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CG per costruire una stazione nelle Pleiadi :morris82: https://community.elitedangerous.com/galnet/uid/5628b4e29657ba887cc6c8a6
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Che figata //content.invisioncic.com/a283374/emoticons/Predicatore.gif Vorrei provare a partecipare, ma inizia già da oggi?CG per costruire una stazione nelle Pleiadi :morris82: https://community.elitedangerous.com/galnet/uid/5628b4e29657ba887cc6c8a6
-If you have Horizons, ship automatically has a module that allows the ship to get close to a planet/orbital cruise (transition to orbital flight when you reach the proper altitude)Hi everyone,
Fantasticon is taking place this weekend and I will be there on the Saturday, so if you’re there feel free to say ‘Hello’!
The exploration issues from the 1.4 release should have now be fixed, however if you still have missing data then raise a support ticket (https://support.frontier.co.uk/kb/) which as much information as you can provide and we’ll look into it further. As I type this we’re reviewing some of the tickets already raised to determine what’s going on.
We’ve talked about some of the key features coming in the forthcoming Horizons Planetary Landings release and this week I’d like to take a little step back to look at the flow of some of those changes. The most obvious addition is the ability to fly down and drive on the surfaces of airless worlds. This obviously requires some changes to how space flight is handled.
In the game currently supercruise ends with a hard wall when you get too close to a planet. If you have Horizons then your ships will automatically be assigned a module that enables the ship to operate at orbital heights down to the surface in what we’re calling Orbital Cruise. With this module you will transition into orbital flight when you reach the appropriate altitude.
The ship handles a little differently in orbital flight. They key difference is that if you fly within orbital parameters (essentially perpendicular to the surface) you will travel faster and provides a mechanism for moving quickly around the planet. This is also highlighted in the UI by showing the sweet spot on your pitch control. Below orbital cruise you enter into surface flight and the controls change again to reflect the flight model operating within gravity and your thrusters compensating for you flight close to the surface.
As well as handling differences (and high gravity worlds feel different to fly on compared to low gravity worlds) the flight UI has been updated to provide the pertinent information you need when flying near the surface like altitude, pitch and so forth. We’ll show more on this in the coming weeks, but for this week I just wanted to establish the different zones that you can be in and how that affects you while playing.
This is especially pertinent in multiplayer and wings, as you can now be operating across very different environments, but you will have a need to support each other between these environments. It’s also key that transitioning between these is a seamless experience.
One of our favourite examples of mixing these is ‘combined arms’ operations. When operating near a planet the ships have different advantages and disadvantages to the SRVs and combining them together can make operations more effective. We’ll be talking about settlements next week, so we’ll see a little more detail on that then, but in essence different types of base defences can be more effective against ships or against SRVs, so combining the forces in an attack can make it much more likely to succeed.
Naturally you can use the same tactics in single player by landing and deploying the SRV as needed. If you drive too far away then you can call your ship to your location, although you do need to make sure that there’s a suitable landing location (so not too rocky for example) and no anti-ship defences nearby!
This week we have released client updates for Xbox One and PC/Mac. There does still appear to be an issue with some mining transactions which we are investigating.
With the rapid churn of new features and changes since release we haven’t been able to keep localised languages as up to date as we’d like. For 1.5 and the Horizons planetary landing release we’re aiming to get completely caught up with missing translations and start working with the feedback that we’ve received to improve the translations in game.
It’s great fun playing these new additions and we look forward to sharing them with you soon :-)
Thanks
Michael
Si, è già attivo.Vorrei provare a partecipare, ma inizia già da oggi?[/b]
https://gaming.youtube.com/frontierdevelopments/liveOn Wednesday's livestream we showed off the handling and controls of the SRV, teasing what's to come as part of Elite Dangerous: Horizons. Earlier today, David Braben leaked another sneak peek at SRV gameplay, with this action-packed sequence showing the beginnings of a base approach.
Dimmi che sensazione si prova poi, a sparare col cannone dallo huge hardpoint //content.invisioncic.com/a283374/emoticons/dsax.gifHo venduto il Clipper e ho preso l'FDL. :morristend:
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https://community.elitedangerous.com/node/327Hello Commanders!
Good discussion! A little info for you folk, so you know where we’re coming from.
Your ship is vulnerable to enemy fire when landed, even if you're not in it. Once you travel beyond a distance threshold (that we're still playing with) or at you're command, the ship will launch and enter a holding pattern around that location, effectively removed from threat.
There will be a delay when calling the ship back, based on your distance to the point of its departure (again, we're still looking at these numbers). It will likely never get insanely long, as ships are capable of travelling pretty quickly, but it will definitely be a consideration.
There's a couple of reasons for our choice here.
Technically, once you move far enough away from your ship, it doesn't really exist for anyone except you, so there'd be little to gain from having it stay (we will hopefully have other options for marking the location of your ship if you need to get back to it).
Because of this, having the ship leave reduces the possibility of it "popping" back into existence when other Commanders are in the vicinity as you return (this runs the gamut of being an incredibly unlikely corner case to a distinct possibility depending on where you landed).
From a design point of view, having something so precious as a ship be vulnerable when the Commander has little to no chance of rescuing it (if you parked your ship and drove off a long distance from it) seems undesirable to me. I guess I would see it as being akin to leaving your ship present in space when you left the game. My issue here is that there's no sensible player choice here, only a strong punishment and disincentive to using your SRV for any decent amount of ground travel time.
The same logic applies to making the ship use fuel when waiting. Currently, it doesn’t, which I could argue contextually is because it’s running in emergency power mode, but which I’m just as happy saying that I don’t think the extra punishment of having the ship run out of fuel is worth the consistency gained by doing it in this instance.
I'm not saying that this sort of persistence isn't valid (some games do use mechanics to this effect, more or less), just that I'm not a big fan in this particular case, for the reasons above.
Hope this info helps a little.
I’m going to expand on that in this update. On the surface there are many different things to see. Different military bases, research establishments, hideouts, starports, mining complexes, crashed ships and debris to investigate, and perhaps a few other things too. We are collectively calling these things ‘points of interest’. There is essentially a scale of items on the surface from starports and settlements, down to interesting mineral finds. Points of interest cover the encounters at the lower end of that scale, so as you travel across the surface you have a chance of encountering one of these points. The nature of the encounter will vary depending on where you are, the type of planet and the local topography and geology.
So for example you could be exploring an old mining world within the human bubble and find old mine workings, or machines. You might find a crashed ship way out beyond the frontier and who knows beyond that?
These points of interest come in a variety of flavours broadly split into two categories: natural and constructed. Natural points of interest are things that occur naturally on the planet such as mineral deposits. These themselves come in a range of elements and compounds and these feed into the new type of resource collection that we are adding as part of the loot system. Some elements of this will be part of the planetary landing release and will allow some specific modifications to your ship and SRV – we’ll have more on this coming in the next few weeks.
As well as naturally occurring formations we also have resources that can be found that have arrived from beyond the planet, but still of natural origin. These include items like meteorites that again feed into the new resource system. These will include resources that can only be found on the ground.
Manmade constructs can also be discovered on the planet’s surface and again these come in a variety of guises ranging from crashed ships to small encampments and other devices. More familiar cargo containers or other scoopable objects can be found at these encounters, so a crashed trading vessel may well have spewed the contents of its cargo hold. Or they might have something that needs scanning or data extracting from. These will tend to be found in the human habited region, but also beyond as tales of The Missing can attest to.
It’s often wise to approach these sites with caution as they can be protected by automated systems!
There are points of interest that don’t neatly fit into those two groupings, but we can leave them for you to discover for yourselves :-)
How you find these depends on your current transport. While on ships you only get a vague knowledge of whether there are points of interest nearby – this is shown as an area on your scanner. You will need to deploy your SRV and with its more specialised equipment locate whatever is there. This new equipment will form the focus for a new stream and update in the next few weeks.
As well as continued development with Horizons we’re supporting the released game and this week we deployed a server update to tackle the issue we encountered with the servers last Sunday. We are still looking into changes to address issues with the background simulation and player backed factions.