UFFICIALE PC Elite: Dangerous

Pubblicità
Treno, tu che l'hai provato, sai dirmi se durante l'hyperdrive c'è ancora quel senso di "vabbè si capisce che è un caricamento mascherato"? //content.invisioncic.com/a283374/emoticons/250978_ahsisi.gif
Hanno praticamente annullato lo scatto che tirava in ingresso e in uscita, ciò che appunto ti faceva capire che stava caricando, rendendo molto più fluida la sequenza, hanno anche accorciato il tratto percorso in hyperdrive [Probabilmente hanno semplicemente migliorato lo streaming di dati indi richiede meno tempo per caricare il settore]. Direi di si, server permettendo. //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif

Con la release della Beta 3 son chiaramente congestionati, dopotutto non ho mai visto il radar segnalare 18 fonti energetiche minimo in supercruise, tra pianeti, NPC e giocatori. //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif

Non andate ad Azeban city, è chiaramente il settore più in difficoltà in queste prime ore. C'erano una trentina di Sidewinder tra i contatti, credo che tantissima gente abbia deciso di upgradare il preorder per avere accesso alla beta. :unsisi:

 
Ultima modifica da un moderatore:
Infatti ieri ad Azeban laggavo da morire. :rickds:

 
Ultima modifica da un moderatore:
3.02 is out:

- Fines are payable for all minor factions of a system at any station in that system.

- Fixed Imperial clipper rotates 180 degrees on the docking GUI when launching from a station.

- Fines can now be shown separately for each minor faction.

- Fix occasional crashes on shutdown.

- NVAPI is known to crash on one machine having an Intel HD4600 card, for unknown reasons. Allow users affected by this problem to disable SLI/Crossfire detection (meaning, calls to NVAPI and AGS libraries) by adding to AppConfig.xml.

Server side

- unstick the several dozen Commanders whose travels had been terminated untidily after trading Tea with a Type 9 transporting a Troop of Travelling Tea Traders

 
We will be announcing the release date for Elite: Dangerous next week so be sure to check out the newsletter!
After November 22nd the opportunity to join the Beta will no longer be available for new players, but the Beta backers can continue to test (and play!) the game until the release of the game and beyond. All Beta backers will continue getting builds to test and play up until the final release.

The Solar system, which is the star system of the birth of humanity, is restricted in this way. In the year 3300 humanity's homeworld has become a rich playground for the successful, the wealthy, and the powerful and famous. And of course, as a Beta backer, you belong in that set. All visiting commanders will need a permit, granted by The Federation in order to visit Sol or anywhere in the Solar system. However, all Alpha and Beta backers will be given an automatic permit, without having to first earn a reputation with The Federation.
TL;DR:

- Release date will be announced next week.

- Beta closes on november 22nd (still playable for those already in it until the full release of course).

- "In Elite: Dangerous there will be areas of the game that will not be immediately accessible. Players may have to build a reputation with the governing faction in order to be given a permit to visit an area under their jurisdiction." Sol is one of those areas, but beta and alpha players get a permit for free at the start of the game.

 
Mi son comprato la Zorgon Peterson Hauler

 
Ho guadagnato 78k crediti, puliti, sfruttando una trade route paurosa basata sui superconduttori. Comprati a 3200, rivenduti a 6400.

Mi son ripagato l'Hauler con gli interessi! //content.invisioncic.com/a283374/emoticons/rJjoqET.gif

 
16 Dicembre 2014

Newsletter #48 OUT! //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif

 
[video=youtube;8yd-m9AR7mY]


 
Newsletter #49

- Ci saranno 30 navi pilotabili al lancio (contro le 25 previste).

- 25% di sconto sull'assicurazione per chi è in Beta. A vita!

- La possibilità di avere una delle 5 navi aggiuntive quando verranno rilasciate, per gli Alpha/Beta backer.

- Beta 3.9 in arrivo mercoledì 20.

- Gamma build il 22 Novembre.

- Confermato che il poter girare la nave a piedi e l'EVA [Extra Vehicular Activity aka le fasi in prima persona fondamentalmente] hanno la priorità assoluta su tutto. Non ci saranno alla release ma arriveranno prima di quanto crediamo.

- Non ci sarà un single totalmente Offline, a differenza di quanto avevano annunciato tempo fa. Cioè, potrete giocare solo contro CPU, ma dovrete comunque esser collegati ad internet:

As David said in the newsletter the game has changed quite a bit since the kickstarter. There is a much greater reliance on the server components for the galaxy, economy and activities in the game. This makes an offline mode impractical.
Michael

At the moment it's whenever you need to conduct a server moderated transaction like trading. (game talking to online servers)
....

The problem is that the galaxy mechanics all sit on the online servers. The data set and processes are huge and not something that would translate offline without considerable compromise to the vision. Trust me we didn't sit down and think what would annoy people the most! It's a choice we've had to make and so we've taken it.

Michael
 
Ultima modifica da un moderatore:
Q&A di oggi:

Gamma will mostly (!) be about stability, compatibility and performance, not features, but there are more features to come from now...
https://forums.frontier.co.uk/showthread.php?t=60284&page=6&p=1024366&viewfull=1#post1024366

Would you like to explain in some detail why the decision to pull offline mode was only announced a few days ago, and what the reasons for doing so were. Many people are under the impression this was done to enforce DRM and in game advertising.
Back during the Kickstarter, we were clear about the vision, to make a phenomenal new sequel to Elite in an online world, which we believe we are about to deliver. At the time we believed we could also offer a good single player experience, and base an acceptable offline-only experience off that. As development has progressed, it has become clear that this last assumption is not the case. That experience would be empty at best, and even that would take a lot of extra work.

D.Braben: It is not to enforce DRM or advertising as you suggest. We will be judged on quality, and the quality of that game experience would be poor, and we don't want to deliver a poor game. To make a richer offline single player experience has always been possible (and still is) but would be a separate game with its own story content. A huge slice of separate work. We have developed a multi-player game with an unfolding story involving the players, and groups collaborating with specific objectives and taking account of all players behaviour. This is what the game is about. Without this it would not be the rich gaming experience that we will deliver, and would be a great disappointment to all players.

I don't pretend it was an easy decision, but it was done to benefit the game as a whole. One thing we have looked at carefully is our requirements of the network connection. For the single player game they are pretty light. I myself have played the game fine on the train using a laptop on a tethered connection over my phone. Given that this is a game which is only available online, this was the decision we took. I am sorry that people are so upset about it, but it was the right decision.

Hello David,
I appear to have been sold a game you now can't deliver - can you please confirm an unequivocal full refund will be forthcoming due to the lack of offline mode?

Thanks (was a huge fan btw)
D.Braben: I'm sorry you're upset. We do have a refunds policy, so you should get in touch. Please consider that we have been backed to make the game we were backed to make as best we could. This includes hard decisions (and many easy ones too), but those hard ones are inevitably balancing one thing with another. For me, quality wins, and that is what happened with this decision. Not everyone may agree with every decision.

Have you played the game? Why is the offline (as opposed to single player, which I understand) mode so important to you?

------------------------------------------------------------------------------------

If I may say this for myself:

Now, I know MMOs are popular, fancy and lucrative these days, but

don't you think that you are pushing it just too far with your MMO

only (tunnel) vision?

I am not an online multiplayer game player, never have been and never will be.

Sometimes i need to check the baby, answer the phone or door or do

some work. And now I can not even pause or save the game and continue

the battle in progress later. I want an immersive experience and that

doesn't include other gamers.

I also want to play the game where I don't have an internet

connection, and when the FD servers are down (or have been shutdown,

or FD no longer exists). I don't want to rent my game, I want to buy

it, no forced authentication, no DRM, no server connection. Reason ??

Except from constant bullying and incomodating your customers?!

Simply for long term assurance the player will be able to play the

game long into the future regardless of what happens to FD, without

wishing to sound horrible but if the company folds one day (as many

games studios sadly do over time) the game can still be played for

many years to come, and maybe even be modified and supported by the

community if the developer is no longer in a position to do it

themselves, there is many such games still being played today with

this exact scenario where the original developer & publisher have long

gone but the game still lives on supported by a dedicated community,

having a game which is solely dependant on the survival of either

makes me very nervous, history proves this sadly. Not to mention

server overloads, connection failures, high ping or simply lack of

internet access while we are on the trip or somewhere where internet

is not available.

So that is why offline mod is important for many players

I like to play the old Elite games from time to time, and I was hoping I could do the same with E for years to come even after eventually the servers go down by whatever reason.Even if FD could make a statement promising to release the server code (or even a binary) to the public in the event of the servers going down indefinitely for any reason, that would be good enough for many of us! Is that even worth hoping for?

Having said all this, thanks for taking the time to talk to us and thanks for making the game possible at all!
D.Braben: We have no intention of taking the servers down, but I understand what you are getting at. We plan to archive the game from time to time (ie matching client and servers and game world state), and would release such an archive if the servers were to come down. That would also address the issue of how you preserve an online game for the future, from the whole 'retro' perspective.

Early on it was communicated that one of the aspects of Elite Dangerous that would be executed would be the instant familiarity and recognize ability of each system (02:30). When entering a system we will instantly know where we are. From the color of the sun, the ambiance coming from the host planet itself, obviously there is the stations' design which is modular and should contribute to the uniqueness of every system according to the video.

There are different types of thrusters that also look different when installed making ships even of the same type different from the next in the video (04:12). The damage model where you can see the insides of ships through holes in the hull looks very very immersive (04:17).

Also scavenging in space graveyards looks very exciting in this video!!!!

These things are still in right? or have they ended up on the cutting room floor?

How many of the features from the DDF percentage wise have been implemented
D.Braben: The features you mention are there - modular station design, different engines, coming across shipwrecks. Being able to fly massively damaged ships only really applied to the bigger ships, but it is still planned (though may be post release).

PS Are you the Derek Smart that did Battlecruiser 3000AD?

First, thanx for a wonderful game.
My question is on something of....functionality I guess.

When viewing the GALAXY MAP there can be a lot of info there, and maybe it would be nice to have a way to see what system I have been to in the past, and what system I have not been to. Something as simple as Systems I have not been too are normal font, systems I have been to are in bold font. Easy to see, no additional filter to run and no matter what view I look in it is all the same (Allegience, Trade, Size etc.)

But, thanx again, and take care, looking forward to wasting as much of my two month vacation piloting across the galaxy as I can!
D.Braben: That's a nice idea. I'll see what we can do (would be post release now).

Greetings,
As Offline mode is out (thank god!), does this mean we will see more co-op features deployed into the game?

Fly safe!

Kro
D.Braben: Yes. Absolutely.

Hi David, great work on the game to you and your team (as other people have mentioned - I too am very disappointed that there will no longer be an offline version. That's really not good). My question is, if we can buy multiple ships - will there be any possibility of crewing those ships with computer generated people so you could send ships out to trade on their own. Additionally, if you have enough money, any chance you could actually build a base, buy ships for police duties and such?
D.Braben: This is the sort of thing we will look at down the line. WE want to avoid the game feeling like 'playing a spreadsheet' though, but these features are certainly on our radar.

Hello David...
I want to thank both you and Ian for setting a standard in the original Elite, to which I have always gauged others games by and I am surprised that even today, in the way Elite Dangerous makes me feel which is exactly the same as it was thirty years ago. Rarely does any game have the same feel to it.

My Question...

As I remember the Panther Clipper from Elite Frontiers and so enjoyed it's use; how will the new version of the Panther Clipper measure up compared to old version and when will it be available. We've heard little about it and I do wonder which roleplay it would cover best. Your thoughts on this would be appreciated. Thankyou.
D.Braben:The Panther Clipper is coming. It is a big trading ship - a bit like the Lakon Type 9's big brother.

Hi David ! One of ur Original '84ers here :-)
From Gamma/Preview onwards will the locations of ship equipment stay random in Stations or will they be fixed ?

Thx for ur answer ;-)
D.Braben: High Tech systems will always be the best place to get the top-end ships, with particular systems specialising in particular ship types.

Hi David -Do you intend to do anything to improve the tutorials-which are not currently very welcoming/user friendly, lacking as they do a lot of essential information for newbies, like basic control keys, for example!Newbies should not have to search the internet to find out this information.
D.Braben: We are improving them all the time, but I appreciate we are still not there..

How soon (if it's still coming) before we can see this which IMO would really make the game stand out more than it already has:
http://i34.photobucket.com/albums/d142/steveobhave/Anaconda3.png
D.Braben: It is coming - but it will be after the first release.

I am worried about multiplayer, will I be able to connect to a server and find my friends in the same server every time?
D.Braben: It should be much better in Beta 3.9.

An offline mode insures that, no matter what happens to Frontier or the servers, the game will still be playable.
It also allows for the game (in its offline version) to be modded. This enriches the community and the game with content beyond even that which the developers themselves can produce (just look at Betheda's games), and ensures a long life for the game.

Look at Freelancer for an example of a similar game whose servers closed years ago, but which is still kicking and keeping a loyal community thanks to private servers and modding.

An offline game also lets it be DRM free (no matter the intent always-online is, by its own nature, a form of DRM, and even if it's not perceived as such by the developers, it is by a lot of potential customers).

An offline game would probably allow you to pause, thus allowing people who sometimes need to take care of children or other urgent issues to play without risking a loss of progress.

An offline game means, thus, more sales for Frontier (both from people who don't support online-only games, people who don't support DRM, and people who simply don't have a constant or reliable connection), and a much longer life for the game.

As for your claim that an offline mode would need new story content... a lot of us would be perfectly fine with a barebones offline mode that we could mod.

The community would easily and happily provide the content.

This would even avoid possible "spoilers" from your online story.

Is this a possibility you could consider?
D.Braben: Community/modding content is an interesting point - something I'd like to embrace, but within the game itself. There is a danger of the game branching otherwise.

I am often becoming wanted because of a player or NPC getting in my line of Fire (sometimes intentionally to attack me in the case of players)...Is there any plans to incorporate a friendly ACCIDENTAL fire solution (such as small shield percentage but no hull or major dmg)?

I understand how a team could exploit it but a couple errant bullets or strafing laser shouldn't cause issues I would think?
D.Braben: Yes - this is a tuning issue we need to look at. Thanks.

Will we ever be able to fly the federal fighter at some point? it looks like a fun ship to own.
D.Braben: Yes, that will come with time (even though it is not hyperspace-capable).

The thing I love most about E: D is the attempt to realistically depict our galaxy. Being able to visit star systems I can see in the sky and being able to explore places scientists have only just begun to explore with remote sensing techniques fills me with a sense of wonder. How will you (or will you) keep the E: D galaxy synced with our rapidly expanding knowledge of what real star systems are actually like? What if a star systems at release has not been studied and so has several procedurally generated planets but a few years later it is discovered that it has no detectable planets?
D.Braben: No detectable planets does not mean no planets... The main methods for detection at the moment are Doppler movements of the parent star and occultation. Both of these fail if a system is 'flat on' to us - ie if the planets orbit in a plane perpendicular to our viewing direction. So in that case we would be OK leaving them (though we may have to tweak the system axis...). Less flippantly we will look at each one as it is discovered. I hope the discoveries will already be there, in which case we just make an addition to the text box, but in others it may mean adjusting an orbit.

Hello Mr BrabenCould you please tell us if military missions and ranks (Federal Military etc) like previous elite titles (First Encounters and Frontier II) are in game ?
D.Braben:Yes... soon.

My biggest question, sorry if it's been asked already: What prompted the decision to release the game now? Many feel/felt it's too early and panicked thinking this is the "end". Can we have some idea of the continued developement of ED in the future? Like, are there plans to continue aggressive development past the Dec. release?
D.Braben: We planned the release date long ago, and have been working towards it. Development will continue past the December release. Currently the plan is to continue indefinitely - a game like this is never 'finished'

Will there be a new way to find about commodity prices at a target location in addition to actually go there (as it is now)?
D.Braben: Yes - this is something we have been looking at. - there is always something we can add or improve, but this date is a reasonable measure of what we think will be a great game.

 
Newsletter #50

Top of the list is the exciting news there are now multiple ways to reach the rank of Elite! You now progress to that exalted status via Trading and/or Exploration and/or Combat, rather than Combat alone.


You can also now gain ranks with both the Federation and/or Empire as you work on their behalf.
There is a further step forward in the ongoing changes to the mission system in preparation for the 16th December, generally increasing the richness of what you are able to do. This includes an associated significant overhaul of Unidentified Signal Sources, giving increased variety and added mission related context. USS are now well worth checking out.

You can now barter with other players in deep space, by transferring non-stolen goods to them.

Ship outfitting and Galaxy map have both had major overhauls.

Last but not least for this brief summary, open-mic voice communications between up to 6 players in a group has been added.
 
Leaked 3.9, mancano poche ore ormai //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif

B24e9X-IMAApQXF.jpg:large


OaU8W18.jpg


 
The beta 3.9 build should be live in about an hour. There's no new launcher for this build. The change log is posted below:

Michael

NEW CONTENT/FEATURES

- Permits needed to access systems within excluded regions or specific systems requireing permits (like Sol)

- Missions can give permits as rewards

- Mission branching added

- Major faction missions added

- Added many new mission templates

- System states generate USSs and missions

- Multiple user voice comms support added

- Rare goods added

- Fixed event scenarios added

- Added imperial starport variants

- Add custom Earth and Mars to Sol

- Trade Route data for the current system is provided for free upon connecting to the Station Services

- Charge player for non-local trade route data, and ensure the galaxy map updates when it changes

- Dormant fines/bounty support added

- Major faction (Imperial and Federation) missions added

- Permits for systems and regions added

- Added support for the free-track protocol in addition to TrackIR. This will allow FaceTrackNoIR to work with the game without any additional setup

- Support for starports in supercruise added

- Can drop cannisters that aren't marked as stolen

- More variety for USSs added

STABILITY FIXES

- Safeguard against a null dereference when changing location

- Fix for crash when unable to lock vertex buffer

- Fix for Nearby Player Faction Choice using Location Information before it's initialised

- Fixed memory leak destroying landing gear on shutdown

- Fix for occasional softlock when quitting the game. This looks to be caused by a trio of components waiting for one another shutdown

- Fix crash when rendering stars

- Fix crash in AI advance

- Fix crash from race condition in phase transitions

- Fix softlock caused by starting a Save and being Deactivated before it finishes

- Fix crash when navigating comms menu

- Fix shutdown soft-lock when we haven't logged in

- Fix a crash on arriving at a system before that system's bodies are created, the player ship would try to do rather unsafe things with no body set

- Deal with jump route requests with max jump distance of zero without asserting

- If one component of a binary star needs to be destroyed while its partner component doesn't handle that case correctly rather that just asserting

- Don't unlock the vertex buffer if it didn't successfully create/Lock when creating distant star billboards

- Fix for rare hard lock during location change (exit)

- Delay creation of PlayerControlDuty until object has gone live

- Added extra check when locking vertex buffer in meteoroids

- Fix memory leak in star system generator

- Fix for countdown exit dialog when in danger softlocking

- Fix crash in AI power distribution

- Fixed the SetStartingLocation activity to wait for the star system to be ready before starting

- Fixes for a few potential normalisation asserts in trails

- Fixed effects crash when fuel scooping in anaconda

- Made sure that the initial star and binary bpdies are given the same body address when generating the system with stars only and the entire system. Fixes a possible softlock in the system map

- When an interdiction breaks because the other party left/disconnected, make sure the Interdictor returns to idle rather than getting stuck

- Disconnects in hyperspace will actually disconnect, rather than softlocking

- Fix softlock by making sure ring cells are destroyed when the ring is not visible

- Crash fix server to support mission data that has no data in a suffix when it was expected

- Fix for some rare scaleform crashes

- Accept/decline mission screen stuck and unselectable after exiting bulletin screen without selecting either fixed

- Fix assert when dropping out of supercruise in an asteroid cluster

- Only ask for a system's controlling minor faction's state if such a faction actually exists

- Bail out of application startup if there are no suitable display modes available

TWEAKs AND FIXES

- Added in sets of baked greebles for the Anaconda and Type9, which should optimise these ships considerably

- Enable use of Chaff by AI

- Added baked greebles for the Bernal Sphere station for optimisation

- Added baked greeble optimisation for CobraMKIII

- Fix minor issue that would leave the text mesh renderer always thinking it's seeing a perspective camera

- Set 'Islawless' flag based on whether the controlling faction has laws, instead of whether there is a controlling faction at all. This should also help some AI issues with police in anarchies

- Don't worry about updating asteroids for correct collisions with a player if that player is not a live object

- Added in optimised baked greebles for Hauler

- Tiny fix for insurance screen: don't show redundant options in the odd case where a player has died during the start flow after collecting a fine

- Added optimised baked greebles for the Eagle

- Life-cycle unglitching: if the receiver of an authority transfer causes the object to die immediately (eg its too far from the object) then clear down the authority transfer attempt

- Fix for the player schematic still rotating from user input when the engines have been powered off

- Update time in system map UI

- Fix for some larger ship schematic models intersecting into the landing pad schematic model

- Reduced vertex cost of distant ring cells

- Added muzzle flash lens flares to the multicannon, plasma accelerator, cannon and railgun

- Scientific Outpost - Fixed Z-fighting and deleted geo on LOD 2/3

- Updated the near UV calculation for planetary rings to fix obvious sliding on the Hepa 1 ice ring

- Don't try to pop the system map camera stack override if the startup process was interrupted before the overriding began

- Re-export backer NPC names. This fixes most of the malformed characters used

- Added latest nebula additions

- Fix for cargo collection on Imperial Clipper

- Provide min distance for size scaling to lens flares that scale in size with the source

- Apply min distance for size scaling to supercruise lens flare

- Adjusted station lights so they can be seen better using low graphics settings

- When coming out of a player vs AI interdiction, increase the separation to 500m (from 200m), put the AI within a 45 degree angle of the player's facing direction (was just in the facing direction), and make this behind the player if the AI was doing the interdicting (was always in front).

- Added ship manoeuvrability stats

- Fixed the Dropship outfitting cameras from clipping through the hanger floor

- Improved the look of the Orion nebulae

- Big update to loadouts:

- New miner loadouts, now with refineries.

- Pirate update, hopefully adding more variety

- Added in a trader asp loadout

- Fixed a couple of issues with other trader loadouts

- The ship docking component should not do anything if the ship is dying

- Make the high config default to the nicer AA method Ma

- Small rejig of AI archetype ships, removed Asp from the bounty hunter role and replaced it with the Imperial Clipper

- Slight adjustment to the fed dropship loadouts, to create a more turret orientated ship for AI

- Discard parsed market list items that don't have market data

- Fixed the incorrect ratings for the new modules as they didn't get shifted up by 3 like everything else

- Fixed issue with rings testing their parents object type rather than their own type for determining how they render and generate ring cells

- Fixed station idents not respecting faction

- Memory optimisations for hyperspace effects

- Chance of unlawful AI in a high security system increased from 10% to 30%

- Time between spawns reduced from 20-40s to 10-20s

- Chance of patrolling AI (rather than travelling) increased from 40% to 60%

- Fix star frustum culling to account for glow effect

- Point defence guns now shoot down drones

- Sensors now treat drones like missiles

- Missiles and drones can now include an extra collision capsule which point defence guns can shoot. The idea is to make it a bigger target so point defence can actually hit small fast moving things. The hack to sub-munitions is no more, if you want to shoot a missile with a non point defence you'd better be a good shot

- Imperial Clipper landing gear intersection fix, animation for gear doors

- Landing gear now removes any physics objects it might have attached as the gear is erased on shutdown

- Added thread guards to decals manager

- Pausing on the Starport Services screen now fades out the ship schematic

- Commodities UI art pass

- Added the Asp, Clipper and Dropship to pirates, to add even more variety to their archetype

- The small Fighters no longer have 100000 tonne fuel tanks, meaning they should no longer destroy anacondas and other big ships on impact!

- Fixed not returning to home page when backing out of contacts menu

- Text is cut off when looking at an Anaconda Authority Vessel's faction on the contacts tab of the left hand panel fixed

- FSD charging indicator no longer starts at 100%

- Prevent the first player who asks for missions from influencing the missions that are generated based on his relationship with the minor faction

- Knocked back the red highlight on unselectable shipyard purchase options

- AI should deploy hardpoints upon starting Attack Duty

- Use GPU, not CPU, to populate nebula volume textures from loaded 2D resource

- Rebalances to ships like the asp and empire trader and fixed a bunch or problems with armour values not being set correctly

- Missions Interaction should be informed when mission progression elements are removed form the server mission hub

- Show current player ship in loading screen, when model is available

- Federal distress signal now uses new damaged prototype

- Fixed stars suddenly fading out

- Stop players being spawned inside station geometry when exiting the game during the undocking sequence

- Updated Oculus SDK to version 0.4.3

- Fixed contacts panel so that the table will always have a complete top row

- Show the Excess Value (aka Rebuy cost aka Resurrect cost) in the Commander Status panel

- Only send one telemetry event when disconnecting from missions

- Adjusted maximum vertex and index buffers for planets and stars

- Miniatures (planets and stars in the system map) has smaller buffers now

- Implement regular autosaves

- Updates to the veil nebula west

- Ensure requests for investigation and backup occur on the authority of the ship that's being summoned over to help, otherwise they'll be ignored

- AI miners: don't try to mine ice asteroids, you won't get anything out of them

- If a player is refused docking permission because a station/outpost is full, ask a docked AI ship to leave promptly. If an AI ship is already in the process of doing this, don't force any more to leave

- Speed up take-off from outposts, it doesn't need to be that slow

- Soften the edges of the flame nebula

- Improved nebulas inter sorting

- A few bug fixes to handle unexpected non live drone game objects

- Cockpit side panels don't work in shipyard fixed

- Make sure constraints on text width work correctly when kerning is factored in on text mesh renderer

- Reworked real stars renderer to improve the performance

- Damage Client now clamps its health. This will fix a rare bug where the server would reject a save because a module reported having health outside.

- Mouse over selects systems in Galaxy Map when rotating using the Left Mouse Button fixed

- Added a little bit the the horse head to make the shape a bit more recognisable

- Reorder of the control scheme prorities. Now the order is UI > GalaxyMap > Panel controls > everything else

- When docked, we should be able to discard cargo in the same way that we would jettison cargo when not docked (but without spawning the cargo canister)

- AI - improve lead for best weapon logic/firing logic

- Tidying up the edge work and increasing the source image size to help improve the quality of the flames on the final vector output of the Cobra hotrod paintjob

- Enforce single login for client

- Improvements to slugshot muzzle flash effect

- Stars of classes without dedicated noise files now calculate which noise file is best suited for them, based on temperature. This should provide better visuals for Wolf-Rayette, carbon stars, and proto-stars.

- The client should send the appropriate language code to the news API

- Improvements to slugshotimpact effects

- Brightened the appearance of the system map icons for missions and ships

- Traffic reduction (frame rate improvement): NewObjectLetters are only sent once even if several stimuli happened before the first opportunity to send

- Frame rate improvement: WeaponControl: remove replication spew when there's a targeted ship, especially bad if there's a ship being given a bad day by a space station

- Fix non-station bodies were all lawless

- Art tweaks on Dropship

- Update thrusters effects to be more analogue

- Give AIs the same requirement as the players to be moving at a sufficiently high speed before hyperspacing away

- Improved the speed of the system generation

- Fixed an error with the generation causing extremely hot Ice worlds

- Improved the authored Earthlike and terraforming calculations, now it can figue out a way to make Mars an Earthlike

- Extended the number of nebulas that are in front of the dust billboards

- The distance from the camera position to the nebulas are based now on the centre of the nebulas instead of the bounding sphere

- Fix for a small slot mismatch on Imperial Clipper AI loadouts

- AI firing missiles should have an in-built cooldown, rather than activity based

- AI ships should be suspicious of certain threatening behaviour by players

- Lens flare optimisations

- Prevent accepting a mission if the player has a bad reputation with the mission giver

- Prevent accepting a mission if the mission has less than 10 minutes remaining to complete it

- When a player is successfully scanned by an authority ship, don't allow other authorities to interdict them until after the player next leaves supercruise

- Correctly rank a machine against other machines after its sent its first parcel in a frame

- Apply network bandwidth limits in all versions of the game, not just Profile

- Turreted weapons/point defence turrets do not use fire groups. Do not warn the player about them not being assigned to fire groups when leaving outfitting

- Re-instate packet flow control regulation

- Minor factions now show in the location panel and on targetted (local) location panel.

- Display the outpost type in the targetted location panel

- Distinguish between items flagged by the server as buyback , and those that are not

- Actually disable interdictions when offline, e.g. in tutorials

- Don't allow the mission generator to generate multiple missions for a single template (reduces the number of missions at a station)

- Improved the scaling on ScaleformLabel so that system names fade better with respect to the mission and ship icons

- We now distinguish between stations and outpost nav icons

- Optimisations in class generation of new stars when viewing the core in the galaxy map

- Optimise glass shattering

- Galaxy map art-pass plus support for data-driven buttons on info panel popup

- Outfitting reskin

- Continually update the Info panel when browsing shop item

- The 'ok' button is hard to find on the Livery, when applying a paint job when one isn't available fixed

- Allowed the player to supercruise through the visual gaps in the rings without getting mass-locked

- Missions no longer displayed if the player doesn't reach the reputation required for a mission

- Clean the Exploration data correctly instead of allowing an assert to occur

- You can now scan asteroid clusters to the basic level, much like planets, etc

- Fix for the way thrusters cut out. should now behave much more smoothly

- When acknowledging replications, don't queue a backlog, instead send the most recent one once

- Loading screen assets update

- For scanner modules, in OutfittingItemInfo add range and time to scan

- Checks along the line of mouse input, to try catch when not-a-number values are creeping in when the window does not have focus

- Update to the status panel:

- 3 separate ranks

- Faction icons

- Coriolis art tweaks

- Don't award combat skill points when committing a murder

- Changed the Station Type for manually added outposts so that they show with the correct icon

- Insurance screen selection tweaks

- Remove a authored asteroid scenario in dahan that is now out of the ring

- Fix for QNAN cursor position when outside the letterbox area

- Award combat skill points to killer on player death

- Fix bug where bounties were still being converted to fines

- Added credit balance to galaxy map

- Make the gui behave appropriately for asteroid clusters and exploration

- Reduce the call spew when authority is transferred

- AI - stop group members from jumping away when their leadship dies if they are in a minor faction that is at war

- Changed deferred shading depth stencil state to use greater-equal instead of greater. May prevent lights from failing when precision starts to run out

- Fix mission cargo not being unlinked on mission end

- Fix memory corruption when changing graphics configuration

- Removed some Galaxy map data (wanted status, security) that we can't support at this level

- Added very short star descriptions for the target info panel

- Reordered the system popup data gathering code so it requests the server data after the short delay of spooling up the system. Therefore, should reduce the load on the server when player is moving the selection through a number of systems before coming to rest

- Hauler door animations updated

- Disabling RepairsPanelItemRenderer when corresponding item is 100% health

- Outfitting fix for info panel updates

- Tweak A class stars to appear more bright

- Dropship art tweaks

- If we do not want to update m_nearbyMouseCursorSystem then do not clear it either, this stops the gui flicking on and off when you hover over the pop up menu

- Add details of planetary rings to planet info pane in system map

- Trade route data is time stamped and expires after 24 hours

- Retry user login on failure, just in case it was a one-off

- Add controlling minor factions and allegiance to pop-up in system map for stations

- Implement gating missions based on universal commander ranks

- Add mission gating by commander rank

- Made sure rings only have the correct material type in them, i.e. no 1000K ice rings

- When we are no longer considering what items to equip to a slot, we should display the ship info for the current ship, not accounting for module changes

- Fixing the render order of the cockpit struts on the Asp

- Fix for some broken pirate Asp loadouts, and adjusted one of the miner ones

- Some rework in icy planets

- A fix for planet texture generation with SLI/Crossfire

- When comparing items and pushing ship info to the UI, we should consider the hyperdrive's max fuel consumption. We should also consider the effect of increasing/decreasing module mass on jump distance

- Viper - Bring the left & right rail panels forward to avoid clipping with the cockpit struts. Rescaled in the prototype to shrink the perceived size back down to offset the change in position

- Fixed bug where shadow near clamping was being incorrectly applied when running with inverted depth. Fixes shadow glitches seen inside space stations and on capital ships

- When leaving supercruise safely at a station, ring or asteroid cluster (notably, not interdiction), use an 8km arrival zoom

- When Leaving supercruise into a ring scenario, no longer snap us to the scenario transform, instead appear at the edge of the ring pointing at the scenario

- Prevent camera shake going mental if you're several times faster than normal max speed

- Correct the direction shove when dropping inside s body so that we no longer appear facing away from clusters

- Increase containment radius of clusters so we don't get very odd effects flying more than a few kilometers from them

- Increase the containment height of rings to a megametre so you can actually manoeuvre close to them without the reference-shift screwing with things

- Fixed the misaligned "Charging" text

- Vary player's ship's conspicuousness based on their reputation with the faction which the scanning ship is from

- Stop AIDefenceComponent from continually unsetting deploy-hardpoints, and continually set it while scanning

- Additional backer NPC names added

- Fix for spinning ship on loading screen disappearing while wearing the Oculus Rift

- Groups UI fixes

- Allow for player dying while saving

- When a ship explodes before the local instance has gone live, dispose of the local instance instead of leaving a dead carcase lying around

- Fix to prevent pow of 0.f in the fresnel shader for ring fog

- Reduce frequency of USS scenarios

- Correction to depth link for restore nodes to stop the softlock when in low settings

- Added missing camera shake parameters to Imperial Clipper and toned them down a bit

- Toning down the harshness of the external cockpit materials to help improve the look of the glass canopies

- Matching the position of the schematic export to that of the actual ship, so that the GUI schematic sits where it's supposed to for the Hauler

- In normal space, non-authority, non-interdictors won't scan ships (NPCs or players) with a rank 5 or more levels below theirs

- If a drone control module game object vanishes some how without destroying it's drones, prevent the drone from trying to use a non existent controller

- Fixed nebula seams. Now when capturing the galaxy background, the nebulas are sorted once and they are all consistent in the different faces of the cube

- Removed UV symmetry that was giving an obvious seam down the centre of the Asp's canopy

- Slight tweak to front-end menu meshes - now in-line with other fullscreen UI's

- Set up kerning tables for TextMesh fonts - this should vastly improve the look and spacing of our text on spacestations etc

- Dropship now does have a ship preview on the contacts panel

- Refinery shown as unpowered in Cargo panel fixed

- Distinguish between stolen contraband and owned contraband in the market interaction

- Fix a bug where replacing modules on a proxy ship would result in the module not being registered with ModuleProvider

- Replicate MiningChunks correctly. They should be spawned in the same session as the ship that spawns them. Their positions should be replicated at least every 2 seconds

- Disabled depth test when downsampling and blurring the nebulas

- Auto-naming for military ships based on faction

- Eagle art tweaks

- Added game pad PIDs and VIDs to hopefully catch every possible controller out there that resembles an xbox 360 pad

- Player reputation with police ship faction will affect the chance of interdiction

- Fuel and Damage Regions weren't save/loading properly

- Fix for unable to turn on fullscreen mode when Oculus is set to Direct mode (even if not rendering to it).

- Police and bounty hunters never interdict "clean" players

- GPU optimisations and simplification of the beam renderer

- Added combat bonds icon to the station menu

- Repair Wear and Tear looks clickable and not red at 0% fixed

- Newsfeed only shows first line of report fixed

- Updated the cluster icon on the target panel

- White dwarves should now appear brighter and bluer

- Fix range checks for groups of ships deciding to attack

- Centered some schematics and changed the scale for the Dropship in the ship buying menu

- We should be able to eject cargo and allow other players to pick it up without it being flagged as stolen "Jettison (Abandoned)"

- Improved the appearance of the front cockpit wanted graphic

- Improved handling of multiple errors in stations

- More subtle colour on hyperspace wake

- Check group member has a faction before checking the faction state, it can be validly null

- Re-skinned the station dialog box to match UI style in the station menus

- The distance that jump routes are displayed/calculated to for the galaxy map is now linked to the "focus range"; i.e. the view distance for stars in the galaxy map

- AI composition affected by system state

- Tweaks to the reputation pag of the status panel

- Highlighting of bounty, rep and wanted status

- Changed the alpha blending equation of the nebulas

- Can spawn debris in USSs

- Adjust the magnetism of the galaxy map camera so that you can actually escape the currently targeted star at default zoom level

- Bring back the 15s In Danger timer

- Fixed Nav beacons removed, these are now done automatically in populated systems based on controlling minor factions major faction

- Updated massive star list

- Outpost icon/ident added to stations services UI

- Cobra cockpit art updates

- When requesting docking, have a station respond with a greeting based on the faction's standing with the player

- Block all new object letters when we start our close-down sequence

- Medium pad and lift lowers an extra metre

- Fixed mouse scrolling on system map

- Greatly reduced the execution time for the texture generations in all planet types

- Repair and refuel costs should vary depending on the player's reputation with the station's faction

- Small tweaks to the new outpost ident animation - should look cleaner at lower resolutions

- Show the damage of a module on the item compare screen. New modules all come with full health, but old ones may be damaged

- Status screen now shows reputation deltas

- Made missions remain on side panel when failed

- Fix for engine trails inheriting very large velocities when zoom-arriving in from super cruise, and generally looking a bit weird when it overtakes you

- Galaxy Map changes.

- Can now buy exploration data within the map.

- Changed when the trade data purchase option shows up (same range as the exploration data).

- Changed how you set a system as your destination and displaying pertinent permit data.

- Removed old static route lines (they are superseded by the dynamic ones).

- Improved the appearance of the missions panel pop up

- Updated internal panel pop up style

- Disabled depth testing for all the objects rendered in the galaxy map

- Display star catalogue information in galaxy map info panel

- Fix checks for illegal cargo when AI are ejecting cargo and want to only eject legal items

- Fix for using the incorrect height of the ring for testing point in volume

- "Wanted" status is now shown on minor faction controlled objects on SystemMap when the bounty has been emitted by the parent major faction

- Clear down all wake sessions when quitting to main menu, or shutting down game

- Display all banned and restricted cargoes for a market, not just the top 3

- Renamed stellar rings to be called belts

- Add pip management for AIs

- Adjusted the Empire trader's headlights

- Made colour of charge bar less bright

- Changed how the server calculates the value of a body. This prevents terraformable bodies having an extremely large value

- Modules with ammo now display the quantity of ammo they have along side their name in the module management panel

- Show imports and exports from trade route data on commodities screen

- Support automatically picking loadouts based on archetype, prototype *and faction* for military archetypes

- Updates to commuter behaviour. Added new prototypes, added chance of having cargo (before ships that might have cargo always had to have at least some cargo), changed jump away and scan detection options, and added piracy response

- Fix for an uninitialised value sometimes being set for the supercruise radar range

- Minor factions now have a government type assigned to them

- Update the the name generation to take into account the government type

- Some tweaks the generation of the minor faction initial state

- Allow modules to be targettable using the targeting system

- Missions can now influence the USS table by overriding the weights for named player events at each stage

- If we get no response from MtuDiscovery, try again without the DF flag set; if that fails, fall back to a very small MTU=576

- Added ship graveyard scenario where pirates could show up

- Semi major axis for stations are now expressed in km, ring masses in megatonnes & belt masses in Moon masses

- Graphics optimisations to trails for the 4 different graphics options

- New 'internal' tab in outfitting

- Alt-Enter (fullscreen toggle) no longer works on the Oculus Rift

- Failing to update a mission when we can recover from it will no longer disconnect the player

- Criminal Outposts can now accept medium sized ships

- Update to galaxy map visualisation colours

- Implement PowerUse Deployed/Retracted in OutfittingShipInfo

- Improved criminal outpost signage and lighting

- Tweaks to the commodities market layout

- Removed some greebles which interfere with longer station nameson the Coriolis

- When reporting a checksum error, distinguish between the case where we think the machine is connected, and disconnected

- Galaxymap billboards rotating when using Oculus Rift fixed

- Persist state of cockpit and cargo hatch

- Prioritise machines in forward order relative to each other (instead of reverse order). Sorts out connectivity and rubber banding issues when the network is at capacity - a machine with a high urgency letter will get it sent

- Fix rounding errors on ammo prices

- Changed the way the high res nebula in the background is chosen. Now its based on screen size

- More pirates in anarchy supercruise

- If the player interdicts a pirate, keep them in their Ambush Pirate behaviour, rather than switching back to the generic Pirate (which will cause them to only attack if you have cargo)

- Upped the number of AI ships in super cruise, especially in lower pop systems

- Upped the chance of pirates choosing to interdict the player

- Slight adjustment to the BH's chance to interdict wanted ships

- In anarchy systems only, supercruising bounty hunters use global bounty to decide which percentage interdiction chance to use

- Non-police patrolling ships ignore targets with an elite ranking *6* or more below theirs, not 5

- Bring back separate Hyperspace/Supercruise keys; the context-sensitive key is still there too

- Increased the size of InfoPanel in outfitting (bottom right panel) to accomodate masses of up to 9,999.9 T

- When an AI is interdicted by the player, make it send a chatter line to the player when they both arrive in normal space

- Balance stars in sky rendering to make constellations a little more apparent

- We should be able to sell drones back to the store

- Supercruising AIs, if no suitable destinations of the desired sort can be found, pick a planet to go to instead. Was a particular issue for pirates, who aren't allowed to go to stations or outposts, and if they were spawned close to the star might have nowhere else to go

- Slow boating to distant starports fixed

- Fix ShieldCellBank's hopper ammo resetting

- Fix ECM not appearing in the firegroups panel

- Fixed weapons are immune to Chaff

- Updated galaxy export

- Pirates normally pick a random criminal minor faction; now, if there are no criminal minor factions, or 30% of the time anyway, pick a random minor faction

- Supercruise patrollers will now patrol to between 3 and 6 locations, and will then pick a suitable destination to go to and drop out of supercruise at

- Retain some ship state (firegroups etc.) when rebuying ship on resurrect

- Ensure we don't try to send a letter to a null address

- Missions can list permits as rewards

- Hostile acts on a player now unlock the assailant's wanted level immediately

- Make system map info for space stations display allegiance as major faction associated with controlling minor faction, not as system major faction

- Silent running is irrelevant when you're docked. Generally better to not burn up when you undock later

- Got rid of animation effect for galaxy/system map UI panel

- AI pick loadouts based on their skill

- Optimized breathing mask effect

- Fixed coms chatter issue with missions

- Added guard against not having captured nebulas for the background

- Resized blurred background for outfitting stat panel

- Taken Hauler out of the miner archetype ships, it's not a great mining ship at all

- Fix for loading screen bug when imperial trader can't be found

- If a player interdicts a military ship, make that ship attack the player when they both arrive in normal space

- The Generator (powerplant) is a required module

- Do not allow nebulae to be selected in the galaxy map

- Fix 'lock on' reticules moving over the target ship instead of the target module

- Slower turns for low level AI. Shorter fly away distance

- Fix moving texture seen on stars in system map

- Searching for friends, now users can search with just 1 or 2 characters in search field

- Increased text field for balance width in shipyard

- Improved retries when connecting to server

- Fix bounty messages in conflict zones

- Protection against newsfeeds that have mismatched/missing data

- Outfitting cursor loses focus when swapping modules fixed

- Outfitting - When a paintjob is chosen, the icon on the livery list does not update fixed

- Bumped up the size of the stars in the galaxy map (but not the environment capture) by 50%

- Added chatter lines for NPC super cruise pull out

- QWEASD don't work when zoomed in on docking pad fixed

- Player Status statistics screen does not update after purchasing a ship fixed

- Statistics menu forever shows retrieving data in tutorials fixed

- Optimised atmosphere shader and some improvements to the default curve

- Added a bit of noise to Barnards's-Loop stops it from making sutch a perfect circle around the horse head nebula

- Make the white dwarf surfaces more visible and the light more blue. It gets bluer with increasing temperature

- Galaxy Map: If the systems government is Anarchy, it should use that rather than the Major Faction

- Fixed being unable to navigate menu after buying a new weapon

- More chatter for mission archtypes added

- Fix the way that mining chunks are replicated so that only authorities select what model they will use

- AI - limit supercruise patrol stops to 1-3, rather than 3-6

- If allied (high reputation) with non-police faction, ships from that faction will never interdict you

- Reduced ice asteroids fake SSS settings to improve the look

- Removed some more recognisable elements to make the random nebula more generic

- Non-authored nebulae have random rotation applied

- Fix for asteroid clusters sometimes not creating asteroids

- Added an alert symbol to the mission rows on the transaction panel

- Fix missions not appearing at some stations

- Updates to UI to make it clearer when voice comms fails

- Fix for rare cases of getting a bad mission list when first connecting to the server

- Solar flares improvements with fewer artefacts

- Allow ignoring of certain items in the facilities and prohibited goods lists displayed for space stations in the system map

- Re-skinned the death menu

- Prevent drones trying to initialise with non live targets

- Did not lose wanted status after clearing all of my fines and bounties at Dahn Gateway fixed

- Purchasing notification was hard to see in certain situations fixed

- Galaxy Map - scrolling through the list of trade goods also zooms out of the map fixed

- Break up text on the starports/outposts with banner headings/dividers, and reorganised the infoPanel

- Comms carries over between unrelated sessions fixed

- Updated main menu

- Conflict Zones - now work for civil war state systems

- Replace some potentially offensive station names

- Code fixes for altruism mission checking

- Super upped the number of AI ships in supercruise across the board. Minimum is now 7, max 21

- Correctly assign minor faction influences when a minor faction has a presence in more than one starsystem but only controls one of them

 
Gammaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa

- - - Aggiornato - - -

The first gamma build will be released in a little over an hour. People will be kicked from the server shortly . Here is the change log for the build:

- Playable area no longer restricted to beta bubble

- Playable ship Python added

- Playable ship Orca added

- Kickstarter starting ships and locations added

- Freagles added

- Capital ship events added

- Fix crash following docking and accessing starport services

- Fix for multiple input devices not working - for example pedals and throttle from multiple input device controllers

- Chances for USSs increased

- Fix for cargo hatch not ejecting any cargo when malfunctioning

- Workaround for AMD white lines issue

- Check to make sure the target is this machine that this machine is ready to receive authority

- New games account for fines, bounties, and permits

- Added missing text strings for Federal and Imperial missions

- NPC Comms in Another Castle Unidentified Signal Sources should now only display the new target destination rather than listing multiple destinations

Thanks!

Michael

HERE.

I.

COME.

 
 
Train è una mia idea , ma si può lanciare una comunicazione SOS , col microfono nel sistema che sei e magari gli altri ti sentono nel loro sistema?

 
Train è una mia idea , ma si può lanciare una comunicazione SOS , col microfono nel sistema che sei e magari gli altri ti sentono nel loro sistema?
Il Voip dovrebbe esserci, non so se è limitato ai gruppi però. //content.invisioncic.com/a283374/emoticons/uhm.gif

Di sicuro puoi lanciare un Beacon e aspettare, il segnale d'emergenza lo vedono tutti quelli che passano in zona //content.invisioncic.com/a283374/emoticons/tongue.png

 
Gamma 1.01 disponibile.

Here's the full change log. Enjoy.

- Don't crash when we receive a LoginSuperceded event on login

- Prevent the game from crashing if the basic scan object doesn't exist, if a web request fails

- Prevent crash when cap ship launching fighters, but the fighter is already dead

- Bad system meta data causing disconnect on jumps

- Fix assert when entering Neptune’s ring

- Prevent weapon stream objects crashing when fired from dead ships

- Fix for faction ranks doubling their expected rank in the status panel

- When network startup fails, provide a clean path in final version that present a message box and exits the app cleanly

- Append local machine name to port mapping string in upnp so we don't clean up other people's port mappings on a shared router

- Upnp now uses an infinite lease by default; it's possible to set a finite lease in appconfig if required

- Remove some rare goods from AI load outs

- Ensure that the faction data gatherers for system map are only entered if their preconditions are true

- Fix trading badge not updating on rank increase

- Travel Tutorial now fixed with the Hyperspace binding change

- Fix broken environment map in some stations

- Send telemetry about interdiction

- Cap ship guns should no longer be able to kill other guns (and modules) on the same ship

- Fix some things spamming the message log in multiplayer

- The occurrences of Cox have been renamed to Pippin

- Explorer is now Trail Blazer (Ranks)

- Disallow nebulae from location targets for hyperspace

There are some server-side updates too:

- After strong demand from Commanders, The Revolutionary Party of Cosi are delighted to announce that Zorgon Peterson have agreed to supply the shipyard at Arrhenius Hub with their popular Hauler spacecraft.

- Fixed issue with the launcher not allowing some Gamma eligible players into the game.

- GalNet system news will now correctly show the 5 highest bounties.

- Removed the ability to rename a commander from the support system. This is now done entirely in-game.

- Fixes for duplicate commander names.

- Fixed various starting locations from the commander starter packs.

- Allow commanders to explore more procedurally generated star systems.

- Many minor bug fixes and performance improvements.
https://forums.frontier.co.uk/showthread.php?t=64392

 
Questo si che ha capito tutto dalla vita:

[video=youtube_share;PUFIFL7zwXQ]


 
Ultima modifica da un moderatore:
Oggi mentre uscivo da una stazione mi è passata accanto un Orca. :O

Dopo un viaggio di 65 anni luce divisi in 13 salti tra sistemi ho raggiunto il nostro sistema!

14715142544128212992_43lw4.png


 
Ultima modifica da un moderatore:
Pubblicità
Pubblicità
Indietro
Top