Update 16 Deployment + Release Notes

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Wow I am an idiot, shows how often I am awake this time of day.. figures this lines up with my screwed up sleep pattern, its almost 3 AM here
 
Hi Sally,
You're right, it's a bit of sarcasm, I hope you'll pardon me, but once again this update seems pretty light, and still nothing for a huge bunch of players that are NOT involved in Thargoïds. For months now, it's only about Thargoïds, Thargoïds and Thargoïds, so it's frustrating for us.

Moreover, the problem in the maps is now here since Update 15, i.e. for months, and it's very annoying, especially when you're using VR. I can't understand why the team didn't fix it, as it's very obvious. This and the many bugs that appear update after update, as if the game wasn't tested prior launches, and still uncorrected. Really very frustrating.
Guaranteeing zero bugs is almost impossible in any piece of complex software - and existing bugs need to be prioritised against each other and other work.
Just becuase a bug is obvious doesn't mean it will get fixed - development teams have a lot to weigh up when comparing which bugs to fix :
  • Can it be readily reproduced
  • What is the user impact
  • Does it make the game unplayable
  • What is the cost estimate for the fix

and many others.

I accept it can be frustrating - but we simply don't have the insight inside FDEV to understand the various criteria that they are having to weigh up.

It really isn't as simple as the 'the bug is obvious therefore it should be fixed'.

Source : 30 years of software engineering experience for a FTSE 100 company, including several multi-million LOC systems.
 
Morning Sally

Looks like someone already started one - https://issues.frontierstore.net/issue-detail/60821
One thing I have notices is when the thruster bug was in effect until it got fixed in update 15, partway the docking computer was "fixed" to deal with the reduced thrust. Am not sure if the fix was undone when the thruster output was doubled and might be causing the issue now, they are too powerful and overshooting.
 
One thing I have notices is when the thruster bug was in effect until it got fixed in update 15, partway the docking computer was "fixed" to deal with the reduced thrust. Am not sure if the fix was undone when the thruster output was doubled and might be causing the issue now, they are too powerful and overshooting.
To be honest I've never really bought into this theory that the docking computer problems are solely due to the lateral thrusters; if that was the case you'd think it would slowly slide the ship along the wall to the exit, rather than continue to push blindly against the wall at the wrong spot, or at least if you backed off and tried again it would get closer to the goal rather than just aim for the same wrong place again. And it certainly doesn't explain getting out and then trying to reverse back in.

I suspect there's something wrong with the actual course setting.
 
One thing I have notices is when the thruster bug was in effect until it got fixed in update 15, partway the docking computer was "fixed" to deal with the reduced thrust. Am not sure if the fix was undone when the thruster output was doubled and might be causing the issue now, they are too powerful and overshooting.

Did this fix work for you? My Cutter still regularly slammed into the walls when exiting stations after 15 (haven't tried in 16 yet but nothing was mentioned in the patchnotes so not expecting any change).

But it always enters the station perfectly.
 

sallymorganmoore

Senior Community Manager : Elite Dangerous
One thing I have notices is when the thruster bug was in effect until it got fixed in update 15, partway the docking computer was "fixed" to deal with the reduced thrust. Am not sure if the fix was undone when the thruster output was doubled and might be causing the issue now, they are too powerful and overshooting.
Is there any chance you could contribute this to the report, Malic so it's more official? (If you feel it's related of course).
 
Hi @ Untilting,:)
Same here with the Cutter, enters station (relatively) okay on auto dock.
Exit can be variable with auto launch, so when I have to use manual undocking (because ship dithers too much or gets stuck in the stations framework) it's touch and go. Sometimes I'm fined, but If I can't extract the ship, logging out and then logging back in the game usually puts me back in the hanger with no fine (sometimes).
The 'flakey' operation of the Cutter when using auto launch is still happening, I've noticed similar but lesser auto launch problems with some of the other ships as well.

Jack :)
 
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Hi @ Untilting,:)
Same here with the Cutter, enters station (relatively) okay on auto dock.
Exit can be variable, when I have to use manual undocking (because ship dithers too much or gets stuck in the stations framework) it's touch and go. Sometimes I'm fined, but If I can't extract the ship, logging out and then logging back in the game usually puts me back in the hanger with no fine (sometimes).
The 'flakey' operation of the Cutter when using auto launch is still happening, I've noticed similar but lesser auto launch problems with some of the other ships as well.

Jack :)

Cheers Jack - yeah, if I notice the Cutter getting a bit drifty approaching the slot I just bump up the speed to switch to manual (picking up the odd fine if I'm particularly clumsy/drinking tea).

I've never had a problem on entry - lines up perfectly.
 

sallymorganmoore

Senior Community Manager : Elite Dangerous
Hi @ Untilting,:)
Same here with the Cutter, enters station (relatively) okay on auto dock.
Exit can be variable with auto launch, so when I have to use manual undocking (because ship dithers too much or gets stuck in the stations framework) it's touch and go. Sometimes I'm fined, but If I can't extract the ship, logging out and then logging back in the game usually puts me back in the hanger with no fine (sometimes).
The 'flakey' operation of the Cutter when using auto launch is still happening, I've noticed similar but lesser auto launch problems with some of the other ships as well.

Jack :)
All contributions to https://issues.frontierstore.net/issue-detail/60821 are so very welcome on this if you haven't already o7
 
So after U16 dropped I let things settle, server wise, and tried doing a couple of carrier jumps.
That was unsuccessful, kept getting a message saying there were no slots available.
Fair enough I thought, the servers were probably overloaded.
Just tried logging in to see if any jumps were possible and now I can't even get into the game to test it out, everything goes as normal until it reaches the logging in screen with the spinny, busy thingy.
Normally that is visible for a very short time and then it carries on launching the game, but now, and I have tried several times, including with shutting down my system completely, the spinny thingy is there constantly, nothing happens, and I have to Alt Tab to get to task manager to shut it down.

Anyone else getting this?
If yes and you've found a fix, please share it.

P.s. I'm launching via Steam if that makes a difference.
 
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Tried again, leaving the spinny thingy to do its thing for approx 10 minutes, still not going anywhere.
And after skimming through previous comments it seems that other Cmdrs are able to play OK.
This is getting really annoying now.
 
Tried again, leaving the spinny thingy to do its thing for approx 10 minutes, still not going anywhere.
And after skimming through previous comments it seems that other Cmdrs are able to play OK.
This is getting really annoying now.
If you run Resource Monitor (resmon.exe) , does it show network or disk activity for the launcher?
 
Tried again, leaving the spinny thingy to do its thing for approx 10 minutes, still not going anywhere.
And after skimming through previous comments it seems that other Cmdrs are able to play OK.
This is getting really annoying now.
Just tried, also on Steam, everything works in a usual way, starts normally.
 
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