Update 18.02 | Wednesday 10th April

Can you imagine an optimal time of 15 mins or more along with a cool down timer per super cruise boost ??? 2 hrs for my boost ..... It's only meant to be 15 mins ... Let the good times roll and if noone figures it out they can let their PMF know and hey presto
 
o7 @Paul_Crowther

If you don't mind please:

 
It's possibly one of those things where 99%+ of the cases could be done very easily based on what Frontier has already demonstrated possible, and the remaining tiny fraction might never have a good solution.

There are already several different loading screen types to do the inter-system transition (initial game load, tutorial entry/exit, witchspace, carrier jump, remote multicrew entry/exit, rebuy, escape pod, prison hand-in, hyperdiction, probably some more) so adding an extra one which looked like normal supercruise travel and triggered if your closest system changed would probably also be possible. Sure, you'd get most of your controls locked out for 30 seconds somewhere in the middle of your multi-day trip and the background starfield would suddenly jump a bit, but you'd have to be paying attention to notice that.

It's the weird cases that would then take up all the time: permit systems, obviously, but also the minimum distance between systems is 1/32 LY, which is smaller than the in-system separation of bodies in some systems, so there'd probably be some cases near the core where you couldn't supercruise to a secondary star because you'd teleport into a different system first.
I'm sure they could invent some "crossing gravity well" (or similar) loading screen, but yes being able to SC to a different systems might be problematic with the permit locks.
 
That's the main reason (that I can think of) one would want to SC into another system. Otherwise it's just a waste of time.
The interdiction game is centered on ships arriving at the primary star, if ships could come in from any direction and at the periphery then that part of the game would change substantially. Think hauling for BGS/PP and how to oppose it.
 
I'm sure they could invent some "crossing gravity well" (or similar) loading screen, but yes being able to SC to a different systems might be problematic with the permit locks.
I don't think the permit locks are much of an issue as that's all handled internally by the FSD. I would suggest that, in supercruise, when you arrive at the permit lock perimeter the FSD would act in the same way as it does when encountering an exclusion zone around a star; the FSD would disengage and just drop you into normal space with a suitably notifying message about requiring a permit to go further. Of course you could then try to continue on in normal space but that would disable your ability to enter supercruise and only allow you to jump out of the system to a non-permit locked destination. It might even set off an alarm for a system response, but even if not, good luck spending the next millenia trying to get anywhere in that system before you run out of fuel in a way that the Fuel Rats wouldn't be able to save you from (if it's a universal permit lock, that is).

To another point, I also don't think the skybox is problematic either, after going for a good way game would generate a new skybox in the background and then as you cross the line to the new system, imo, it could fade in without much of a noticeable change or shift, if any. And while you are supecruising a long ways away from anything discernable the game could unload that system and load in the neighboring system at a much slower pace than necessary when directly jumping so as not to be noticeable either.
 
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OK, sorry. It's still not a bug :) Quite clearly a design choice that jumping from any point in the system is considered the same distance in Ly. Rather than the game having to work out your exact position in the current system compared to the exact position of the jump in point of the destination system at that moment in time. And then calculate how much fuel that would require.
That's not at all a difficult thing to do, so it's not a design choice. That's called an oversight. The game already tracks your distance to the destination system when supercruising. The formula for the fuel calculation is known. You can do it by hand if you want to.
 
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The interdiction game is centered on ships arriving at the primary star, if ships could come in from any direction and at the periphery then that part of the game would change substantially. Think hauling for BGS/PP and how to oppose it.
Or they just use 2/3 of the modes that completely prevent player interaction. Who is going to super cruise for 10+ minutes to circumvent a pirate/ganker/etc when Solo mode is free? Unless Frontier does something to make things Open Only, next to nobody is going to SC from system to system to avoid players. The system we have already does that with 100% success rate.
 
Or they just use 2/3 of the modes that completely prevent player interaction. Who is going to super cruise for 10+ minutes to circumvent a pirate/ganker/etc when Solo mode is free? Unless Frontier does something to make things Open Only, next to nobody is going to SC from system to system to avoid players. The system we have already does that with 100% success rate.
Please, let's not discuss the modes..

Suffice to say that there are people that do play in open and like the additional wrinkles that it adds to the gameplay.
 
Please, let's not discuss the modes..

Suffice to say that there are people that do play in open and like the additional wrinkles that it adds to the gameplay.
I play in Open as well, and am very good at staying alive. I guess what I'm saying is the tools we already have are honestly overly sufficient to keep us alive. My Cutter at a trade CG will be effectively unkillable and un-robbable with this new FSD because I can just attach the pirates FSD to my trade ship and they have no actual advantage. If this new FSD lets us come in from other angles, it's not only overkill, but a waste given that the tools we already have are already more than enough.
That's my take, at least. :)
 
Bearing in mind that 5E and 6E corrosion resistant cargo racks already exist in the game (CG rewards). They only need to list them in the tech broker to make them available.
 
New Rating C Frame Shift Drive modules will be available. They can be found at a number of Outfitting services, especially in more technologically advanced markets, and these will introduce a new functionality: Super Cruise Overcharge.

Super cruise overcharge hmm. Overcharging usually means increase the speed / performance.
 
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Greetings Commanders!



We will be releasing a new update on Wednesday 10th April for the live/4.0 version of Elite Dangerous. This update will included the heavily hinted at addition of a new frame shift drive with a brand new feature!

The update schedule is as follows (All times are in BST):
  • 06:00 - Maintenance notifications
  • 08:00 - Servers offline as update and maintenance begin
  • 12:00 - Servers back online and update 18.02 available
Please note that times are subject to change.

Update Notes​

Super Cruise Overcharge:
  • New Rating C Frame Shift Drive modules will be available. They can be found at a number of Outfitting services, especially in more technologically advanced markets, and these will introduce a new functionality: Super Cruise Overcharge.
    • Known Issue: SCO audio is missing from some ships

Issue Tracker:
  • Fixed being unable to add an experimental effect to pre-engineered 5A FSD modules (Issue ID 63452)
  • Fixed mission icon not displaying on commodity markets for Delivery missions (Issue ID 63464)
  • Added support for hardware with up to 128 buttons that is registered as an input device (Issue ID 1763)
  • Fixed Reboot/Restore missions sending players to an already online settlement (Issue ID 57596)
    • Known Issue: We are aware of issues with the revenant variant of this mission spawning and are currently investigating
Thargoid Titans
  • Adjustments to Titan threat calculation which resulted in the torus move not behaving correctly in solo instances.
  • Fixed exposed text strings for Thargoid Spire Collect & Sabotage missions when viewing mission info in cockpit panels.
  • Adjusted Titan turrets projectiles so they should no longer appear to "lag"
  • Fixed Caustic Sink Launcher HUD indicator not filling up when viewed in Gunner role whilst in multicrew
  • Minor fixes to Night Vision whilst in Titans' inner clouds whilst in multicrew
  • Performance improvements during multiplayer scenarios when the transition into meltdown happens after the core has been destroyed for the final heart
  • Fixed "FSD Failure, Drop Imminent" being spammed for multicrew passengers when dropping into Titan instances
  • Updated Brazilian (Portuguese) translation for Titan Drive Component to be more reflective of the item
  • Fixed backface culling on the target schematic for the Launch Tube Membrane Residue on Titans
  • Fixed instances of abrupt lighting change on the Titan Core when dealing damage to it. Titan discos are hereby cancelled.

Thargoid Ships/Vehicles
  • Fixed instances of Thargoid Scout behavior being incorrect when vents were being blocked
  • Fixed target UI flickering when scanning a Scythe then targeting the Scythe's drones
  • Fixed the COVAS line "Repair Limpet Failed" being triggered incorrectly when a nearby AI ship launches a drone at another AI ship
Titan Decals
  • Fixed the Titan Destroyed decals having flipped orientation on certain ships
  • Minor graphical fixes for Titan Destroyed decals
  • Fixed text for Titan Destroyed decals
What about TITAN insurances being stuck? Core either not showing up or staying up?
 
Added support for hardware with up to 128 buttons that is registered as an input device
Love it!!!!!

Hate you all!!! :ROFLMAO:

I am so looking forward to remapping all those binds on my throttle 😭

But... Seriously (I'll try not to make a habit of it) Thanks to the team - it is about time I re-did my throttle bindings to almost make sense, now it won't be "Which J4 button was that again?"
 
To what end? You guys do this constantly, thinking that being intentionally vague and opaque about your game somehow equates to greater engagement. It doesn't.

You release these undocumented mysteries thinking it will result in some great "A-ha!" moments on the part of the player base at large. Instead, only a very small number of the player base typically deconstructs or solves your "puzzles" in a matter of hours or a few days (and you always underestimate your players and seem surprised they figure it out so quickly, yet you go and do it again and again).

Then, through social media, it becomes common knowledge, negating your claim of "wanting us to experience it for ourselves". That claim only applies to about a dozen players in the vanguard of solving the "mystery" who then post their results for all to see. Then the rest of the current players all get the memo and have incorporated the new functionality or new reveal into their play without having "experienced it for themselves" (defeating your stated goal).

However, social media being the here-today-gone-tomorrow phenomenon it is, new players who join the game after the reveal has faded into Internet obscurity just wind up frustrated and confused due to the lack of in-game documentation. Now they have to go search for it. Which means, while they're searching, they're not playing your game. Brilliant move!

It's a common criticism repeated over and over again on the E:D sub-reddit where such complaints aren't so easily removed: "Why doesn't the game tell me how to do XYZ?" I'm not talking overarching hand-holding here; instead, it's the little things such as simple ship functions for which there's no documentation, instruction, nor tutorial. It leaves new players unnecessarily frustrated and perplexed with the same questions about the most basic of functions asked over and over and over again on a daily basis.

Or the other complaint: "Why do I (the new player) have to open half a dozen browser windows' worth of YouTube tutorials and 3rd-party websites just to discover basic stuff about the game that should already be included in it?" Even a simple roll-over / mouse hover pop-up tutorial mode that tells players what each menu item in their ship does would be a huge improvement. I know it's too late in the game to ever see that happen, but let's not add to the existing confusion with yet another undocumented ship function.

The game is already complex enough as it is; no reason to artificially make it more so. Yet here you are adding another "Figure it out yourself because we couldn't be bothered to write two sentences about how Supercruise Overcharge works". That doesn't draw new players in; that turns them off to the game. It's not binary; there's plenty more to the game to draw them in. But once so drawn in by the immersion and beauty of Elite:Dangerous, they run up against that wall of obtuse obfuscation that leaves them justifiably frustrated over all the little things for which no in-game guidance nor explanation exists.

Basic Documentation 101. And, no, the Codex doesn't cut it; it's not broad enough nor granular enough and it, too, is yet another buried resource one has to go digging through to find anything relevant versus placing the explanation at the first point of contact (i.e. player hovers over or highlights ship menu item, pop-up tells them what that menu item does; once they feel they've become familiar with all the controls and menus they can simply turn tutorial mode off). You're sitting on this gold mine of a game, yet repeatedly undermine your own product by making it less accessible to new players than it has to be.

Why the big mystery? No one cares about the mystery. They care about being able to purchase and equip a module to their ship that will (hopefully) greatly reduce their boring Supercruise transit times. Why not just give them the information they need to make that happen rather than burying it behind the excuse of, "There are some things we want you to experience for yourselves." Like what? Eats up your fuel at a greatly accelerated rate? Using it draws the Thargoids' attention to your ship? Use it too long and its integrity degrades? Etc., etc., etc. Those are fine; players can discover those for themselves. But not telling us how it functions, how to activate it, its perfomance stats? What purpose is served withholding that information?

And, no, I'm not a new player; I've put 11,000 hours into the game. But I'm very active on the E:D sub-reddit and see the same questions, the same confusion, the same frustration voiced by new players over and over and over on the daily for years now. It doesn't have to be this way. You're not endearing yourself to new players with this approach of being intentionally vague. Would it really be that hard to just come right out and say, "To activate Supercruise Overcharge, do XYZ" or, "Here's an explanation of how the new Supercruise Overcharge works" ?
This boils my broccoli as well. Fdev seem to fancy themselves as dungeon masters of the galaxy more than actual game developers. I've noticed the community of this game is often treated as if they are constantly role-playing as pilots as opposed to real people investing time and money into a recreational activity. Some folks like that, many do not. Personally I'm of the opinion that if I want mystery I can choose to simply not read forums or patch notes.

They were kind enough to tell us what it's called I guess, imagine the mystery we could enjoy if they didn't! "We've added a new feature to the game, we won't tell you what it is or what it does but we hope you like it!"

At least the game is still getting updates and new content after almost 10 years, can't be too miffed about that~
 
This boils my broccoli as well. Fdev seem to fancy themselves as dungeon masters of the galaxy more than actual game developers. I've noticed the community of this game is often treated as if they are constantly role-playing as pilots as opposed to real people investing time and money into a recreational activity. Some folks like that, many do not. Personally I'm of the opinion that if I want mystery I can choose to simply not read forums or patch notes.

They were kind enough to tell us what it's called I guess, imagine the mystery we could enjoy if they didn't! "We've added a new feature to the game, we won't tell you what it is or what it does but we hope you like it!"

At least the game is still getting updates and new content after almost 10 years, can't be too miffed about that~
Then wait the few hours it will take for someone to post it to reddit or twitch or youtube.
Let some people enjoy it.
 
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