UFFICIALE PC Elite: Dangerous

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lo sai che oggi ho guadagnato 40€? mi vuoi forse male? :rickds:
Quando ho sentito il mio Clipper affondare nella sabbia e pian piano spegnere i motori mi son messo ad applaudire

 
Quando ho sentito il mio Clipper affondare nella sabbia e pian piano spegnere i motori mi son messo ad applaudire
giphy.gif


 
Un nuovo tutorial da ObsidianAnt, consigliatissimo:



Main Menu: 0:55

Starting Out - Station Services, Maps etc: 4:27

First Time in Space (Supercruise and Hyperspace): 14:55

Docking: 20:00

Exploration Basics: 24:19

Combat (Bounty Hunting): 31:04

Outfitting: 35:43

Finding Bounty Hunting Grounds (Resource Extraction Sites): 41:59

Combat in Asteroid Fields: 45:30

 
io in questi giorni dovrei iniziarlo...ma il gioco completamente in inglese e i tutorial vari da 1 ora fatti da un tipo che parla solo inglese mangiandosi mezze parole di certo non sono di buono auspicio //content.invisioncic.com/a283374/emoticons/rJjoqET.gif

 
io in questi giorni dovrei iniziarlo...ma il gioco completamente in inglese e i tutorial vari da 1 ora fatti da un tipo che parla solo inglese mangiandosi mezze parole di certo non sono di buono auspicio //content.invisioncic.com/a283374/emoticons/rJjoqET.gif
un vero uomo non usa mai i tutorial :kep88:

 
online? c'è traffico.Prova a giocare in solo (e controlla che sei a meno di 7.5 dalla stazione, prima di fare richiesta d'attracco).
Grazie mille, il problema era il traffico.

Ora però ho un altro "problema". Mi è stato chiesto di distruggere un tizio, mi danno il sistema e vado. Dopo un po' di ricerche (ma bisogna andare per forza a caso?) l'ho trovato, ma eravamo tutti e due in Hyperdrive e non sapevo come tirarlo fuori da quella modalità. Consigli? Sono ancora con il sidewinder iniziale.

 
Grazie mille, il problema era il traffico.
Ora però ho un altro "problema". Mi è stato chiesto di distruggere un tizio, mi danno il sistema e vado. Dopo un po' di ricerche (ma bisogna andare per forza a caso?) l'ho trovato, ma eravamo tutti e due in Hyperdrive e non sapevo come tirarlo fuori da quella modalità. Consigli? Sono ancora con il sidewinder iniziale.
well, ti serve un FRAME SHIFT INTERDICTOR oppure, tienilo "targettato" e aspetta che esca dall'iperluce. A questo punto, usa la sua traccia come boa per beccare il punto esatto dove è uscito. Mi raccomando, controlla la nave che pilota e il suo livello di skill, perchè col sidewinder e poca esperienza, rischi di fare una brutta fine.

Se hai intorno a te delle corvette della madama, attaccalo se constati che è "wanted" in quel sistema, faranno tutto il lavoro loro //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif

 
nr5UVuf.jpg
 
ma son tue Maica?

Se si, le nuove navi che hai provato? Mi interessano anticipazioni sulle MK4 //content.invisioncic.com/a283374/emoticons/dsax.gif

 
No, non ho la beta di Horizons. Per le Mk 4, sulla Cobra leggo molta gente delusa su Reddit. Per la Viper, ho guidato la 4 ma mai la 3:

[video=youtube_share;QILtIMvkoas]


 
Ultima modifica da un moderatore:
No, non ho la beta di Horizons. Per le Mk 4, sulla Cobra leggo molta gente delusa su Reddit. Per la Viper, ho guidato la 4 ma mai la 3:
[video=youtube_share;QILtIMvkoas]


Ok, in pratica era meglio che non chiedevo //content.invisioncic.com/a283374/emoticons/dsax.gif

almeno la Viper mi regalerà soddisfazioni //content.invisioncic.com/a283374/emoticons/dsax.gif

 
Ultima modifica da un moderatore:
Quindi scaricando la beta di horizon, andrà ad implementare il gioco originale? O è una roba a parte?

 
Hi everyone,
Beta 4 for Horizons is incoming at 4pm GMT. Here is the change log for this build:

- Crash fix for rare case when checking data point rewards

- Fix crash on remote clients when spawning a skimmer from a level skimmer spawner

- In the rare case we don't have an authority machine, avoid the crash caused when checking whether to wait for an object

- Prevent potential crash when quitting the game on the same frame as a recalled ship appears

- Fix softlock when entering the CQC menu

- Ensure that NPC pilots are created correctly and don't block loading

- If the user overwrites GraphicsConfiguration.xml with a copy from an older version of the game, provide default quality settings for planet surface materials instead of crashing

- Fix crash in cockpit UI if disconnected from server

- Fix crash in bobblehead component when exiting orbital cruise

- Don't crash if a POI cannot be placed on a suitable body

- Fix a crash when targeting a wake (or otherwise managing to have an approach type without valid target destination)

- Fix crash when scooping mining and material fragments

- Landfall planets will be displayed in "locale" panel only if they've been discovered

- Planet surface map displays starting system map when selected fixed

- Fix for the Wing UI saying "destroyed" when the wing member deploys their SRV

- Escape pod does not show up in schematic view when targeted

- Navigation panel filter resets after action, such as leaving a station fixed

- Too close dropping out box stuck over the top of HUD fixed

- Planetary map displays player position even with an altitude = 0.f meters (SRV / docked or landed ship)

- Skimmers do not have an image on the contact panel fixed

- Added a list of stored ships for stations and surface settlements (displayed in the left hand panel, below faction info)

- Prevent materials and synthesis tabs overlapping

- Active Cargo Filters now all fit on screen

- Modules are showing bonuses incorrectly when synthesizing fixed

- Synthesis - Back button loses synthesis focus fixed

- Cargo Filters - Back button doesn't set the filter button active fixed

- Adjusted the alpha of the background panels while pop-ups are different sizes to make it more readable

- Added disabled or inapplicable state to the module select buttons

- Heading indicator now use the planet up rather than world space up for its 0 degree direction

- Made the Occupied Escape Pod refer to the correct schematic and resized the schematic to be about the same size as a cargo canister

- Reset focus in external panel when hiding surface map button

- Fix for the cruise drop-out UI being confused if targeting a landable planet and a low wake at the same time

- Bobblehead slots 8 and 9 are not automatically re-selected after you place a bobblehead in it fixed

- Fixed back button in surface map. Also small cosmetic change to system map camera : no more lerping when accessing the surface map of a planet from the cockpit

- Resized Type 9 and Sidewinder target schematics a bit

- Hide role panel UI from season 1 players

- Fixed focus issue when displaying an inbox message and switching to another panel

- system map : changed "ships" to "stored ships" in middle panel

- SRV Scarab sub module lost when moving Planetary vehicle hanger to different internal slot fixed

- Keep the camera in the cockpit position for interior Outfitting view in VR

- Fix label flickering in Galaxy Map

- Nav marker disappears when targeting away from it fixed

- Move CQC stats lower in the Commander Stats page

- Fix for mining objects not replicating their dead state

- Skimmer lasers now only have a 50m (visual) range. This will hopefully make it less likely that their scanning lasers will poke through geometry and in to hangars

- Network the hostile override list, meaning that skimmers and turrets in a settlement will shoot you even if you're not the authority of the settlement

- Cargo Canisters no longer spawn half stuck in geometry in dump POIs

- Turrets now become invisible to sensors when you destroy them. They will also return to the sensor contacts when they are healed

- Reduced the amount of force applied to debris when it's shot

- Increased the probability of lawless POIs spawning

- Increased rewards from cargo canisters at wrecks

- Fix for skimmers not providing bounty vouchers when killed

- Make sure hostility lists are transferred when switching from SRV to ship

- Changing the shipwrecks to have more cargo/rewards and skimmers to fight

- Reward pass for 'hard' unflattened shipwrecks

- Fix for not triggering the "blocking landing pad" crime

- Speculative fix for some missiles failing to die at the end of their life

- Make fuel materials a bit more common

- When setting off a trespass bounty, Sentry skimmers didn't respond fixed

- Make ship detectable POIs visible from the ship if the ship is near enough

- Added fuel efficiency benefit to synthesis

- Fixed landing gear getting stuck after deploying a SRV while docked

- Added exploration progression for discovering and collecting materials

- Added consequences for the minor faction that controls the market where settlement vouchers are redeemed

- When setting off a trespass bounty, Sentry skimmers didn't respond fixed

- Hostile skimmers at POIs don't aggro unless shot fixed

- Fixed completion components for large settlements

- Remove erroneous missions from bulletin board

- Fixes for missing mission text

- Fix for some missions ending early

- Add influence to some missions

- Make some interface targets more obvious

- Remove erroneous time left contract elements

- Fix rescue missions

- Make planetary missions available in space

- Remove rank requirements from some missions

- Added mouse controls to the buggies steering, rolling and pitching. These are overridden by the turret mouse controls when in the turret

- Added an option for throttle increments when in drive assist, this will increase/decrease the throttle by fixed amounts each time the accelerate/decelerate buttons are pressed

- If a toggle button(like headlook) is using the default bindings, then disable the toggle mode button as it is always the same as the default binding. If it is then bound to something else and not the default any long, then toggle mode button will become available again

- The data link scanner on the SRV now defaults to fire group 2

- Ship states 1 SRV available when it has been destroyed on role panel fixed

- Fixed SRV panel not showing quantity

- Correct the info displayerd about Planetary Vehicle Hangars in outfitting. It should not show Health or Integrity, but it should show power draw and it's number of available vehicle slots

- Solved missing header for role panel when in the ship and looking at the SRV loadout

- Ensure correct SRV info string is being used

- Fixed problem of 'Selecting to "Reload All" from starport services does not re-buy a broken SRV back but still takes credits

- Added text warnings for low SRV fuel and health

- Deploy the turret in code only when we have driven away from the ship, stow it when we get near the ship

- Change damage calculations for the wheel so that it uses the speed of the first wheel that we find that has impacted but the up of the SRV instead of the speed of the SRV and the up of the car

- Help text for 'Steering left button' and 'Steering right button' both read 'Button for steering left in SRV'

- Stop SRV debris falling through ground

- Fixed disappearing speed gauge on SRV

- Fixed mismatched weapon status for turret gun

- Added new feedback messages when one tries to thrust, use the turret or change to turret mode when the turret is stowed

- SRV handbrake indicator doesn't refresh in turret mode fixed

- SRV turret power distribution 'pips' aren't synced with the SRV in cockpit view

- Health bar appears under planet target schematic after using turret mode fixed

- Fixed GUI constantly alternating between Activate Turret and Leave settlement when driving the SRV

- Improve accuracy with SRV turret

- Open galaxy map button and system map in SRV does not work fixed

- Added facility to load cargo onto ship without docking

- Added exploration progression for SRV driving (scaled by distance from SOL)

- Increased default oxygen remaining for new vehicles to 4 minutes

- In VR remove inertial camera simulation entirely

- Present an option in AppConfig to disable rendering to the monitor window in Steam VR

- Added LODs for the Planetary Bases road sections

- Draw call optimisations for road sections on planetary bases

- Further LOD optimisations for buildings

- Removed debug settlements from 49 Arietis

- Texture optimisations to aid streaming

- Capped the undersides of the buttresses on the edges of the radial ports

- Fixed floating structures at Bryant Prospect

- Fixed floating structures in large extraction settlements

- Fixed collision mesh issue with the energy gates

- Add another LOD level to the planetary port

- Updated textures for buildings

- Enable icy planet sub surface scatter

- Fixes for incorrect particle shadows/lighting and potentially other numerous subtle render bugs

- Fix for immediate compute d3d hazard warnings (one cause for broken terrain with some AMD cards)

- Changes to surface rock slope placement to reduce likelihood of floating rocks

- Overhaul of surface materials to add more detail and improved colours

- Prevent tiny planets from having a combination of basins, large scale deformation, europa linae, rifts and craters which add up to a depth greater than the radius of the planet itself

- Changed the bindings of the X52 pro to deal with the issue of not being able to scan. Hard points now deploy by default when a trigger is used and other controls are put in line with the normal x52

- Ensure that a pilot is present in a ship and SRV in all instances

- Reduced the intensity of the texture and related lights of projectors in the Corvette cockpit to stop them interfering with the compass

- Raised the floor of the low poly Sidewinder cockpit in the external ship to avoid clipping with cargo bay/SUV hold. Blacked out section of diffuse under the chair to aid the change

- Corrected Diamondback landing gear volumes

- Added correct shadows for Federal Assault Ship and Federal Gunship

- Drive Spool up time starts at 1.0 in open play in a surface landed ship fixed

- Fixed collision on the Type 9 and adjusted landing height to make disembarking easier

- Tweaked external pilot chair positions in Clipper

- Added white chairs to low poly cockpit in Clipper

- Fixed hitcheck issue with Sidewinder convex hull being backwards

- Stop ship landing gear collision being in the wrong place for the first few frames

- Extra capping on landing pad bases

- Fixed offset one of the garages not allowing SRV access

- Increased detail of collision mesh around the approach aprons for the the large and medium landing pads, so if the player manages to drive the SRV up there it will react to the geometry better

- Adjusted landing volumes for Vulture

- Adjusted landing volumes for the Federal Gunship

- Updated the Imperial Fighter's default colour scheme

- Fixed broken UVs on Viper MkIV's utility hardpoints

- Changes to smooth out jerky camera motion from the inertial simulation during supercruise transitions - Primarily aimed at Orbital Cruise to Glide transition

- When dropping to Glide make sure the Normal-space Ship is told about its above-normal starting velocity to prevent glide being interpreted as a huge instantaneous acceleration

- Slight change to the speed curve in Orbital Cruise so that the players ship will naturally tend towards 2.5k/s a little more strongly in the last second, so we get a much smaller speed discontinuity

- The temporary placeholder ship used during the transition now inherits velocity correctly, removing speed/FOV discontinuity at both ends

- Changes to Cockpit Orbital Hud so that when players try to steer back towards the planet they understand what is going on:

- When below the drop out height but leaving the planet, mark the whole bottom half of the pitch gauge red

- Fix the altimeter so it displays usefully at these altitudes

- Improved loading to reduce stalls during ident movie

- Updated translations added

- Various text fixes

Audio Changes

New Audio - Shield break and reform sounds added to SRV

New Audio - Added unique sounds in outfitting bay, when purchasing scarab, Vehicle bay and planet approach suite

Audio Optimisation - Optimisations to planetary physics sounds

Audio Optimisation - Optimised launch land sounds

Audio Mix – Added small echo effect on distant FSD jumps and explosions when on planet surface

Audio Mix – Mix improvements to System map

Audio Mix – Set up dynamic mixing on Wavescanner and the way it interacts with planetary ambiences, music and SRVs

Audio Mix – Improvements to planet dust

Audio Mix – Boosted combat music slightly

Audio Mix – Many improvements to the way non-player SRVs sound

Audio Bug – Fixed crash on CQC chaff launcher variant

Audio Bug - Fix for abrupt stopping and starting of close dust sounds when under a ship

Audio Bug - Fixed broken dynamic ranges on explosions

Audio Bug - Reduced the sense of repetition on SRV boost sounds, when spamming it

Audio Bug - Fixed silent large landing areas

Audio Bug - Fixed orbital cruise sound getting stuck on if your SRV is destroyed and you respawn into an orbiting ship and then enter supercruise

Audio Bug - Fixed a bunch of GUI sounds being muted in the outfitting bay

Audio Bug - Set “orbital flight engaged” voice line to only occur when entering orbital cruise during approach to planet, not when leaving planet

Audio Bug - Fixed hard cut in ship stress noises when FSD starts counting down

Audio Bug - Fix for ship stress sounds being silent on keelback

Audio Bug - Fixes for various issues with the launch/land sounds

Michael
https://forums.frontier.co.uk/showthread.php?t=208873&p=3215665#post3215665

:mah:

 
Ultima modifica da un moderatore:
Horizons esce il 15! :ivan:

Hi Everyone,

Beta is going very well – the team have been working hard and have made great progress. Thanks to all those that have been helping us - a great many improvements have been included already, with another update (Beta 5) expected tomorrow, with more tweaks and changes.

We have worked very hard to ensure forward & backward compatibility so that all players of both seasons can play in the same galaxy together.

After every Elite Dangerous release we have taken care to listen and reacted to all feedback, and Elite Dangerous: Horizons will follow exactly the same process. Included with Horizons will be multiple expansions of which Planetary Landings will be the first.

All going well, we plan to launch Horizons with Planetary Landings on Tuesday (15th December – you heard it here first!). This will initially be termed an ‘Early Access’ release to highlight our normal process to our broad audience, some of whom have been with us since the start, but many have joined our community very recently.

We’ve put together a beta gameplay trailer here, for those that don’t have yet the beta, and here is a link:



Thank you everyone for your support, and your tickets and reports, and I look forwards to seeing you in the game! (I’m CMDR BRABEN).

RIGHT ON COMMANDER!

David

https://forums.frontier.co.uk/showthread.php?t=209366

Inoltre chi ha fatto il preorder di Horizons senza avere il gioco base può già iniziare a giocare il gioco base:

"Pre Order Now & Start Playing Elite Dangerous Today!"

Text updated on store page - does this mean all Horizons pre-orders now have access to base game?

Yes that's right. With only 1 week left to go till launch we've decided to allow Horizons pre-orders the chance to get in and play season 1 while they wait.

https://forums.frontier.co.uk/showthread.php?t=209366&page=7&p=3222200&viewfull=1#post3222200

 
Ultima modifica da un moderatore:
IT'S HAPPENING

:ivan:


 


:morris82:

Dev Update:

From the desk of Executive Producer Michael Brookes:

"Hi everyone,

As you can imagine it’s been a busy week here with the run up to the Horizons and 1.5 update releases. The team has been pushing hard to get as many tweaks and changes into the game as they can. The results of which has been the substantial beta update we released earlier in the week and another is expected today. Once again I’d like to thank everyone for their feedback – it has been phenomenal! While we can’t always respond we do review the feedback and where we agree that a change needs to be made we will do so.

A good example of this was the visibility of POIs from your ship. The original intention was that your ship scanners give you an approximate location for a POI, which you would then track down with the SRV’s wave scanner. Obviously this has a continuity issue in that some of the POIs you would expect to be visible. In this case we agreed with the feedback that the continuity/persistence issue outweighed the impetus to use the SRV, so we’ve changed this in the build earlier this week.

Naturally every action has an opposite reaction and this change has made finding the POIs much too easy and so destabilising the gameplay around POIs. As I write this we’re looking into ways to ameliorate this, so we’ll have some further tweaks to balance this in a later build.

Progress has been really good, and as you may have seen, elsewhere, we are releasing next week. We’re now focusing on stability issues and any high priority issues that come up. You can still keep the feedback coming though as we still have the rest of the season to go for further tweaks and changes as well as new content and features both for Horizons and updating Season One.

Putting on my story hat for a moment the sharp eyed amongst you have noticed a story in GalNet about ‘The Missing’. In brief The Missing is an encompassing term for everyone who has disappeared without trace in deep space. This includes colonists on the ancient generation ships, lost colonies, disappeared scientific expeditions and a host of others. Some will know from our timeline that many thousands of ‘generation ships’ left the safety of Earth beginning in the 24th century onwards, and headed out into what was then largely unknown – with just some data from probes to guide them. The process was completely unregulated, and many were not as well prepared as they should have been. In those days when faster-than-light communication didn’t exist, many of these potential settlers faced terrible risks alone, travelling thousands of light years into the black, not unlike the wagon trains that set out across continental US in the 18th and 19th centuries before them. Not all were successful at founding new worlds. Most were not. Some managed to return with tails of their adventures. Some were lost in deep space, the dead hulk of their ship carrying on an almost endless trajectory ever deeper into space. Others managed to land and survived for many decades before being overtaken by some local disaster. Some may still be alive, just restricted to low power light speed communications, or no comms at all, as their equipment has failed over the centuries in between. We say they have disappeared without trace, but just maybe some will find some traces of them that are still out there…

The plight of The Missing is just one of the things that will become more prominent over the coming year and the Commanders of the Pilots Federation will be pivotal in solving these mysteries. You can expect more news on this soon!

Thanks

Michael"

https://forums.frontier.co.uk/showthread.php?t=209834&p=3228483&viewfull=1#post3228483

Se avte una PS Eye e 3$ https://forums.frontier.co.uk/showthread.php?t=25988

Lo sto provando ora e funziona benissimo. //content.invisioncic.com/a283374/emoticons/Gab3.gif

 
Ultima modifica da un moderatore:
mi si è aperta una nuova categoria in libreria chiamata Steam VR con dentro solo Elite: Dangerous //content.invisioncic.com/a283374/emoticons/sisi.gif

 
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