Update 18.04 | Python MK II

Did it work this time?
Sorry, it didn't. I was able to "sell" my pre-built pulse lasers and other optional stuff but not anything from core.

I have my hardpoints loaded, boosters, and shields but can't go anywhere with E-grade core internals. Given the message in the outfitting window about not being able to replace pre-built core internals, this might require a client-side fix.

Edit: Update from Lauren, here: https://forums.frontier.co.uk/threads/python-mk-ii-modules-known-issue.625170/
 
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IME with my own carrier even without having outfitting installed I can store a core module which automagically buys and installs an E-rated module from "thin air"--same for station outfitting when they don't carry suitable modules.

Problem with prebuilt ships seems to be that you can't sell a normal core module, you can only store them with auto-buying an E-rated replacement, and you can't store a prebuilt ship module, you have to sell it. What a nice little catch-22 here🙃
I have my hardpoints loaded, boosters, and shields but can't go anywhere with E-grade core internals. Given the message in the outfitting window about not being able to replace pre-built core internals, this might require a client-side fix.

Edit: Update from Lauren, here: https://forums.frontier.co.uk/threads/python-mk-ii-modules-known-issue.625170/
Yes, the workaround is to buy a different module for the slot — then the pre-built module will be auto-sold for 0 credits.

Unfortunately that won’t work at an FC that does not have Outfitting installed; in that case you have to visit a station (or wait for a fix).
 
If you can buy the SCO for credits, then the "long grind" will be no different to if you were engineering the FSD on a new ship. That side of it doesn't bother me at all, it's the fact there's now almost zero reason to buy a standard FSD as the only people who won't benefit from the SCO are long range explorers without a Fleet Carrier.
Exploration involves surface scans, too — and that definitely benefits from the SCO.
 
I launched the game and immediately noted 2 things:
1. In the game launcher I got an icon - limit 16,
I just didn't notice it before?
2. The new splash screen, but at the bottom of the old record that I've been 2 years does not give rest : 1998-2022, why is it so ?
 
If you can buy the SCO for credits, then the "long grind" will be no different to if you were engineering the FSD on a new ship. That side of it doesn't bother me at all, it's the fact there's now almost zero reason to buy a standard FSD as the only people who won't benefit from the SCO are long range explorers without a Fleet Carrier.
I'm perfectly okay with this. Better technology supersedes old and all that... or, from a gaming perspective, the better QOL & fun of SCO should trump concerns of keeping the 'old way' viable.

I wouldn't dislike older FSDs retaining a higher integrity or slightly improved fuel economy, though.
 
Hi all,

First of all I want to apologise for the delay in getting patch notes out to you, Previously these have always been released as maintenance starts and today was an exception, rather than a new way of working.

With that in mind, Update 18.04 is now live, you can read more about whats new and changing here:

A link to the full patch notes can be found here: https://www.elitedangerous.com/update-notes/4-0-18-04
So you say that lifetime expansion pass owners has to still pay ARX to get early access?
 

Ozric

Volunteer Moderator
Exploration involves surface scans, too — and that definitely benefits from the SCO.
Well only if they're hundreds of Ls away. I thought the heat effects might be enough for damage to be a worry for those without an easy way to repair, but actually it seems they're not. So there is no downside to the SCO drives.

I'm perfectly okay with this. Better technology supersedes old and all that... or, from a gaming perspective, the better QOL & fun of SCO should trump concerns of keeping the 'old way' viable.

I wouldn't dislike older FSDs retaining a higher integrity or slightly improved fuel economy, though.
Things getting better is fine. But the new SCO drives have a longer jump range than the old v1 FSDs, and the added bonus of faster SC travel. With the reduced Heat output there is literally no downside to them. So it's not so much that they're better but compromises have to be made, they just straight up make old FSDs redundant in one day.
 
Things getting better is fine. But the new SCO drives have a longer jump range than the old v1 FSDs, and the added bonus of faster SC travel. With the reduced Heat output there is literally no downside to them. So it's not so much that they're better but compromises have to be made, they just straight up make old FSDs redundant in one day.
I think Sirius should just swallow their pride, pay Achilles for licencing and start producing SCO drives, too, phasing out the legacy FSD-s completely:) It's just so much better and a real QoL improvement all around. Like-for-like exchange program for engineered legacy FSD-s at Felicity and other FSD specialists would also be welcome, but not essential. V1 FSD-s can stay at tech brokers, they're useful for some combat builds and a convenient shortcut for not messing around with engineers; maybe the material price should be reduced a bit.

As for redundancy--well, E-rated module and hull reinforcements and H-rated SRV hangars along with (arguably) non-Azimuth plasma chargers are also redundant modules. So it's not without a precedence, but a little outfitting cleanup and streamlining would be nice😉

On a side note, Apex should run and refit their fleet with SCO drives. Even if it results a rate hike--worth it!
 
I'm sure the SCO will eventually be renamed as the 'ordinary' FSD and the v1 renamed as 'Legacy' or something. Or else fdev will leave it as another 'gotcha' for new players who dare to not buy their ships pre-configured :D

Edit: Also - cunning to give us new modules everyone will want to engineer a few months before they roll out the engineering changes that will make it all far easier - really going all out to get players to their happy place ;)
 
Love the new Python. But I don't know what's happening with ship integrity and paintwork. I have them both at 99 % (only flown a bit) but I can't repair them.
 
Exploration involves surface scans, too — and that definitely benefits from the SCO.
Well only if they're hundreds of Ls away.
I wonder if you meant kLs, because planets are usually at least a few hundred Ls from one another :)

In any case, SCO speeds up multi-body surface scans even when the bodies are not far away, because it reduces the time needed to get away from bodies’ gravity wells.

I thought the heat effects might be enough for damage to be a worry for those without an easy way to repair, but actually it seems they're not. So there is no downside to the SCO drives.
Yes — my point, too. And I agree that making a module effectively obsolete feels a bit wrong in a game, even if it is more realistic than a decisive majority of things in ED ;)
 
Love the new Python. But I don't know what's happening with ship integrity and paintwork. I have them both at 99 % (only flown a bit) but I can't repair them.
Ok, I'll answer my own question, I think I know what's going on. I've done maybe a dozen hyperjumps and some supercruising and now I can repair the paintwork. The cost would be 1 cr. Because I can't repair integrity, the damage is still under 1 cr. Tough ship.
 
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