays and verifies that there is high gravity on the carrier.

I would open another ticket but seeing as the status of the last one expired, my ticket would probably expire too. As an FYI, the gravity of the planet was 14.4 G if I remember correctly.

Thanks!
 
Hmm, then I misremember, or something changed. Sorry!
@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.
 
It seems that update 15 has a bug with Thargoid Interceptors.
The exerted hearts are now very hard to see.

Can we expect a fix soon in a 15.02 release please?
 
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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. :(
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.
 
Since U15 half of the times exiting from the game from main menu doesn't work for me (black screen, have to close it via steam).

Regarding AX reactivation missions:
  • Some missions to the same settlement are doubled on the board (see screenshot)
  • 2 of 10 missions could not be completed after switching on power (with provided regulator)
  • One mission just disappeared after completion during the interdiction of NPC (mission-related, no harm condition in objectives)
  • No thargoids presence on mission pois (due to state probably - transition back from attacked to normal, post-thargoid recovery)
  • Reactivation mission in thargoid-controller system - all the scouts were hunting my ship down immediately, then followed my Scorpion SRV, which could not even handle one of them neither with gun, nor missiles (4-5 hit the scout), despite the maneuring they were constantly hitting SRV until its shild went down. The Remnants drones btw could be quite easily hit with just dumb missiles from the safe distance from settlements.
Those are just my experiences post U15. Not necessary bad, but some bugs are definitely need to be fixed.

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Thanks for the quick response with the .01 update.

On another note.
Is it just me, or does anyone else not mind or actually prefer the scouts with increased firepower? After all, the name of the game is Elite Dangerous.: Odyssey.
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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 asteroid ;) so 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...
 
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 asteroid ;) so 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...
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.
 
Does anyone know how to escape from settlements after completing new reactivation mission and downloading necessary data? I have just one last battery cell and ran from the settlement 5 km to be sure my ship has just enough time to land not being destroyed by 3 interceptors constantly flying above the settlement (spoiler: after second attempt it blew up). Apex refuses all my calls telling that there is no system is the bubble having drop off point (!!!).

Is that the new experience everyone was looking for? ;) Elite Dangerous - Running Simulator?

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