Feathered_IV Posted September 26, 2015 Posted September 26, 2015 I'm at a place called Trevithick Dock. I'm not sure if that's a place or a brand name...
Brano Posted September 26, 2015 Posted September 26, 2015 It is the name of the spacestation.If you want to get in contact,you should post the star system name and your ingame cmdr name.Mine is Cmdr Brano
I/JG27_Rollo Posted September 26, 2015 Posted September 26, 2015 Trevithick Dock probably means, he started in LHS 3447.
Feathered_IV Posted September 27, 2015 Posted September 27, 2015 Thats the one. I've got a couple of hours in now. Figured out how to dock, and managed to fulfil one mission. Not many options are available yet however. My current ones are to get some beer for one station (a bit silly) and some highly elusive rutile for another.
HippyDruid Posted September 27, 2015 Posted September 27, 2015 Yeh I started in LHS 3447. It's a pretty crappy system to start in really. The distances between stations whilst flying in super-cruise are huge. My advice: Get out of LHS 3447 ASAP. There are some pretty good 'resource extraction sites' (RES) in the nearby systems. They're a good spot to go with the starter ships to score some bounties. I never bothered with the bulletin board missions. They pay peanuts.
I/JG27_Rollo Posted September 27, 2015 Posted September 27, 2015 I never bothered with the bulletin board missions. They pay peanuts. Until you increase in rank and faction standing. The BB missions will get better then. Sometimes you can get lucky and get two "hunt pirates" missions for the same system (i.e. each killed pirate counts towards both missions) which combined pay quite well - and you cash in the bounties on top. Probably still peanuts compared to hardcore trading but way more interesting. I agree with looking for another system asap. Started there as well, fetched my Freagle, took off and never looked back...
Feathered_IV Posted September 27, 2015 Posted September 27, 2015 I'll have to look into what is needed for resource extraction. No beer or rutile to be had around these parts, so those two missions will probably go unfulfilled. The other mission is asking me to deliver some stuff to a location 31 jumps away for 1920 credits...
HippyDruid Posted September 27, 2015 Posted September 27, 2015 No, forget about actual resource extraction for now. But do buy a decent weapon and hang around RES for some NPC kills with bounties. Jump into the RES and fly around the miners scanning the ships. You will find plenty of them are wanted. With a Viper and little outlay on some weapons, you can have nice killing machine, very cheap.
Feathered_IV Posted September 27, 2015 Posted September 27, 2015 I'll have to work on that. So far I've got a sidewinder and 5k to play with. I got into one fight with an AI in Ross-something, but was killed. I'd get the fellow's sheilds down with the lasers but he'd always regenerate before I could finish him off.
Brano Posted September 27, 2015 Posted September 27, 2015 Get the Cobra MkIII ASAP.It is the best jack of all trades vessel for the beginning.I recommend to get enough money to start with basic trader/courier missions in Hauler.No fighting,just boring trading and get enough credits for Cobra.Then you are practicly free to do what you want
Feathered_IV Posted September 27, 2015 Posted September 27, 2015 And bigger fuel tanks hopefully. I took up a mission where I had to find a missing black box. To my surprise I was able to recover it and get it inside the cargo bay. Two jumps later I realised I was running low on fuel and couldn't make another use of my "friendship" drive. I had to coast towards the nearest system on what little I had, until 1.5 light years out my fuel and life support gave out and I died.
TheBlackPenguin Posted September 28, 2015 Author Posted September 28, 2015 And bigger fuel tanks hopefully. I took up a mission where I had to find a missing black box. To my surprise I was able to recover it and get it inside the cargo bay. Two jumps later I realised I was running low on fuel and couldn't make another use of my "friendship" drive. I had to coast towards the nearest system on what little I had, until 1.5 light years out my fuel and life support gave out and I died. If there is a next time send a message to the Fuel Rats: http://fuelrats.com They've even saved people many light years away from the core, although once you get a bigger ship I suggest equipping a fuel scoop as its easy to top up the tanks as you go. Not all Stars will provide fuel, brown dwarf's and T Tauri (better known as 'Troll Stars' in game) can have you running dry even with a fuel scoop if you're not careful.
Feathered_IV Posted September 28, 2015 Posted September 28, 2015 Wow, I just had a look at the Fuel Rats website. That is beyond excellent.
Trooper117 Posted September 28, 2015 Posted September 28, 2015 still getting my head around all of this... but I can now launch and also dock without killing myself... that's a step forward!
Brano Posted September 28, 2015 Posted September 28, 2015 Yesterday I jumped into my old good Asp cockpit to continue with my space adventures after almost one month of inactivity.It took me half an hour to go thru all GALNET news and events.I decided to follow actual community goal - to supply scientists in Sothis system with gold.Putting the name into navigation computer I realised that it was 550 ly from my actual position near Bast system. I had to navigate my Asp thru a large field of unhabited starsystems only to realise after 10 jumps or so,that every star was a burned out dwarf without possibility to scoop the fuel.Oh boy I had my last jump when I noticed that. If I was to jump to yet another such system,I would be lost in the middle of huuuge nowhere.I started to read the galmap in haste to find an appropriate star type to refresh my dry fuel tanks...and I found it! The only one available within my last jump range.I was so happy and thrilled at the same time.Those are the moments I love about this game. See you at Sothis,fellow cmdrs
kestrel79 Posted September 28, 2015 Posted September 28, 2015 Really excited what's coming in the next major season of updates.
Brano Posted September 28, 2015 Posted September 28, 2015 Yes,planetary landings,multiple crew,new ships and other features.ED occupies 90% of my gaming free time (which is in total very rare and strongly irregular).I like how the galaxy evolves without me being there daily.It is important for me that the game does not force me to play.After one month of not playing (while having some serious bounties on my head due to illegal drug smuggling...ooh onion heads ) it was like serving the sentence and now I am released and can continue to practice my stuff.Kappa Fornacis is where I call it home
ST_ami7b5 Posted October 24, 2015 Posted October 24, 2015 Nice ship, Troop! I am still a noob, practicing the basics... :-)
Trooper117 Posted October 24, 2015 Posted October 24, 2015 Compared to 'proper' flight simming, ED is pretty much a doddle, once you have your head around the management systems on the ship... Equipping the ship for the task you are carrying out is also important, but knowing how to correctly manage the shields and systems, engine and weapons is pretty vital too. 'Fight or flight'... If I know I'm dropping out of FSD for combat, I'll move 4 pips to weapons and 2 to systems, because I don't need that extra engine power. If I get hauled out of FSD by an interdicting vessel more powerful than me, I'll move 4 pips to engine and 2 to systems... as soon as FSD cool down has occured (usually about 5 seconds if you submit to interdiction straight away) I'll use 'boost' and that extra speed to re-engage FSD and run for it... I usually have minor damage but get away clean... Currently working for the Empire, but also smuggling illicit goods and the odd slave run to boost my bank balance. I have a maxed out Cobra for trading and longer runs, but keep my Vulture (above) for pure combat and bounty hunting 1
ST_ami7b5 Posted October 24, 2015 Posted October 24, 2015 Nice, thanks I spend most of my time on RoF (online at Aces Falling server) and BoS PWCG now, but will give E:D more love for sure - it's beautiful...
johncage Posted October 25, 2015 Posted October 25, 2015 went with infinity: battlescape instead. similar bulky lifting body designs, but done with more flair, intelligence, and imagination. it just reflects something done with actual engineering knowledge and consideration for space management. things look like they were designed with purpose and function, and not just to look cool like the ed ships. i mean the ed ships are all completely symmetrical, even the capital ships that will never be able to enter atmosphere. why? for ships that spend the majority of their time in space, having atmospheric designs is just ludicrous. the infinity guys solved this aesthetic and design dilemma ingeniously by combining the elements to impressive effect. really have to go with the game featuring the best attempt at verisimilitude to be honest, even if it's far off in the future at this point. not touching star citizens or elite dangerous. too watered down, simplified, aesthetic and design wise. that usually doesn't bode well for the final outcome of the game mechanics if they overlook ship design considerations in a game focused on ships.
Trooper117 Posted October 25, 2015 Posted October 25, 2015 If you aren't interested in ED or SC, why on earth are you even bothering to comment here? These games aren't supposed to be about reality, they are just fun to play.
Brano Posted October 25, 2015 Posted October 25, 2015 went with infinity: battlescape instead. similar bulky lifting body designs, but done with more flair, intelligence, and imagination. it just reflects something done with actual engineering knowledge and consideration for space management. things look like they were designed with purpose and function, and not just to look cool like the ed ships. i mean the ed ships are all completely symmetrical, even the capital ships that will never be able to enter atmosphere. why? for ships that spend the majority of their time in space, having atmospheric designs is just ludicrous. the infinity guys solved this aesthetic and design dilemma ingeniously by combining the elements to impressive effect. really have to go with the game featuring the best attempt at verisimilitude to be honest, even if it's far off in the future at this point. not touching star citizens or elite dangerous. too watered down, simplified, aesthetic and design wise. that usually doesn't bode well for the final outcome of the game mechanics if they overlook ship design considerations in a game focused on ships. Elite: Dangerous is a legacy of 1984 game.It is a fullfilled dream of the guy who programmed Elite 30 years ago.And all of those fans who played the original decades ago.including me.We all supported this game in its development - early access,because we wanted exactly that game from our childhood to appear on our PC screens with all the goodies 2015 technology can add on the top.And we have it,thanks god a David 4
6./ZG26_Emil Posted October 25, 2015 Posted October 25, 2015 Elite: Dangerous is a legacy of 1984 game.It is a fullfilled dream of the guy who programmed Elite 30 years ago.And all of those fans who played the original decades ago.including me.We all supported this game in its development - early access,because we wanted exactly that game from our childhood to appear on our PC screens with all the goodies 2015 technology can add on the top.And we have it,thanks god a David Damn right
TheBlackPenguin Posted October 25, 2015 Author Posted October 25, 2015 I don't know how anybody can comment on an unreleased game...Plus dissing one game and trying to talk up another tends to backfire (I have backed Infinity also, but every time I see someone like johncage trolling I feel like dropping out) , please just stop with your lies. Anyway, here is a sneak peak from some upcoming Horizon's gameplay: They will be presenting a livestream with much more on Wednesday. Recorded from the "inside the SRV" livestream: https://youtu.be/b3jlcPe8cII?t=7m39s Actual footage here: ttps://youtu.be/b3jlcPe8cII?t=10m29s How to make a real world here: https://youtu.be/-Et5Ivi_yIg?t=8m
DD_fruitbat Posted October 28, 2015 Posted October 28, 2015 I'm still really enjoying it, and looking forward to Horizons. My view on elite has always been on what it hopefully will be like in 3-5 years. Heck I remember flying it in beta with only a handful of systems. In the Rift it is awesome. I'm currently out exploring again in an Anaconda, made a Sag A run back in march in my Asp (never to be flown again, parked up and treasured!), but have a nice selection of ships at my 'home' base as well, Clipper, Courier, Vulture, FDL, Cobra and prob my fav my Python (Anaconda doubles as a trade ship when not configured for exploring). Going to have to make my way back for horizons though, so i can get me an SRV, should make around 700-800 million for this trip, as I'm going to pledge to Li Yong-Rui, pay a 100 million to fast track to rank 5 and sell what i have for x3 value. Assuming I don't die whilst trying to do that, it which case I'll get bugger all! He who dares Rodney......
DD_Crash Posted November 14, 2015 Posted November 14, 2015 A rather long list but here are the patch notes for 1.5 Ships 1.5 beta update - Patch notesHey everyone.Here are the patch notes for the 1.5 "Ships" beta build. Remember to give it a really good test and leave your feedback here and your bugs here.NEW CONTENT/FEATURES (1.5)- Added Asp Scout- Added Viper MkIV- Added Federal Corvette- Added Imperial Cutter- Added Keelback- PC/Mac: Added Bobbleheads!!!- Added Imperial Fighter to CQC- Added new missions- 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 - you have to deliver what you are given- Timed window missions- Added new open space scenarios:- Search and rescue scenarios- Wrecked ships scenarios- New deep space salvage scenarios- Distress call scenarios- Alliance vip escort- PC/Mac: Updated French, German and Russian translations- Added more player group sponsored minor faction descriptions- Master Chefs rare good added- Renamed various planets- Local emergency rescue NPCs added- Spanish localisation added - a big shout out for the Spanish community for their hard effort on this!STABILITY FIXES- Xbox One - Show gamertag for Xbox One players who have 'discovered by' tags- Swap the order that some conditionals are checked in to fix an error that can happen when searching certain systems names- Added sanity check when selling commodities- Don't crash when we try to eject all cargo and we either: have no cargo hatch, or the cargo hatch is shutting down- Fix crash trying to xtract the cargo canister's root physics skeleton before it is loaded- Fix an error than can happen when your squad leader is joining and leaving matchmaking in rapid succession- Xbox One: Fix some errors suspending and resuming a CQC match- Make sure that th stellar manager on the server shuts down correctly- Fix potential crash when spawning NPCs- Fix crashes reported for missing D3D buffers- Fix crash caused in Alliance space where the music track was given the wrong action name- Stellar system evolution shouldn't create negative mass- Fixed a softlock that can happen if a player joins a CQC game while it is in the game initialisation state- Avoid softlock loading into CQC if the ship object isn't ready yet- Made CQC handle the player being logged out while playing- Fix crash when using multiple mining lasers- Fixed a memory leak in audio occlusion- Fix memory leak on ship destructionGENERAL TWEAKS & FIXES- Added a hitcheck box to the capital ship laser turret turntable so that there is something to hit for the energy weapons. Also fixed the hitcheck so that everything is aligned to the barrels- Changed the seats in the Imperial Clipper to be the white imperial ones- Add shadow distance override for cockpits where it's been missing- Capped a few holes in the FDL hitcheck that was causing lasers and bullets to sometime go through the ship without hitting it- Added Front LandingGear Doors to the Viper so you cannot see the LandingGear appear/disappear anymore- The Eagle's rear landing gears no longer intersect with the landing pads- Fix the galaxy map search returning systems that dont end in -0 when a search ends with -0. Also when an array of results is returned, make sure that we start iterating at the first element in the array- Galaxy search - Make sure that when we are searching a region for a name match that the name matches the name of the region, otherwise it will end up looking through every star in a region without it being able to match anything- Paint job tweaks and improvements- Shipyard no longer shows 'filler text' during flicker animation on first visit- Added NPC Police paintjobs to the Anaconda ship, so that the police forces in the game now all has the same livery when they respond to situations- Added Keyboard toggle for orbit lines- Fix the cancel binding causing you being unable to select that binding again until reloading the bindings menu- Commodities market 'Demand' field can’t fit 8 or more digits fixed- Having a extremely large amount of credits causes errors when buying commodities fixed- Unable to return to the sort on categories in outfitting for modules when you have scrolled down the menu to the Back option fixed- Resolved an issue with disappearing ship icon in the Functions panel- Fixed geometry hole in the cockpit chair near the camera- Now that the Mac client has a BORDERLESS mode, accept this setting if it is found in the display config. file- Give 'out of range' message for the mining laser- Changed damage types and made sure outfitting has the correct stats too for the plasma accelerator- Vulture decal placement fixes- Updated in conjunction with dirt and tweak edits to improve panel definition and wear and tear on Fer-de-Lance- Fixed missing damage section on Anaconda- Got rid of faint white border from Alliance logo- Made more space for digits in confirmation popup when discarding cargo- Increased brightness and placement of hyperjump lens flare and removed unneeded drive bone to prevent an error- Moved shader preparation option out of the graphics quality group as it is not affected by the quality preset- Don't save if we're dead. Saving our ship in this state makes no sense and the server already knows all it needs to know from an earlier commander/death request- Fix AIs not spawning close to stations- Increased the width of the textField containing the module name to the maximum width to avoid text cutting- Added icon for new 'IllegalSalvage' mission icon- Adjusted a couple of the Anaconda loadouts to make sure all Anaconda's have turrets of some sort- Removed back button from New Commander Screen- The CQC outfitting hangar now has the name Attilius Orbital on the back wall- Fixed the 'Friends' text header disappears after opening a friend's Gamercard- Added NPC stranded behaviour - they need refueling!- Improvements to NPC traders- Those spawned near stations (who will normally dock with that station) now pick their starting cargo from that station's imported goods, rather than a random station's exported goods- If spawning docked they pick from that station's exports to take away with them. When buying cargo after docking they also use the station's exports- Added 'terrorist' NPC archetype- Fixes some hitcheck which was letting ships clip through heatsink rings on the front of the O'Neill station- Added oculus reset to F12 to controller configs where they were missing- CQC: Scorecard - Added an extra column for 'Game Mode'- specific scores- Fixed hitcheck so you can hit targeted weapons on the Fer-de-Lance- Re-Exported Eagle to fix broken hardpoints. Also fixed wrong material applied to hardpoint doors- Increased text size of 'viewing' text on CQC death screen- When Attempting to Change Loadout on Death in CQC an Option Was already selected fixed- Stop spurious button audio in powerplay UI- Powerplay rating tab: highlight the current rating you are in white on the right hand list of ratings- Shortened the text field in wing panel slightly to prevent cutting off of wing locations- Art fix for Eagle LOD issues- Extended text field so that ship's stats description fits in German- Hitcheck tweaks to the Anaconda, Federation Gunship, Type 7 and Type 9 to make sure a small railgun can fire from every hardpoint- Swapped hit layouts around for Cobra's small hardpoints- Moved the Small hard point from the underside to the side, so the hardpoints can fire without shooting into them on the Federal Assault Ship- Fixed landing gear clipping on Type 9- Tweaks to Hangar cameras, decals and baked greebels on Anaconda- New chatter tables added for new scenarios- Search and rescue NPCs added- Landing gear no longer disappears before landing gear doors close on Vulture- Cash reward for routing a capital ship is now 150000 instead of 50000 to bring it in line with other increases in combat bonds- "Unable to complete Transaction" screen stuck on Commodities market fixed- Fix for Top/Boost speed in the Shipyard being higher than expected- Reversed text on baked texture on Fed Gunship fixed- Decals made to be more intergrated with the hull to follow contours on Federal Dropship- 'Back' button in Galactic Powers menu functions as 'Exit' when clicked with the mouse fixed- The powerplay GUI will sometimes load up another power when clicking back instead of exiting galactic power standing screen fixed- Added "back" buttons to the news and standings pages of the powerplay menus- Galaxy map view is not centred when opening the map the first time fixed- 'Surge detected' text transposing onto canisters- 'None' Filter for Economy in Show by colour in the galaxy map does not work fixed- Added a minimum number of visible stars to galaxy map for edge case where none are displayed- Player does not see own name in Squad list when the Squad Leader is selecting a game fixed- Adjusted animation on large gimbal so it doesn't rotate as far to avoid the large cannon clipping through the floor- Toggling between Economical and Fastest Route on Galaxy Map doesnt change the plotted route fixed- Added in loadouts for the Bounty Hunter Viper MkIV and added in a crime scanner to one of the standard Viper loadouts- Added in loadouts for military Viper MkIV's and Asp Scout's, also fixed missing Class 5-E drive text- Updated the Alliance Viper military loadout to have mediums on it's mediums- Added NPC loadouts for Miner Asp Scouts and Keelback- Stop dancing stars near stars with the lensing effect- Add dynamic overrides for menu group GUI labels. When in supercruise, the GUI now says "Disable supercruise" rather than "Enable...".- Added NPC loadouts for Smuggler Asp Scouts and Keelbacks- Fix for the CQC stats screen showing 0% progress once the player's hit Elite, should show 100% for a warm sense of completeness- Rename duplicate authored system Khan to prevent conflict with generated system of the same name- Removed translated ship names that shouldn't be translated- Xbox One: Selecting current location on Galaxy Map isn't saved upon closing map fixed- HIP and HD numbers in Galaxy map should not have commas in them- Inconsistent Galaxy Map search method in Powerplay fixed- Xbox One: Opening galaxy/system map with radial menu causes target panel to open when map is closed fixed- Xbox One: Closing the system map with the B button brings up the galaxy map or vice-versa fixed- Make sure that not having a microphone doesn't stop you using voice comms completely (i.e. listening)- Add some significant events from recent history to various system descriptions in the galaxy map- Superpower reputation progress bars added (plus minor redesign to improve layout)- The icon for pledging to a power is still visible on the Power Standing screen after leaving the power fixed- Fixed physics issue on the Viper- Fix wing beacons disappearing after after 150s. Also fix wing beacons not appearing on the radar- Fix for being allowed to attack ships that have bounty before scanning them enough to see it- Updated damage decals for ships- If the player gets into a conflict zone where the factions aren't hostile to each other, don't allow the player to join a faction and show "ceasefire" where we would show "choose faction"- Fixed a problem in old planets that makes the normal map to be misaligned for one frame- If two NPCs in an interdiction finish with one of the objects not live, don't try to make an FSD wake since we can't cache that ship- Xbox One: If QoS times out after joining a friend's game (which shouldn't normally happen), neaten up the error message flow- Two Zero-length vector fixes for velocity during interdiction - could have been causing odd directions- Assigned a proper shipyard hologram for the Imperial Eagle- Xbox One: Fix a matchmaking issue where players that had previously failed QoS with one game may be kicked out of another game they later joined successfully- Fixed some issues with localised number formatting- When the game is paused and we take a high-res screenshot, don't unpause it again afterwards- Xbox One: Disable Friends menu options when we have no network, because the FriendsManagementScreen will just kick us out anyway- Fix an issue with entering the reference frame of a space station while on the surface of Lave 2 by shrinking the station's reference frame size- Wing beacons are now visible whenever the caster is in the same system and you can't see their ship- Removed gamepad references from control schemes so that they'll show up when a gamepad isn't plugged in- Fix the required SKU for the Cobra GamesCom paint job- Stop AI ships blowing themselves up due to overheating when firing weapons- Galaxy Map Info panel is consistently blank, regardless of selection fixed- Xbox One: If you pause the game while on Outfitting screen and Open Help -> controller focus remains on Outfitting under the help UI- CQC - Text Chat - Squad chat is labeled as Wing chat in team matches fixed- Make empire/federation faction skill have a minimum of 0.01 and a maximum of 0.2 (if there is any) so that faction ranking is slightly easier- Modified the way that containment radius is calculated so that for small moons close to their parent they don't end up with a containment radius intersecting their parents surface- Fix incorrect game miode being shown in comms panel- NPC's constantly flying into asteroids in resource extraction sites improvements- If a squad invite for CQC gets declined the person who invited them is not informed fixed- Add some additional checks to ensure that permits are loaded in correctly- Stagger the creation of ring cells within a ring, to avoid creating many cells in the same frame- Reduce memory overhead from cached asteroid physics- When choosing targets for AI hyperspacing, check that targets aren't blocked by a body- Cockpit was being attached slightly out of place causing the exterior cockpit chair to be in view from normal player camera in the Vulture- Pioneer rank decal is listed as Starblazer fixed- Ensure that the AI ambient spawner always generates enough NPC archetypes to satisfy the ideal number- Moved chat box to the bottom right corner to not obscure main menu descriptions- Fix for billboard asteroids not converging on the Oculus Rift and having different orientations in any 3D mode when stereo rendering is not enabled from the start of the game session- Render the bottom of the planet rings for bodies in system map - you can move to see this side with HMDS- If we are overriding the cargo of a ship, change the allocations of illegal/legal/stolen so that all cargo allocation is either legal or stolen- Stop NPC ships from using paint jobs from wrong ship types- "Target acquired" message stays when attempting to scoop new cargo fixed- Miner NPCs spawn with a random mix of minerals from the asteroid field they're in; if they're not in an asteroid field, pick minerals from the station lists, rather than just random commodities as before- Added more chatter lines for ambushed pilots to stop repetition- Robigo system listed as "Terraforming", but it's actually Extraction fixed- Reduce the shadow depth bias settings for Medium/Ultra inside the cockpit to fix the gaps showing at the cockpit glass struts- Check we have an available pad before trying to spawn capital ship fighters- Make sure massacre mission branches have reasonable timeouts- Add training video section to front end- System map should show distance from entry point for planets (similar to starports)- Classified Camera Toggle control input remains after selecting the "Empty" controls scheme fixed- Mass Lock cockpit indicator not turned off on entering new system fixed- OSX: Fix for mouse click detection and cursor positioning issue when using Retina resolutions- Fix NPC pirate wings not accepting dropped cargo to stop their attack- Missions now check in advance that the player's ship is eligible to dock at all stations/outposts required for multi-stage missions- Wrong Economy information for Devakak system fixed- Fix an issue where dark side lighting on planets wasn't working in supercruise- Player cannot pay fine when Black Market is accessed fixed- Added a small amount of weapon drain to the plasma repeater to stop people leaving it on 0 pips for extended periods of time- Disable local chat in CQC. Also show a more specific error message when blocking a direct message to a followee- Corrected animation error on viper underside hard point doors- Stop NPCs from trying to flee as a result of scanning when they are on the shared docking path- Fixed a pop between the deploy and stow also fixed the intersection between the medium Pulselaserburst Turret and the ship- Mirrored the location of the tiny hardpoints on the Hauler so that they're the right way around- If we don't have mic focus (because the party app does), then show all channels as muted- Raised Top Hardpoint bone to prevent the gun shooting through the hull on the Imperial Eagle- Restructured front end training menus- Fixed Custom Decals not showing on LODs on Python- Fix some framerate sensitivity issues that caused partial frames of weapon recharge between shots to be ignored, resulting in lower than intended fire rates at low frame rates- Give auto-bounties to powerplay pirates, the same as normal pirates- Capped holes between Exterior hull and cockpit on Vulture- The galaxy map, system map and powerplay screens are now closed when the player receives damage or hostiles appear- Fix "repair paintwork" not working- Make target time and target time range contract elements stop you from accepting a mission if the time range is going to be over within 10 minutes- Massacre missions cannot be given by system owners now- Hide Refinery tab if the refinery doesn't exist- Changed message given to players trying to fit a shield generator that can't support the hull mass of the ship- Chaff and Heatsinks will no longer be launched when deploying hardpoints by pressing one of the fire buttons if they are assigned to one of the active fire groups- Don't snow nav/proximity warnings when your landing gear is down - you're probably trying to "hit" something intentionally- Elite/Founder missions are now only available at the Founders World- System Map: Removed long description line from system UI data- Xbox One: Kick user out of voice comms (with dialog prompt) when entering CQC- There was an area below the galaxy map popup where rolling over a star/planet wasn't possible. This is now fixed- Positioning of star map popup is smarter and more flexible. Popup will stay contained to the screen bounds- Xbox One: Change message to not use (possibly truncated) name when we can't find a chat target- Made the system map rollover more forgiving - smaller objects no longer require precision mouse movements to see the popup- In mining, player unable to eject minerals from the refinery hopper fixed- Fixed missing doors on Federal Dropship- Added tabs to system map - System, Info, Points of Interest- Fixed tiny hardpoint placement and tweaked hitcheck on Federal Assault Ship- Turning off 'Show star names' in galaxy map doesn't clear existing labels fixed- System map popup positioning tweaked - now avoids overlapping other bodies in the same row- Option added to disable head look focus mode on Comms and Info panels- Adjusting position of Skirmish tutorial to bring it out of the planets pull- SMAA workaround while core issue is investigated- Moved tiny hardpoint bones so that the assets don't clip through the hull- Made the matchmaking lobby check to make sure the server is updating it correctly and disconnect if it is not- Set the hit sphere to the correct cargo hatch under the anaconda- Don't let players choose a decline button on a mission branch if the message is no longer relevant- Added a vent button to the refinery hopper- If we accept a CQC invite while loading into CQC, don't return to the main menu- Cockpit shadow fix for the Federal Gunship- Rebalance of shield cell heat gain- The heatsink projectile now simulates physics properly, and is susceptible to collisions and gravity- Hull reinforcement health increased- Modules now have boot up times- OSX: Added support for up to 8 mouse buttons- Server optimisation for StellarForge lookups - reduces system lookup times when hyperspacing- Stop shadow casting spotlights from remaining after the owning activity has been destroyed- Do allow remaining hopper items to be moved to bins after we've filled a canister. This fixes a bug where remaining items would get stuck in the hopper even though there's an empty bin available- Significant improvements to blocked-shot testing for turrets, mostly aimed at settlements but will help elsewhere- Small chance of spawning rescuer AI when player runs out of fuel in supercruise if in sufficiently populated system, not an anarchy, if player is ffriendly with controlling faction. Spawned AI acts like a hunter passive, so it will approach the player and then drop out, waiting for the player to follow- Render the radar in world space as FOR shifts now are frequent avoiding relative positioning issuesNew Audio:- Audio for Imperial Fighter- Audio for Federal Corvette- Audio for Imperial Cutter- Audio for Keelback- Audio for CobraMKIV- Audio for ViperMKIV- Audio for Asp Scout- Audio has been added to new damage model decals- Adding LFE thump to cockpit breaches and FSD transitions- CytoScrambler Laser has a sound!!Audio Fixes:- Weapons: Fixed Collector drone GUI "blip" sound triggering on all ships in the area. Now they only trigger on the drone owner's ship.- Weapons: Improvements to missile mix- Weapons: Missile explosion tweaks.- Weapons: Improved Capital/Station Broadside Guns.- Weapons: removed the falloff of volume over time when firing multi-cannons continuously.- Physics: Raised the volume of cannon/plasma/railgun impacts on other ships that the player causes.- Ships: Mix tweaks to Eagle, PG_Eagle Empire Eagle and Dropship to improve volume consistency across all ships.- Ships: Fixed some clicks in Dropship drives.- Ships: Fixes to Asp orientation.- Ships: Fixes to Diamondback's boost.- Ships: Fixed missing sound on Federal Dropship Boost.- Ships: Improvements to occlusion on ships.- Ships: Empire Eagle landing gear tweaks.- Ships: Added boost fail volume curves, so not too loud when game is quiet.- Ships: Added missing "Clunk" on other ships docking/undocking at stations.- Music: Enabled streaming on some music – memory optimisation .- Music: Fixed a possible problem with music being faded out in the CQC menu.- GUI: Fixed behaviour of docking offense and heat alarms, to avoid getting stuck on.- GUI: Evened out the volumes on the rank up anims.- GUI: Updates to CQC GUI.- GUI: Tweak to CQC results stingers.- GUI: loads of menu GUI tweaks.- GUI: Fixed missing scanner sounds when losing a regaining line of sight.- Voice: Added new CQC voice line "Enemy has the lead".- Voice: Changed CQC welcome announcement wording.- Set up occlusion on non-player ship impacts.- Fixed joypad rumble to not rumble on nearby ships landing.- Used our Pooled Audio Object system in a lot more places. Reduces voice count and improves performance.- Plugged some holes in Pooled Audio Object system.- Fixed some minor bugs in Soundbank Management.- Optimised memory assignments for soundbanks. Last edited by Michael Brookes; Yesterday at 6:05 PM. Head of Community Management
AndyJWest Posted November 26, 2015 Posted November 26, 2015 A question for those who have Elite - how fussy is it about your internet connection? I've held off buying this because my connection isn't always particularly reliable - I'm sharing it, and as a result, ping can be erratic (one reason I haven't been able to play BoS online much). With it currently on sale under £10, now is probably as good a time as any to get it if I'm going to, but there isn't much point if I can't use it. Any comments?
Bando Posted November 26, 2015 Posted November 26, 2015 Get it!!! You can play without the need to play with others in the same "bubble". In solo mode your internet connexion is transferring a minimal amount of data and you are still playing in the same universe as the rest, you just cannot see them (and they cannot see you). If internet connexion is good, you can switch to MP in normal fashion. The only difference in playing is you will meet AI only in solo and AI plus humans in normal MP. The game itself is totally worth every penny.
HippyDruid Posted November 26, 2015 Posted November 26, 2015 A question for those who have Elite - how fussy is it about your internet connection? I've held off buying this because my connection isn't always particularly reliable - I'm sharing it, and as a result, ping can be erratic (one reason I haven't been able to play BoS online much). With it currently on sale under £10, now is probably as good a time as any to get it if I'm going to, but there isn't much point if I can't use it. Any comments? You won't notice that much lag with a slower connection unless you're dogfighting around other human players. Otherwise the Player vs Environment (PvE) stuff will be fine. Last time I recall having internet connectivity issues, it kindly told me and just dropped me back to the main menu. That steam sale price is worth it, if your considering the purchase.
AndyJWest Posted November 27, 2015 Posted November 27, 2015 Do many people play Elite in solo mode? How good is the AI?
6./ZG26_Emil Posted November 27, 2015 Posted November 27, 2015 Do many people play Elite in solo mode? How good is the AI? I enjoyed it but BOS takes up all my gaming time now so....
Bando Posted November 27, 2015 Posted November 27, 2015 The AI fighting routine is pretty good. But the game itself is so great, everyone should try it. (Although I too must admit I'm much more into BOS lately).
SYN_Vander Posted November 27, 2015 Posted November 27, 2015 You can make it as hard as you want it to be.. or you can avoid fights and go exploring.. or trading. There is also a CQC mode where you can do arena style battles. It's really up to the player how he/she wants to enjoy the game.
SYN_Skydance Posted November 28, 2015 Posted November 28, 2015 Space sims arent normally my thing but I've just seen it on Steam for under £10. Downloading now!!
BeastyBaiter Posted November 28, 2015 Posted November 28, 2015 (edited) I found ED fun for a few days but it gets old fast. It's a very shallow game imho, sort of like Asteroids except less challenging and with worse physics. It is pretty though. For $10-15 I'll recommend it, but I wouldn't at full price. Edited November 28, 2015 by King_Hrothgar
Feathered_IV Posted November 28, 2015 Posted November 28, 2015 I found ED fun for a few days but it gets old fast. It's a very shallow game imho, sort of like Asteroids except less challenging and with worse physics. It is pretty though. For $10-15 I'll recommend it, but I wouldn't at full price. I pretty much found the same. I logged 12 hours of gameplay, but after that found it to be an exercise in repetition. I haven't thought about it for a couple of months.
TheBlackPenguin Posted November 29, 2015 Author Posted November 29, 2015 I pretty much found the same. I logged 12 hours of gameplay, but after that found it to be an exercise in repetition. I haven't thought about it for a couple of months. Yeah this is a fairly common thing, you have to set your own goals and find your own fun. Community goals can help for sure, but after doing a few of them I like to head off and do my own thing, such as increasing faction rank, or mining. Physics are fine, they've added a layer to make it more like "Spitfires" in space (it has real Newtonian physics, everything is in proper motion) and simplified for easier access, a lesson they learned from Frontier as most people didn't figure out the combat, or liked it less, coupled with the addition of multiplayer which has imposed its own limits. Sometimes I wish they would have left it as a single player game, but no doubting multiplayer has added to its appeal. They will add another layer with Horizon's and with more gameplay over the coming years, including multi-crew within a year, so it will be worth checking out again, especially once more content gets added. I have actually become so used to this now that I found Witcher 3 to be bad for instance, the feeling of constraint and the feeling I am forced down a life of another character, yuck .
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