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OFFICIAL Elite: Dangerous

AsRock

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Well changes are in progress i just hope they don't make them as dumb as before :p.

Lets face it they had to make changes as some 50% found them to hard with about the same finding them just right and some 6% finding them to easy.

As i see it they could of kept-ed them how they are and lost 50% for a sure thing as if you cannot play you don't play were as making them easier just pisses the other 50% and not all will quit.

Anyways.

Hey guys,

We just wanted to get a post up to talk about some key issues that have come up in the community over the last few days and talk a little about some of the changes that are coming into effect from today and in future updates.

AI and NPCs
One of the most hotly debated topics in the community since The Engineers (2.1) is the AI and NPC changes. There’s no denying that higher ranked NPCs are now tougher to beat than ever before.

The aim of the AI and NPC changes is to ensure that there is a balance between having combat that challenges you and is exciting while not being so challenging that it spoils your ability to enjoy the galaxy and game on a day to day basis.

We’re aware from your feedback that this hasn’t hit that balance, either because of bugs or a number of other reasons, and so we’re going to be making some changes to help address those concerns.

The first change is that we will be removing almost all Engineers upgrades from the NPCs in game. There are a very few select upgrades that will remain for coding reasons but they will be low level and not combat specific upgrades. On the whole you should notice that the vast majority of upgrades are gone from NPCs which will mean that players will be greater equipped to deal with NPC threats and should be able to last longer in a combat situation, should they need to make a hasty exit. It will also mean that players who gather their own upgrades will have a technical advantage on the NPC combatants too. The good part about this is that these are all server side, which means we are able to make those changes today! Commanders will be able to see the changes taking effect shortly.

Staying on the topic of AI, we have also had a number of people discussing bugged or cheating weapons and abnormal, overly aggressive, NPC behaviour where NPCs are attacking Commanders without being wanted, being full of Cargo or for other known obvious reasons. In order to investigate these concerns more closely there are two new bug forum threads dedicated to these issues specifically. If you have any evidence or detail about these issues, we would appreciate you heading over to theBugged weapons[forums.frontier.co.uk]or theNPC aggro[forums.frontier.co.uk]threads and giving us your feedback there.

With the removal of Engineers upgrades, even if the NPCs do become more manageable, we would still greatly appreciate any reports of AI attacking unexpectedly in the thread mentioned above as it will help us investigate the issues.

With the changes going out today the development team will be able to review the effectiveness of the AI on its own and see what additional balancing will need to take place. There are a number of additional changes that the dev team are looking at right now which could include balancing the frequency of higher end NPCs as well as other changes and we’ll keep you informed with more news on those as we have them.


The Engineers – RNG & more
We’ve also seen a lot of discussion on the Engineers generally we are listening to feedback. We’ve mentioned previously but in 2.1.1 we will be giving players the ability to exchange their experimental modifications for another modification but at a cost to your reputation with that Engineer. This will allow players a better opportunity to select what upgrades they receive. We are also very much listening to feedback on the Engineers and other updates too. If you have any specific feedback regarding the Engineers, the material gathering or any other changes, be sure to add them to the Engineers forum where the team will be reviewing and reading.


Bi-Weave shields
Many of you have noticed that Bi-Weave shields seem to have been taken off the shelves across the galaxy. This was the result of a bug fix which ended up removing them from circulation. These will be going back into game via today's server side update. They won’t be available at every station but they will result in becoming available at stations across the galaxy, in the same way other items do currently.

Thank you again for your feedback, it truly is vitally important to us. Please do continue to give us your suggestions! Fly Safe Commanders!

Link
https://forums.frontier.co.uk/showthread.php?t=257892
 

AsRock

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Some new CG's started today.
 

AsRock

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New update, the 2nd one since 2.1 release and comes in for me as a 1.1GB update.

Hi everyone,

update 2.1.03 will be released this morning for all platforms. Servers will be turned off at 10 am BST, and should be live again within 2 hours. The update contains the following changes listed below.

Stability Fixes

- Fixes a crash in the case of a ship being killed or fleeing while waiting for a response to a docking request
- Fix proxy kinematic rig crash
- Don't crash on capital ship 'death'
- Fix for server crash from uncertain CQC state
- Fix a server crash when checking commodity lists
- Fix a server crash when checking a players death
- Fix a crash if we receive damage from a disconnected player in CQC
- Fix a crash if you disconnect while shooting someone while in CQC
- Fix crash when disconnecting while taking damage in CQC
- Applied fix made sure that user has their input focus on a proper component when entering inventory shop
- Fix a crash when handing in missions when trying to find superpower info
- Don't assume locking of vertex buffers will succeed - prevents crash in terrain generation
- Tackle some soft locks caused by specific POIs
- Fixed softlock when quickly selecting refuel/repair/restock after opening station services
- Fix softlock when signing out as we enter Hyperspace
- Fix for softlock when loading at settlements
- Fix a softlock when approaching or loading in an Engineer's base
- Fix server disconnect on "Pomeche 2 C"
- Xbox One: Game enters a semi unresponsive state when changing the Yaw Axis Preset from within the Controls Options fixed
- Xbox One: Don't refresh Inventory when unconstraining. We don't want the client and server state to get out of sync so we now only check for Inventory once, at sign-in

General Fixes/Tweaks

- Xbox One: Support for localised languages (French, German, Spanish, and Russian)
- Added Saitek x56 control preset
- Fix missing Hawking Depot - now called Hawking Station
- Use loose rather than strict checks when testing if a ship is valid for recovering from storage, this means that people who've stored ships with mass over their engine limit will be able to recover those ships again. But will still be prompted to fix the problem when in outfitting
- Pirated cargo not appearing in hold when stealing from players fixed
- Re-fix making Independent powers being hostile to each other when deciding which actions to allow when being opposed
- Added guards against receiving duplicate inbox messages, which could cause the inbox gui to become unresponsive
- Fix not being able to dock at some stations in the Arbuda system
- Fixed viewing the list of CG's, and the progress preview bar being wrong
- If an interdiction takes you into orbital cruise, then cancel the interdiction as otherwise you will end up inside the planet
- When dropping out after an interdiction make sure we don't drop out too close to a planet. If we do drop out too close then move the drop point away
- Extra logging for some machine disconnection issues
- Stop sending Federation and Empire rankup inbox messages when eligible for the mission for the next rank
- No longer able to bind 'Reset Mouse' to the same buttons as UI controls
- Audio: For Wwise prior to 2015.1.7 and Windows 10+ only use XAudio2 if the 2.7 DLL is there
- Audio: Make sure we are relatively close to a hostile before triggering combat music
- Audio: Don't load chatter soundbanks or planet port voice soundbanks when they aren't needed
- Audio: Fix for orbital cruise sounds happening after hyperspace jumps
- Xbox One: Fixed excessive XMA compression on title ident
- Xbox One: The tabs under Friends and Private Groups do not update when the user tries to view member in a group fixed
- Xbox One: Fixing Nasty sounding XMA compression artifacts on some music cues
- Mouse cursor stuck on side of screen when in main menu fixed
- Store relationship values on mission avatars so they don't change into their cool pirate jackets anymore :(
- Fixed missing Cyrillic font glyphs on special effect panel
- Latest batch of translated text
- Various text fixes

Engineers

- Ensure we have up-to-date data when opening the workshop so that we correctly show 'alternative' progress
- Players can now spend favours (reputation levels) to control experimental effects on blueprints
- Filter option is not always reset when navigating to the recipe selection panel fixed
- Back button working on pinned and help popups

Missions

- Permit Missions should now give a permit
- Supply to demand overrides should take into account permit access
- Fixed mission board reputation bars being wrong
- All missions now give a positive state effect with the mission giver for completion, that is relative to the cargo/mission target
- Fix reputation values and spawning levels in planetary rescue
- Make delivery missions fail upon death
- Fix for Settlement not spawning mission required skimmers
- Some mission generation optimisations
- Nav Beacon Wrinkle message will be sent every time you supercruise away from the contact's system fixed
- If we don't have space for all the reward materials, only add what we can
- Use a more reliable way of finding commander ids so that mission update requests aren't handed invalid commander ids
- Added a contract element into the initial mission progression that checks the player's cargo hold - This prevents the player from taking missions if they don't have enough cargo in their hold when the reward has cargo in it
- Added Contract Element to all 'hand-in' panels to indicate when the player does not have enough cargo space for the cargo rewards and therefore cannot hand in the mission
- Allow people who do not have a matching mission to drop cargo for said missions through in/voluntary means
- Removed the destination station element from the transaction panels that don't need them, so you should no longer see random destination logos on the left hand panel
- Changed the Massacre legal variants to set a timer when an enemy is killed - ensures that the race wrinkle can spawn
- Read relationship from avatar contact string. Prevents the issue where you're standing may change as you complete a mission to be greeted by a slightly different avatar from the original mission giver
- Planetary Disable BLOPS missions are now marked as Horizons only
- Mark a mission as planetary if any of its contract element results are Available Planetary, not just if the end result is Available Planetary (means that unavailable missions can have the planetary icon)
- Micro resource space deficiency should be called out in the rewards section not additional
- Added Can Land AtS tation Checks to all Alternative offer inbox messages, preventing the player from talking Alternatives that require Horizons content
- Exclude minor factions from selection as mission targets if they are engineers and/or hidden
- Reduced the number of community goal web requests sent from the client by caching data and only fetching new data when viewing the goals on the mission board
- Changed the ship being used in the rescue mission maints from a hauler to a type 6 - they now have the correct amount of cargo for the mission
- Changed the effects of the states for the piracy, planetary and mining missions to be a "positive" effect when the player successfully completes the mission - on these templates it was backwards
- Allow missions & Community Goals to be completed at stations that have mission generation temporarily disabled

NPCs

- When determining the rank of NPC ships, use the player's combat rank, rather than their highest PF rank, although add 1 rank if their trade or exploration rank is higher than their combat rank
- Updated the Archetypes of the NPCs in the USS cargo drop missions - they are now Ambush Pirate and should attack the player on entry
- Fixed AI rotation damping to work properly across the AI skill range
- alter the changes in allowed interdiction ranks based on security, so that the biggest rank disparities are reserved for very low security and anarchy systems
- Reduced the number of engineer mods on AI ships substantially, now only Deadly & Elite rank ships are guaranteed to have mods and any below Master are guaranteed to have none
- Fix for Large AI ships ramming large player ships
- Slightly reduced the ranks below an AI that they can interdict players, this will tighten up the difficulty a bit
- Add state to Powers Assassin and Powers Security ships to allow them to threaten the player before attacking
- Reduced the percentage interdiction chance of power play ships by 10%, and altered the ship type chances and combat ranks to be more mid range, dropping a lot of the top range down
- Balance mission generated NPCs to be lower ranked (for the most part)

POIs/USSs/Settlements

- Address some long initialisation times for certain POIs
- Fix for seed spikes not spawning meta-alloys
- Changed trigger volumes of trespass zones to be much smaller to prevent issues
- SRV gets stuck on Baker's Prospect ramp fixed
- Doubled the height of the foundation wall of the large biome, so that it can be bedded into more undulating landscapes without the terrain intersecting through the centre
- No audio acknowledgement that something has been received after scanning a nav beacon fixed
- For capital ships in fixed scenarios (e.g. the one at Sol, but not capital ships that turn up for combat zones) make their name choice pseudo-random based on UniversalAddress so that it will always be the same
- Materials from nodes floating high into the air when in wing fixed
- Attenuation changes for POIs
- Fix for silent security door on settlements
- Fix a server error when scanning certain large industrial settlements

Weapons

- Huge burst lasers added
- Adjust tracking rates for turreted weapons. Large+ are unchanged, medium are slightly faster, small are a lot faster
- Improvements to turret tracking: When evaluating confusion the turret will now take into account the apparently linear acceleration of the target actually caused by angular acceleration of the firing vehicle. Overall this should make turrets confused less of the time, and emphasises the skill element a bit more - the better you match your targets acceleration to keep them stationary in view, the better your turrets will track
- Correct the Target Entity checks when weapons hit their target to correctly account for subtargeting being used with Target-Only mode turrets, these will now cause hostility correctly when hitting the ship whose module you've targeted, but will correctly disregard hostility when stray shots clip other ships as before
- Advanced Plasma Accelerater now has ammo when installed
- Changes to impulse attacks (force shell an impulse mine), aiming to prevent stacking from being extremely unpleasant (and sickness inducing in VR) while not making single guns ineffective:
-- Reduce impulse generated by force shell on larger cannons, smaller ones are increased slightly
-- Torque generated by impulse attacks is clamped to a multiple of the ships mass, so large weapons cannot induce unrecoverable spins in small ships
-- Diminishing returns now applies to impulse attacks within a short space of time. This resistance will drain to zero after at most 5 seconds, but within that window the more a ship is pushed around the more it becomes resistant to it

- Balance pass for Incendiary ammo multicannons, they're a bit too good ;). They now also come with the downsides of a 10% reduction in fire rate, and generate significantly more heat than a normal multicannon (though still less than an equivalent pulse). This change will retroactively affect existing items
- Dispersal field should no longer affect (some) fixed weapons, or turrets set to forward fire
- Balancing for heat attack weapons (Retributor, Thermal Shock and a few others), overall intention is to keep single weapons having a purpose, while reducing the power of heavy stacking:
-- Having an active shield now statically prevents 25% of the heat from getting through
-- Adjusted the diminishing returns curve, getting someone to 100% is easier, getting them past 100% is harder, getting them into hull damage is MUCH harder, and the final cap is now 220% rather than 300%

- Remove override that was giving C4 pulse/burst lasers the incorrect audio event name
- Ensure that beam highlight textures are kept alive as long as they are needed
- Main game power distributors were too good on eng/sys across the board and have been brought back to 2.0 levels
- Prevent ammo from going over the normal maximum when modifications have reduced the clip size, which also caused absurd costs to show in restock menu
- Audio: adjusted the number of audio objects in the audio impact system. A Partial fix for messy impact audio when player is hitting target with multiple beam weapons at once
- Updated the missile sound

Outfitting

- Power distributor recharge rate cropped in outfitting fixed
- Outfitting shop GUI data can persist between core modules fixed
- Sidewinder spoilers have the wrong icons fixed

Ships

- All shields now regenerate at double rate when in supercruise
- Fixed landing collision issues with Diamondback Scout
- Missing engine VFX on the Anaconda
- Both Asp Explorer and Scout Paint job cameras are no longer position behind the roof lights
- Some flight controller volume inconsistencies fixed
- Clashing "Incoming Message" and "Incoming Mission Critical Message" fixed
- Imperial Courier drive flares now working as intended again
- Added bullet fly by sounds
- Fixed some weird panning behaviour on flight assist on/off mechanical sounds by whacking up the spread on it
- Xbox One: Added landing gear deployed/stowed rumble for ships that had it missing

SRV

- Fixed offset hitcheck on SRV

CQC

- CQC power distributors now have their 2.0 values back, and weapon distributor is no longer strictly the best
- Fix a lost flag on a few PG weapons that turned all the beam lasers into pulses, and would have un-intentionally increased DPS by 50% because the damage per second value would be interpretted as damage per shot and fired every 0.66 seconds
- Wing manager should now remove player that leave the game from their teams wing, they should also no longer assert about having a wing member in a weird state
- The message the team gets about players leaving teams should now work as intended

Stations/Ports

- Small volume boost on flight controllers and radio chatter
- Xbox One: Fix for rumble happening on "other" landing pads
- Xbox One: Fixed out of sync rumble on small pads animations

Galaxy Map

- Galaxy map now properly opens from transaction tab while in headlook
- Bookmarked systems show the bookmark marker even if it has other active markers
- Bookmarks: Pressing left (pad/joystick) will close the bookmark dropdown menu fixed
- Gal map / powerplay : Displaying "radius profit" instead of "profit" in the popup to avoid confusion about values displayed
- Bookmarks: Make sure the send modification button (delete/save) can't spam request the server


Render

- Make the render feature system more robust against GraphicsConfig.xml being broken
- Increased distance for tiling rates on rocky and metal worlds to improve the distance you can see surface details from the materials. Also brightened the surfaces slightly
- Sort the stars based on the new lighting curve - addresses some lighting issues in systems with black holes
- Fix for cases where stellar background textures could fail to render correctly
- Fix ring detail texture resolution so that it isn't synced to main ring texture size
- Smaller authored ring textures as we don't need 4096 x 128 for the coarse colour/spacing information
- Fix for NaNs showing up in PlanetRingFog shader


VR

- Only control input focus through HMDs if they are rendering (don't affect regular mono modes)
- Fix for the VR camera flicker in supercruise transitions

All so this was added too

Just wanted to share a quick update with you as we go live with the 2.1.03 update. You can see the full list of changes on theforum post here, but we wanted to point out a few tweaks and updates that we made in order to further improve your experience with the NPC AI. We also wanted to share a few AI changes that we have planned for a future update, too.


For 2.1.03 we fixed a bug where AI were using too tight a turning circle at low levels, we reduced ranks of Powerplay interdictors, lowering the chance of powerplay ships choosing to interdict you by 25%. The interdiction rank range has been reduced by one both above and below the player. It is also now based on your combat rating. We’ve made a change that ensures there will be a pause before AI attacks you after you’ve been interdicted… previously some Commanders would be immediately bombarded as soon as they’re pulled from supercruise.

We have a lot of AI changes planned for upcoming updates too, such as stopping the bottom three levels of AI from boosting (which was an unintended bug), we are looking at stopping AI from targeting sub-modules and we’re considering further reductions on the interdiction rank ranges detailed above.

In a previous update we fixed the AI bug that would create super modules, we stopped the bug that allowed AI aligned powers from attacking you, we reduced the ranks of AI spawning based on accepted missions, and we reduced the ranks of AI in ambient traffic.

The development team are dedicated to making the NPC AI experience as fun as possible, and the right level of challenging, and will continue to work hard on finding the correct balance.
 
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Despite all my anti-social efforts to avoid you by playing Singleplayer in deep space @AsRock, you still found a way to pop into my game: :p

Screenshot_0000.png
 

AsRock

TPU addict
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Storage Sammy 860, MX500, Sabrent Rocket 4 Sammy Evo 980 \ 1xSabrent Rocket 4+, Sammy 2x990 Pro
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Power Supply Seasonic Prime TX-750 \ Corsair RM1000X Shift
Mouse Steelseries Sensei wireless \ Steelseries Sensei wireless
Keyboard Logitech K120 \ Wooting Two HE
Benchmark Scores Meh benchmarks.
I am sure you have your fair share out there lol, But really chances you coming across that is extremely small lol. Sure i have a bunch out there but i was not a early adopter.
 
Joined
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Messages
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Software Gentoo Linux x64
I am sure you have your fair share out there lol, But really chances you coming across that is extremely small lol. Sure i have a bunch out there but i was not a early adopter.

The odds aren't as bad as you might think. I have... too many hours in this game.

TimePlayed.png


I would be playing now too, but my earphones were gunky and had to be washed. They are presently drying.
 

AsRock

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Video Card(s) eVga GTX1060 SSC \ XFX RX 6950XT RX-695XATBD9
Storage Sammy 860, MX500, Sabrent Rocket 4 Sammy Evo 980 \ 1xSabrent Rocket 4+, Sammy 2x990 Pro
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Mouse Steelseries Sensei wireless \ Steelseries Sensei wireless
Keyboard Logitech K120 \ Wooting Two HE
Benchmark Scores Meh benchmarks.
Well not scanned that many places either really, well more than that but there is 400+ billion systems lol.

 
Joined
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Messages
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System Name Pioneer
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Memory 64GB (4x 16GB) G.Skill Flare X5 @ DDR5-6000 CL30
Video Card(s) XFX RX 7900 XTX Speedster Merc 310
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Display(s) 55" LG 55" B9 OLED 4K Display
Case Thermaltake Core X31
Audio Device(s) TOSLINK->Schiit Modi MB->Asgard 2 DAC Amp->AKG Pro K712 Headphones or HDMI->B9 OLED
Power Supply FSP Hydro Ti Pro 850W
Mouse Logitech G305 Lightspeed Wireless
Keyboard WASD Code v3 with Cherry Green keyswitches + PBT DS keycaps
Software Gentoo Linux x64
I scan everything, even asteroids. I don't know why, I blame OCD or sumthin' :laugh:

Really, it's largely because it's about the journey for me, not the destination. I like to get close and look.
 

AsRock

TPU addict
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Messages
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Cooling D15
Memory Patriot 2x16GB PVS432G320C6K \ G.Skill Flare X5 F5-6000J3238F 2x16GB
Video Card(s) eVga GTX1060 SSC \ XFX RX 6950XT RX-695XATBD9
Storage Sammy 860, MX500, Sabrent Rocket 4 Sammy Evo 980 \ 1xSabrent Rocket 4+, Sammy 2x990 Pro
Display(s) Samsung 1080P \ LG 43UN700
Case Fractal Design Pop Air 2x140mm fans from Torrent \ Fractal Design Torrent 2 SilverStone FHP141x2
Audio Device(s) Yamaha RX-V677 \ Yamaha CX-830+Yamaha MX-630 \Paradigm 7se MKII, Paradigm 5SE MK1 , Blue Yeti
Power Supply Seasonic Prime TX-750 \ Corsair RM1000X Shift
Mouse Steelseries Sensei wireless \ Steelseries Sensei wireless
Keyboard Logitech K120 \ Wooting Two HE
Benchmark Scores Meh benchmarks.
I scan everything, even asteroids. I don't know why, I blame OCD or sumthin' :laugh:

Really, it's largely because it's about the journey for me, not the destination. I like to get close and look.

Yeah did that for a while it's not profitable, even more so when a CG was on which a crappy 380 scans got me 10% :).

But yeah with mods around and the ability to add loads of fuel tanks now, i was running enough for 641LY maybe more. All so go in to eco mode too. i may try reaching out again this week see whats to be found but probably not much these days unless you go crazy far.
 
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I still find first to finds regularly at about 300+LYs out from my base on the border of civilized space (HIP 104560). Don't know if that's "crazy far" but I like plastering my name around out there.
 
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Sometimes when scanning planets I happen upon something really cool.

That happened today. Check out the rings on this little gas "giant." There are frickin moons between them they are so spaced and huge!



BIGRING1.png

BIGRING2.png


BIGRING3.png
 

AsRock

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AsRock

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Was the whole system tagged with my name ?, as early on all you had to do is ping the system but now there is people saying you have to scan them to now.

If you know were the facts are on this that be cool :p.
 
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Was the whole system tagged with my name ?, as early on all you had to do is ping the system but now there is people saying you have to scan them to now.

If you know were the facts are on this that be cool :p.

Yeah, you have to close in and scan them now. I don't know how it was early on, thought it was always this way though.

Whole system was tagged with your name, yeah. Every object.
 

AsRock

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Yeah i got tired of been blinded by the sun on every entry :p, That has to be really early on that has.
 

AsRock

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Well went over that way last week and yeah there is a few over there. But were i am now seems pretty much every jump is undiscovered.



 

AsRock

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Here's some more. Some are about 1 mill Light Years from civilization, the 2 with crashed ships one was found 700LY away and the other 1 mill LY's, I will have to stop using steam for screenshots it sucks.

Anyways enjoy.






Would of looked so much better with the FDL :p




 

AsRock

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Time for those explorers to cash in :p. Yes i was a little busy. I had to come back to civilization at one point to pick up a cargo bay as i been seeing some new stuff on those planets but only cashed in the 1st to discover so after some 2 million LY got 429 discovery's lol.

 

AsRock

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New patch today

2.1.05 update incoming
EDIT To correct mistake in copy: 'with physical micro resources or retrieving data loot, add 3 to the inventory instead of 1. If your inventory can't fit 3, just add enough to fill the inventory'


Hello everyone,

We have an update coming for both Xbox and PC. Downtime is expected to start from 3PM BST (2pm UTC) and is expected to last around 60 minutes.

Xbox update will be available for download from 3pm BST (2:00pm UTC) and will be 351MB. If this doesn’t automatically start, you may have to power cycle your Console by holding the power button for 10 seconds!

Let us know if you have any trouble with it.

Edit - we're also increasing the length of the CG this week due to any downtime getting in the way of progress. More information on that in the community goals thread here.

Change log below:

Stability Fixes
- Fixed Skimmer Group issue
- Fix a crash if we try to send a message to or about a player that is no longer in the game
- Fix crash during high res screen capture
- Fix crash in wing manager
- Fix for the pilot object never being destroyed
- Fix a number of unreleased effects that could potentially have caused small memory leaks
- Fix crash when calculating the tidal locking amount for a planet with exactly -180 axial tilt
- Fixes to protect against a fatal network error, and early detection of the disconnection with server
- Fixes a crash in the fairly rare case of a ship being killed or fleeing while waiting for a response to a docking request
- Fixes for cross-platform crashes reported from the Xbox client
- Improvements to memory management to tackle cases of fragmentation
- Fix a potential NaN in the vehicle system
- Added crash protection in outfitting when getting the inventory for a sub slot
- Fix crash when taking damage and when a contributing player doesn't exist anymore, likely due to quitting
- Fix a server crash if a CQC game ends at the same time the lobby is shut down
- Fix a crash if you disconnect while shooting someone while in CQC
- Fix a crash in CQC capture the flag if someone leaves the game at the same time that the flag is dropped
- Fix crash when disconnecting while taking damage in CQC
- Fix a transaction server error when transferring cargo on changing ships


General Tweaks & Fixes
- Added surface scan materials data to system map
- Added Federal supply stations to Merope
- Fix to allow TrackIR users to have the same headlook range as before the 2.1 patch when live
- Mouse cursor stuck on side of screen when in main menu fixed
- Station weapon strength increased to allow for players with engineer upgraded defences
- When dropping out after an interdiction make sure we don't drop out too close to a planet
- Added Saitek x56 control pre-set
- Fix occasional doubling up of first discovery names on the system map
- Fix for first discovery bonuses not being paid out when all members of a wing sell their exploration data
- Factions can no longer retreat if fewer than 3 factions would remain in that star system
- Fixed combat rank increases awarded from killing other Commanders
- If the game owner has changed before we close CharacterComponent (because we switched users for instance), then don't save the PlayerMisc config. Otherwise we'll save the old user's settings in the new user's save data
- Added latest batch of translations
- Various text fixes


Xbox One
- Updated New Logo and Idents
- Improvement to user settings when switching players
- Added a language override option to allow players to choose English over their default console language
- Reduce the frequency that the statistic events are sent to make them less spammy
- Don't allow the player to spam Create Commander requests - block new requests while another is active
- Don't refresh the XBL Inventory when unconstraining to avoid the client and server getting out of sync


CQC
- Matchmaker optimisations
- Removed the localisation from commander name in CQC as it is causing issues in the UI for long names


NPCs
- Removed boost from lowest NPC ranks
- Removed sub-system targetting
- Allow players a better chance of fleeing from NPC ships
- Rebalance for fixed scenario AI set up, specifically for Nav Beacons and RES sites
- Increase the threaten timer across the board for all AI. Pirates have slight higher since they are waiting for cargo to be dropped
- Set all AI ships in lawful space to have an interdiction rank range of 2 or less ranks below their own, and all AI ships in anarchy space to have an interdiction rank range of 3 or less ranks below their own
- Slightly reduced Anarchy interdictions, whilst keeping them more dangerous than lawful systems.


Engineers
- Wide ranging changes to drop rates and USSs: Change the rate and spread of drops from missions, wakes, ship scanning, USS collection, mining, data links and scannable wreckage
- Fixed blueprints being lost when using reputation to override the special modifier
- Make sure POI data points have the firmware rarity improvements mirrored across to them
- Rebalance POI data point drop quantities, including the rate and spread of drops
- Change the weighting on "Wrecks" USS
- Fix for being able to select an unselectable adjust option which appeared to give a free upgrade
- When collecting physical micro resources or retrieving data loot, add 3 to the inventory instead of 1. If your inventory can't fit 3, just add enough to fill the inventory
- Added locations to the descriptions of the commodities
- Material positions are now replicated correctly
- Balanced values for Materials amount and rarity spawned by PoI's to address difficulty of finding resources


Weapons
- Fix infinite ammo reloading on player ships
- Make the diminishing returns cap on external heat attacks more harsh, primarily making it very hard to cause significant hull damage with heat from thermal shock/cascade
- 20% reduction in heat applied by Thermal Cascade
- Fixed lens flare on class 4 burst laser


Missions
- Make permit missions have rank up tick box ticked
- When attempting to add a message to the inbox list in GUI, check if the mission manager knows about the mission. Don't show it if it doesn't
- Add a short wait time before the client re-requests a tutorial mission (60 seconds)
- Fix to allow Navy promotion missions to succeed if offered prematurely
- Fix to use the correct rank name in Navy promotion inbox messages
- Automatically clean up undeletable inbox messages for expired missions
- When attempting to add a message to the inbox list in gui, check if the mission manager knows about the mission. Don't show it if it doesn't
- Fix for Settlement Not Spawn Spawning Mission Required Skimmers


Scenarios/USSs/POIs
- Fixed various issues with capital ship scenarios
- Added new types of USS and new USS classifications
- Rebalance for fixed scenario AI set up, specifically for Nav Beacons and RES sites
- Separate Checkpoints/seeking weapons into a separate WarSupport scenario bucket and when generating war scenarios guarantee that at least one is always from the actual War bucket rather than support, to prevent warring systems being full of checkpoints but no actual combat zones people can participate in


Ships
- Diamondback Scout - cannot land on planet surface fixed


Render
- Make the render feature system more robust against GraphicsConfig.xml being broken


Powerplay
- Fix for "System Resistance" ships not having any weapons in Military Strike zones in powerplay systems
- Prevent depopulating systems, change the background sim to only allow Factions to retreat if there are at least 4 factions in that system
- Additional modifier to require a commodities market during Trade related CG's


Audio
- Fixed bug where planetary music suite didn't play when approaching from supercruise
- Reduced the timing interval on the probe to bring the total transmission down to just over 6 mins
- Small volume boost on flight controllers and radio chatter
 
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So... anyone still playing this? I'm getting back into it after a few months hiatus.
 

Ahhzz

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Not yet :)
 

stinger608

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I hear ya there man. I've had the game now for several months and still haven't taken the time to play. :oops:
 

Kursah

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I've been playing my usual Solo lately, a little bit here and there. Decided to break away and run some missions to build up some party favor. Earning decently well and seeing new sights and places in the 'verse has been good and refreshing. This game is entertaining and beautiful. When bored I have my second screen with TPU pulled up for those long hauls...if I don't get interdicted.

I realized there's so much I haven't done or mastered in this game yet. So I'm going to just kinda go do some stuff, earn some credits, I'll probably fall back into the combat and bounty hunting at RES sites, but we shall see. I want to get more ships, and only have 30 mil, so I need MOAR!!!

I'm looking very much forward to future updates, though I'm not really interested in hauling VIP or people around, but having a larger ship with fighters and AI to pilot whichever ship sounds fun. I need to try out the Engineers mods on my ship(s), I want to actually try to be good at smuggling, etc. And even maybe try MP sometime as I've never really given it a fair shake beyond a couple of times.

Still runs better than and is more fun than SC at this point...though that is getting better in small steps too. Glad to own both!

:toast:
 

AsRock

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Keyboard Logitech K120 \ Wooting Two HE
Benchmark Scores Meh benchmarks.
I've been playing my usual Solo lately, a little bit here and there. Decided to break away and run some missions to build up some party favor. Earning decently well and seeing new sights and places in the 'verse has been good and refreshing. This game is entertaining and beautiful. When bored I have my second screen with TPU pulled up for those long hauls...if I don't get interdicted.

I realized there's so much I haven't done or mastered in this game yet. So I'm going to just kinda go do some stuff, earn some credits, I'll probably fall back into the combat and bounty hunting at RES sites, but we shall see. I want to get more ships, and only have 30 mil, so I need MOAR!!!

I'm looking very much forward to future updates, though I'm not really interested in hauling VIP or people around, but having a larger ship with fighters and AI to pilot whichever ship sounds fun. I need to try out the Engineers mods on my ship(s), I want to actually try to be good at smuggling, etc. And even maybe try MP sometime as I've never really given it a fair shake beyond a couple of times.

Still runs better than and is more fun than SC at this point...though that is getting better in small steps too. Glad to own both!

:toast:


I am waiting for the coop :p, although i am happy just following some one around ^^. The forums seem really against any thing coop with this game which i see as a real shame.

And now how it is going a res with some one the credits are nefted which kinda sucks, understandable but sucks as you don't find more ships with being 2 or more of you so you end up earning less in the end, still fun though.

The game is pretty anti coop sadly.

HAHA You MP that be the day i quit playing i bet.
 

INSTG8R

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Memory 2x16GB Gskill Trident Neo Z 3600 CL16
Video Card(s) Powercolor Hellhound 7900XTX
Storage 970 Evo Plus 500GB 2xSamsung 850 Evo 500GB RAID 0 1TB WD Blue Corsair MP600 Core 2TB
Display(s) Alienware QD-OLED 34” 3440x1440 144hz 10Bit VESA HDR 400
Case TT Kandalf L.C.S.
Audio Device(s) Soundblaster ZX/Logitech Z906 5.1
Power Supply Seasonic TX~’850 Platinum
Mouse G502 Hero
Keyboard G19s
VR HMD Oculus Quest 2
Software Win 10 Pro x64
I am waiting for the coop :p, although i am happy just following some one around ^^. The forums seem really against any thing coop with this game which i see as a real shame.

And now how it is going a res with some one the credits are nefted which kinda sucks, understandable but sucks as you don't find more ships with being 2 or more of you so you end up earning less in the end, still fun though.

The game is pretty anti coop sadly.

HAHA You MP that be the day i quit playing i bet.

The majorty of my time was spent Coop. Exploring, Trading, RES. everything. I don't play much anymore because no one else plays anymore
 
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