Update 18 | Update Notes

My term "speeding up uncontrollably" can be rewritten as "decelerating more slowly than normal", thereby covering the same distance in less time, which is what is actually happening in the first place.
This last month or so I've really somehow got my head around using the indicators bottom left properly, which really tell you why the ship has decided the speed it has decided and also make it a lot easier to beat the automatic logic. Saves you a lot in the final approach once you're willing to have the speed indicator way above the distance indicator because you've figured out it's really over-reading and it will drop just in time...

There's rate of change of rate of change of rate of change stuff going on there so it's amazing FDev came up with this flight model and made it fit in a gamer's head in the first place!
 
Is it really a FSD "brake" though? I'd think the gravity well is the brake and the FSD is whining because of increased load. If it was a motor the frequency would decrease but perhaps the output frequency increases in an to attempt to compensate for the increased drag, like how a cruise control would do to engine RPM when a hill is encountered, even if the speed actually drops on that hill, as the cruise control is trying to maintain speed.
It feel like I might have said this in a comment here recently, but I see that as maintaining the warped "bubble" is that much more difficult if the space you are in is already warped. And that's how exclusion zones work too. There's a point where the tidal force across the Alcubierre bubble just pops it. For black holes in the game it's at the right spot for exactly that...
 
Well, it turns out caustic sinks have changed and definitely not for the better. They are slower to drain caustic when you take multiple hits, but it doesn't seem to follow a sensible pattern; one missile from a hydra will instantly fill a caustic sink and then melt a decent chunk of your hull no matter how quickly you purge it. Same goes for taking multiple missiles from lower interceptors or even scouts. Before, as long as the sink's bar wasn't full, your hull would not take damage.
 
Update 18 installed, latest NVidia driver, 12gb 3060, 32gb RAM, i5 9400F, game installed to SSD.

I encounter extreme flashing shadow casting on planetary surfaces at low sun light angles.

Anyone suffering epilepsy could be triggered by the intense light patterns.
 
Update 18 installed, latest NVidia driver, 12gb 3060, 32gb RAM, i5 9400F, game installed to SSD.

I encounter extreme flashing shadow casting on planetary surfaces at low sun light angles.

Anyone suffering epilepsy could be triggered by the intense light patterns.
I’ve seen a few people mentioning this and something has definitely changed since update 18. I even had Jameson Memorial flickering in a way it didn’t use to this morning.
 
A route set on the galaxy map will now be correctly recalculated after reloading the game.
No it won't. I had a route that filtered out various star classes and I was disconnected for connectivity reasons. When I returned and went to the galaxy map, the route was recalculated incorrectly and the next jump was one of the star classes that I had intended to filter out. This is not fixed. Please try again.

Edit: see just-submitted issue https://issues.frontierstore.net/issue-detail/63689
 
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No it won't. I had a route that filtered out various star classes and I was disconnected for connectivity reasons. When I returned and went to the galaxy map, the route was recalculated incorrectly and the next jump was one of the star classes that I had intended to filter out. This is not fixed. Please try again.
I believe that it refers to the issue where the automatic route recalculation after having logged out and back in would oftentimes calculate jumps that were too large and thus impossible to make (thus requiring you to manually make it recalculate the route again).

In my experience that seems to have been fixed fine.
 
I believe that it refers to the issue where the automatic route recalculation after having logged out and back in would oftentimes calculate jumps that were too large and thus impossible to make (thus requiring you to manually make it recalculate the route again).

In my experience that seems to have been fixed fine.
Can you link the issue you're talking about please? There aren't a lot of galaxy map issues (at least that I can find) that relate to plotted routes or filters that have been marked as 'fixed'. I had thought they were referring to this (despite not being exactly as described), but I could be mistaken. Regardless, the statement "A route set on the galaxy map will now be correctly recalculated after reloading the game." is not currently correct.
 
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I believe that it refers to the issue where the automatic route recalculation after having logged out and back in would oftentimes calculate jumps that were too large and thus impossible to make (thus requiring you to manually make it recalculate the route again).

In my experience that seems to have been fixed fine.
Yes it is working fine now, it was a really annoying bug.
 
I believe that it refers to the issue where the automatic route recalculation after having logged out and back in would oftentimes calculate jumps that were too large and thus impossible to make (thus requiring you to manually make it recalculate the route again).
I believe that was the issue too - and it appears to have been fixed.
I had thought they were referring to this (despite not being exactly as described),
The bug where it 'forgets' star class filtering has been around for a long time - they may get around to fixing it, sooner or later. It doesn't affect me nowadays, as I stopped filtering for classes, and just go where the plotter takes me, a while back.
Probably frustrating for the less laid-back player though...
 
I believe that was the issue too - and it appears to have been fixed.

The bug where it 'forgets' star class filtering has been around for a long time - they may get around to fixing it, sooner or later. It doesn't affect me nowadays, as I stopped filtering for classes, and just go where the plotter takes me, a while back.
Probably frustrating for the less laid-back player though...
I was never sure if that was a bug or the plotter just ignoring the rule to get a route to the destination rather than reporting that it had failed, I always assumed the latter though it does assume the plotter is smarter than is usually claimed.

However like you it never greatly concerned me, especially as my usual settings are
  • Filter out visited stars, used in the bubble or other areas well travelled by me.
  • Filter out star types I have in my Codex when out exploring, once route plotting fails I revert to not filtering at all.
 
Anyone know how to turn off the music on the Fleet Carrier Management screen?
Just used the FC Management Screen in the right hand panel of my ship and the music there is one of the loudest things in the game. I very rarely use that option but I don’t recall it being so loud before, unfortunately I have no clear idea how long ago that is.
 
I very rarely use that option but I don’t recall it being so loud before, unfortunately I have no clear idea how long ago that is.
Seems to have started with update 18. I use the right-hand carrier menu semi-regularly when I'm kiting my carrier around behind me and before U18 the music was at normal volume.
Anyone know how to turn off the music on the Fleet Carrier Management screen?
Unfortunately, not possible... Checked all the music options.
 
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