Wow. First time in 3.5 years I think: That´s it for Elite: Dangerous

Jex =TE=

Banned
Sleut - if you're going to quote me - try reading the post I'm replying to - it'll help you understand, but then I know you've already sectioned me off under "loon - ignore".

Beyond is 2018 content - I DID SAY THAT IF YOU BOTHERED TO READ IT. I'm talking about AFTER beyond - the void of unknown that FDev are so fond of using.

I have an old business aquaintance who used a rather crude but appropriate phrase regarding some customers "I treat them like mushrooms - I keep them in the dark and feed them crap".

SC is also a tech demo, never said it wasn't - try reading "SC will be in a much better place by then" part of my reply, so taking what I said out of context just shows you're trying to score points without any valid response.

as for the rest you're a self confirmed white knight in writing - which you did in a post not two days ago.

I know you think I don't support ED and FDev but I do - how else do you explain why I'm still reading and taking the time to post if I DGAS about the game? I HAVE THE ABILITY TO GET A FULL REFUND AND WALK AWAY... but I've not used it yet....... yet...... and I'm not so rich I'm happy to consider the money lost. Forum PvP is NOT FUN FOR ME. You think what you like but I've made my position clear innumerable times regarding the game and the developer - I've just learned carrying and using a sharper stick helps instead of waving it in the air dancing around the fanboy fire.

Nuance DOES exist - you just don't like to look for it because it doesn't fit your view of the community and how you like to treat us on the "other side". Naysayers have agreed to some of your posts, even me - I've repped you LOTS of times for things you've said and will continue to do so even though it's never once been reciprocated, which says far more about you and your mentality towards the naysayer community than you realise.

I personally see you as one of the prime "leaders" of the fanboy club, counteracting almost everything the naysayers write and making comments just like the ones above where you have clearly done very little actual investigation into the backgrounds of other replies and picked *stock fanboy reply #17* and just thrown it "off the cuff".


Please pay attention to other members posts if you are going to quote them otherwise you're in danger of becoming another Mindless. Like most leaders with an agenda, and that would be a shame because in years past you showed intelligence and why I still pay you the respect of reading what you write - even if I disagree.

Would rep you twice if I could but so much this! lol
 
You've written the post I wanted to write :)

This is absolutely correct. I've worked on projects where testing is done properly, projects where testing is done as an afterthought, and projects where testing isn't done at all.
It's also the industry - there's a focus on just getting it done and shipping it, and there's rarely any money left in the budget for testing.

Good automated testing takes a lot more time, money, and effort.
Right now I'm working on a project that has more programmers in the QA team than the development team, with testing frameworks containing many more lines of code than the main codebase that it's testing. It's a global system that simply cannot ever have a problem. It's also owned by a big multinational that has a lot of money to throw at the project.

As you say, it's possible to go and add proper testing to ED, but the benefits aren't immediately apparent to the users, who are always clamouring for new features as well as fixes to existing features.


I would prefer a clear announcement from the FDev saying in 2018 no new contents in order to improve the core and come out in 2019 with a new season with brand new gameplay with lots of new feture, rather than seeing them busy on features that only fanboys care and fixing the code in the spare time.

In my opinion these would give gameplay a boost:

Exploration:
If they introduced atmospheric planets and later space legs the exploration gameplay would receive automatically a big boost.
You really need to land on a planet to get the full data of it (or entering the atmosphere of a gas giant) and the more time you spend and go around the more data you collect (kind of fuel scooping, this would be data scooping). It's up to you to continue the exploration and getting more data or go back to the ship because you've seen it all and not interested in staying anymore.
Elements/Materials/liquids/gases collected on newly discovered planets should be sold for high price to researcher, scientists or engineers.

Passengers Missions:
the players set-up a touristic cruise or a liner trip and fix a ticket price (or the ticket price is automatically/procedurally calculated) based on the distance, POI and ticket price attracts more or less passengers.
Optional possibility to add short surface planet trip. You land on a planet base, pax moves to a passenger SRV and you drive them to the destination with the SRV

Trading:
As in the real life: traders set-up a commercial route then they receive various type of goods to deliver. Prices varies depending on the distance of the trip (fixed price) and the value of the goods.
This would also introduce the possibility to combine passenger and cargo route (as it happens in the real life!) so you have the chance to optimize your business.

Combat:
FDev already focused too much on this I really hope that they will not spend more time on it for the next season to come...
 
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Jex =TE=

Banned
Next time im in Tesco im walking right up to the manager and asking him how many people are working on the fruit and veg lane.

After all I give them money for products so that entitles me to know where the money goes and how many people stock the store to my exacting standards.

That's not relevant lol

You would have to have an empty fruit and veg stand and then ask the manager who would tell you "we have more staff than ever working on the fruit and veg stand" and then you wouldn't believe that because there's no fruit and veg so what would you do?

1) Call his bluff and ask to see all these staff?

2) Miss out on apple pie that evening?

:p
 
Im sure someone has said it all ready but after watching Citizen con, i think ED have looked and found that they just cant compete, they seem to have brought out less features in the time span, i get the games are different but lets face it soon as Star citizen is in a playable state, ED will be left with only the die hard fans.

The need to step up their production of content as people are all ready bored, fed up and wondering why did i pay for Horizons again? Cause i am wondering what i got for that money.
 
Oh, you expected eagleboy to actually answer difficult questions and provide tangible data to back up what he says? LOL, that's funny.


If you keep prying a little and ask the same difficult questions a few times more, he'll keep dodging them matrix style until you end up in his ignore list, because that's where you belong. Give it a try.

The thing is, Eagleboy is right and if he gives you data to back up you and Sentience will just ignore it. Missions improved, USS improved, message system improved, station interiors improved, POIs like asteroid bases and structures improved, module and ship transfer, NPC faces, etc.

The actual list of improvements would be way to big to post it and I have absolutely no fun at wasting my time to state the obvious just because you are closing your eyes when something doesn't suit your agenda.

If you are telling me that the base game wasn't improved at all over the last years than you are either ignorant or a troll or both.
 
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Jex =TE=

Banned
Tesco. Every lidl helps ;) (bad joke I've kept to myself until now).

LOL I liked it! Maybe we should all play some.....


logo-76333f285a312da2896b241e2c38c403.png



[haha][haha][haha]
 
Guess what? Thanks to Barking Mad I'll just post a list of improvements to the game since 2.0 that weren't part of the initial promise (planetary landings, engineers, multicrew and a surprise, yes, that's right, that's all we could expect from Horizons...)

I am not going to edit everything that was promised out, don't have the time for it (planetary landings, engineers, multicrew and a surprise):

> 1.5 – SHIPS & 2.0 – HORIZONS +
> Released: 15th December 2015


1.5 SHIPS

MAIN FEATURES

Increases the number of playable ships to 30 (31 if you own Horizons).
Asp Scout
Viper MkIV
Federal Corvette
Imperial Cutter
Keel back
Imperial Fighter (CQC)

Added various new mission types and scenarios:
Crashed ships
Don’t die missions
Don’t get scanned missions
Multi-stage missions
Missions can be received in space
Assassination variants
Contact missions
Unique cargo missions
Timed window missions

Added new open space scenarios:
Search and rescue scenarios
Wrecked ships scenarios
New deep space salvage scenarios
Distress call scenarios

Bobbleheads (PC & Mac)

Patch Notes: 1.5


2.0 – HORIZONS +

MAIN FEATURES

Ability to land freely on 4 types of airless moon, making up 61% of all planets in the game:
Rocky
Metal
Ice
Rock & Ice

Various types of ground bases:
Military bases
Research Establishments
Hideouts
Major starports
Mining complexes

Drive your SRV on the planetary surface whilst:
Exploring planetary surfaces
Fighting skimmer defence vehicles (x 4 variations)
Scanning the surface for materials
‘Hacking terminals’ to download data
Find crashed ships
Discover points of interest, debris and lost cargo

Synthesise the various materials found on the planetary surface in order to:
Refuel your SRV
Repair your SRV
Reproduce ammunition
Increase Ship Jump Range

CHANGES & OTHER ADDITIONS

Change to 64 bit client.
Black Friday paint job packs.

Patch Notes: 2.0 | 2.01 | 2.0.02 | 2.0.03 | 2.0.04 | 2.0.05 | 2.0.06 | 2.0.07 | 2.0.08 | Xbox One 1.5.02 |

> 1.6 & 2.1 – THE ENGINEERS
> Released: 26th May 2016


MAIN FEATURES

The Engineers – Gain access to the Engineers in order to upgrade various ship components to upgrade numerous parts of your ship +
Engineer bases (Handcrafted)
Weapons
Engines
Frameshift
Thrusters
Armour
Power Systems
Shields

New Weapons
Huge Beam Laser
Huge Pulse-Laser
Huge Multi-Cannon
Large Multi-Cannon
Missiles improved to work better over a distance
Missiles damage effect increased to lower all external modules

Mission System – Update
NPC portraits now act as ‘missions givers’
Clearer information when building reputation with factions
New branching missions
Some new mission templates (e.g. tip-off missions)
Increased use of Navigation beacons to give mission information

NEW CONTENT & QUALITY OF LIFE ADDITIONS

Traffic Control – Voicing
On approach to star ports and planetary ports players will hear chatter from the flight controllers
Flight controllers automatically give a call sign to all pilots – this is formed from the ship manufacturer and the first three characters of the Commander’s name.

New Ship Drives
For smaller ships, eg. Sidewinder, Faulcon de Lacey have introduced performance enhanced size 2 and 3 drives.

Ice Mining
Commanders are able to mine new commodities such as methanol monohydrate crystals and low temperature diamonds.

General User Interface Additions
Bookmarks added to galaxy map
Increased filter options on galaxy map (ie system states)
Community Goals added to galaxy map
Outfitting Screens re-worked to give more information
Game control page re-worked to make changing and finding key bindings easier.

Graphical Improvements
Planetary surface quality has been increased whilst also increasing the performance
SRV will now leave tyre tracks
Star light has been changed so they retain their colour over distance

NPC – Artificial Intelligence
NPC’s will fly low over planetary surfaces and engage in dogfighting
Elite NPC pilots are now of a higher quality
Make better use of missiles & torpedoes when opponents shields are down
Are more skilled in avoiding damage
Better use of PIP management when fleeing or pursuing an opponent
Will flee battles to allow their shields to recharge before returning
NPC’s will counter attempts of human pilots to use reverse thrust
Skimmers are more resistant to splash damage
System security ships will respond better to crimes committed in their vicinity

System State Enhancement
Changed to give greater visibility to their current situation. For example, when a system is in famine the price of food will increase.

Patch Notes: 1.6 & 2.1 | 2.01.02 | XBox Update | 2.01.03 | 2.01.04 | 2.01.05

> 1.7 & 2.2 – THE GUARDIANS
> Released: 27th October 2016


MAIN FEATURES

Ship Launched Fighters +
Launch the F-63 Condor, Imperial Fighter or the Taipan from specific in-game ships
Fly them yourself via neural net or hire a crew member (see below) to do the same
Ability to alter their loadouts and modules
Issue orders to your ship launched fighter
Manufacture ship launched fighters in-flight

Hire NPC Crew +
Hire up to 3 NPC crew and have one of them fly with you at any one time.
NPC crew come with wage demands and a back story.
Crew can increase their rank as they gain more experience and die, should your ship be destroyed
NPC Crew can fly your ship or your Ship Launched Fighters
Issue orders to NPC crew

New Ship +
Beluga Liner

Passenger Missions
Take a variety of passengers (18 types) to various destinations in the galaxy
Scan tourist beacons to learn about in-game lore and earn exploration awards

Engineers & PowerPlay +
Five new Engineers added – Bill Turner, Lori Jameson, Ram Tah, The Sarge, Tianah Fortune
Yori Grom has been added as a new power in Power Play

NEW CONTENT & QUALITY OF LIFE ADDITIONS

Ships
Ship Transfer
Module storage & transfer
Remote sale of ships

In-game Graphics & Audio
Four new types of Station Interiors – Tech, Agriculture, Tourism & Refinery
Added advertising holograms outside stations
New Geological features added to planets – Fumaroles, Geysers
New Biological entities added to planets
‘Mysterious things’ added
CQC Stations now in game
Changes to graphical representation of Neutron & White Dwarf stars
Ability to use new star ejection to gain increased one-off jump range
Improved planetary surfaces
Capital Ship dock now in game
Various other locations including – Comms arrays, prisons, hideouts
Visual improvements to hyperspace
Visual dimming of the universe via galactic dust
Various new air traffic controller voicing
Improved lighting & geometry in all Engineer bases

Graphical User Interface Changes
Changes to layout of Starport services menu
Added UI ‘spooling engines’ graphic when taking off from a planetary surface
System security information added to HUD before entering hyperspace
Graphical improvements to avatars
Planetary maps now visible in system map view
Multiple destination feature added to route plotter
Pay off bounties and fines from low security systems
Filter to show ‘visited systems’ in Galaxy Map (only 2.2 systems onwards will show)
Security Filter added to Galaxy Map
Sort missions by – Legal, Illegal, Combat, Aid

Mission Based Changes
‘Seeking Goods’ scenarios now issue missions
Points of Interest can now be fixed (see geological and biological entities)
Points of Interest can now contain landed ships

Other
Training Tutorial Scenarios added – Basic Flight, Advanced Combat, Mining, SRV Training, Ship Launched Fighter Training, Mining tutorial added
Commanders Journal – enables 3rd party developers to access in-game Commander data and create websites and applications
Paint Jobs – Anaconda, Asp Explorer, Vulture, Fed-de-Lance, Python, Corvette, Cutter
Paint Jobs – Ship-Launched Fighters
Paint Jobs – SRV
Ship Kits – Python & Vulture

Patch Notes: 2.2 | 2.2.01 | 2.2.02 | 2.2.03

> 2.3 – THE COMMANDERS
> Released: 11th April 2017


+ indicates Horizons features only.

MAIN FEATURES

Holo-Me (Commander Creator) +
Holo-Me UI gives players the ability to create male and female avatars by tuning and morphing their eyes, nose, mouth, ears, jawline, neck, hair, freckles, scars, beards, suits and decals. Alternatively players can use any of the 50 commander presets.
Commander creator are also now visible within the player’s cockpit or are holographically represented when they are not physically present.
Player avatars are also displayed in the comms panel.

Multi-Crew +
Multi-Crew allows a team of up to 3 players players to play together and assume roles aboard the same ship or just tag along as a passenger.
Gunner – Allows a crew member to take control of all turreted weapons on the ship using a third person interface.
Fighter Con – This allows a crew member launch and control a fighter, even if the helm has already launched a fighter using NPC crew. This allows multi-crew ships to have two fighters active at a time. In addition, if the ship has enough fighters, both crew members can take on the fighter con role, meaning three human controlled ships can be flying at the same time.

Camera Suite
Added vanity cameras to all ships enabling players to view their commander and ship from a variety of interior and exterior camera angles.
Free-view camera also available to enable players to select non-fixed views.

NEW CONTENT & QUALITY OF LIFE ADDITIONS

Ships & Stations
Dolphin playable ship +
Ship Naming and ID plates can now be added via Outfitting
Increase in number of the maximum stored ship limit to 35
Asteroid base stations, with air traffic controllers
32 asteroid bases in various deep space locations
Stations can now be placed within rings
Stations can now be placed within asteroid clusters
CPU optimisations around stations and capital ships
Stations that are within a planetary ring are now displayed on the system map
When targeting a station’s location (usually but not limited to when in supercruise heading towards it) show the schematic in the correct orientation.
Added Megaships
Tanker
Cargo
Asteroid Miner
Flight Operations
Prison Ship
Science Vessel
Passenger
Plus two more unknown variants.

Passengers & Missions
Added prisoner cells as alternatives to passenger cabins +
Updated mission and variant templates for passenger bulk, VIP and VIP Conflict types +
Multi-stage mission support added (different to wrinkles)
Delivery, Collect, Passenger Bulk, Piracy, Rescue, Salvage and Smuggle mission change destination wrinkles are now optional.
The following missions should now spawn more frequently: Piracy Heat, Piracy Contract, Clearing the Path, Safe Travelling
Updated the military career progression numbers to speed up progression
Increased super power reputation gains by 25% when gaining faction reputation

New challenge scenarios
4 new Incursion scenarios
Speed docking
Driver challenge
Ship launched fighter challenge

Weapons
Added two turreted mining lasers

POI / USSS
Lava Spouts now have proximity effects around them. Depending on the ferocity of their eurption, they deal heat and damage to the player. The more ferocious the eruption, the hotter and more damaging they become
Added additional installation scenarios
Medical
Space Bar
Space Farm
Government
Security Station
Plus Colour variations
Added new Passenger USS scenarios
Added a new Data Link scanner for ships
Proximity effects support added
Added more wreckage types
Space scenarios can now have localised fog

Exploration
New mysterious things added
New organics added to planetary surfaces
Re-balanced the amount of exploration career rank awarded when completing Passenger missions
Increased the credit values of exploration data for scans after this release. Unsold data from previous scans is unaffected by this change.
Engineers
Manifest/Killwarrant/Wake scanner:
Long Range
Wide Angle
Fast Scan
Ship primary sensor:
Light weight
Long Range
Wide angle
Detailed Surface scanner
Long Range
Wide Angle
Fast Scan
Bill Turner:
DSS to grade 5
Sensor/scanner to grade 5
Felicity Farseer:
DSS to grade 3
Sensor/Scanner to grade 3
Heri Tani:
DSS to grade 5
Sensor/Scanner to grade 3
Juri Ishmaak:
Sensor/scanner to grade 5
DSS to grade 5
Lei Chung:
DSS to grade 5
Sensor/scanner to grade 5
Lori Jameson:
Sensor/scanner to grade 5
DSS to grade 5
Tiana Fortune:
Sensor/scanner to grade 5
DSS to grade 5
Pirates
NPC pirates will now ask the player for a cargo amount from a player. Complying will result in the NPC pirate not opening fire.

Interdiction
Players in supercruise can now visually see other interdictions taking place. You can see this taking place in this video.

Ship Art
All ship explosive effects improved
Large number of changes to ship interiors

Audio Changes
New additions include audio for the FSD supercharge including voice alerts,
Added ambient audio details to the starport inner-dock variant,
Three New flight controllers types for the Empire, Anarchy, Independent powers,
Additional wave scanner improvements
‘Secret stuff. Shhh’.

Added 100 new tourist beacons

CQC
Rebalanced capacitor and charge rates to be the same across the different ships

Added Bucky Ball Beer Mats rare good

Celestial
Ice terrain surface improvements
Performance improvements for terrain on 4/500 series nVidia cards
Surface rock system optimisations
Updated schematics for white dwarfs and neutron stars
Made star lens flares check the actual depth instead of comparing against a constant value

Player Journal
Added journal events for Multi-Crew
Include more details about atmospheric composition in player journal, when detail-scanning a planet with atmosphere
VR
Made the schematics render in stereo
Added dithering support to tackle banding in VR
Fixes to some of the cockpit VR cameras
Fixed some incorrect scale assumptions when fitting the left eye image to the monitor window. The view should feel a little less stretched. In addition there will be a significant memory saving moving from 2160×1200 to 1280×768
Added Python ship kit VR hangar cameras

Patch Notes: 2.3 | 2.3.01 | 2.3.01 (Xbox) | 2.3.02 | 2.3.02 (Xbox) | 2.3.10 | 1.01 & 1.02 (PS4) | 2.3.11 | PS4 Hotfix |

> 2.4 – THE RETURN
> Released: 26th September 2017

+ indicates Horizons features only. These are the full patch notes.

New Content & Features (+)

Added mysterious and exciting things
Holo-Me Save Slots – We have added save slots for different Commander appearances in the Holo-Me system
Holo-Me: Added 12 new hairstyles
Holo-Me: Added slots for Eyewear and Outfits
Synthesis can now create heat sinks, chaff, limpets and top up life support
Additional planetary bases added to the Colonia region for migration winners
Added mysterious locations we’re not going to tell you about…

New Content & Features

Added more mysterious and exciting things
Ship Rebuy Penalty – When a player commits the crime of murder (PvP only), an additional cost is added if they swap to a less expensive ship before paying legal costs during the rebuy flow
Exemption for valid Powerplay PvP
Pilot’s Federation Bounty – When a player commits the crime of murder (PvP only), they receive an additional Pilot’s Federation Bounty. This bounty is valid in every jurisdiction except anarchies
Exemption for valid Powerplay PvP
Inbox Revamp – Various quality of life improvements and a new look
New Chained Missions – Which can be longer than two steps
Hull/Canopy Repair Limpet controllers are now available
Preview game extras in outfitting – You will now be able to preview paint jobs and other game extras available for purchase
Stored ships can now be sold from the rebuy screen to cover the rebuy cost
Updated route plotting system:
maximum route plotting range is now 20Kly
route plotting is much faster
there is now an option to make use of neutron star boost when plotting routes
an icon is displayed on the route to show the last scoopable star before running out of fuel
Additional NPC stations added to support infrastructure and trade routes in Colonia region
Star systems renamed based on Colonia migration winners
Additional space stations added to Pleiades region to support civilian expansion narrative
Added search and rescue contacts to stations across the galaxy
New and improved salvage scenarios added to support search and rescue gameplay
Made salvage commodities legal to pick up from wreck sites (will still appear illegal if dropped by ships as that is not salvage)
Added more mysterious locations we’re not going to tell you about…

Companion API

/market now uses the correct commodity names and will include prices for legal commodities in the current ship’s cargobay that are neither produced nor consumed at the current station
Calling /market with rare commodities in the cargobay will now produce the correct sale price for them in game
/profile now uses the correct galaxy state for controlling Factions and Superpowers, and uses the correct names for some modules, recipes and customisations
/profile now includes Fighters, SRVs, Name and ID of ships
/profile now includes most modifications of the current ship’s modules, with a few exceptions:
Ship armour, hull reinforcements, shield generators and shield boosters return their absolute values for the resistance modifiers, not just the engineer modifiers
Modifications to weapon burst size do not automatically affect clip size
Burst size and burst rate overrides do not report their consequences for attributes like damage per second
Special modifiers are listed, but are not broken down into their effects


Controls

Added default bindings for useful Multi-crew functions for the Thrustmaster T-Flight HOTAS range


CQC

Fixed the ‘Waiting for Players’ and ‘Starting Game’ text that was obscured on the Elevate map

Fixed a UI issue whereby many weapons were incorrectly displaying the ‘gimballed’ icon on the HUD


Engineers

Engineers should no longer distort influence % displayed for the other factions in that starsystem


Factions

Encourage factions to not expand into starsystems that require permits

Factions that fail to expand from a starsystem after an Investment state has boosted their expansion range will no longer try to expand from that starsystem in the future
Factions that retreat from a starsystem will subsequently treat that starsystem as a low priority when choosing an expansion target


Fighters/Crew

Restored the missing descriptions for the GU-97 and Taipan Fighter when viewing their details via the Roles panel


Galaxy Map/System Map

Updated some textures in the System Map to reduce memory usage (without reducing the quality)
Fixed an issue whereby you would not get a failed message when plotting an economical route
Fixed an issue with how the Gemini Constellation was being drawn on the Galaxy Map
Corrected an issue whereby the completed mission indicators were not updating correctly on the System Map
Fixed an issue where ships that have been transferred were not displayed at the correct location on the Galaxy Map after logging out
Corrected the colour of the Metals trade routes shown on the map to match the colour shown in the legend bar
Fixed an issue whereby the System Map popup auto minimised when using a control pad
Tweaked the route progress bar to show when updating route options
Fixed an issue that caused route plotting to plot a route twice if you have neutron star boost turned upon starting a new game session
Fixed an issue whereby long range route plotting failed to update route target after 1000 ly jumped


General Fixes & Tweaks

Brazilian Portuguese language translation is now available (A special thanks to our volunteer localisation testers has also been added to the credits)
Fixed datestamps on inbox messages
Various text fixes
Various localisation fixes
Added some mysterious things which get unveiled over time…


Holo-Me Creator

The Escape key will no longer exit the Holo-Me system
Fixed a rendering issue that could occur when a Commander’s hair overlaid certain environmental fog effects
Fixed the ‘Grime’ facepaint not being very visible when applied in the white colour option
Corrected the order for some of the female skin tones for the smooth complexion head type
Fixed an issue whereby the ‘Full 02’ mouth shape was also incorrectly adjusting the jaw size
Fixed issue whereby players could apply rank decals to their flight suits for ranks they have not yet obtained
Fixed an issue where the Holo-Me screen was not focusing on the face when editing the “Complexion” tab
Fixed the save prompt appearing when no changes had been made to your Commander
Fixed an issue whereby the ‘Loading Commanders’ notification would display indefinitely after changing you Commander’s gender
When changing the Commander’s gender after previewing or equipping a suit, the suit will now transition properly rather than resetting


Missions

Add distance from starsystem entry to mission destinations
Ship kills, and actions to complete planetary hack and disable missions will now only contribute to a single mission, this will be the earliest mission accepted
Refactored mission selection to promote a wider selection of missions on a single board.
Refactored mission selection to promote a better spread of missions across factions
Refactored mission selection to heavily promote selection of conflict missions for both sides involved
Refactored mission selection to more reliably generate permit, engineer, and rank missions at eligible stations.
Slightly rebalanced micro resource reward selection probabilities
Added an inbox message when passengers alight from the ship
Follow-on missions can include more data about previous missions in the chain
Added support for missions allocating additional rewards based on station distance from the jump-in point
Optimisations to how system data caching for secondary sites is stored and requested
Significantly improve mission board loading, especially for those on high-latency networks
Fixed message text when trying to accept missions past the mission limit (No longer says “… of this type” when it means total missions)
Fixed passengers on tourism missions not realising the player hadn’t gone to the right beacon when on multiple-site trips
Fixed localisation text for certain parts of Ram Tah’s ruins mission in languages other than english
Fixed an issue whereby missions could still be locked even if you met the minimum reputation requirements
Fixed some over-inflated mission rewards
Increased the chance of in-space chain missions spawning
For ship kill missions, the mission giver is considered when deciding if a kill should count. This allows for some mission stacking, but only when missions are from different factions
Fixed issue whereby courier missions were only spawning at Elite rank
Fixed an issue where legal massacre missions were not displaying the mission title in the inbox message after completion
Increased the time limit for long distance missions
Chain mission inbox messages now better indicate the name and known station of the mission giver
Fixed an issue where the same assassination target could appear in a later chain mission or other mission board missions
Fixed an issue whereby location information was not displaying correctly for assassination Chain missions that occurred after an altruism mission
Fixed some string text that appeared in a chain mission’s historical data
Fixed an issue whereby Chain missions could persist after deleting your save
Reduced the amount of Long Distance missions that will generate
Multiple Planetary Scan missions will no longer complete after a single scan
We now include the faction and station name in chain mission inbox messages


Multi-Crew

Fixed an issue where if a crew member joined a helm docked in the hangar, the crew would appear docked on the surface while the helm stayed in the hangar
Fixed the Multi-crew power distribution pips being reset during Hyperspace and Supercruise transitions
Fixed holograms on a Fighter’s HUD disappearing during Multi-crew
Fixed missile lock audio not working correctly in Multi-crew
Fixed an issue where the gunner role has less range when using scanners than the helm role has
Fixed an issue where the menu could become locked when quickly attempting to access the Mult-Crew Options (top left panel) during MultiCrew as non-helm role
Added a default binding for the multicrew mode switch when using the mouse and keyboard control scheme, the key is Tab
Fixed an issue where the holograms on a Fighter’s HUD disappear during a Multi-Crew session
Made some tweaks so Mutli-crew gunners in the third-person view can no longer automatically target their own launched projectiles
Implemented a fix for crew members not always collecting exploration data when scanning a navbeacon


Network

Re-enabled UPnP by default in the AppConfig
Improvements made to prevent network disconnections in poor network traffic conditions


NPCs

Fixed an issue whereby forgetful Military NPCs could sometimes have left their weapons at home
Shooting a capital ship in a scenario where they are the bad guys no longer lands you with a bounty on your head
Trigger-happy NPCs will now only shoot missiles once the target’s shields have dropped
Fixed the falling skimmer issue that could occur on planet surfaces
Fix for capital ship movement issues


Outfitting

Fixed an issue that sometimes prevented players from selecting stored modules in Outfitting
Fixed an issue where livery items would not appear the first time they are clicked upon
Various outfitting items have had their descriptions fixed
Fixed an issue where Bobbleheads were not appearing in the Livery section
Fixed an issue where clicking “remove” on a decal slot when no decal was fitted caused the menu to stop responding
Vehicle/Fighter sub slots are no longer displayed when transferring an optional internal module from stored modules
Fixed an issue whereby ship kits would not preview correctly after quickly switching module slots
Fixed an issue whereby when purchasing one or more class 6 planetary vehicle hangers, the class was not correctly detailed for the vehicle slots contained within it
Fixed an issue where some ship nameplates were incorrectly displaying the ship ID


Player Journal

Added “Luminosity” property to “Scan” event for a Star
Added “MissionRedirected” event
Added “SearchAndRescue” event
Added “SellShipOnRebuy” event
Include Latitude and Longitude info in Screenshot event if appropriate
Include transfer time to FetchRemoteModule
Include info about online friends at startup
The ‘Scan” event is generated for all bodies in a system, when scanning a navigation Beacon
Added “RepairDrone” event
Added “Music” event
Population statistic now included in the system info on ‘FSDJump’
included info about StationServices available when docking at a station
Info about all bodies in the system added when scanning a Nav Beacon. If you have a Detailed Surface Scanner installed, this will include detailed info (such as materials available on landable bodies)
Included ‘TransferTime’ property in ‘ShipyardTransfer’ event
Added mission name to player journal for mission redirect message journal entries
Fixed an issue whereby Nav Beacons needed to be scanned twice for correct journal entries


Render

Fixed a macOS specific issue with asteroid decals having bright textures when mining
Fixed a macOS specific issue that saw station lights rendering through your ship’s geometry
Made some tweaks to prevent certain landing pads from being visible when using the vanity camera when docked in a hangar on a planet
Fixed an issue that could lead to other Commanders floating around the screen when inspecting a fighter or SRV
Fixed an issue with planet surface textures jittering
Improvements made to station LOD (level of detail) when in a Wing
macOS: Fixed an issue with gas giants not rendering correctly
Fixed an issue whereby ship shadows were missing when first arriving at a planet’s surface
Fixed hologram scaling issue when targeting a torpedo


Server

Fix a cause of stored ships shown on the galaxy map, but were inaccessible from the shipyard
Fix a transaction server error when transferring stolen cargo between SRVs and Ships
Fix displaying the wrong language labels for Community Goal reward tiers
Fix displaying the wrong language in multi-crew session reports
Fix some incorrect faction superpower allegiance and government types used for the galaxy map, system map, commodities and outfitting services
Stop displaying ‘main menu’ as a last location in top bounty local news reports
Fix a transaction server error when passengers leave ship cabins
Fix a transaction server error in outfitting
Various reliability and performance improvements
Fixed the selling of stolen salvage commodities at blackmarkets
Stopped mission cargo from being sellable at the market it was given at
Fixed some friends incorrectly appearing offline
Fixed certain synthesis boosts lasting too long


Ships

General Ship Fixes and Improvements

Fixed an issue where players could not switch ships if they had drones in their ship’s hold
Adjustments made to the Corrosive 1 Paint Job so it works better with non-Raider Ship Kits
Fix for Shield Cell Banks having no audio or visual effects when deployed
Fixed an issue with accented characters in ship names not displaying correctly

Anaconda

Fixed error that could occur when attempting to change the Anaconda’s livery when an Engineer’s modified shield generator is equipped
Fixed a LOD issue with Anaconda Paintjobs
Tidied up some textures


Asp Explorer

Fixed a naming inconsistency with the Corroded Livery

Diamondback

Fixed some LOD issues

Diamondback Explorer

Fixed some lighting issues

Dolphin

Fixed some texture issues with the Excursion Paint Job
Flipped some text on the cockpit fire extinguisher
The Dolphin now casts a shadow correctly when in the hanger
Fixed a texture error that occured when the Dolphin’s shields were hit when viewed from another ship

Eagle

Fixed some texture issues

F63 Condor

Adjusted lighting in the livery screen

Federal Corvette

Made adjustments so that the bumper Ship Kit works better with Paintjobs
Fixed some clipping that could occur with a Class 1 Cannon in the small size 1 hardpoint
The 3rd chair in the Federal Corvette is no longer manufactured by DeLacy and has been replaced with the appropriate Core Dynamics model

Federal Dropship

Patched a hole in the geometry
Adjusted the nameplate camera for the Federal Dropship when using VR

Imperial Courier

Made adjustments to the decals to prevent clipping
Adjusted decal 1’s camera angle to prevent clipping when using VR

Imperial Eagle

Removed some stray geometry that was in the cargobay area
Fixed some stretched textures that could be seen when your canopy ices up
Minor texture and geometry fixes

Keelback

Rescaled the front decal so it does not cover recessed geometry

Lakon Type 6

Added new hanger cameras for the Lakon Type 6 for the rear Ship Kits and the wings

Lakon Type 7

Fixed a LOD shadowing issue on the top of the Lakon Type 7
Fixed some missing cockpit textures when viewed using the Vanity Camera

Lakon Type 9

Added lights to the wings of the Lakon Type 9 so that nameplates can be seen

Python

Corrected several vanity camera orientations

Sidewinder

Fixed the smoothing groups on the sidewinder cockpit glass to improve LOD visuals when panning at close range

Viper MkIII

Fixed some clipping that could occur when equipping a spoiler Ship Kit
Fixed a text decal on the rear of the Viper which was cutting through the hull geometry

Viper MkIV

Changed the hanger cameras with rear facing cameras for the spoiler and tail Ship Kits

Vulture

Patched up a small hole in the Vulture cockpit
Fixed an issue with the Vulture’s co-pilot console

SRV

Fixed a text overlay issue with the Surface and System map buttons in the Navigation Panel when driving an SRV
Fixed an issue that caused the mouse direction cursor to not appear when driving an SRV

Stability Fixes

Fixed a crash that could occur when a nearby NPC ship was docking in a station
Fixed a crash that could occur when saving and exiting back to the main menu
Fixed a crash that could occur when reviewing Multicannon hardpoints in Outfitting
Fixed a memory crash that could occur in various situations while playing
Fixed a crash that could occur when entering an Unidentified Signal Source
Fixed a crash that could occur when dropping in to a Civilian Installation
Added a cool mystery thing…
Fixed a crash that could occur when entering Supercruise
Fixed a crash that could occur when attempting to delete an inbox message
Fixed a crash that could occur when loading in to an SRV
Fixed a crash that could occur when visiting Jaques Station in Colonia
Fixed a crash that could occur when entering the Planetary Map view
Fixed a crash that could occur when scanning another Commander’s ship while in your SRV
Fixed a crash that could occur when firing weapons that apply the camera shake effect at targets that cannot be shaken
Fixed an issue where swapping to an newly docked fighter would disconnect you from the server
Fixed a crash that could occur when destroying a Goliath Skimmer
Fixed a crash that could occur when following a wake scan
Fixed a disconnect issue that could occur when deploying a Fighter when in Multi-crew
Fixed a disconnection that could occur when loading into the game for the first time
Fixed a rare crash that could occur when using the mouse to move the camera when in the cockpit
Implemented measures to help prevent crashes that could occur when quickly deleting inbox messages
Fixed a crash that could occur when joining or leaving a Multi-crew session
Fixed a crash that could occur when using the System Map
Fixed a crash that could occur when using Synthesis
Added another cool mystery thing…..

Station Services

It is no longer possible to sell stolen items that you received as part of a mission on that station’s black market

Stations and Outposts

Outpost weapons platform has been completely updated with new art
All Outposts have had an art pass to fix minor issues and improve visuals
Outpost schematic rendering is now fixed to show all the extra modules, not just the core outpost
Modular Stations have had an art pass to fix minor issues and improve visuals in some areas
Various station schematic models have been updated to improve quality and fix orientation issues
Physics mesh optimisation in the newer station interiors to improve framerate
Various updates to station interiors to fix minor art issues and improve LODs

StellarForge

Renamed Eol Procul Centauri 1 to Hutton Moon

UI

Fixed an issue where the fuel scooping UI element would overlap with the jump charging element
Fixed an issue that could cause your inbox to become garbled when deleting messages
Fixed an issue where gunsights were not rendering correctly
Fixed some icons that were missing in the Multi-crew role switch panel
Fixed an issue where the Multi-crew session report could overlay incorrectly and not be closed when opened in the Gunner Cam mode
The Insurance screen will now show the last ship you were flying by default
Livery items you own will now be indicated with a tick
Removed an invisible button to nowhere from the Station Services menu
Corrected the Commander portraits appearing at a lower resolution in the Station menu
We have made some cosmetic improvements to the layout of the Insurance screen
Fixed an issue where a Wingman’s target marker could disappear when they target a subsystem
Fixed an issue whereby the ‘Buy Game Extras’ button would not work correctly when using a mouse
Made some changes to better accommodate text and prevent it from being cut off when playing the game in Russian
Fixed an issue where faction text was overlapping Engineer details while docked at an Engineer base
Scanning indicator now appears correctly in the Contacts panel when scanning a Commander
Powerplay inbox messages will now show the name of the power that you are aligned with as the sender
Fixed an i$$ue where Commander name$ that contained ‘$’ were not di$playing correctly
Fixed an issue whereby other players were not displayed as hollow squares on the scanner
Players that have you on their sensors are now informed when you enable or disable “Report Crimes Against Me”. Additionally, enabling crime reports now has a 15 second delay before actually becoming active (there is currently no delay when disabling crime reports)
Made some changed to ensure the Navigation Panel UI stays in sync with the backend code
Fixed some ship names that were incorrect on the ‘Sell Ships on Rebuy’ screen
Fixed an issue that caused various elements of the UI displaying the currently selected destination to be out of sync, and allow surface destinations to be selected from the SRV
Fixed a small dot that appeared next to the throttle pin on several ships
Re-aligned the cargo scoop UI
Fixed an issue whereby selecting to transfer a module from the list of stored modules displayed an incorrect list of viable slots
Fixed an issue where the title of an inbox message would not fade out when the message had been read
Improvements made to the Outfitting Livery UI, so it no longer resets to the top of the list when moving between slots
Fixed some cut-off text on the ‘Your Stored Ships’ button within the Insurance Screen
Fixed some cut-off text on the Taipan Fighter’s role information screen
Fixed an issue whereby the voice comms request icon temporarily appeared on the incorrect user in a player’s friends list
Fixed some text that was cut-off in the Holo-Me UI when playing the game in some languages
Made some adjustments to prevent issues that could occur after Alt-Tabbing when in the Holo-Me UI
Fixed some overlapping that could occur in the inbox message titles
Fixed an issue where the no indication that a jet cone boost is due when using this option to plot a route appeared on the HUD

VR

We have made some adjustments to mouse behaviour when viewing the Holo-Me menu in VR so that it matches other UI screens
We have disabled the bloom effect when using the VR graphical presets by default, as it could be a bit hard on the eyes
Fixed a tiling issue that occurred when taking high resolution screenshots when using VR
Adjusted a variety of outfitting cameras across a range of ships to work better when using VR
Fixed an issue whereby the HUD target reticle was displayed inside your cockpit in one eye when using VR

Weapons

We have made some improvements to the animations on railguns
If you’re still reading this we’re definitely not telling you about the mysterious things, you’ll have to wait and find out……

PS4

Added a toggle to switch between tilt and rotate for headlook with motion controls
Fixed an issue where the amount of time played would become stuck at 0
Fixed numerous crashes
Fix for an issue where the “Refined Taste” Trophy was not triggering correctly
Adjusted link on Passengers Training Video to direct you to the correct video
Fixed an issue where you would be prevented from selecting control presets when booting the game with the T-Flight HOTAS 4 connected
Fix for becoming stuck on the Engineers screen after viewing pinned blueprints
Pressing Triangle on the Galaxy Map will now jump to your current location
Swapped the left and right stick icons around so they’re no longer confused about their directions
Added a default binding for deploying your Cargo Scoop with the T-Flight HOTAS 4.
Added a default binding for targeting while in the SRV with the T-Flight HOTAS
Fixed an issue with the heat sinks on the Imperial Cutter disappearing when viewed from close by
Fix for numerous audio issues including distortion during dog-fights”Please note that there are also a lot of fixes that covered multiple platforms that included the PS4; these have not been called out in this list.”


Xbox One

Added 25 new Achievements
T.Flight Hotas One support
Fix for an issue where Ship IDs would only show 5 characters despite 6 being entered

https://elitedangerous2016.wordpress.com/2016/11/02/3366/

You are welcome.
 
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This game is living from the hype of past Elite games. And this hype is supported by the usual fanboys - CM- of this forum.
For the fun, imagine if it was an Ubisoft or EA game, it would have been torned down so much more.

when you look at the DDF, it had potential but in reality, it is a complete failure, in every ways. From architecture to development.
 
This game is living from the hype of past Elite games. And this hype is supported by the usual fanboys - CM- of this forum.
For the fun, imagine if it was an Ubisoft or EA game, it would have been torned down so much more.

when you look at the DDF, it had potential but in reality, it is a complete failure, in every ways. From architecture to development.

If you don't like the game you are always free to go somewhere else. Unless you suffer from Stockholm Syndrome.
 
Guess what? Thanks to Barking Mad I'll just post a list of improvements to the game since 2.0 that weren't part of the initial promise (planetary landings, engineers, multicrew and a surprise, yes, that's right, that's all we could expect from Horizons...)

I am not going to edit everything that was promised out, don't have the time for it (planetary landings, engineers, multicrew and a surprise):

> 1.5 – SHIPS & 2.0 – HORIZONS +
> Released: 15th December 2015


1.5 SHIPS

MAIN FEATURES

Increases the number of playable ships to 30 (31 if you own Horizons).
Asp Scout
Viper MkIV
Federal Corvette
Imperial Cutter
Keel back
Imperial Fighter (CQC)

Added various new mission types and scenarios:
Crashed ships
Don’t die missions
Don’t get scanned missions
Multi-stage missions
Missions can be received in space
Assassination variants
Contact missions
Unique cargo missions
Timed window missions

Added new open space scenarios:
Search and rescue scenarios
Wrecked ships scenarios
New deep space salvage scenarios
Distress call scenarios

Bobbleheads (PC & Mac)

Patch Notes: 1.5


2.0 – HORIZONS +

MAIN FEATURES

Ability to land freely on 4 types of airless moon, making up 61% of all planets in the game:
Rocky
Metal
Ice
Rock & Ice

Various types of ground bases:
Military bases
Research Establishments
Hideouts
Major starports
Mining complexes

Drive your SRV on the planetary surface whilst:
Exploring planetary surfaces
Fighting skimmer defence vehicles (x 4 variations)
Scanning the surface for materials
‘Hacking terminals’ to download data
Find crashed ships
Discover points of interest, debris and lost cargo

Synthesise the various materials found on the planetary surface in order to:
Refuel your SRV
Repair your SRV
Reproduce ammunition
Increase Ship Jump Range

CHANGES & OTHER ADDITIONS

Change to 64 bit client.
Black Friday paint job packs.

Patch Notes: 2.0 | 2.01 | 2.0.02 | 2.0.03 | 2.0.04 | 2.0.05 | 2.0.06 | 2.0.07 | 2.0.08 | Xbox One 1.5.02 |

> 1.6 & 2.1 – THE ENGINEERS
> Released: 26th May 2016


MAIN FEATURES

The Engineers – Gain access to the Engineers in order to upgrade various ship components to upgrade numerous parts of your ship +
Engineer bases (Handcrafted)
Weapons
Engines
Frameshift
Thrusters
Armour
Power Systems
Shields

New Weapons
Huge Beam Laser
Huge Pulse-Laser
Huge Multi-Cannon
Large Multi-Cannon
Missiles improved to work better over a distance
Missiles damage effect increased to lower all external modules

Mission System – Update
NPC portraits now act as ‘missions givers’
Clearer information when building reputation with factions
New branching missions
Some new mission templates (e.g. tip-off missions)
Increased use of Navigation beacons to give mission information

NEW CONTENT & QUALITY OF LIFE ADDITIONS

Traffic Control – Voicing
On approach to star ports and planetary ports players will hear chatter from the flight controllers
Flight controllers automatically give a call sign to all pilots – this is formed from the ship manufacturer and the first three characters of the Commander’s name.

New Ship Drives
For smaller ships, eg. Sidewinder, Faulcon de Lacey have introduced performance enhanced size 2 and 3 drives.

Ice Mining
Commanders are able to mine new commodities such as methanol monohydrate crystals and low temperature diamonds.

General User Interface Additions
Bookmarks added to galaxy map
Increased filter options on galaxy map (ie system states)
Community Goals added to galaxy map
Outfitting Screens re-worked to give more information
Game control page re-worked to make changing and finding key bindings easier.

Graphical Improvements
Planetary surface quality has been increased whilst also increasing the performance
SRV will now leave tyre tracks
Star light has been changed so they retain their colour over distance

NPC – Artificial Intelligence
NPC’s will fly low over planetary surfaces and engage in dogfighting
Elite NPC pilots are now of a higher quality
Make better use of missiles & torpedoes when opponents shields are down
Are more skilled in avoiding damage
Better use of PIP management when fleeing or pursuing an opponent
Will flee battles to allow their shields to recharge before returning
NPC’s will counter attempts of human pilots to use reverse thrust
Skimmers are more resistant to splash damage
System security ships will respond better to crimes committed in their vicinity

System State Enhancement
Changed to give greater visibility to their current situation. For example, when a system is in famine the price of food will increase.

Patch Notes: 1.6 & 2.1 | 2.01.02 | XBox Update | 2.01.03 | 2.01.04 | 2.01.05

> 1.7 & 2.2 – THE GUARDIANS
> Released: 27th October 2016


MAIN FEATURES

Ship Launched Fighters +
Launch the F-63 Condor, Imperial Fighter or the Taipan from specific in-game ships
Fly them yourself via neural net or hire a crew member (see below) to do the same
Ability to alter their loadouts and modules
Issue orders to your ship launched fighter
Manufacture ship launched fighters in-flight

Hire NPC Crew +
Hire up to 3 NPC crew and have one of them fly with you at any one time.
NPC crew come with wage demands and a back story.
Crew can increase their rank as they gain more experience and die, should your ship be destroyed
NPC Crew can fly your ship or your Ship Launched Fighters
Issue orders to NPC crew

New Ship +
Beluga Liner

Passenger Missions
Take a variety of passengers (18 types) to various destinations in the galaxy
Scan tourist beacons to learn about in-game lore and earn exploration awards

Engineers & PowerPlay +
Five new Engineers added – Bill Turner, Lori Jameson, Ram Tah, The Sarge, Tianah Fortune
Yori Grom has been added as a new power in Power Play

NEW CONTENT & QUALITY OF LIFE ADDITIONS

Ships
Ship Transfer
Module storage & transfer
Remote sale of ships

In-game Graphics & Audio
Four new types of Station Interiors – Tech, Agriculture, Tourism & Refinery
Added advertising holograms outside stations
New Geological features added to planets – Fumaroles, Geysers
New Biological entities added to planets
‘Mysterious things’ added
CQC Stations now in game
Changes to graphical representation of Neutron & White Dwarf stars
Ability to use new star ejection to gain increased one-off jump range
Improved planetary surfaces
Capital Ship dock now in game
Various other locations including – Comms arrays, prisons, hideouts
Visual improvements to hyperspace
Visual dimming of the universe via galactic dust
Various new air traffic controller voicing
Improved lighting & geometry in all Engineer bases

Graphical User Interface Changes
Changes to layout of Starport services menu
Added UI ‘spooling engines’ graphic when taking off from a planetary surface
System security information added to HUD before entering hyperspace
Graphical improvements to avatars
Planetary maps now visible in system map view
Multiple destination feature added to route plotter
Pay off bounties and fines from low security systems
Filter to show ‘visited systems’ in Galaxy Map (only 2.2 systems onwards will show)
Security Filter added to Galaxy Map
Sort missions by – Legal, Illegal, Combat, Aid

Mission Based Changes
‘Seeking Goods’ scenarios now issue missions
Points of Interest can now be fixed (see geological and biological entities)
Points of Interest can now contain landed ships

Other
Training Tutorial Scenarios added – Basic Flight, Advanced Combat, Mining, SRV Training, Ship Launched Fighter Training, Mining tutorial added
Commanders Journal – enables 3rd party developers to access in-game Commander data and create websites and applications
Paint Jobs – Anaconda, Asp Explorer, Vulture, Fed-de-Lance, Python, Corvette, Cutter
Paint Jobs – Ship-Launched Fighters
Paint Jobs – SRV
Ship Kits – Python & Vulture

Patch Notes: 2.2 | 2.2.01 | 2.2.02 | 2.2.03

> 2.3 – THE COMMANDERS
> Released: 11th April 2017


+ indicates Horizons features only.

MAIN FEATURES

Holo-Me (Commander Creator) +
Holo-Me UI gives players the ability to create male and female avatars by tuning and morphing their eyes, nose, mouth, ears, jawline, neck, hair, freckles, scars, beards, suits and decals. Alternatively players can use any of the 50 commander presets.
Commander creator are also now visible within the player’s cockpit or are holographically represented when they are not physically present.
Player avatars are also displayed in the comms panel.

Multi-Crew +
Multi-Crew allows a team of up to 3 players players to play together and assume roles aboard the same ship or just tag along as a passenger.
Gunner – Allows a crew member to take control of all turreted weapons on the ship using a third person interface.
Fighter Con – This allows a crew member launch and control a fighter, even if the helm has already launched a fighter using NPC crew. This allows multi-crew ships to have two fighters active at a time. In addition, if the ship has enough fighters, both crew members can take on the fighter con role, meaning three human controlled ships can be flying at the same time.

Camera Suite
Added vanity cameras to all ships enabling players to view their commander and ship from a variety of interior and exterior camera angles.
Free-view camera also available to enable players to select non-fixed views.

NEW CONTENT & QUALITY OF LIFE ADDITIONS

Ships & Stations
Dolphin playable ship +
Ship Naming and ID plates can now be added via Outfitting
Increase in number of the maximum stored ship limit to 35
Asteroid base stations, with air traffic controllers
32 asteroid bases in various deep space locations
Stations can now be placed within rings
Stations can now be placed within asteroid clusters
CPU optimisations around stations and capital ships
Stations that are within a planetary ring are now displayed on the system map
When targeting a station’s location (usually but not limited to when in supercruise heading towards it) show the schematic in the correct orientation.
Added Megaships
Tanker
Cargo
Asteroid Miner
Flight Operations
Prison Ship
Science Vessel
Passenger
Plus two more unknown variants.

Passengers & Missions
Added prisoner cells as alternatives to passenger cabins +
Updated mission and variant templates for passenger bulk, VIP and VIP Conflict types +
Multi-stage mission support added (different to wrinkles)
Delivery, Collect, Passenger Bulk, Piracy, Rescue, Salvage and Smuggle mission change destination wrinkles are now optional.
The following missions should now spawn more frequently: Piracy Heat, Piracy Contract, Clearing the Path, Safe Travelling
Updated the military career progression numbers to speed up progression
Increased super power reputation gains by 25% when gaining faction reputation

New challenge scenarios
4 new Incursion scenarios
Speed docking
Driver challenge
Ship launched fighter challenge

Weapons
Added two turreted mining lasers

POI / USSS
Lava Spouts now have proximity effects around them. Depending on the ferocity of their eurption, they deal heat and damage to the player. The more ferocious the eruption, the hotter and more damaging they become
Added additional installation scenarios
Medical
Space Bar
Space Farm
Government
Security Station
Plus Colour variations
Added new Passenger USS scenarios
Added a new Data Link scanner for ships
Proximity effects support added
Added more wreckage types
Space scenarios can now have localised fog

Exploration
New mysterious things added
New organics added to planetary surfaces
Re-balanced the amount of exploration career rank awarded when completing Passenger missions
Increased the credit values of exploration data for scans after this release. Unsold data from previous scans is unaffected by this change.
Engineers
Manifest/Killwarrant/Wake scanner:
Long Range
Wide Angle
Fast Scan
Ship primary sensor:
Light weight
Long Range
Wide angle
Detailed Surface scanner
Long Range
Wide Angle
Fast Scan
Bill Turner:
DSS to grade 5
Sensor/scanner to grade 5
Felicity Farseer:
DSS to grade 3
Sensor/Scanner to grade 3
Heri Tani:
DSS to grade 5
Sensor/Scanner to grade 3
Juri Ishmaak:
Sensor/scanner to grade 5
DSS to grade 5
Lei Chung:
DSS to grade 5
Sensor/scanner to grade 5
Lori Jameson:
Sensor/scanner to grade 5
DSS to grade 5
Tiana Fortune:
Sensor/scanner to grade 5
DSS to grade 5
Pirates
NPC pirates will now ask the player for a cargo amount from a player. Complying will result in the NPC pirate not opening fire.

Interdiction
Players in supercruise can now visually see other interdictions taking place. You can see this taking place in this video.

Ship Art
All ship explosive effects improved
Large number of changes to ship interiors

Audio Changes
New additions include audio for the FSD supercharge including voice alerts,
Added ambient audio details to the starport inner-dock variant,
Three New flight controllers types for the Empire, Anarchy, Independent powers,
Additional wave scanner improvements
‘Secret stuff. Shhh’.

Added 100 new tourist beacons

CQC
Rebalanced capacitor and charge rates to be the same across the different ships

Added Bucky Ball Beer Mats rare good

Celestial
Ice terrain surface improvements
Performance improvements for terrain on 4/500 series nVidia cards
Surface rock system optimisations
Updated schematics for white dwarfs and neutron stars
Made star lens flares check the actual depth instead of comparing against a constant value

Player Journal
Added journal events for Multi-Crew
Include more details about atmospheric composition in player journal, when detail-scanning a planet with atmosphere
VR
Made the schematics render in stereo
Added dithering support to tackle banding in VR
Fixes to some of the cockpit VR cameras
Fixed some incorrect scale assumptions when fitting the left eye image to the monitor window. The view should feel a little less stretched. In addition there will be a significant memory saving moving from 2160×1200 to 1280×768
Added Python ship kit VR hangar cameras

Patch Notes: 2.3 | 2.3.01 | 2.3.01 (Xbox) | 2.3.02 | 2.3.02 (Xbox) | 2.3.10 | 1.01 & 1.02 (PS4) | 2.3.11 | PS4 Hotfix |

> 2.4 – THE RETURN
> Released: 26th September 2017

+ indicates Horizons features only. These are the full patch notes.

New Content & Features (+)

Added mysterious and exciting things
Holo-Me Save Slots – We have added save slots for different Commander appearances in the Holo-Me system
Holo-Me: Added 12 new hairstyles
Holo-Me: Added slots for Eyewear and Outfits
Synthesis can now create heat sinks, chaff, limpets and top up life support
Additional planetary bases added to the Colonia region for migration winners
Added mysterious locations we’re not going to tell you about…

New Content & Features

Added more mysterious and exciting things
Ship Rebuy Penalty – When a player commits the crime of murder (PvP only), an additional cost is added if they swap to a less expensive ship before paying legal costs during the rebuy flow
Exemption for valid Powerplay PvP
Pilot’s Federation Bounty – When a player commits the crime of murder (PvP only), they receive an additional Pilot’s Federation Bounty. This bounty is valid in every jurisdiction except anarchies
Exemption for valid Powerplay PvP
Inbox Revamp – Various quality of life improvements and a new look
New Chained Missions – Which can be longer than two steps
Hull/Canopy Repair Limpet controllers are now available
Preview game extras in outfitting – You will now be able to preview paint jobs and other game extras available for purchase
Stored ships can now be sold from the rebuy screen to cover the rebuy cost
Updated route plotting system:
maximum route plotting range is now 20Kly
route plotting is much faster
there is now an option to make use of neutron star boost when plotting routes
an icon is displayed on the route to show the last scoopable star before running out of fuel
Additional NPC stations added to support infrastructure and trade routes in Colonia region
Star systems renamed based on Colonia migration winners
Additional space stations added to Pleiades region to support civilian expansion narrative
Added search and rescue contacts to stations across the galaxy
New and improved salvage scenarios added to support search and rescue gameplay
Made salvage commodities legal to pick up from wreck sites (will still appear illegal if dropped by ships as that is not salvage)
Added more mysterious locations we’re not going to tell you about…

Companion API

/market now uses the correct commodity names and will include prices for legal commodities in the current ship’s cargobay that are neither produced nor consumed at the current station
Calling /market with rare commodities in the cargobay will now produce the correct sale price for them in game
/profile now uses the correct galaxy state for controlling Factions and Superpowers, and uses the correct names for some modules, recipes and customisations
/profile now includes Fighters, SRVs, Name and ID of ships
/profile now includes most modifications of the current ship’s modules, with a few exceptions:
Ship armour, hull reinforcements, shield generators and shield boosters return their absolute values for the resistance modifiers, not just the engineer modifiers
Modifications to weapon burst size do not automatically affect clip size
Burst size and burst rate overrides do not report their consequences for attributes like damage per second
Special modifiers are listed, but are not broken down into their effects


Controls

Added default bindings for useful Multi-crew functions for the Thrustmaster T-Flight HOTAS range


CQC

Fixed the ‘Waiting for Players’ and ‘Starting Game’ text that was obscured on the Elevate map

Fixed a UI issue whereby many weapons were incorrectly displaying the ‘gimballed’ icon on the HUD


Engineers

Engineers should no longer distort influence % displayed for the other factions in that starsystem


Factions

Encourage factions to not expand into starsystems that require permits

Factions that fail to expand from a starsystem after an Investment state has boosted their expansion range will no longer try to expand from that starsystem in the future
Factions that retreat from a starsystem will subsequently treat that starsystem as a low priority when choosing an expansion target


Fighters/Crew

Restored the missing descriptions for the GU-97 and Taipan Fighter when viewing their details via the Roles panel


Galaxy Map/System Map

Updated some textures in the System Map to reduce memory usage (without reducing the quality)
Fixed an issue whereby you would not get a failed message when plotting an economical route
Fixed an issue with how the Gemini Constellation was being drawn on the Galaxy Map
Corrected an issue whereby the completed mission indicators were not updating correctly on the System Map
Fixed an issue where ships that have been transferred were not displayed at the correct location on the Galaxy Map after logging out
Corrected the colour of the Metals trade routes shown on the map to match the colour shown in the legend bar
Fixed an issue whereby the System Map popup auto minimised when using a control pad
Tweaked the route progress bar to show when updating route options
Fixed an issue that caused route plotting to plot a route twice if you have neutron star boost turned upon starting a new game session
Fixed an issue whereby long range route plotting failed to update route target after 1000 ly jumped


General Fixes & Tweaks

Brazilian Portuguese language translation is now available (A special thanks to our volunteer localisation testers has also been added to the credits)
Fixed datestamps on inbox messages
Various text fixes
Various localisation fixes
Added some mysterious things which get unveiled over time…


Holo-Me Creator

The Escape key will no longer exit the Holo-Me system
Fixed a rendering issue that could occur when a Commander’s hair overlaid certain environmental fog effects
Fixed the ‘Grime’ facepaint not being very visible when applied in the white colour option
Corrected the order for some of the female skin tones for the smooth complexion head type
Fixed an issue whereby the ‘Full 02’ mouth shape was also incorrectly adjusting the jaw size
Fixed issue whereby players could apply rank decals to their flight suits for ranks they have not yet obtained
Fixed an issue where the Holo-Me screen was not focusing on the face when editing the “Complexion” tab
Fixed the save prompt appearing when no changes had been made to your Commander
Fixed an issue whereby the ‘Loading Commanders’ notification would display indefinitely after changing you Commander’s gender
When changing the Commander’s gender after previewing or equipping a suit, the suit will now transition properly rather than resetting


Missions

Add distance from starsystem entry to mission destinations
Ship kills, and actions to complete planetary hack and disable missions will now only contribute to a single mission, this will be the earliest mission accepted
Refactored mission selection to promote a wider selection of missions on a single board.
Refactored mission selection to promote a better spread of missions across factions
Refactored mission selection to heavily promote selection of conflict missions for both sides involved
Refactored mission selection to more reliably generate permit, engineer, and rank missions at eligible stations.
Slightly rebalanced micro resource reward selection probabilities
Added an inbox message when passengers alight from the ship
Follow-on missions can include more data about previous missions in the chain
Added support for missions allocating additional rewards based on station distance from the jump-in point
Optimisations to how system data caching for secondary sites is stored and requested
Significantly improve mission board loading, especially for those on high-latency networks
Fixed message text when trying to accept missions past the mission limit (No longer says “… of this type” when it means total missions)
Fixed passengers on tourism missions not realising the player hadn’t gone to the right beacon when on multiple-site trips
Fixed localisation text for certain parts of Ram Tah’s ruins mission in languages other than english
Fixed an issue whereby missions could still be locked even if you met the minimum reputation requirements
Fixed some over-inflated mission rewards
Increased the chance of in-space chain missions spawning
For ship kill missions, the mission giver is considered when deciding if a kill should count. This allows for some mission stacking, but only when missions are from different factions
Fixed issue whereby courier missions were only spawning at Elite rank
Fixed an issue where legal massacre missions were not displaying the mission title in the inbox message after completion
Increased the time limit for long distance missions
Chain mission inbox messages now better indicate the name and known station of the mission giver
Fixed an issue where the same assassination target could appear in a later chain mission or other mission board missions
Fixed an issue whereby location information was not displaying correctly for assassination Chain missions that occurred after an altruism mission
Fixed some string text that appeared in a chain mission’s historical data
Fixed an issue whereby Chain missions could persist after deleting your save
Reduced the amount of Long Distance missions that will generate
Multiple Planetary Scan missions will no longer complete after a single scan
We now include the faction and station name in chain mission inbox messages


Multi-Crew

Fixed an issue where if a crew member joined a helm docked in the hangar, the crew would appear docked on the surface while the helm stayed in the hangar
Fixed the Multi-crew power distribution pips being reset during Hyperspace and Supercruise transitions
Fixed holograms on a Fighter’s HUD disappearing during Multi-crew
Fixed missile lock audio not working correctly in Multi-crew
Fixed an issue where the gunner role has less range when using scanners than the helm role has
Fixed an issue where the menu could become locked when quickly attempting to access the Mult-Crew Options (top left panel) during MultiCrew as non-helm role
Added a default binding for the multicrew mode switch when using the mouse and keyboard control scheme, the key is Tab
Fixed an issue where the holograms on a Fighter’s HUD disappear during a Multi-Crew session
Made some tweaks so Mutli-crew gunners in the third-person view can no longer automatically target their own launched projectiles
Implemented a fix for crew members not always collecting exploration data when scanning a navbeacon


Network

Re-enabled UPnP by default in the AppConfig
Improvements made to prevent network disconnections in poor network traffic conditions


NPCs

Fixed an issue whereby forgetful Military NPCs could sometimes have left their weapons at home
Shooting a capital ship in a scenario where they are the bad guys no longer lands you with a bounty on your head
Trigger-happy NPCs will now only shoot missiles once the target’s shields have dropped
Fixed the falling skimmer issue that could occur on planet surfaces
Fix for capital ship movement issues


Outfitting

Fixed an issue that sometimes prevented players from selecting stored modules in Outfitting
Fixed an issue where livery items would not appear the first time they are clicked upon
Various outfitting items have had their descriptions fixed
Fixed an issue where Bobbleheads were not appearing in the Livery section
Fixed an issue where clicking “remove” on a decal slot when no decal was fitted caused the menu to stop responding
Vehicle/Fighter sub slots are no longer displayed when transferring an optional internal module from stored modules
Fixed an issue whereby ship kits would not preview correctly after quickly switching module slots
Fixed an issue whereby when purchasing one or more class 6 planetary vehicle hangers, the class was not correctly detailed for the vehicle slots contained within it
Fixed an issue where some ship nameplates were incorrectly displaying the ship ID


Player Journal

Added “Luminosity” property to “Scan” event for a Star
Added “MissionRedirected” event
Added “SearchAndRescue” event
Added “SellShipOnRebuy” event
Include Latitude and Longitude info in Screenshot event if appropriate
Include transfer time to FetchRemoteModule
Include info about online friends at startup
The ‘Scan” event is generated for all bodies in a system, when scanning a navigation Beacon
Added “RepairDrone” event
Added “Music” event
Population statistic now included in the system info on ‘FSDJump’
included info about StationServices available when docking at a station
Info about all bodies in the system added when scanning a Nav Beacon. If you have a Detailed Surface Scanner installed, this will include detailed info (such as materials available on landable bodies)
Included ‘TransferTime’ property in ‘ShipyardTransfer’ event
Added mission name to player journal for mission redirect message journal entries
Fixed an issue whereby Nav Beacons needed to be scanned twice for correct journal entries


Render

Fixed a macOS specific issue with asteroid decals having bright textures when mining
Fixed a macOS specific issue that saw station lights rendering through your ship’s geometry
Made some tweaks to prevent certain landing pads from being visible when using the vanity camera when docked in a hangar on a planet
Fixed an issue that could lead to other Commanders floating around the screen when inspecting a fighter or SRV
Fixed an issue with planet surface textures jittering
Improvements made to station LOD (level of detail) when in a Wing
macOS: Fixed an issue with gas giants not rendering correctly
Fixed an issue whereby ship shadows were missing when first arriving at a planet’s surface
Fixed hologram scaling issue when targeting a torpedo


Server

Fix a cause of stored ships shown on the galaxy map, but were inaccessible from the shipyard
Fix a transaction server error when transferring stolen cargo between SRVs and Ships
Fix displaying the wrong language labels for Community Goal reward tiers
Fix displaying the wrong language in multi-crew session reports
Fix some incorrect faction superpower allegiance and government types used for the galaxy map, system map, commodities and outfitting services
Stop displaying ‘main menu’ as a last location in top bounty local news reports
Fix a transaction server error when passengers leave ship cabins
Fix a transaction server error in outfitting
Various reliability and performance improvements
Fixed the selling of stolen salvage commodities at blackmarkets
Stopped mission cargo from being sellable at the market it was given at
Fixed some friends incorrectly appearing offline
Fixed certain synthesis boosts lasting too long


Ships

General Ship Fixes and Improvements

Fixed an issue where players could not switch ships if they had drones in their ship’s hold
Adjustments made to the Corrosive 1 Paint Job so it works better with non-Raider Ship Kits
Fix for Shield Cell Banks having no audio or visual effects when deployed
Fixed an issue with accented characters in ship names not displaying correctly

Anaconda

Fixed error that could occur when attempting to change the Anaconda’s livery when an Engineer’s modified shield generator is equipped
Fixed a LOD issue with Anaconda Paintjobs
Tidied up some textures


Asp Explorer

Fixed a naming inconsistency with the Corroded Livery

Diamondback

Fixed some LOD issues

Diamondback Explorer

Fixed some lighting issues

Dolphin

Fixed some texture issues with the Excursion Paint Job
Flipped some text on the cockpit fire extinguisher
The Dolphin now casts a shadow correctly when in the hanger
Fixed a texture error that occured when the Dolphin’s shields were hit when viewed from another ship

Eagle

Fixed some texture issues

F63 Condor

Adjusted lighting in the livery screen

Federal Corvette

Made adjustments so that the bumper Ship Kit works better with Paintjobs
Fixed some clipping that could occur with a Class 1 Cannon in the small size 1 hardpoint
The 3rd chair in the Federal Corvette is no longer manufactured by DeLacy and has been replaced with the appropriate Core Dynamics model

Federal Dropship

Patched a hole in the geometry
Adjusted the nameplate camera for the Federal Dropship when using VR

Imperial Courier

Made adjustments to the decals to prevent clipping
Adjusted decal 1’s camera angle to prevent clipping when using VR

Imperial Eagle

Removed some stray geometry that was in the cargobay area
Fixed some stretched textures that could be seen when your canopy ices up
Minor texture and geometry fixes

Keelback

Rescaled the front decal so it does not cover recessed geometry

Lakon Type 6

Added new hanger cameras for the Lakon Type 6 for the rear Ship Kits and the wings

Lakon Type 7

Fixed a LOD shadowing issue on the top of the Lakon Type 7
Fixed some missing cockpit textures when viewed using the Vanity Camera

Lakon Type 9

Added lights to the wings of the Lakon Type 9 so that nameplates can be seen

Python

Corrected several vanity camera orientations

Sidewinder

Fixed the smoothing groups on the sidewinder cockpit glass to improve LOD visuals when panning at close range

Viper MkIII

Fixed some clipping that could occur when equipping a spoiler Ship Kit
Fixed a text decal on the rear of the Viper which was cutting through the hull geometry

Viper MkIV

Changed the hanger cameras with rear facing cameras for the spoiler and tail Ship Kits

Vulture

Patched up a small hole in the Vulture cockpit
Fixed an issue with the Vulture’s co-pilot console

SRV

Fixed a text overlay issue with the Surface and System map buttons in the Navigation Panel when driving an SRV
Fixed an issue that caused the mouse direction cursor to not appear when driving an SRV

Stability Fixes

Fixed a crash that could occur when a nearby NPC ship was docking in a station
Fixed a crash that could occur when saving and exiting back to the main menu
Fixed a crash that could occur when reviewing Multicannon hardpoints in Outfitting
Fixed a memory crash that could occur in various situations while playing
Fixed a crash that could occur when entering an Unidentified Signal Source
Fixed a crash that could occur when dropping in to a Civilian Installation
Added a cool mystery thing…
Fixed a crash that could occur when entering Supercruise
Fixed a crash that could occur when attempting to delete an inbox message
Fixed a crash that could occur when loading in to an SRV
Fixed a crash that could occur when visiting Jaques Station in Colonia
Fixed a crash that could occur when entering the Planetary Map view
Fixed a crash that could occur when scanning another Commander’s ship while in your SRV
Fixed a crash that could occur when firing weapons that apply the camera shake effect at targets that cannot be shaken
Fixed an issue where swapping to an newly docked fighter would disconnect you from the server
Fixed a crash that could occur when destroying a Goliath Skimmer
Fixed a crash that could occur when following a wake scan
Fixed a disconnect issue that could occur when deploying a Fighter when in Multi-crew
Fixed a disconnection that could occur when loading into the game for the first time
Fixed a rare crash that could occur when using the mouse to move the camera when in the cockpit
Implemented measures to help prevent crashes that could occur when quickly deleting inbox messages
Fixed a crash that could occur when joining or leaving a Multi-crew session
Fixed a crash that could occur when using the System Map
Fixed a crash that could occur when using Synthesis
Added another cool mystery thing…..

Station Services

It is no longer possible to sell stolen items that you received as part of a mission on that station’s black market

Stations and Outposts

Outpost weapons platform has been completely updated with new art
All Outposts have had an art pass to fix minor issues and improve visuals
Outpost schematic rendering is now fixed to show all the extra modules, not just the core outpost
Modular Stations have had an art pass to fix minor issues and improve visuals in some areas
Various station schematic models have been updated to improve quality and fix orientation issues
Physics mesh optimisation in the newer station interiors to improve framerate
Various updates to station interiors to fix minor art issues and improve LODs

StellarForge

Renamed Eol Procul Centauri 1 to Hutton Moon

UI

Fixed an issue where the fuel scooping UI element would overlap with the jump charging element
Fixed an issue that could cause your inbox to become garbled when deleting messages
Fixed an issue where gunsights were not rendering correctly
Fixed some icons that were missing in the Multi-crew role switch panel
Fixed an issue where the Multi-crew session report could overlay incorrectly and not be closed when opened in the Gunner Cam mode
The Insurance screen will now show the last ship you were flying by default
Livery items you own will now be indicated with a tick
Removed an invisible button to nowhere from the Station Services menu
Corrected the Commander portraits appearing at a lower resolution in the Station menu
We have made some cosmetic improvements to the layout of the Insurance screen
Fixed an issue where a Wingman’s target marker could disappear when they target a subsystem
Fixed an issue whereby the ‘Buy Game Extras’ button would not work correctly when using a mouse
Made some changes to better accommodate text and prevent it from being cut off when playing the game in Russian
Fixed an issue where faction text was overlapping Engineer details while docked at an Engineer base
Scanning indicator now appears correctly in the Contacts panel when scanning a Commander
Powerplay inbox messages will now show the name of the power that you are aligned with as the sender
Fixed an i$$ue where Commander name$ that contained ‘$’ were not di$playing correctly
Fixed an issue whereby other players were not displayed as hollow squares on the scanner
Players that have you on their sensors are now informed when you enable or disable “Report Crimes Against Me”. Additionally, enabling crime reports now has a 15 second delay before actually becoming active (there is currently no delay when disabling crime reports)
Made some changed to ensure the Navigation Panel UI stays in sync with the backend code
Fixed some ship names that were incorrect on the ‘Sell Ships on Rebuy’ screen
Fixed an issue that caused various elements of the UI displaying the currently selected destination to be out of sync, and allow surface destinations to be selected from the SRV
Fixed a small dot that appeared next to the throttle pin on several ships
Re-aligned the cargo scoop UI
Fixed an issue whereby selecting to transfer a module from the list of stored modules displayed an incorrect list of viable slots
Fixed an issue where the title of an inbox message would not fade out when the message had been read
Improvements made to the Outfitting Livery UI, so it no longer resets to the top of the list when moving between slots
Fixed some cut-off text on the ‘Your Stored Ships’ button within the Insurance Screen
Fixed some cut-off text on the Taipan Fighter’s role information screen
Fixed an issue whereby the voice comms request icon temporarily appeared on the incorrect user in a player’s friends list
Fixed some text that was cut-off in the Holo-Me UI when playing the game in some languages
Made some adjustments to prevent issues that could occur after Alt-Tabbing when in the Holo-Me UI
Fixed some overlapping that could occur in the inbox message titles
Fixed an issue where the no indication that a jet cone boost is due when using this option to plot a route appeared on the HUD

VR

We have made some adjustments to mouse behaviour when viewing the Holo-Me menu in VR so that it matches other UI screens
We have disabled the bloom effect when using the VR graphical presets by default, as it could be a bit hard on the eyes
Fixed a tiling issue that occurred when taking high resolution screenshots when using VR
Adjusted a variety of outfitting cameras across a range of ships to work better when using VR
Fixed an issue whereby the HUD target reticle was displayed inside your cockpit in one eye when using VR

Weapons

We have made some improvements to the animations on railguns
If you’re still reading this we’re definitely not telling you about the mysterious things, you’ll have to wait and find out……

PS4

Added a toggle to switch between tilt and rotate for headlook with motion controls
Fixed an issue where the amount of time played would become stuck at 0
Fixed numerous crashes
Fix for an issue where the “Refined Taste” Trophy was not triggering correctly
Adjusted link on Passengers Training Video to direct you to the correct video
Fixed an issue where you would be prevented from selecting control presets when booting the game with the T-Flight HOTAS 4 connected
Fix for becoming stuck on the Engineers screen after viewing pinned blueprints
Pressing Triangle on the Galaxy Map will now jump to your current location
Swapped the left and right stick icons around so they’re no longer confused about their directions
Added a default binding for deploying your Cargo Scoop with the T-Flight HOTAS 4.
Added a default binding for targeting while in the SRV with the T-Flight HOTAS
Fixed an issue with the heat sinks on the Imperial Cutter disappearing when viewed from close by
Fix for numerous audio issues including distortion during dog-fights”Please note that there are also a lot of fixes that covered multiple platforms that included the PS4; these have not been called out in this list.”


Xbox One

Added 25 new Achievements
T.Flight Hotas One support
Fix for an issue where Ship IDs would only show 5 characters despite 6 being entered

https://elitedangerous2016.wordpress.com/2016/11/02/3366/

You are welcome.

You should compare these improvements versus what was promised at the start.
oh wait..
 
You should compare these improvements versus what was promised at the start.
oh wait..
How about you provide a list of promised features that you are missing? And remember, FDEV said quite clearly during kickstarter that features like walking around and planetary landings will take MANY years.
 
The thing is, Eagleboy is right and if he gives you data to back up you and Sentience will just ignore it. Missions improved, USS improved, message system improved, station interiors improved, POIs like asteroid bases and structures improved, module and ship transfer, NPC faces, etc.

The actual list of improvements would be way to big to post it and I have absolutely no fun at wasting my time to state the obvious just because you are closing your eyes when something doesn't suit your agenda.

If you are telling me that the base game wasn't improved at all over the last years than you are either ignorant or a troll or both.

But let's put it in context though? Let's take asteroid bases... And at this point I'll post my email (again) I sent to some friends when they were revealed:-

These are the hub of all the new piracy mechanics where you can build up a piracy reputation and inturn gain access to these hidden nefarious location. You can then obtain new challenging piracy based missions and access to more rewarding black markets etc.

Oh! I misread the release notes... They're just like normal stations...

Why after approaching three years am I not escort VIP convoys through the asteroid field with some NPC wingment to these bases? OR why are these bases not reserved for nefarious piracy career paths/purposes? Because instead too much of the past 2-3 years has (worryingly) been simple bolt on gameplay. So I couldn't really give two hoots about asteroid bases in truth. Sure they're pretty to look at, but they add no depth or new mechanics. And true of too much of the past two years development for me.

Yes, you can list every update over the past X years, and it's an impressive list... But, if we look at the core gamplay, it's really moved very very little, especially when you consider the amount of development time available to instead throw at questionable things like CQC and multi-crew.

Yes, the game has improved over the past two years. But IMHO, I'm concerned how little core areas have improved (if at all), how little the gameplay depth has improved, and worse still, how much time has been dedicated to questionable design goals/outcomes (eg: Are you suggesting CQC and multi-crew were good development choices/designs).
 
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But let's put it in context though? Let's take asteroid bases... And at this point I'll post my email (again) I sent to some friends when they were revealed:-

These are the hub of all the new piracy mechanics where you can build up a piracy reputation and inturn gain access to these hidden nefarious location. You can then obtain new challenging piracy based missions and access to more rewarding black markets etc.


Oh! I misread the release notes... They're just like normal stations...

I couldn't really give two hoots about asteroid bases in truth. Sure they're pretty to look at, but they add no depth or new mechanics. And true of too much of the past two years development for me.

Yes, you can list every update over the past X years, and it's an impressive list... But, if we look at the core gamplay, it's really moved very very little, especially when you consider the amount of development time available to instead throw at questionable things like CQC and multi-crew.

Yes, the game has improved over the past two years. But IMHO, I'm concerned how little core areas have improved (if at all), how little the gameplay depth has improved, and worse still, how much time has been dedicated to questionable design goals/outcomes (eg: Are you suggesting CQC and multi-crew were good development choices/designs).

You have a point but it's not the point we were discussing. The claim was "Season 2 took so long because they added more than they initially intended". The argument was "That's not true, they didn't add anything, state some facts instead of ignoring me".

I just posted a list of stuff that was added to the game since 2.0.
 
You have a point but it's not the point we were discussing. The claim was "Season 2 took so long because they added more than they initially intended". The argument was "That's not true, they didn't add anything, state some facts instead of ignoring me".

I just posted a list of stuff that was added to the game since 2.0.

Apologies then...

I guess it is frustrating - ie: When confronted with the fact they'd promised multi-crew, and then in design meetings they realised how pointless the result would be, they had little/no choice but to plough on and develop it.
 

While there are some large improvements and additions there Babel so much of that is 'fluff', a hell of a lot of that list would be described by other developers and 'various tweeks and fixes' as a footnote either on the whole patch notes or at the bottom of each section. So much of that list offers little to nothing to the average commander on his/her day to day movements around the galaxy, so much of that list looks like a fleshing out of Frontier's patch notes.

'Fixed some cut-off text on the ‘Your Stored Ships’ button within the Insurance Screen'

I mean seriously, folk are referring to and talking about additions and improvements they can see, hear, feel and experience in the game, things that have a real impact, that matter and while planetary landings, SRV's, Holo-Me and much more does fit that criteria so much of that listed does not.
 
Apologies then...

I guess it is frustrating - ie: When confronted with the fact they'd promised multi-crew, and then in design meetings they realised how pointless the result would be, they had little/no choice but to plough on and develop it.

Multicrew would not be pointless if they expanded it- as with a lot of the additions they need support and growth.

A multicrew flight engineer would be fantastic for example, manually using an AMFU to repair ships modules and shuffling power about.

Powerplay could be the cornerstone of PvP combat if it was shown consistent dev time.

In the end I think most perceived and real problems from ED are from the industry in general, where bits of games can be released and iterated on rather than releasing something that is > 80% feature complete.
 
While there are some large improvements and additions there Babel so much of that is 'fluff', a hell of a lot of that list would be described by other developers and 'various tweeks and fixes' as a footnote either on the whole patch notes or at the bottom of each section. So much of that list offers little to nothing to the average commander on his/her day to day movements around the galaxy, so much of that list looks like a fleshing out of Frontier's patch notes.

'Fixed some cut-off text on the ‘Your Stored Ships’ button within the Insurance Screen'

I mean seriously, folk are referring to and talking about additions and improvements they can see, hear, feel and experience in the game, things that have a real impact, that matter and while planetary landings, SRV's, Holo-Me and much more does fit that criteria so much of that listed does not.
Again, that's not what the argument was about. And I decided to not edit that list because I didn't want to waste time because I knew people will move goal posts again.
 
Apologies then...

I guess it is frustrating - ie: When confronted with the fact they'd promised multi-crew, and then in design meetings they realised how pointless the result would be, they had little/no choice but to plough on and develop it.

It seems pretty clear that was not the issue. Rather, a whole bunch of technical issues forced them to downsize the scope of MC to, well, whatever we have now.
 
Again, that's not what the argument was about. And I decided to not edit that list because I didn't want to waste time because I knew people will move goal posts again.

I hear you and fair enough, but if you are not willing or don't have time to edit it please do not present that works of Shakespeare as a 'list of improvements and additions' - a lot of it does not fit the criteria.
 
I hear you and fair enough, but if you are not willing or don't have time to edit it please do not present that works of Shakespeare as a 'list of improvements and additions' - a lot of it does not fit the criteria.

I said that in my post and didn't present that complete list as improvements and additions. I quite clearly said that I don't want to waste my time editing it in the very same post.

Why do you feel the need to literally reply to everyone that criticises the game and not only that but insult them too? You're the one suffering from Stockholm if anyone around here so that's pretty ironic. Maybe I'll get another ban for saying something completely inane and what someone else said - let's see eh? ;)
I don't.
 
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