UFFICIALE PC Elite: Dangerous

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eh, senza 3°persona certi particolari è un casino notarli. Quanto mi piacerebbe averla anche se la userei giusto in esplorazione (e non è poco).

 
Ho scoperto Elite Dangerous da pochissimo e ha tutto quello che ho sempre desiderato :ivan:

Solo un paio di consigli per un neofita come me:

1 - per cominciare mi consigliate una guida o un tutorial per prenderci la mano?

2 - secondo voi è meglio utilizzare un joystick per volare? Se sì me ne consigliate uno buono/ottimo?

Grazie //content.invisioncic.com/a283374/emoticons/fiore.png

 
Braben Q&A Summary

Will edit as stuff turns up:

Beta will come in two stages: 1.5 launches on Nov 9th, and Horizons 2.0 on Nov 24th

Want to do NPC Wingmates & Crew. Planned, but no timescale.

Schematic map coming soon

Rings will cast shadows on planet's surface, but no timescale.

Orrery map still planned, but no timescale. Will be at back end of Season 2 if it makes it in.

Player groups functionality in game. 'Yes, but...' recognising player groups as sub-factions is the start, but it won't be exactly like other game's mechanics.

Loot/Crafting: Simple bits will be in 2.0

Tier 2 persistent NPCs: Won't be in the sense that you can kill off all NPCs in galaxy, but small additions will come sequentially. No timeframe.

Played it on Vive today. 'It's awesome'. Buggies didn't make him feel sick. Getting excessively tumbled did make another player who was more prone to motion sickness feel that way.

Shark-tooth skin for the Python? Would love it, and they're looking into it, but no promises.

Asp scout? Not military version, another variant. More like the Asp out of Frontier. Slightly more budget.

When will we see significant updates to the base game? DB counters that piracy forms & bounty hunting, and new professions (mining) are significant improvements. 'It's getting better by degrees'. Says bounty hunting in particular will change more and more through Season 2.

Turret with Hotas? You can configure as you like. Hat button etc.

Plans to expand astronomical phenomenon? Accretion discs etc? Would love to do it. On the list. Comets are in the simulation, but getting them to look good and interact well with gameplay still need to be got right. You will be able to see medium-sized 'potato' asteroids even if you don't have Horizons.

Is Elite and MMORPG? By almost all measures, but suggests quality / connection limits means it can still improve over time.

Did he ever imagine in '84 Elite could look like this? Imagine yes //content.invisioncic.com/a283374/emoticons/smile.png. Talks about under-promise, over-deliver in terms of creating impressive modern content.

Vid of buggy driving into settlement with Corvette nearby //content.invisioncic.com/a283374/emoticons/smile.png

How settlements work with single-player? Use deep ravines to approach 'under the guns' etc. The big guns don't decline etc. Only have to deal with the lighter skimmers. Could take out a generator, and both the lights and the big guns go down. Then call your ship in (if you've got all the generators). There are lots of bases, and they're varied.

NICE! SRV being lowered out of a Cobra, internal view as you exit. Animation looks good. Drives to large base. Hexagonal heat radiators.

Plans to reduce current transition phases? Yes, and they're constantly being worked on. (Some regions, and some connections, have excessive transitions now, and they're working on them)

Character creator will be used for NPCS? Yes, and planned. But not straight away.

Keelback? Lakon ship. You'll see in a week. Based on Type 6, but better, with more weaponry.

How are the DDF 'near God-like powers' re background sim coming? Straight apology on slow progress. At some point there will be something to address that, but not for now.

Buggy too jerky in streams? Some were filmed with TrackIR, which can be less pleasurable for viewer than player, maybe the cause of concern.

High end FerDeLance? Not sure where this rumour came from. Not ready to talk about that yet.

Thargoids? Well.... He was impressed by Cmdr who decoded the signals. There's more exciting stuff to come.

Will capital ships be improved to be more fun to play with/against? Yes, there's more to come.

Asteroid stations? You can sort of see the first vestiges them in CQC. They will come. Don't have a timeframe. Hopefully back-end of Season 2.

More CGs to expand the human bubble? Yes, he thinks they're wonderful. Absolutely yes.

Are you going to play SC? Yes, looking forward to playing it.

Can you conquer planetary bases? Can attack, but can't have your own one. Not yet anyway.

NPCs in Horizons? NPCs driving skimmers already. NPCs driving buggies [?] unlikely in Season 2. Planetary ships, yes.

Game API? Looking at, in pipeline.

Transfer creds after certain rank? Suggest the cargo transfer, so not seen as a priority. Has air of exploit if done on large scale. (Says big cheaters are being banned).

Expand 32 player cap? Could, but experience would suffer. Continually reviewing.

Jettison all cargo? Why?? You don't have to do it //content.invisioncic.com/a283374/emoticons/winks.gif. Makes your ship lighter. And it's a surprise.

Passengers? Planned, but can't remember exact timescale.

Cutter / Corvette? Both slightly bigger/longer than Anaconda, and have bigger hardpoints. And fit through the slot.

What will you see 20k from Sol? You will see more exotic things, there will be things to find, but doesn't want to spoil

[Missed question] - Looking at how Horizons and non-Horizons Wings perform missions together.

Planetary approach suite fits in every ship. SRV takes up 4t of cargo space. Doesn't take up compartment.

Multi-sourced lighting? On the list. Might only come in High and Ultra settings. No promises.

Will we see Cmdr faces through visors etc / when communicating? Yes face normally clear because ship pressurised.

More difference between stations? It's coming, not sure when. Probably not in 2.0

Vessels over Season 2? First variants will be similar to the SRV, then more down the line. Handle differently and do different things.

Ship naming? (Did we promised that? //content.invisioncic.com/a283374/emoticons/smile.png). He wants it. Says we will do it. I'll talk to the team tomorrow.

Systems visited bookmarks? Doesn't know.

Models or kits coming? Models yes, not kits that he knows of.

Publishing the lore? Wants to. And bringing story more to fore.

Large cities? Ever bigger settlements coming. Big cities not in 2.0, but will come over the Season.

SRV inside stations? Currently no, and probably not. Will look if worth doing.

Is orbital cruise and instanced area? At the moment pretty seamless. Isn't sure on details on where the transition is. There is instancing on the surface.

They have rough ship layouts, but no walking etc in Season 2

Are there none Thargoid species? YES //content.invisioncic.com/a283374/emoticons/laugh.png

[Mumbled] If you're in a wing should be able to share exploration data. Will look into it.

More CQC maps in 1.5, then more after.

Supercruise bug? He will ask after this stream.

That's it //content.invisioncic.com/a283374/emoticons/smile.png. Feel free to chip in if I fluffed any of it, I'll edit in a bit.

https://www.reddit.com/r/EliteDangerous/comments/3rircw/braben_qa_summary/

https://www.youtube.com/watch?v=3JQKz3qAIzM&feature=youtu.be

vwMin.gif


Ho scoperto Elite Dangerous da pochissimo e ha tutto quello che ho sempre desiderato :ivan:Solo un paio di consigli per un neofita come me:

1 - per cominciare mi consigliate una guida o un tutorial per prenderci la mano?

2 - secondo voi è meglio utilizzare un joystick per volare? Se sì me ne consigliate uno buono/ottimo?

Grazie //content.invisioncic.com/a283374/emoticons/fiore.png
1 -

[video=youtube;CLsHmTe-4MU]


2 - Diciamo che migliora l'esperienza, però è giocabilissimo anche con mouse e tastiera.

Welcome to the galaxy and fly safe, commander! //content.invisioncic.com/a283374/emoticons/bzv7yXY.png

 
Ultima modifica da un moderatore:
24 Novembre! :ivan:

 
Dev Update:

https://community.elitedangerous.com/node/331

David’s sneak peek last week showed some of the settlement action so I’ll describe some aspects of this in more detail. Ports and settlements are the upper end of the scale of locations you can discover on planet’s surfaces. They can vary in size themselves from huge, established conglomerations of structures to quite small outposts. Surface starports are generally the largest and they act in a similar way to the starports in orbit. They can have the same facilities and have economies dependent on the type of world and with specific variations depending on the starport itself. New economy types have been added that only apply to surface starports.
As with the orbital starports, missions can be taken from surface starports and they can take you to surface bases. Similarly missions can be issued from orbital starports that require visiting the surface – assuming you have the ability to do so. There are also new mission variants that apply only to surface operations.

Complementing this is a range of resources and commodities that are only available from surface starports or by collection from points of interest as I mentioned last week. We’re also adding a new type of method for locating resources and uses for them which is a prelude for the loot and crafting system coming later in the Horizons season – more on this soon.

The surface starports and settlements are where the population of these airless worlds live and present various opportunities for Commanders. The style and layout of these facilities reflects their purpose. One of my favourite examples of this is the prison colony – this is an imposing and well-guarded structure that you might need to penetrate to facilitate a prison break.

Surface installations are a lot more open than orbital stations. Of course you can collect and deliver goods from surface bases, but it is also possible to hack data links, sections of bases get power from specific generators – taking out those generators takes out the lights in that section, but also the power to the turrets… Skimmers can also be taken out, or taking out the towers that control them can be just as effective way of breaching the defences. Whether it’s a secret research base or a prison colony, there are multiple stages to carrying out your objectives.

As we’ve shown and mentioned already it is advisable to take a flexible approach to these settlements – some of them are protected by capital ship scale weaponry that is lethal against ships, although less so against the SRVs – both because of their slower motion, but also they have a minimum angle of declination – so a Scarab can use the landscape to stay below the guns in most cases. Smaller turrets and skimmers are more of a threat to the SRVs. If you’re operating in a wing then each Commander can work in different roles at the same time, but even on your own you can achieve the same effect more slowly by switching between your ship and SRV accordingly.

Depending on the world’s population there can be none, a few, or many of these surface starports and settlements. As you’d expect they’re more common within the human habited bubble, but they’re not exclusive to that volume. Similar crime and ownership rules apply to settlements and ports as they do to space stations and outposts. Some of these can be lawless, others where the law is enforced – so take care before opening fire! As well as the bounties available at these sites you can encounter settlements in a state of war which can be engaged in a similar fashion to combat zones.

So far we’ve focused on the locations and the more action orientated gameplay, but naturally there’s more to planetary landings than that. I’ve already talked about the points of interest you can discover, but how you find them utilises a new device on the SRV, in addition to the ground scanner you have already seen. This works very differently to the ship scanners and we’ll reveal more about this next week.

Having said all this, we are still at work on the base game too. This week we updated the galaxy sim that fixes an issue with asset ownership not flipping when a conflict is resolved. A cap on influence changes has been added – this scales depending on the population of the system (a higher population allows a bigger swing) and the degree of changes (so a large value of changes allows more change in influence) and limits the maximum amount of change in a system when the background simulation effects are calculated. This will prevent the massive swings that we’ve seen, but a concerted campaign can still bring a faction down quickly if it is not countered. For the player group minor factions that were affected by the massive drops we’ll reset them to their initial ownership state where we can.
tl;dr

  • Surface starports are generally the largest structures and are very similar to orbital starports: have similar facilities, economies dependent on type of world
  • There are variations of surface starports
  • Surface starports have some new economy types that are unique
  • Missions can be taken from starports
  • Some missions will direct you to surface bases (both surface and orbital starports can issue you surface missions)
  • Mission variants that apply only to surface ops
  • Range of resources/commodities available at surface starports or points of interest
  • There is a new method for locating resources, as well as new uses for resources (acting as prelude to loot/crafting update--more on this soon)
  • Layout of settlements are representative of their purpose--for example, a prison colony is imposing/well-guarded
  • Prison break missions //content.invisioncic.com/a283374/emoticons/laugh.png
  • Some settlements have dynamic infrastructure--you can hack data links, disable power to specific base sections by cutting off/destroying their power generators to disable lights and power to turrets
  • Skimmers can be taken out directly, but taking out towers that control them is just as effective
  • Secret research bases are a type of settlement
  • Some settlements are protected by capital ship-scale weapons which are designed to take out ships, but SRVs may be able to avoid
  • Again emphasizes "combined arms" ideas--Wing made up of a mix of players/vessels can be very effective
  • Size and frequency of settlements correlates with the world's population
  • Crime/ownership rules for settlements and surface ports are similar to space--some can be lawless, others have the law enforced
  • Bounties are available from settlements
  • Settlements in states of war will have conflict zones on the surface!
  • Next week they'll talk about the new point-of-interest scanner on the SRV

 
If you’re looking for a goal this week, the breakdown below should help:

Cayutorme, Adkins Port: (Cayutorme Syndicate) Help the Cayutorme Syndicate resist the Imperial attack, and sell your Combat Bonds at Adkins Port in the Cayutorme system.

Cayutorme, Adkins Port: (Giryampi Empire League) Help the Empire destroy the Cayutorme Syndicate, and sell your Combat Bonds at Adkins Port in the Cayutorme system.

Epsilon Indi, London Relay: Deliver explosives to the mysterious Revolution Incorporated at London Relay in the Epsilon Indi system.

Fly safe out there, Commanders - these are dangerous times!

https://community.elitedangerous.com/node/301

 
Ultima modifica da un moderatore:
Ultima modifica da un moderatore:
Lakon Keelback

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http://imgur.com/a/Ffxt9

Cobra MK IV hardpoints (figata i 3 hp sopra :ivan: ) dovrebbero essere 2 medium e 3 small

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ASP Scout, fewer weapons, less power but still has a great jump range, possessing 2 Medium and 2 Small hardpoints

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Federal Corvette

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Imperial Cutter, faster than Anaconda and Corvette, 4 medium, 2 large and 1 huge hardpoint, 8 utility mounts and plenty of internals

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http://imgur.com/a/GMoFw

Playlist dei video delle navi dallo stream




Sandro Q&A

Collectibles (Materials)

A precursor to the crafting system, but not the actual crafting system. They're elements which you can discover and collect, initially on the planets' surfaces. You can store them, a whole bunch of them. You find them with the SRV and its special sensors.

In the long term they will be part of crafting. For 2.0 they will be available for something new: 'Synthesis'. This allows commanders, in situ, to synthesise materials to create effects. IE you're taking a lot of module damage, and your auto-repair unit is out of resources, you can combine materials to make more resources. No need to go back to starport etc.

There's a new module coming called the Munitions Fabricator. This allows you to fabricate ammo, and probably missiles, while in space.

Frameshift drives can be boosted with the correct set of materials for a one-off jump increase.

There are plausible connections between the minerals you collect and the effect you get.

Different quality levels. Additional temporary enhancements with high quality materials. Ammunition resupply could have a damage bonus.

Can't sell produced ammo etc.

Applies to SRV as well. New fuels for example, for extended runs. Could overfeed the shields (this will wear off over time).

There are about 6 'things' [materials?] in total at the moment. They intend to expand over time.

Hull can be be made more resistant to damage by feeding high quality materials into auto repair module.

The process of Synthesis isn't limited to Horizons, but at first will only be available to Horizons users as Materials only on planets.

Canopy repair? Initially no, but being discussed.

Q: Can limpets be repaired by Materials? A: Very excited about plans for more types of limpets, but not saying anything yet.

Q: Are there any materials that can be found on the other sides of the galaxy? A: Possiblyyy. There will be lots of places to find materials, of different quality levels and different rarities.

Q: How do we scan for these materials from Space? New scanners or do we need to surface scan again? A: Materials, you won't be able to spot them from space, you will need the SRV.

General Q&A

Q: Will Horizons bring new exploration tasks such as surface mapping, taking rock samples, finding ancient ruins, relics, fossils and life? A: Hopefully, yes. I'm not going to say that all the stuff is going to be there in 2.0... We have been discussing things specifically like... planetary surface mapping... I'm not sure when exactly it's going to come in... but that's kinda on point of the things that we want yes.

Q: Are there future plans to include an in game discovery log for us explorers to record our findings across the galaxy? A: It is something again that we have been discussing. We're not afraid to make changes to the interface or the game mechanics. I'm not sure exactly what form it's going to take. It's on our list. I personally think it's very important, the concept that you're telling your own story.

Q: What is the largest ship that can be stored as a fighter? A: The largest fighter that can be launched is... the fighters. We're not going to have a Russian dolls syndrome... I'm not going to rule it out totally.

Q: Will there be new weapons in 1.5 and Horizons? A: At the risk of getting in trouble, hopefully yes. Fairly confident won't be 2.0. More weapons, especially in the large hard point scale. Huge, maybe...

Q: Will we be able to mine and mineral survey planets? A: Yes, and going forward, more yes. There's stuff you can do on the planet, and it does involve minerals. I don't want to say any more.

Q: Will NPC wingmen for hire be available before season 3? A: Hopef... I don't know. The timing on that I've no idea. It's definitely something that I'm all over. We've got multi crew coming.. and as part of that it only makes sense that we look at NPCs at the same time. It's certainly something that we'd like to do.

Q: Will passenger missions be added during season 2 or later? A: Yes. The plan is to get passenger missions... passenger gameplay, in Season 2. We're going to do it. We have multiple ships which are passenger ships, it would be weird if we didn't do it. It's just a matter of timing. It's definitely going to happen, there's no doubt about that.

Q: How will we store the loot we find? A: I don't want to go too much into loot at the moment... The concept for things that you collect is that they are slightly different from normal commodities in that you have personal storage that's always available to you, so even if you die you don't lose it [EDIT] - more on this here. That's not to say that commodities won't be useful in crafting. You have a maximum amount that you can carry.

Q: Will you introduce in season 2 more galaxy map tools, such as the possibility of creating routes by using waypoints, saving routes, etc...? A: No idea sorry.

Q: If we have the room for it, will we be able to store more than one fighter in our ship? A: Yes!

Q: When can we expect to get Alliance ranks and ships? A: Dunnoo. We do want it, but don't know.

Q: Will there be new modules to customize our ships for planetary exploration? A: There will be in Season 2, a bunch of stuff to do with modules... I can't say more than that.

Q: Will loot only be natural stuff or will there be unnatural (alien) loot to find as well? A: There will be a mixture of natural stuff and processed materials as well.

Q: Will there ever be an option to select which star in a multi star system to jump to? A: That's really interesting, I don't know is the honest answer. But from a personal point of view it's something that I've always wanted... I don't see any downside, other than, it takes time to do.

Q: Will player crew mates count as wing members? Or will wings be count ships instead of players? (i.e. six player wing, with 3 ships)? A: The current plan is that crew members will be wing members.

Q: Why aren't instances gathering friendly players by default ? In a near future, will we be able to chose which instance to join? A: It does try to do that. It can't always do it. I don't think we'd want to go to a chose-your-own-instance scenario. But I don't know.

Q [From Ed]: What are you most excited for? A: Pretty much all of it... I think it's worth noting this is... a beginning not an end. When it goes live that's the start of a whole new season, there's so much stuff ... and that's not to denigrate, hopefully, some of the cool features that we'll get in for the core game anyway, such as, I would hope, during season 2 we'll get in the ability to have your ships delivered to your location. There's just a load of cool stuff, and we want to get through as much of it as possible.

Ships

Asp Scout: Stripped down, more lightweight, more affordable version of Asp Explorer. Still got a great jump range. Fewer weapons, same hard similar hardpoints to viper (2 small, 2 medium), but it's faster than Explorer.

Cobra MK4: Reward ship for owners of core Elite game & Horizons. Better hardpoint positions, directly above cockpit and on centreline, with bonus little one. Good arc for gimballed weapons when chasing up. Not quite as fast or manoeuvrable.

Viper MK4: Tougher, bigger, stronger. Better power plant, and better FSD. Slower. Same hardpoints.

Keelback: A trader that leans towards combat. Approx the same size as Type 6. but has 2 mediums and 2 small hard points. Still reasonably manoeuvrable. Better internals, more armour. Does lose some cargo capacity, closer to around 70t in the default loadout. Better power plant. Chunky bits on the side move as you come into dock. Jump range still quite reasonable, not much worse.

Corvette: 2 Huge hardpoints set centrally behind bridge. Very similar in size to Anaconda, a little bit more streamlined. 2 small, 2 medium, 1 large, 2 huge hard points. Little bit more manoeuvrable than the 'Conda. Slightly less space / internals. Doesn't know ranking requirement.

Cutter: Might be a bit taller than the 'Conda. It's faster than the 'Conda and the Corvette. It's pretty fast for its size. 4 mediums, 2 large, a single huge. Slight upgrade to the 'Conda in firepower. Not very manoeuvrable. Boom and zoom. More multi-role than the Corvette, less than the 'Conda.

Launch day for 1.5 Beta still not confirmed.

https://www.reddit.com/r/EliteDangerous/comments/3sbt01/sandro_qa_collectibles/

 
Ultima modifica da un moderatore:
 
Fantastico il cutter.

 
Here’s another unedited sneak peek dev video. There are some streaming issues and the starport lighting is not final, plus some other things. The team is hard at work getting 1.5 out (likely tomorrow), so this is just me this time. I thought people hadn’t had a good look at the Imperial Cutter, so here is some more of it, and a little something else too – the first look at a fortified starport.

 
Ships 1.5 beta update - Patch notes

Hey everyone.

Here are the patch notes for the 1.5 "Ships" beta build. Remember to give it a really good test and leave your feedback here and your bugs here.

NEW CONTENT/FEATURES (1.5)

- Added Asp Scout

- Added Viper MkIV

- Added Federal Corvette

- Added Imperial Cutter

- Added Keelback

- PC/Mac: Added Bobbleheads!!!

- Added Imperial Fighter to CQC

- Added new missions

- Don't die missions

- Don't get scanned missions

- Multi-stage missions

- Missions can be received in space

- Assassination variants

- Contact missions

- Unique cargo missions - you have to deliver what you are given

- Timed window missions

- Added new open space scenarios:

- Search and rescue scenarios

- Wrecked ships scenarios

- New deep space salvage scenarios

- Distress call scenarios

- Alliance vip escort

- PC/Mac: Updated French, German and Russian translations

- Added more player group sponsored minor faction descriptions

- Master Chefs rare good added

- Renamed various planets

- Local emergency rescue NPCs added

STABILITY FIXES

- Xbox One - Show gamertag for Xbox One players who have 'discovered by' tags

- Swap the order that some conditionals are checked in to fix an error that can happen when searching certain systems names

- Added sanity check when selling commodities

- Don't crash when we try to eject all cargo and we either: have no cargo hatch, or the cargo hatch is shutting down

- Fix crash trying to xtract the cargo canister's root physics skeleton before it is loaded

- Fix an error than can happen when your squad leader is joining and leaving matchmaking in rapid succession

- Xbox One: Fix some errors suspending and resuming a CQC match

- Make sure that th stellar manager on the server shuts down correctly

- Fix potential crash when spawning NPCs

- Fix crashes reported for missing D3D buffers

- Fix crash caused in Alliance space where the music track was given the wrong action name

- Stellar system evolution shouldn't create negative mass

- Fixed a softlock that can happen if a player joins a CQC game while it is in the game initialisation state

- Avoid softlock loading into CQC if the ship object isn't ready yet

- Made CQC handle the player being logged out while playing

- Fix crash when using multiple mining lasers

- Fixed a memory leak in audio occlusion

- Fix memory leak on ship destruction

GENERAL TWEAKS & FIXES

- Added a hitcheck box to the capital ship laser turret turntable so that there is something to hit for the energy weapons. Also fixed the hitcheck so that everything is aligned to the barrels

- Changed the seats in the Imperial Clipper to be the white imperial ones

- Add shadow distance override for cockpits where it's been missing

- Capped a few holes in the FDL hitcheck that was causing lasers and bullets to sometime go through the ship without hitting it

- Added Front LandingGear Doors to the Viper so you cannot see the LandingGear appear/disappear anymore

- The Eagle's rear landing gears no longer intersect with the landing pads

- Fix the galaxy map search returning systems that dont end in -0 when a search ends with -0. Also when an array of results is returned, make sure that we start iterating at the first element in the array

- Galaxy search - Make sure that when we are searching a region for a name match that the name matches the name of the region, otherwise it will end up looking through every star in a region without it being able to match anything

- Paint job tweaks and improvements

- Shipyard no longer shows 'filler text' during flicker animation on first visit

- Added NPC Police paintjobs to the Anaconda ship, so that the police forces in the game now all has the same livery when they respond to situations

- Added Keyboard toggle for orbit lines

- Fix the cancel binding causing you being unable to select that binding again until reloading the bindings menu

- Commodities market 'Demand' field can’t fit 8 or more digits fixed

- Having a extremely large amount of credits causes errors when buying commodities fixed

- Unable to return to the sort on categories in outfitting for modules when you have scrolled down the menu to the Back option fixed

- Resolved an issue with disappearing ship icon in the Functions panel

- Fixed geometry hole in the cockpit chair near the camera

- Now that the Mac client has a BORDERLESS mode, accept this setting if it is found in the display config. file

- Give 'out of range' message for the mining laser

- Changed damage types and made sure outfitting has the correct stats too for the plasma accelerator

- Vulture decal placement fixes

- Updated in conjunction with dirt and tweak edits to improve panel definition and wear and tear on Fer-de-Lance

- Fixed missing damage section on Anaconda

- Got rid of faint white border from Alliance logo

- Made more space for digits in confirmation popup when discarding cargo

- Increased brightness and placement of hyperjump lens flare and removed unneeded drive bone to prevent an error

- Moved shader preparation option out of the graphics quality group as it is not affected by the quality preset

- Don't save if we're dead. Saving our ship in this state makes no sense and the server already knows all it needs to know from an earlier commander/death request

- Fix AIs not spawning close to stations

- Increased the width of the textField containing the module name to the maximum width to avoid text cutting

- Added icon for new 'IllegalSalvage' mission icon

- Adjusted a couple of the Anaconda loadouts to make sure all Anaconda's have turrets of some sort

- Removed back button from New Commander Screen

- The CQC outfitting hangar now has the name Attilius Orbital on the back wall

- Fixed the 'Friends' text header disappears after opening a friend's Gamercard

- Added NPC stranded behaviour - they need refueling!

- Improvements to NPC traders

- Those spawned near stations (who will normally dock with that station) now pick their starting cargo from that station's imported goods, rather than a random station's exported goods

- If spawning docked they pick from that station's exports to take away with them. When buying cargo after docking they also use the station's exports

- Added 'terrorist' NPC archetype

- Fixes some hitcheck which was letting ships clip through heatsink rings on the front of the O'Neill station

- Added oculus reset to F12 to controller configs where they were missing

- CQC: Scorecard - Added an extra column for 'Game Mode'- specific scores

- Fixed hitcheck so you can hit targeted weapons on the Fer-de-Lance

- Re-Exported Eagle to fix broken hardpoints. Also fixed wrong material applied to hardpoint doors

- Increased text size of 'viewing' text on CQC death screen

- When Attempting to Change Loadout on Death in CQC an Option Was already selected fixed

- Stop spurious button audio in powerplay UI

- Powerplay rating tab: highlight the current rating you are in white on the right hand list of ratings

- Shortened the text field in wing panel slightly to prevent cutting off of wing locations

- Art fix for Eagle LOD issues

- Extended text field so that ship's stats description fits in German

- Hitcheck tweaks to the Anaconda, Federation Gunship, Type 7 and Type 9 to make sure a small railgun can fire from every hardpoint

- Swapped hit layouts around for Cobra's small hardpoints

- Moved the Small hard point from the underside to the side, so the hardpoints can fire without shooting into them on the Federal Assault Ship

- Fixed landing gear clipping on Type 9

- Tweaks to Hangar cameras, decals and baked greebels on Anaconda

- New chatter tables added for new scenarios

- Search and rescue NPCs added

- Landing gear no longer disappears before landing gear doors close on Vulture

- Cash reward for routing a capital ship is now 150000 instead of 50000 to bring it in line with other increases in combat bonds

- "Unable to complete Transaction" screen stuck on Commodities market fixed

- Fix for Top/Boost speed in the Shipyard being higher than expected

- Reversed text on baked texture on Fed Gunship fixed

- Decals made to be more intergrated with the hull to follow contours on Federal Dropship

- 'Back' button in Galactic Powers menu functions as 'Exit' when clicked with the mouse fixed

- The powerplay GUI will sometimes load up another power when clicking back instead of exiting galactic power standing screen fixed

- Added "back" buttons to the news and standings pages of the powerplay menus

- Galaxy map view is not centred when opening the map the first time fixed

- 'Surge detected' text transposing onto canisters

- 'None' Filter for Economy in Show by colour in the galaxy map does not work fixed

- Added a minimum number of visible stars to galaxy map for edge case where none are displayed

- Player does not see own name in Squad list when the Squad Leader is selecting a game fixed

- Adjusted animation on large gimbal so it doesn't rotate as far to avoid the large cannon clipping through the floor

- Toggling between Economical and Fastest Route on Galaxy Map doesnt change the plotted route fixed

- Added in loadouts for the Bounty Hunter Viper MkIV and added in a crime scanner to one of the standard Viper loadouts

- Added in loadouts for military Viper MkIV's and Asp Scout's, also fixed missing Class 5-E drive text

- Updated the Alliance Viper military loadout to have mediums on it's mediums

- Added NPC loadouts for Miner Asp Scouts and Keelback

- Stop dancing stars near stars with the lensing effect

- Add dynamic overrides for menu group GUI labels. When in supercruise, the GUI now says "Disable supercruise" rather than "Enable...".

- Added NPC loadouts for Smuggler Asp Scouts and Keelbacks

- Fix for the CQC stats screen showing 0% progress once the player's hit Elite, should show 100% for a warm sense of completeness

- Rename duplicate authored system Khan to prevent conflict with generated system of the same name

- Removed translated ship names that shouldn't be translated

- Xbox One: Selecting current location on Galaxy Map isn't saved upon closing map fixed

- HIP and HD numbers in Galaxy map should not have commas in them

- Inconsistent Galaxy Map search method in Powerplay fixed

- Xbox One: Opening galaxy/system map with radial menu causes target panel to open when map is closed fixed

- Xbox One: Closing the system map with the B button brings up the galaxy map or vice-versa fixed

- Make sure that not having a microphone doesn't stop you using voice comms completely (i.e. listening)

- Add some significant events from recent history to various system descriptions in the galaxy map

- Superpower reputation progress bars added (plus minor redesign to improve layout)

- The icon for pledging to a power is still visible on the Power Standing screen after leaving the power fixed

- Fixed physics issue on the Viper

- Fix wing beacons disappearing after after 150s. Also fix wing beacons not appearing on the radar

- Fix for being allowed to attack ships that have bounty before scanning them enough to see it

- Updated damage decals for ships

- If the player gets into a conflict zone where the factions aren't hostile to each other, don't allow the player to join a faction and show "ceasefire" where we would show "choose faction"

- Fixed a problem in old planets that makes the normal map to be misaligned for one frame

- If two NPCs in an interdiction finish with one of the objects not live, don't try to make an FSD wake since we can't cache that ship

- Xbox One: If QoS times out after joining a friend's game (which shouldn't normally happen), neaten up the error message flow

- Two Zero-length vector fixes for velocity during interdiction - could have been causing odd directions

- Assigned a proper shipyard hologram for the Imperial Eagle

- Xbox One: Fix a matchmaking issue where players that had previously failed QoS with one game may be kicked out of another game they later joined successfully

- Fixed some issues with localised number formatting

- When the game is paused and we take a high-res screenshot, don't unpause it again afterwards

- Xbox One: Disable Friends menu options when we have no network, because the FriendsManagementScreen will just kick us out anyway

- Fix an issue with entering the reference frame of a space station while on the surface of Lave 2 by shrinking the station's reference frame size

- Wing beacons are now visible whenever the caster is in the same system and you can't see their ship

- Removed gamepad references from control schemes so that they'll show up when a gamepad isn't plugged in

- Fix the required SKU for the Cobra GamesCom paint job

- Stop AI ships blowing themselves up due to overheating when firing weapons

- Galaxy Map Info panel is consistently blank, regardless of selection fixed

- Xbox One: If you pause the game while on Outfitting screen and Open Help -> controller focus remains on Outfitting under the help UI

- CQC - Text Chat - Squad chat is labeled as Wing chat in team matches fixed

- Make empire/federation faction skill have a minimum of 0.01 and a maximum of 0.2 (if there is any) so that faction ranking is slightly easier

- Modified the way that containment radius is calculated so that for small moons close to their parent they don't end up with a containment radius intersecting their parents surface

- Fix incorrect game miode being shown in comms panel

- NPC's constantly flying into asteroids in resource extraction sites improvements

- If a squad invite for CQC gets declined the person who invited them is not informed fixed

- Add some additional checks to ensure that permits are loaded in correctly

- Stagger the creation of ring cells within a ring, to avoid creating many cells in the same frame

- Reduce memory overhead from cached asteroid physics

- When choosing targets for AI hyperspacing, check that targets aren't blocked by a body

- Cockpit was being attached slightly out of place causing the exterior cockpit chair to be in view from normal player camera in the Vulture

- Pioneer rank decal is listed as Starblazer fixed

- Ensure that the AI ambient spawner always generates enough NPC archetypes to satisfy the ideal number

- Moved chat box to the bottom right corner to not obscure main menu descriptions

- Fix for billboard asteroids not converging on the Oculus Rift and having different orientations in any 3D mode when stereo rendering is not enabled from the start of the game session

- Render the bottom of the planet rings for bodies in system map - you can move to see this side with HMDS

- If we are overriding the cargo of a ship, change the allocations of illegal/legal/stolen so that all cargo allocation is either legal or stolen

- Stop NPC ships from using paint jobs from wrong ship types

- "Target acquired" message stays when attempting to scoop new cargo fixed

- Miner NPCs spawn with a random mix of minerals from the asteroid field they're in; if they're not in an asteroid field, pick minerals from the station lists, rather than just random commodities as before

- Added more chatter lines for ambushed pilots to stop repetition

- Robigo system listed as "Terraforming", but it's actually Extraction fixed

- Reduce the shadow depth bias settings for Medium/Ultra inside the cockpit to fix the gaps showing at the cockpit glass struts

- Check we have an available pad before trying to spawn capital ship fighters

- Make sure massacre mission branches have reasonable timeouts

- Add training video section to front end

- System map should show distance from entry point for planets (similar to starports)

- Classified Camera Toggle control input remains after selecting the "Empty" controls scheme fixed

- Mass Lock cockpit indicator not turned off on entering new system fixed

- OSX: Fix for mouse click detection and cursor positioning issue when using Retina resolutions

- Fix NPC pirate wings not accepting dropped cargo to stop their attack

- Missions now check in advance that the player's ship is eligible to dock at all stations/outposts required for multi-stage missions

- Wrong Economy information for Devakak system fixed

- Fix an issue where dark side lighting on planets wasn't working in supercruise

- Player cannot pay fine when Black Market is accessed fixed

- Added a small amount of weapon drain to the plasma repeater to stop people leaving it on 0 pips for extended periods of time

- Disable local chat in CQC. Also show a more specific error message when blocking a direct message to a followee

- Corrected animation error on viper underside hard point doors

- Stop NPCs from trying to flee as a result of scanning when they are on the shared docking path

- Fixed a pop between the deploy and stow also fixed the intersection between the medium Pulselaserburst Turret and the ship

- Mirrored the location of the tiny hardpoints on the Hauler so that they're the right way around

- If we don't have mic focus (because the party app does), then show all channels as muted

- Raised Top Hardpoint bone to prevent the gun shooting through the hull on the Imperial Eagle

- Restructured front end training menus

- Fixed Custom Decals not showing on LODs on Python

- Fix some framerate sensitivity issues that caused partial frames of weapon recharge between shots to be ignored, resulting in lower than intended fire rates at low frame rates

- Give auto-bounties to powerplay pirates, the same as normal pirates

- Capped holes between Exterior hull and cockpit on Vulture

- The galaxy map, system map and powerplay screens are now closed when the player receives damage or hostiles appear

- Fix "repair paintwork" not working

- Make target time and target time range contract elements stop you from accepting a mission if the time range is going to be over within 10 minutes

- Massacre missions cannot be given by system owners now

- Hide Refinery tab if the refinery doesn't exist

- Changed message given to players trying to fit a shield generator that can't support the hull mass of the ship

- Chaff and Heatsinks will no longer be launched when deploying hardpoints by pressing one of the fire buttons if they are assigned to one of the active fire groups

- Don't snow nav/proximity warnings when your landing gear is down - you're probably trying to "hit" something intentionally

- Elite/Founder missions are now only available at the Founders World

- System Map: Removed long description line from system UI data

- Xbox One: Kick user out of voice comms (with dialog prompt) when entering CQC

- There was an area below the galaxy map popup where rolling over a star/planet wasn't possible. This is now fixed

- Positioning of star map popup is smarter and more flexible. Popup will stay contained to the screen bounds

- Xbox One: Change message to not use (possibly truncated) name when we can't find a chat target

- Made the system map rollover more forgiving - smaller objects no longer require precision mouse movements to see the popup

- In mining, player unable to eject minerals from the refinery hopper fixed

- Fixed missing doors on Federal Dropship

- Added tabs to system map - System, Info, Points of Interest

- Fixed tiny hardpoint placement and tweaked hitcheck on Federal Assault Ship

- Turning off 'Show star names' in galaxy map doesn't clear existing labels fixed

- System map popup positioning tweaked - now avoids overlapping other bodies in the same row

- Option added to disable head look focus mode on Comms and Info panels

- Adjusting position of Skirmish tutorial to bring it out of the planets pull

- SMAA workaround while core issue is investigated

- Moved tiny hardpoint bones so that the assets don't clip through the hull

- Made the matchmaking lobby check to make sure the server is updating it correctly and disconnect if it is not

- Set the hit sphere to the correct cargo hatch under the anaconda

- Don't let players choose a decline button on a mission branch if the message is no longer relevant

- Added a vent button to the refinery hopper

- If we accept a CQC invite while loading into CQC, don't return to the main menu

- Cockpit shadow fix for the Federal Gunship

- Rebalance of shield cell heat gain

- The heatsink projectile now simulates physics properly, and is susceptible to collisions and gravity

- Hull reinforcement health increased

- Modules now have boot up times

- OSX: Added support for up to 8 mouse buttons

- Server optimisation for StellarForge lookups - reduces system lookup times when hyperspacing

- Stop shadow casting spotlights from remaining after the owning activity has been destroyed

- Do allow remaining hopper items to be moved to bins after we've filled a canister. This fixes a bug where remaining items would get stuck in the hopper even though there's an empty bin available

- Significant improvements to blocked-shot testing for turrets, mostly aimed at settlements but will help elsewhere

- Small chance of spawning rescuer AI when player runs out of fuel in supercruise if in sufficiently populated system, not an anarchy, if player is ffriendly with controlling faction. Spawned AI acts like a hunter passive, so it will approach the player and then drop out, waiting for the player to follow

- Render the radar in world space as FOR shifts now are frequent avoiding relative positioning issues

New Audio:

- Audio for Imperial Fighter

- Audio for Federal Corvette

- Audio for Imperial Cutter

- Audio for Keelback

- Audio for CobraMKIV

- Audio for ViperMKIV

- Audio for Asp Scout

- Audio has been added to new damage model decals

- Adding LFE thump to cockpit breaches and FSD transitions

- CytoScrambler Laser has a sound!!

Audio Fixes:

- Weapons: Fixed Collector drone GUI "blip" sound triggering on all ships in the area. Now they only trigger on the drone owner's ship.

- Weapons: Improvements to missile mix

- Weapons: Missile explosion tweaks.

- Weapons: Improved Capital/Station Broadside Guns.

- Weapons: removed the falloff of volume over time when firing multi-cannons continuously.

- Physics: Raised the volume of cannon/plasma/railgun impacts on other ships that the player causes.

- Ships: Mix tweaks to Eagle, PG_Eagle Empire Eagle and Dropship to improve volume consistency across all ships.

- Ships: Fixed some clicks in Dropship drives.

- Ships: Fixes to Asp orientation.

- Ships: Fixes to Diamondback's boost.

- Ships: Fixed missing sound on Federal Dropship Boost.

- Ships: Improvements to occlusion on ships.

- Ships: Empire Eagle landing gear tweaks.

- Ships: Added boost fail volume curves, so not too loud when game is quiet.

- Ships: Added missing "Clunk" on other ships docking/undocking at stations.

- Music: Enabled streaming on some music – memory optimisation .

- Music: Fixed a possible problem with music being faded out in the CQC menu.

- GUI: Fixed behaviour of docking offense and heat alarms, to avoid getting stuck on.

- GUI: Evened out the volumes on the rank up anims.

- GUI: Updates to CQC GUI.

- GUI: Tweak to CQC results stingers.

- GUI: loads of menu GUI tweaks.

- GUI: Fixed missing scanner sounds when losing a regaining line of sight.

- Voice: Added new CQC voice line "Enemy has the lead".

- Voice: Changed CQC welcome announcement wording.

- Set up occlusion on non-player ship impacts.

- Fixed joypad rumble to not rumble on nearby ships landing.

- Used our Pooled Audio Object system in a lot more places. Reduces voice count and improves performance.

- Plugged some holes in Pooled Audio Object system.

- Fixed some minor bugs in Soundbank Management.

- Optimised memory assignments for soundbanks.

https://forums.frontier.co.uk/showthread.php?t=199470

 
Ci son pure le nuove missioni :O:O

 
Ultima modifica da un moderatore:
Probabilmente me la son persa tra la marea d'info, ma hanno annunciato una data di release? Perchè io avrò il gioco+espansione solo quando rilasceranno quest'ultima :tragic:

 
Ultima modifica da un moderatore:
Hello Commanders!

In the next beta update, we'll be making some adjustments. I'll briefly explain each one, and the reason behind it.

1. We are doubling the length of time a shield cell provides shield regeneration benefit. This effectively makes shield cells stronger, mitigating *slightly* the need for cell stacking.

2. We're retaining the heat penalty for cell use, but improving heat sink effectiveness. So you can still stack cells, as long as you are able to spend the heat sinks.

3. We're adding a small amount of damage reduction to hull reinforcement packages. These are additive and increase the effectiveness of the packages (including module protection, as the damage reduction gets applied before modules are hit).

The end result of this is to make both shield cells and hull reinforcement packages viable, but not without cost. Fundamentally, using a shield cell should fry your systems a little, but can be managed with heat sinks to avoid massive hull damage (module damage from heat, is in general. quite light, even though the feedback is a little startling).

In addition:

4. We've increased the amount of SYS power a collapsed shield can "suck" to reform quite a bit, especially at higher classes. The effect of this is that large shields should reform significantly quicker, around a third of the time it would take before, in the best cases.

5. Zorgon Peterson has offered all of its FDL customers a free upgrade kit: slight improvements pitch and roll rates, a larger power plant housing (size 6) and more efficient cooling systems.

https://forums.frontier.co.uk/showthread.php?t=200980

FDL buff. :phraengo:

 
Ultima modifica da un moderatore:
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