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      Come join us in =ADK= Discord To download the Discord app go here: https://discordapp.com/   Discord is going to have a small learning curve over teamspeak so be prepared, but the fellow members as well as the Admins will gladly help you if you have any issues with installing or using the app. Once you have Discord installed all that's left to do is click the button below.   Welcome to the future of the =ADK= Community.   Click Here To Join! 

KillikHiveMind

Elite Dangerous Manager
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KillikHiveMind last won the day on May 27

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About KillikHiveMind

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    KillikHiveMind

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    KillikHiveMind
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    KillikHiveMind
  • PlanetSide 2
    Cegough

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  1. Jameson's Rest

    In Elite, the name Jameson is that of honor and respect. Commander John Jameson is a hero from the old Thargoid war. Specifically, the man who sacrificed himself to end the war. He was assigned to deliver a payload containing the Mycoid virus to a Thargoid Hive ship. The belief was that the virus would affect the biomechanical technology of the Thargoids and render their hyperdrives useless. Spreading to the ships that docked at the hive ship and essentially trapping them within a system and making it so humanity would be safe. The Mycoid virus was developed by the Intergalactic Naval Reserve Arm or INRA for short, to help humanity in a war that they were losing badly. But humanity has a known tendency to become a monster in desperation. At this time we were very, very, very desperate. Nobody knew publically what INRA was really doing. Most thought they were just a join Federation and Empire task force to fight a common enemy. It was so much worse than that. INRA had become a cancer that festered in the shadows. Testing on live subjects and dissecting them alive. Instead of just making the Mycoid to disable the Thargoid tech, they made it a biological weapon that caused rapid deterioration and would kill within minutes. Jameson was a man of the black, spent his whole life in it. Climbed the ranks as a pilot extremely quick even for the best of aces. He was renowned throughout the civilized bubble that humanity dwelled in. He was sent on a suicidal mission that nobody else would take. He knew what he was going to do, but he didn't know what effect it would have, or at least not all of what it would do. He did what he had to do and got the job done, was home free... But he was betrayed. INRA had tampered with his Cobra Mk3 and set a kill switch. That even if he survived the Thargoids he would fall. He lies dead for over 100 years and undisturbed. Until now, in the HIP 12099 system on planet 1 B, Latitude: -54.3. Longitude: -50.3. Is an old, Cobra Mk3 registered to one Commander John Jameson. Computer nodes scattered throughout the site can be found and the logs contain his final words that never were delivered. Images of the site: https://imgur.com/a/zdU2Z Solute Commanders, he was the best of us.
  2. Jameson's Rest

    In Elite, the name Jameson is that of honor and respect. Commander John Jameson is a hero from the old Thargoid war. Specifically, the man who sacrificed himself to end the war. He was assigned to deliver a payload containing the Mycoid virus to a Thargoid Hive ship. The belief was that the virus would affect the biomechanical technology of the Thargoids and render their hyperdrives useless. Spreading to the ships that docked at the hive ship and essentially trapping them within a system and making it so humanity would be safe. The Mycoid virus was developed by the Intergalactic Naval Reserve Arm or INRA for short, to help humanity in a war that they were losing badly. But humanity has a known tendency to become a monster in desperation. At this time we were very, very, very desperate. Nobody knew publically what INRA was really doing. Most thought they were just a join Federation and Empire task force to fight a common enemy. It was so much worse than that. INRA had become a cancer that festered in the shadows. Testing on live subjects and dissecting them alive. Instead of just making the Mycoid to disable the Thargoid tech, they made it a biological weapon that caused rapid deterioration and would kill within minutes. Jameson was a man of the black, spent his whole life in it. Climbed the ranks as a pilot extremely quick even for the best of aces. He was renowned throughout the civilized bubble that humanity dwelled in. He was sent on a suicidal mission that nobody else would take. He knew what he was going to do, but he didn't know what effect it would have, or at least not all of what it would do. He did what he had to do and got the job done, was home free... But he was betrayed. INRA had tampered with his Cobra Mk3 and set a kill switch. That even if he survived the Thargoids he would fall. He lies dead for over 100 years and undisturbed. Until now, in the HIP 12099 system on planet 1 B, Latitude: -54.3. Longitude: -50.3. Is an old, Cobra Mk3 registered to one Commander John Jameson. Computer nodes scattered throughout the site can be found and the logs contain his final words that never were delivered. Images of the site: https://imgur.com/a/zdU2Z Solute Commanders, he was the best of us. View full article
  3. ADK RnD Department

    Report #4 Subject: Live Specimen Expirimentation. Notes: This facility like the one in Alnath was dedicated to testing the effects of various methods on Thargoid tech. Only this facility seems to of desired to know more than what would happen to only partially living carapaces. They requested a live specimen and experimented with several methods on the creature. In the logs they mention that the subject was extremely strong and resilient and had attempted several escapes but to no avail. In log #3 it seems you can make out the cries of the specimen in the background. As the pattern continues with my investigations ethical practices was a foreign term to INRA. Evidence: Conclusion: Revenge is becoming a more than likely motive for the return of the thargoids.
  4. ADK RnD Department

    Report #3 Subject: INRA Mycoid Testing Facility. Notes: This facility is different from the others, more permanent with a testing area opposed to prefab lab setups. There is a large area covered in what I assume to be Mycoid residue and dismembered Thargoid components. Near the testing platform, there were 6 large what appeared to be containment domes, large enough to house Thargoid ship specimens which were further reinforced by the data logs left by the project lead. According to the logs, this facility had two live Thargoid specimens and performed Mycoid effectiveness test on them. Mycoid as we now know causes rapid deterioration of Thargoid biological material with applications on both their technology and physiology. The audio logs show the ethical and moral decay as desperation sank in during the peek of the old Thargoid war, testing on live subjects, biological warfare, threats of execution to those who defied orders in the production process. Evidence: Images: https://imgur.com/a/f1pr8 Audio Logs: Conclusion: Humanity sank to a low in a time of desperation and brought moral boundaries into question.
  5. ADK RnD Department

    Report: #2 Subject: New Thargoid variant. Classification: Basilisk. Traits: Extremely aggressive, higher thargon support. Notes: The Wreckage was that of a listening outpost by dozens of Thargoids in an organized assault. The SOV is responding with a full forced hunt to gather more information. Evidence: Conclusion: We are hilariously underprepared for an all-out war with the Thargoids and this proves it.
  6. ADK RnD Department

    I am creating this thread to allow you all to conduct/share findings such as interesting base logs, experiences, and findings here(screenshots encouraged). CMDR Malic has made a playlist of all current audio logs from the old Intergalactic Naval Reserve Arm facilities(INRA for short). INRA was largely responsible for our defense against the Thargoids in the old war. Many believed them disbanded but the theories are still out on that one. They created the Mycoid virus that crippled and deteriorated Thargoid hyperdrives and physiology. Rumored to of gone rogue the superpowers disowned the joint organization due to bad press. The war ended officially in 3150, but the seeds of the Thargoid return were already in place. And now they have arrived. Some 150 years later they have returned but why? to what end? these are the questions we can find out together. Logs: https://soundcloud.com/malictolsen Careful CMDRs, they're watching.
  7. server?

    There is a post somewhere that has it but just since you asked they play on Mal'ghanis (I think that is how you spell it)
  8. Hello there guys!

    Welcome, I know there are a few guys that play Pubg pretty frequently. Make sure to ask around in the #Other Games text channel in discord to group up with them.
  9. Build Advice: Anaconda

    This is what I imagine you doing. https://eddp.co/u/15Gsb2lH
  10. Patch 2.4.03

    Had a small patch today, fixed a few odds and ends and whatnot simple maintenance stuff. Patch Notes: https://forums.frontier.co.uk/showthread.php/383866-2-4-The-Return-Update-2-4-03
  11. Elite Dangerous 2.4 and Beyond

    On October 7th Frontier Developments held their first Frontier Expo in London. All things Frontier were discussed including Elite Dangerous so naturally we got some goodies in store for us including a roadmap and walkthrough the next year in development. I have coppied the post from the Elite Dangerous Forums with all the details we have so far. Lead Designer Sandro Sammarco, Art Director Chris Gregory, and Game Director Laurence Oldham joined Senior Community Manager Edward Lewis on stage to talk about the year ahead for Elite Dangerous. We’ll be uploading the Elite Dangerous section to the official Elite Dangerous channel in the following week, and you can watch the full show here, but for now, here’s a quick roundup of some of the things we talked about on stage. Make sure to visit our social media channels to see some screenshots of the event and the things we announced.Everything we talked about on stage at FX2017 will be coming to all Elite Dangerous: Horizons players for free. BeyondIn 2018 we’re launching a series of updates called Beyond. In Quarter 1 and Quarter 4 we’ll have two larger content drops, and in between that there will be smaller updates that will also add new content, ships, and quality of life improvements. Beyond will focus on three things: narrative progression, enhancements and development of the core experience and adding new features and content to the game. Quarter 1 updateHere are just a few things we talked about coming as part of the Quarter 1 update in the Beyond series. Engineering - We’re going to make sure that every upgrade you craft with engineers will be an improvement on what you currently have Crime and Punishment - We’re going to add teeth to system authority ships response to better support meaningful consequence for criminal activities Trade - We’re going to improve trade data information to let you make more informed decisions when trying to buy low and sell high Wings - We’re going to add challenging wing missions you will be able to take on with your friends. Planetary tech improvements – We are revisiting the shaders and the graphs that generate our planets. We’ll be adding detail, contrast and colour for a richer more detailed, more realistic look. You’ll start to see that variety throughout the Elite Galaxy from our Q1 update. Continuing Narrative - From update 1 in the Beyond series you’ll see all of the current story threads continue to develop. The story will continue to influence the content and gameplay of Elite Dangerous. As the community explore the locations progressing the global narrative this will also unlock items for individual Commanders. GalNet Audio – A new way to enjoy the narrative threads of Elite Dangerous. GalNet audio will read the news to you as you explore the galaxy in your ship. Content updatesmore information coming but this will include things such as new ships, missions, scenarios and other new content. New ShipsNew ships will be released throughout the Beyond series of updates, and we showed off two of them at FX2017. We’re bringing back a much-loved classic from the original Elite with the Krait, and giving the Alliance some love with the combat-leaning Chieftain. Krait Chieftain Quarter 4 updateHere are just a few things we talked about coming as part of the Quarter 4 update in the Beyond series. Squadrons - Players like working together, w so we’re going to add a new organisation structure for player groups, called Squadrons. You’ll be able to create your own squadron with tools to manage its hierarchy and membership. Squadrons will feature enhanced communication options, making it easier to coordinate your efforts, whether you’re doing completing community goals, supporting your power or manipulating the background simulation. And as a little treat, squadrons will be able to purchase a fleet carrier, giving members a mobile base of operations where they can restock, refuel and respawn. Mining - A big focus of these updates is core gameplay, so we want to take another look at mining. We want to make the processes of mining more involving and satisfying. It needs to be more than just lasering an asteroid. We want to expand the ways in which you detect and extract resources, give you a tool set, variety and choice in how you mine. Importantly, we want invoke the feeling of Wild West prospecting: jeopardy from crises and challenges out in the void, and the potential for striking it big finding the mother lode in special asteroids. Our goal is to make mining a fully-fledged career, something that you can progress and work on. Planetary Tech Improvements – Leading up to the Q4 update we’ll be making Improvements to our lighting model, our scatter rock system, improving ambient effects, planetary phenomena, volumetric effects and vapour. These techniques will combine to create richer environments to explore in our Q4 update. These are important steps in our ongoing planetary development. Exploration - we’re going to significantly improve and build on exploration. The exploring flow will be more involved, more efficient and more satisfying. These new mechanics will also improve the experience for anyone searching for something, be that a mission or a particular resource. To support exploration we’re adding the Codex, an archive that logs your exploration achievements and acts as a repository for game lore. There will also be new phenomena, anomalies and other exciting things to discover. View full article
  12. Elite Dangerous 2.4 and Beyond

    On October 7th Frontier Developments held their first Frontier Expo in London. All things Frontier were discussed including Elite Dangerous so naturally we got some goodies in store for us including a roadmap and walkthrough the next year in development. I have coppied the post from the Elite Dangerous Forums with all the details we have so far. Lead Designer Sandro Sammarco, Art Director Chris Gregory, and Game Director Laurence Oldham joined Senior Community Manager Edward Lewis on stage to talk about the year ahead for Elite Dangerous. We’ll be uploading the Elite Dangerous section to the official Elite Dangerous channel in the following week, and you can watch the full show here, but for now, here’s a quick roundup of some of the things we talked about on stage. Make sure to visit our social media channels to see some screenshots of the event and the things we announced.Everything we talked about on stage at FX2017 will be coming to all Elite Dangerous: Horizons players for free. BeyondIn 2018 we’re launching a series of updates called Beyond. In Quarter 1 and Quarter 4 we’ll have two larger content drops, and in between that there will be smaller updates that will also add new content, ships, and quality of life improvements. Beyond will focus on three things: narrative progression, enhancements and development of the core experience and adding new features and content to the game. Quarter 1 updateHere are just a few things we talked about coming as part of the Quarter 1 update in the Beyond series. Engineering - We’re going to make sure that every upgrade you craft with engineers will be an improvement on what you currently have Crime and Punishment - We’re going to add teeth to system authority ships response to better support meaningful consequence for criminal activities Trade - We’re going to improve trade data information to let you make more informed decisions when trying to buy low and sell high Wings - We’re going to add challenging wing missions you will be able to take on with your friends. Planetary tech improvements – We are revisiting the shaders and the graphs that generate our planets. We’ll be adding detail, contrast and colour for a richer more detailed, more realistic look. You’ll start to see that variety throughout the Elite Galaxy from our Q1 update. Continuing Narrative - From update 1 in the Beyond series you’ll see all of the current story threads continue to develop. The story will continue to influence the content and gameplay of Elite Dangerous. As the community explore the locations progressing the global narrative this will also unlock items for individual Commanders. GalNet Audio – A new way to enjoy the narrative threads of Elite Dangerous. GalNet audio will read the news to you as you explore the galaxy in your ship. Content updatesmore information coming but this will include things such as new ships, missions, scenarios and other new content. New ShipsNew ships will be released throughout the Beyond series of updates, and we showed off two of them at FX2017. We’re bringing back a much-loved classic from the original Elite with the Krait, and giving the Alliance some love with the combat-leaning Chieftain. Krait Chieftain Quarter 4 updateHere are just a few things we talked about coming as part of the Quarter 4 update in the Beyond series. Squadrons - Players like working together, w so we’re going to add a new organisation structure for player groups, called Squadrons. You’ll be able to create your own squadron with tools to manage its hierarchy and membership. Squadrons will feature enhanced communication options, making it easier to coordinate your efforts, whether you’re doing completing community goals, supporting your power or manipulating the background simulation. And as a little treat, squadrons will be able to purchase a fleet carrier, giving members a mobile base of operations where they can restock, refuel and respawn. Mining - A big focus of these updates is core gameplay, so we want to take another look at mining. We want to make the processes of mining more involving and satisfying. It needs to be more than just lasering an asteroid. We want to expand the ways in which you detect and extract resources, give you a tool set, variety and choice in how you mine. Importantly, we want invoke the feeling of Wild West prospecting: jeopardy from crises and challenges out in the void, and the potential for striking it big finding the mother lode in special asteroids. Our goal is to make mining a fully-fledged career, something that you can progress and work on. Planetary Tech Improvements – Leading up to the Q4 update we’ll be making Improvements to our lighting model, our scatter rock system, improving ambient effects, planetary phenomena, volumetric effects and vapour. These techniques will combine to create richer environments to explore in our Q4 update. These are important steps in our ongoing planetary development. Exploration - we’re going to significantly improve and build on exploration. The exploring flow will be more involved, more efficient and more satisfying. These new mechanics will also improve the experience for anyone searching for something, be that a mission or a particular resource. To support exploration we’re adding the Codex, an archive that logs your exploration achievements and acts as a repository for game lore. There will also be new phenomena, anomalies and other exciting things to discover.
  13. 2.4 Is LIVE

    I have made a few notes in the patch notes. Marked with []. New Content & Features (Horizons) Added mysterious and exciting things...[ooooh sounds fun] Holo-Me Save Slots - We have added save slots for different Commander appearances in the Holo-Me system Holo-Me: Added 12 new hairstyles Holo-Me: Added slots for Eyewear and Outfits Synthesis can now create heat sinks, chaff, limpets and top up life support Additional planetary bases added to the Colonia region for migration winners Added mysterious locations we're not going to tell you about...[damnit] New Content & Features (Non-Horizons) Added more mysterious and exciting things...[Ya don't say] Ship Rebuy Penalty – When a player commits the crime of murder (PvP only), an additional cost is added if they swap to a less expensive ship before paying legal costs during the rebuy flow Exemption for valid Powerplay PvP Pilot’s Federation Bounty – When a player commits the crime of murder (PvP only), they receive an additional Pilot's Federation Bounty. This bounty is valid in every jurisdiction except anarchies Exemption for valid Powerplay PvP Inbox Revamp - Various quality of life improvements and a new look New Chained Missions - Which can be longer than two steps Hull/Canopy Repair Limpet controllers are now available Preview game extras in outfitting - You will now be able to preview paint jobs and other game extras available for purchase Stored ships can now be sold from the rebuy screen to cover the rebuy cost Updated route plotting system: maximum route plotting range is now 20Kly route plotting is much faster there is now an option to make use of neutron star boost when plotting routes an icon is displayed on the route to show the last scoopable star before running out of fuel Additional NPC stations added to support infrastructure and trade routes in Colonia region Star systems renamed based on Colonia migration winners Additional space stations added to Pleiades region to support civilian expansion narrative Added search and rescue contacts to stations across the galaxy New and improved salvage scenarios added to support search and rescue gameplay Made salvage commodities legal to pick up from wreck sites (will still appear illegal if dropped by ships as that is not salvage) Added more mysterious locations we're not going to tell you about...[aaaw why not?] Fixes and Improvements Audio Fixes and Improvements Fixed some missing landing pad audio Fixed other player's ships being nearly silent when close to planet's surface Fixed ship engines sounding strange when loading into another player's ship in Supercruise in Multi-crew Fixed System and Planetary Map surface ambiance audio not working Ensured that exploration music does not play when near a Planetary Port Fixed an issue where the "Shields offline" audio played after every jump when shields were turned off Fixed the vessel voice temperature warnings not working in Supercruise Mysterious audio for mysterious things.....[mysterious audio?.... really?] Controls Fixed a responsiveness issue that could occur when using the D-Pad of a controller on the galaxy map Fixed an issue where the driving mode switches were not bound in the Classic Context controls preset Added default bindings for the vanity camera switch views for keyboard and mouse control scheme Companion API /market now uses the correct commodity names and will include prices for legal commodities in the current ship's cargobay that are neither produced nor consumed at the current station Calling /market with rare commodities in the cargobay will now produce the correct sale price for them in game /profile now uses the correct galaxy state for controlling Factions and Superpowers, and uses the correct names for some modules, recipes and customisations /profile now includes Fighters, SRVs, Name and ID of ships /profile now includes most modifications of the current ship's modules, with a few exceptions: Ship armour, hull reinforcements, shield generators and shield boosters return their absolute values for the resistance modifiers, not just the engineer modifiers Modifications to weapon burst size do not automatically affect clip size Burst size and burst rate overrides do not report their consequences for attributes like damage per second Special modifiers are listed, but are not broken down into their effects Controls Added default bindings for useful Multi-crew functions for the Thrustmaster T-Flight HOTAS range CQC Fixed the 'Waiting for Players' and 'Starting Game' text that was obscured on the Elevate map Fixed a UI issue whereby many weapons were incorrectly displaying the 'gimballed' icon on the HUD Engineers Engineers should no longer distort influence % displayed for the other factions in that starsystem Factions Encourage factions to not expand into starsystems that require permits [But I wanted to take over sol.... welp there went that plan] Factions that fail to expand from a starsystem after an Investment state has boosted their expansion range will no longer try to expand from that starsystem in the future Factions that retreat from a starsystem will subsequently treat that starsystem as a low priority when choosing an expansion target Fighters/Crew Restored the missing descriptions for the GU-97 and Taipan Fighter when viewing their details via the Roles panel Galaxy Map/System Map Updated some textures in the System Map to reduce memory usage (without reducing the quality) Fixed an issue whereby you would not get a failed message when plotting an economical route Fixed an issue with how the Gemini Constellation was being drawn on the Galaxy Map Corrected an issue whereby the completed mission indicators were not updating correctly on the System Map Fixed an issue where ships that have been transferred were not displayed at the correct location on the Galaxy Map after logging out Corrected the colour of the Metals trade routes shown on the map to match the colour shown in the legend bar Fixed an issue whereby the System Map popup auto minimised when using a control pad Tweaked the route progress bar to show when updating route options Fixed an issue that caused route plotting to plot a route twice if you have neutron star boost turned upon starting a new game session Fixed an issue whereby long range route plotting failed to update route target after 1000 ly jumped General Fixes & Tweaks Brazilian Portuguese language translation is now available (A special thanks to our volunteer localisation testers has also been added to the credits) Fixed datestamps on inbox messages Various text fixes Various localisation fixes Added some mysterious things which get unveiled over time...[Oh now you are making me wait... I see how it is] Holo-Me Creator The Escape key will no longer exit the Holo-Me system Fixed a rendering issue that could occur when a Commander's hair overlaid certain environmental fog effects Fixed the 'Grime' facepaint not being very visible when applied in the white colour option Corrected the order for some of the female skin tones for the smooth complexion head type Fixed an issue whereby the 'Full 02' mouth shape was also incorrectly adjusting the jaw size Fixed issue whereby players could apply rank decals to their flight suits for ranks they have not yet obtained Fixed an issue where the Holo-Me screen was not focusing on the face when editing the "Complexion" tab Fixed the save prompt appearing when no changes had been made to your Commander Fixed an issue whereby the 'Loading Commanders' notification would display indefinitely after changing you Commander's gender When changing the Commander's gender after previewing or equipping a suit, the suit will now transition properly rather than resetting Missions Add distance from starsystem entry to mission destinations Ship kills, and actions to complete planetary hack and disable missions will now only contribute to a single mission, this will be the earliest mission accepted Refactored mission selection to promote a wider selection of missions on a single board. Refactored mission selection to promote a better spread of missions across factions Refactored mission selection to heavily promote selection of conflict missions for both sides involved Refactored mission selection to more reliably generate permit, engineer, and rank missions at eligible stations. Slightly rebalanced micro resource reward selection probabilities Added an inbox message when passengers alight from the ship Follow-on missions can include more data about previous missions in the chain Added support for missions allocating additional rewards based on station distance from the jump-in point Optimisations to how system data caching for secondary sites is stored and requested Significantly improve mission board loading, especially for those on high-latency networks Fixed message text when trying to accept missions past the mission limit (No longer says "... of this type" when it means total missions) Fixed passengers on tourism missions not realising the player hadn't gone to the right beacon when on multiple-site trips Fixed localisation text for certain parts of Ram Tah's ruins mission in languages other than english Fixed an issue whereby missions could still be locked even if you met the minimum reputation requirements Fixed some over-inflated mission rewards Increased the chance of in-space chain missions spawning For ship kill missions, the mission giver is considered when deciding if a kill should count. This allows for some mission stacking, but only when missions are from different factions Fixed issue whereby courier missions were only spawning at Elite rank Fixed an issue where legal massacre missions were not displaying the mission title in the inbox message after completion Increased the time limit for long distance missions Chain mission inbox messages now better indicate the name and known station of the mission giver Fixed an issue where the same assassination target could appear in a later chain mission or other mission board missions Fixed an issue whereby location information was not displaying correctly for assassination Chain missions that occurred after an altruism mission Fixed some string text that appeared in a chain mission's historical data Fixed an issue whereby Chain missions could persist after deleting your save Reduced the amount of Long Distance missions that will generate Multiple Planetary Scan missions will no longer complete after a single scan We now include the faction and station name in chain mission inbox messages Multi-Crew Fixed an issue where if a crew member joined a helm docked in the hangar, the crew would appear docked on the surface while the helm stayed in the hangar Fixed the Multi-crew power distribution pips being reset during Hyperspace and Supercruise transitions Fixed holograms on a Fighter's HUD disappearing during Multi-crew Fixed missile lock audio not working correctly in Multi-crew Fixed an issue where the gunner role has less range when using scanners than the helm role has Fixed an issue where the menu could become locked when quickly attempting to access the Mult-Crew Options (top left panel) during MultiCrew as non-helm role Added a default binding for the multicrew mode switch when using the mouse and keyboard control scheme, the key is Tab Fixed an issue where the holograms on a Fighter's HUD disappear during a Multi-Crew session Made some tweaks so Mutli-crew gunners in the third-person view can no longer automatically target their own launched projectiles Implemented a fix for crew members not always collecting exploration data when scanning a nav beacon Network Re-enabled UPnP by default in the AppConfig Improvements made to prevent network disconnections in poor network traffic conditions NPCs Fixed an issue whereby forgetful Military NPCs could sometimes have left their weapons at home Shooting a capital ship in a scenario where they are the bad guys no longer lands you with a bounty on your head Trigger-happy NPCs will now only shoot missiles once the target's shields have dropped Fixed the falling skimmer issue that could occur on planet surfaces Fix for capital ship movement issues Outfitting Fixed an issue that sometimes prevented players from selecting stored modules in Outfitting Fixed an issue where livery items would not appear the first time they are clicked upon Various outfitting items have had their descriptions fixed Fixed an issue where Bobbleheads were not appearing in the Livery section Fixed an issue where clicking "remove" on a decal slot when no decal was fitted caused the menu to stop responding Vehicle/Fighter sub slots are no longer displayed when transferring an optional internal module from stored modules Fixed an issue whereby ship kits would not preview correctly after quickly switching module slots Fixed an issue whereby when purchasing one or more class 6 planetary vehicle hangers, the class was not correctly detailed for the vehicle slots contained within it Fixed an issue where some ship nameplates were incorrectly displaying the ship ID Player Journal Added "Luminosity" property to "Scan" event for a Star Added "MissionRedirected" event Added "SearchAndRescue" event Added "SellShipOnRebuy" event Include Latitude and Longitude info in Screenshot event if appropriate Include transfer time to FetchRemoteModule Include info about online friends at startup The 'Scan" event is generated for all bodies in a system, when scanning a navigation Beacon Added "RepairDrone" event Added "Music" event Population statistic now included in the system info on 'FSDJump' included info about StationServices available when docking at a station Info about all bodies in the system added when scanning a Nav Beacon. If you have a Detailed Surface Scanner installed, this will include detailed info (such as materials available on landable bodies) Included 'TransferTime' property in 'ShipyardTransfer' event Added mission name to player journal for mission redirect message journal entries Fixed an issue whereby Nav Beacons needed to be scanned twice for correct journal entries PlayStation 4 Added a toggle to switch between tilt and rotate for headlook with motion controls Fixed an issue where the amount of time played would become stuck at 0 Fixed numerous crashes Fix for an issue where the “Refined Taste” Trophy was not triggering correctly Adjusted link on Passengers Training Video to direct you to the correct video Fixed an issue where you would be prevented from selecting control presets when booting the game with the T-Flight HOTAS 4 connected Fix for becoming stuck on the Engineers screen after viewing pinned blueprints Pressing Triangle on the Galaxy Map will now jump to your current location Swapped the left and right stick icons around so they’re no longer confused about their directions Added a default binding for deploying your Cargo Scoop with the T-Flight HOTAS 4. Added a default binding for targeting while in the SRV with the T-Flight HOTAS 4 Fixed an issue with the heat sinks on the Imperial Cutter disappearing when viewed from close by Fix for numerous audio issues including distortion during dog-fights Render Fixed a macOS specific issue with asteroid decals having bright textures when mining Fixed a macOS specific issue that saw station lights rendering through your ship's geometry Made some tweaks to prevent certain landing pads from being visible when using the vanity camera when docked in a hangar on a planet Fixed an issue that could lead to other Commanders floating around the screen when inspecting a fighter or SRV Fixed an issue with planet surface textures jittering Improvements made to station LOD (level of detail) when in a Wing macOS: Fixed an issue with gas giants not rendering correctly Fixed an issue whereby ship shadows were missing when first arriving at a planet's surface Fixed hologram scaling issue when targeting a torpedo Server Fix a cause of stored ships shown on the galaxy map, but were inaccessible from the shipyard Fix a transaction server error when transferring stolen cargo between SRVs and Ships Fix displaying the wrong language labels for Community Goal reward tiers Fix displaying the wrong language in multi-crew session reports Fix some incorrect faction superpower allegiance and government types used for the galaxy map, system map, commodities and outfitting services Stop displaying 'main menu' as a last location in top bounty local news reports Fix a transaction server error when passengers leave ship cabins Fix a transaction server error in outfitting Various reliability and performance improvements Fixed the selling of stolen salvage commodities at blackmarkets Stopped mission cargo from being sellable at the market it was given at Fixed some friends incorrectly appearing offline Fixed certain synthesis boosts lasting too long Ships General Ship Fixes and Improvements Fixed an issue where players could not switch ships if they had drones in their ship's hold Adjustments made to the Corrosive 1 Paint Job so it works better with non-Raider Ship Kits Fix for Shield Cell Banks having no audio or visual effects when deployed Fixed an issue with accented characters in ship names not displaying correctly Anaconda Fixed error that could occur when attempting to change the Anaconda's livery when an Engineer's modified shield generator is equipped Fixed a LOD issue with Anaconda Paintjobs Tidied up some textures Asp Explorer Fixed a naming inconsistency with the Corroded Livery Diamondback Fixed some LOD issues Diamondback Explorer Fixed some lighting issues Dolphin Fixed some texture issues with the Excursion Paint Job Flipped some text on the cockpit fire extinguisher The Dolphin now casts a shadow correctly when in the hanger Fixed a texture error that occured when the Dolphin's shields were hit when viewed from another ship Eagle Fixed some texture issues F63 Condor Adjusted lighting in the livery screen Federal Corvette Made adjustments so that the bumper Ship Kit works better with Paintjobs Fixed some clipping that could occur with a Class 1 Cannon in the small size 1 hardpoint The 3rd chair in the Federal Corvette is no longer manufactured by DeLacy and has been replaced with the appropriate Core Dynamics model Federal Dropship Patched a hole in the geometry Adjusted the nameplate camera for the Federal Dropship when using VR Imperial Courier Made adjustments to the decals to prevent clipping Adjusted decal 1's camera angle to prevent clipping when using VR Imperial Eagle Removed some stray geometry that was in the cargobay area Fixed some stretched textures that could be seen when your canopy ices up Minor texture and geometry fixes Keelback Rescaled the front decal so it does not cover recessed geometry Lakon Type 6 Added new hanger cameras for the Lakon Type 6 for the rear Ship Kits and the wings Lakon Type 7 Fixed a LOD shadowing issue on the top of the Lakon Type 7 Fixed some missing cockpit textures when viewed using the Vanity Camera Lakon Type 9 Added lights to the wings of the Lakon Type 9 so that nameplates can be seen Python Corrected several vanity camera orientations Sidewinder Fixed the smoothing groups on the sidewinder cockpit glass to improve LOD visuals when panning at close range Viper MkIII Fixed some clipping that could occur when equipping a spoiler Ship Kit Fixed a text decal on the rear of the Viper which was cutting through the hull geometry Viper MkIV Changed the hanger cameras with rear facing cameras for the spoiler and tail Ship Kits Vulture Patched up a small hole in the Vulture cockpit Fixed an issue with the Vulture's co-pilot console SRV Fixed a text overlay issue with the Surface and System map buttons in the Navigation Panel when driving an SRV Fixed an issue that caused the mouse direction cursor to not appear when driving an SRV Stability Fixes Fixed a crash that could occur when a nearby NPC ship was docking in a station Fixed a crash that could occur when saving and exiting back to the main menu Fixed a crash that could occur when reviewing Multicannon hardpoints in Outfitting Fixed a memory crash that could occur in various situations while playing Fixed a crash that could occur when entering an Unidentified Signal Source Fixed a crash that could occur when dropping in to a Civilian Installation Added a cool mystery thing...[don't mock me] Fixed a crash that could occur when entering Supercruise Fixed a crash that could occur when attempting to delete an inbox message Fixed a crash that could occur when loading in to an SRV Fixed a crash that could occur when visiting Jaques Station in Colonia Fixed a crash that could occur when entering the Planetary Map view Fixed a crash that could occur when scanning another Commander's ship while in your SRV Fixed a crash that could occur when firing weapons that apply the camera shake effect at targets that cannot be shaken Fixed an issue where swapping to an newly docked fighter would disconnect you from the server Fixed a crash that could occur when destroying a Goliath Skimmer Fixed a crash that could occur when following a wake scan Fixed a disconnect issue that could occur when deploying a Fighter when in Multi-crew Fixed a disconnection that could occur when loading into the game for the first time Fixed a rare crash that could occur when using the mouse to move the camera when in the cockpit Implemented measures to help prevent crashes that could occur when quickly deleting inbox messages Fixed a crash that could occur when joining or leaving a Multi-crew session Fixed a crash that could occur when using the System Map Fixed a crash that could occur when using Synthesis Added another cool mystery thing.....[What did I just say?] Station Services It is no longer possible to sell stolen items that you received as part of a mission on that station's black market Stations and Outposts Outpost weapons platform has been completely updated with new art All Outposts have had an art pass to fix minor issues and improve visuals Outpost schematic rendering is now fixed to show all the extra modules, not just the core outpost Modular Stations have had an art pass to fix minor issues and improve visuals in some areas Various station schematic models have been updated to improve quality and fix orientation issues Physics mesh optimisation in the newer station interiors to improve framerate Various updates to station interiors to fix minor art issues and improve LODs StellarForge Renamed Eol Procul Centauri 1 to Hutton Moon UI Fixed an issue where the fuel scooping UI element would overlap with the jump charging element Fixed an issue that could cause your inbox to become garbled when deleting messages Fixed an issue where gunsights were not rendering correctly Fixed some icons that were missing in the Multi-crew role switch panel Fixed an issue where the Multi-crew session report could overlay incorrectly and not be closed when opened in the Gunner Cam mode The Insurance screen will now show the last ship you were flying by default Livery items you own will now be indicated with a tick Removed an invisible button to nowhere from the Station Services menu Corrected the Commander portraits appearing at a lower resolution in the Station menu We have made some cosmetic improvements to the layout of the Insurance screen Fixed an issue where a Wingman's target marker could disappear when they target a subsystem Fixed an issue whereby the 'Buy Game Extras' button would not work correctly when using a mouse Made some changes to better accommodate text and prevent it from being cut off when playing the game in Russian Fixed an issue where faction text was overlapping Engineer details while docked at an Engineer base Scanning indicator now appears correctly in the Contacts panel when scanning a Commander Powerplay inbox messages will now show the name of the power that you are aligned with as the sender Fixed an i$$ue where Commander name$ that contained '$' were not di$playing correctly Fixed an issue whereby other players were not displayed as hollow squares on the scanner Players that have you on their sensors are now informed when you enable or disable "Report Crimes Against Me". Additionally, enabling crime reports now has a 15 second delay before actually becoming active (there is currently no delay when disabling crime reports) Made some changed to ensure the Navigation Panel UI stays in sync with the backend code Fixed some ship names that were incorrect on the 'Sell Ships on Rebuy' screen Fixed an issue that caused various elements of the UI displaying the currently selected destination to be out of sync, and allow surface destinations to be selected from the SRV Fixed a small dot that appeared next to the throttle pin on several ships Re-aligned the cargo scoop UI Fixed an issue whereby selecting to transfer a module from the list of stored modules displayed an incorrect list of viable slots Fixed an issue where the title of an inbox message would not fade out when the message had been read Improvements made to the Outfitting Livery UI, so it no longer resets to the top of the list when moving between slots Fixed some cut-off text on the 'Your Stored Ships' button within the Insurance Screen Fixed some cut-off text on the Taipan Fighter's role information screen Fixed an issue whereby the voice comms request icon temporarily appeared on the incorrect user in a player's friends list Fixed some text that was cut-off in the Holo-Me UI when playing the game in some languages Made some adjustments to prevent issues that could occur after Alt-Tabbing when in the Holo-Me UI Fixed some overlapping that could occur in the inbox message titles Fixed an issue where the no indication that a jet cone boost is due when using this option to plot a route appeared on the HUD VR We have made some adjustments to mouse behaviour when viewing the Holo-Me menu in VR so that it matches other UI screens We have disabled the bloom effect when using the VR graphical presets by default, as it could be a bit hard on the eyes Fixed a tiling issue that occurred when taking high resolution screenshots when using VR Adjusted a variety of outfitting cameras across a range of ships to work better when using VR Fixed an issue whereby the HUD target reticle was displayed inside your cockpit in one eye when using VR Weapons We have made some improvements to the animations on railguns If you're still reading this we're definitely not telling you about the mysterious things, you'll have to wait and find out......[WHY YOU LITTLE! *sounds of tables flipping*] Xbox One Added 25 new Achievements T.Flight Hotas One support Fix for an issue where Ship IDs would only show 5 characters despite 6 being entered War is here CMDRs, lock, and load. View full article
  14. 2.4 Is LIVE

    I have made a few notes in the patch notes. Marked with []. New Content & Features (Horizons) Added mysterious and exciting things...[ooooh sounds fun] Holo-Me Save Slots - We have added save slots for different Commander appearances in the Holo-Me system Holo-Me: Added 12 new hairstyles Holo-Me: Added slots for Eyewear and Outfits Synthesis can now create heat sinks, chaff, limpets and top up life support Additional planetary bases added to the Colonia region for migration winners Added mysterious locations we're not going to tell you about...[damnit] New Content & Features (Non-Horizons) Added more mysterious and exciting things...[Ya don't say] Ship Rebuy Penalty – When a player commits the crime of murder (PvP only), an additional cost is added if they swap to a less expensive ship before paying legal costs during the rebuy flow Exemption for valid Powerplay PvP Pilot’s Federation Bounty – When a player commits the crime of murder (PvP only), they receive an additional Pilot's Federation Bounty. This bounty is valid in every jurisdiction except anarchies Exemption for valid Powerplay PvP Inbox Revamp - Various quality of life improvements and a new look New Chained Missions - Which can be longer than two steps Hull/Canopy Repair Limpet controllers are now available Preview game extras in outfitting - You will now be able to preview paint jobs and other game extras available for purchase Stored ships can now be sold from the rebuy screen to cover the rebuy cost Updated route plotting system: maximum route plotting range is now 20Kly route plotting is much faster there is now an option to make use of neutron star boost when plotting routes an icon is displayed on the route to show the last scoopable star before running out of fuel Additional NPC stations added to support infrastructure and trade routes in Colonia region Star systems renamed based on Colonia migration winners Additional space stations added to Pleiades region to support civilian expansion narrative Added search and rescue contacts to stations across the galaxy New and improved salvage scenarios added to support search and rescue gameplay Made salvage commodities legal to pick up from wreck sites (will still appear illegal if dropped by ships as that is not salvage) Added more mysterious locations we're not going to tell you about...[aaaw why not?] Fixes and Improvements Audio Fixes and Improvements Fixed some missing landing pad audio Fixed other player's ships being nearly silent when close to planet's surface Fixed ship engines sounding strange when loading into another player's ship in Supercruise in Multi-crew Fixed System and Planetary Map surface ambiance audio not working Ensured that exploration music does not play when near a Planetary Port Fixed an issue where the "Shields offline" audio played after every jump when shields were turned off Fixed the vessel voice temperature warnings not working in Supercruise Mysterious audio for mysterious things.....[mysterious audio?.... really?] Controls Fixed a responsiveness issue that could occur when using the D-Pad of a controller on the galaxy map Fixed an issue where the driving mode switches were not bound in the Classic Context controls preset Added default bindings for the vanity camera switch views for keyboard and mouse control scheme Companion API /market now uses the correct commodity names and will include prices for legal commodities in the current ship's cargobay that are neither produced nor consumed at the current station Calling /market with rare commodities in the cargobay will now produce the correct sale price for them in game /profile now uses the correct galaxy state for controlling Factions and Superpowers, and uses the correct names for some modules, recipes and customisations /profile now includes Fighters, SRVs, Name and ID of ships /profile now includes most modifications of the current ship's modules, with a few exceptions: Ship armour, hull reinforcements, shield generators and shield boosters return their absolute values for the resistance modifiers, not just the engineer modifiers Modifications to weapon burst size do not automatically affect clip size Burst size and burst rate overrides do not report their consequences for attributes like damage per second Special modifiers are listed, but are not broken down into their effects Controls Added default bindings for useful Multi-crew functions for the Thrustmaster T-Flight HOTAS range CQC Fixed the 'Waiting for Players' and 'Starting Game' text that was obscured on the Elevate map Fixed a UI issue whereby many weapons were incorrectly displaying the 'gimballed' icon on the HUD Engineers Engineers should no longer distort influence % displayed for the other factions in that starsystem Factions Encourage factions to not expand into starsystems that require permits [But I wanted to take over sol.... welp there went that plan] Factions that fail to expand from a starsystem after an Investment state has boosted their expansion range will no longer try to expand from that starsystem in the future Factions that retreat from a starsystem will subsequently treat that starsystem as a low priority when choosing an expansion target Fighters/Crew Restored the missing descriptions for the GU-97 and Taipan Fighter when viewing their details via the Roles panel Galaxy Map/System Map Updated some textures in the System Map to reduce memory usage (without reducing the quality) Fixed an issue whereby you would not get a failed message when plotting an economical route Fixed an issue with how the Gemini Constellation was being drawn on the Galaxy Map Corrected an issue whereby the completed mission indicators were not updating correctly on the System Map Fixed an issue where ships that have been transferred were not displayed at the correct location on the Galaxy Map after logging out Corrected the colour of the Metals trade routes shown on the map to match the colour shown in the legend bar Fixed an issue whereby the System Map popup auto minimised when using a control pad Tweaked the route progress bar to show when updating route options Fixed an issue that caused route plotting to plot a route twice if you have neutron star boost turned upon starting a new game session Fixed an issue whereby long range route plotting failed to update route target after 1000 ly jumped General Fixes & Tweaks Brazilian Portuguese language translation is now available (A special thanks to our volunteer localisation testers has also been added to the credits) Fixed datestamps on inbox messages Various text fixes Various localisation fixes Added some mysterious things which get unveiled over time...[Oh now you are making me wait... I see how it is] Holo-Me Creator The Escape key will no longer exit the Holo-Me system Fixed a rendering issue that could occur when a Commander's hair overlaid certain environmental fog effects Fixed the 'Grime' facepaint not being very visible when applied in the white colour option Corrected the order for some of the female skin tones for the smooth complexion head type Fixed an issue whereby the 'Full 02' mouth shape was also incorrectly adjusting the jaw size Fixed issue whereby players could apply rank decals to their flight suits for ranks they have not yet obtained Fixed an issue where the Holo-Me screen was not focusing on the face when editing the "Complexion" tab Fixed the save prompt appearing when no changes had been made to your Commander Fixed an issue whereby the 'Loading Commanders' notification would display indefinitely after changing you Commander's gender When changing the Commander's gender after previewing or equipping a suit, the suit will now transition properly rather than resetting Missions Add distance from starsystem entry to mission destinations Ship kills, and actions to complete planetary hack and disable missions will now only contribute to a single mission, this will be the earliest mission accepted Refactored mission selection to promote a wider selection of missions on a single board. Refactored mission selection to promote a better spread of missions across factions Refactored mission selection to heavily promote selection of conflict missions for both sides involved Refactored mission selection to more reliably generate permit, engineer, and rank missions at eligible stations. Slightly rebalanced micro resource reward selection probabilities Added an inbox message when passengers alight from the ship Follow-on missions can include more data about previous missions in the chain Added support for missions allocating additional rewards based on station distance from the jump-in point Optimisations to how system data caching for secondary sites is stored and requested Significantly improve mission board loading, especially for those on high-latency networks Fixed message text when trying to accept missions past the mission limit (No longer says "... of this type" when it means total missions) Fixed passengers on tourism missions not realising the player hadn't gone to the right beacon when on multiple-site trips Fixed localisation text for certain parts of Ram Tah's ruins mission in languages other than english Fixed an issue whereby missions could still be locked even if you met the minimum reputation requirements Fixed some over-inflated mission rewards Increased the chance of in-space chain missions spawning For ship kill missions, the mission giver is considered when deciding if a kill should count. This allows for some mission stacking, but only when missions are from different factions Fixed issue whereby courier missions were only spawning at Elite rank Fixed an issue where legal massacre missions were not displaying the mission title in the inbox message after completion Increased the time limit for long distance missions Chain mission inbox messages now better indicate the name and known station of the mission giver Fixed an issue where the same assassination target could appear in a later chain mission or other mission board missions Fixed an issue whereby location information was not displaying correctly for assassination Chain missions that occurred after an altruism mission Fixed some string text that appeared in a chain mission's historical data Fixed an issue whereby Chain missions could persist after deleting your save Reduced the amount of Long Distance missions that will generate Multiple Planetary Scan missions will no longer complete after a single scan We now include the faction and station name in chain mission inbox messages Multi-Crew Fixed an issue where if a crew member joined a helm docked in the hangar, the crew would appear docked on the surface while the helm stayed in the hangar Fixed the Multi-crew power distribution pips being reset during Hyperspace and Supercruise transitions Fixed holograms on a Fighter's HUD disappearing during Multi-crew Fixed missile lock audio not working correctly in Multi-crew Fixed an issue where the gunner role has less range when using scanners than the helm role has Fixed an issue where the menu could become locked when quickly attempting to access the Mult-Crew Options (top left panel) during MultiCrew as non-helm role Added a default binding for the multicrew mode switch when using the mouse and keyboard control scheme, the key is Tab Fixed an issue where the holograms on a Fighter's HUD disappear during a Multi-Crew session Made some tweaks so Mutli-crew gunners in the third-person view can no longer automatically target their own launched projectiles Implemented a fix for crew members not always collecting exploration data when scanning a nav beacon Network Re-enabled UPnP by default in the AppConfig Improvements made to prevent network disconnections in poor network traffic conditions NPCs Fixed an issue whereby forgetful Military NPCs could sometimes have left their weapons at home Shooting a capital ship in a scenario where they are the bad guys no longer lands you with a bounty on your head Trigger-happy NPCs will now only shoot missiles once the target's shields have dropped Fixed the falling skimmer issue that could occur on planet surfaces Fix for capital ship movement issues Outfitting Fixed an issue that sometimes prevented players from selecting stored modules in Outfitting Fixed an issue where livery items would not appear the first time they are clicked upon Various outfitting items have had their descriptions fixed Fixed an issue where Bobbleheads were not appearing in the Livery section Fixed an issue where clicking "remove" on a decal slot when no decal was fitted caused the menu to stop responding Vehicle/Fighter sub slots are no longer displayed when transferring an optional internal module from stored modules Fixed an issue whereby ship kits would not preview correctly after quickly switching module slots Fixed an issue whereby when purchasing one or more class 6 planetary vehicle hangers, the class was not correctly detailed for the vehicle slots contained within it Fixed an issue where some ship nameplates were incorrectly displaying the ship ID Player Journal Added "Luminosity" property to "Scan" event for a Star Added "MissionRedirected" event Added "SearchAndRescue" event Added "SellShipOnRebuy" event Include Latitude and Longitude info in Screenshot event if appropriate Include transfer time to FetchRemoteModule Include info about online friends at startup The 'Scan" event is generated for all bodies in a system, when scanning a navigation Beacon Added "RepairDrone" event Added "Music" event Population statistic now included in the system info on 'FSDJump' included info about StationServices available when docking at a station Info about all bodies in the system added when scanning a Nav Beacon. If you have a Detailed Surface Scanner installed, this will include detailed info (such as materials available on landable bodies) Included 'TransferTime' property in 'ShipyardTransfer' event Added mission name to player journal for mission redirect message journal entries Fixed an issue whereby Nav Beacons needed to be scanned twice for correct journal entries PlayStation 4 Added a toggle to switch between tilt and rotate for headlook with motion controls Fixed an issue where the amount of time played would become stuck at 0 Fixed numerous crashes Fix for an issue where the “Refined Taste” Trophy was not triggering correctly Adjusted link on Passengers Training Video to direct you to the correct video Fixed an issue where you would be prevented from selecting control presets when booting the game with the T-Flight HOTAS 4 connected Fix for becoming stuck on the Engineers screen after viewing pinned blueprints Pressing Triangle on the Galaxy Map will now jump to your current location Swapped the left and right stick icons around so they’re no longer confused about their directions Added a default binding for deploying your Cargo Scoop with the T-Flight HOTAS 4. Added a default binding for targeting while in the SRV with the T-Flight HOTAS 4 Fixed an issue with the heat sinks on the Imperial Cutter disappearing when viewed from close by Fix for numerous audio issues including distortion during dog-fights Render Fixed a macOS specific issue with asteroid decals having bright textures when mining Fixed a macOS specific issue that saw station lights rendering through your ship's geometry Made some tweaks to prevent certain landing pads from being visible when using the vanity camera when docked in a hangar on a planet Fixed an issue that could lead to other Commanders floating around the screen when inspecting a fighter or SRV Fixed an issue with planet surface textures jittering Improvements made to station LOD (level of detail) when in a Wing macOS: Fixed an issue with gas giants not rendering correctly Fixed an issue whereby ship shadows were missing when first arriving at a planet's surface Fixed hologram scaling issue when targeting a torpedo Server Fix a cause of stored ships shown on the galaxy map, but were inaccessible from the shipyard Fix a transaction server error when transferring stolen cargo between SRVs and Ships Fix displaying the wrong language labels for Community Goal reward tiers Fix displaying the wrong language in multi-crew session reports Fix some incorrect faction superpower allegiance and government types used for the galaxy map, system map, commodities and outfitting services Stop displaying 'main menu' as a last location in top bounty local news reports Fix a transaction server error when passengers leave ship cabins Fix a transaction server error in outfitting Various reliability and performance improvements Fixed the selling of stolen salvage commodities at blackmarkets Stopped mission cargo from being sellable at the market it was given at Fixed some friends incorrectly appearing offline Fixed certain synthesis boosts lasting too long Ships General Ship Fixes and Improvements Fixed an issue where players could not switch ships if they had drones in their ship's hold Adjustments made to the Corrosive 1 Paint Job so it works better with non-Raider Ship Kits Fix for Shield Cell Banks having no audio or visual effects when deployed Fixed an issue with accented characters in ship names not displaying correctly Anaconda Fixed error that could occur when attempting to change the Anaconda's livery when an Engineer's modified shield generator is equipped Fixed a LOD issue with Anaconda Paintjobs Tidied up some textures Asp Explorer Fixed a naming inconsistency with the Corroded Livery Diamondback Fixed some LOD issues Diamondback Explorer Fixed some lighting issues Dolphin Fixed some texture issues with the Excursion Paint Job Flipped some text on the cockpit fire extinguisher The Dolphin now casts a shadow correctly when in the hanger Fixed a texture error that occured when the Dolphin's shields were hit when viewed from another ship Eagle Fixed some texture issues F63 Condor Adjusted lighting in the livery screen Federal Corvette Made adjustments so that the bumper Ship Kit works better with Paintjobs Fixed some clipping that could occur with a Class 1 Cannon in the small size 1 hardpoint The 3rd chair in the Federal Corvette is no longer manufactured by DeLacy and has been replaced with the appropriate Core Dynamics model Federal Dropship Patched a hole in the geometry Adjusted the nameplate camera for the Federal Dropship when using VR Imperial Courier Made adjustments to the decals to prevent clipping Adjusted decal 1's camera angle to prevent clipping when using VR Imperial Eagle Removed some stray geometry that was in the cargobay area Fixed some stretched textures that could be seen when your canopy ices up Minor texture and geometry fixes Keelback Rescaled the front decal so it does not cover recessed geometry Lakon Type 6 Added new hanger cameras for the Lakon Type 6 for the rear Ship Kits and the wings Lakon Type 7 Fixed a LOD shadowing issue on the top of the Lakon Type 7 Fixed some missing cockpit textures when viewed using the Vanity Camera Lakon Type 9 Added lights to the wings of the Lakon Type 9 so that nameplates can be seen Python Corrected several vanity camera orientations Sidewinder Fixed the smoothing groups on the sidewinder cockpit glass to improve LOD visuals when panning at close range Viper MkIII Fixed some clipping that could occur when equipping a spoiler Ship Kit Fixed a text decal on the rear of the Viper which was cutting through the hull geometry Viper MkIV Changed the hanger cameras with rear facing cameras for the spoiler and tail Ship Kits Vulture Patched up a small hole in the Vulture cockpit Fixed an issue with the Vulture's co-pilot console SRV Fixed a text overlay issue with the Surface and System map buttons in the Navigation Panel when driving an SRV Fixed an issue that caused the mouse direction cursor to not appear when driving an SRV Stability Fixes Fixed a crash that could occur when a nearby NPC ship was docking in a station Fixed a crash that could occur when saving and exiting back to the main menu Fixed a crash that could occur when reviewing Multicannon hardpoints in Outfitting Fixed a memory crash that could occur in various situations while playing Fixed a crash that could occur when entering an Unidentified Signal Source Fixed a crash that could occur when dropping in to a Civilian Installation Added a cool mystery thing...[don't mock me] Fixed a crash that could occur when entering Supercruise Fixed a crash that could occur when attempting to delete an inbox message Fixed a crash that could occur when loading in to an SRV Fixed a crash that could occur when visiting Jaques Station in Colonia Fixed a crash that could occur when entering the Planetary Map view Fixed a crash that could occur when scanning another Commander's ship while in your SRV Fixed a crash that could occur when firing weapons that apply the camera shake effect at targets that cannot be shaken Fixed an issue where swapping to an newly docked fighter would disconnect you from the server Fixed a crash that could occur when destroying a Goliath Skimmer Fixed a crash that could occur when following a wake scan Fixed a disconnect issue that could occur when deploying a Fighter when in Multi-crew Fixed a disconnection that could occur when loading into the game for the first time Fixed a rare crash that could occur when using the mouse to move the camera when in the cockpit Implemented measures to help prevent crashes that could occur when quickly deleting inbox messages Fixed a crash that could occur when joining or leaving a Multi-crew session Fixed a crash that could occur when using the System Map Fixed a crash that could occur when using Synthesis Added another cool mystery thing.....[What did I just say?] Station Services It is no longer possible to sell stolen items that you received as part of a mission on that station's black market Stations and Outposts Outpost weapons platform has been completely updated with new art All Outposts have had an art pass to fix minor issues and improve visuals Outpost schematic rendering is now fixed to show all the extra modules, not just the core outpost Modular Stations have had an art pass to fix minor issues and improve visuals in some areas Various station schematic models have been updated to improve quality and fix orientation issues Physics mesh optimisation in the newer station interiors to improve framerate Various updates to station interiors to fix minor art issues and improve LODs StellarForge Renamed Eol Procul Centauri 1 to Hutton Moon UI Fixed an issue where the fuel scooping UI element would overlap with the jump charging element Fixed an issue that could cause your inbox to become garbled when deleting messages Fixed an issue where gunsights were not rendering correctly Fixed some icons that were missing in the Multi-crew role switch panel Fixed an issue where the Multi-crew session report could overlay incorrectly and not be closed when opened in the Gunner Cam mode The Insurance screen will now show the last ship you were flying by default Livery items you own will now be indicated with a tick Removed an invisible button to nowhere from the Station Services menu Corrected the Commander portraits appearing at a lower resolution in the Station menu We have made some cosmetic improvements to the layout of the Insurance screen Fixed an issue where a Wingman's target marker could disappear when they target a subsystem Fixed an issue whereby the 'Buy Game Extras' button would not work correctly when using a mouse Made some changes to better accommodate text and prevent it from being cut off when playing the game in Russian Fixed an issue where faction text was overlapping Engineer details while docked at an Engineer base Scanning indicator now appears correctly in the Contacts panel when scanning a Commander Powerplay inbox messages will now show the name of the power that you are aligned with as the sender Fixed an i$$ue where Commander name$ that contained '$' were not di$playing correctly Fixed an issue whereby other players were not displayed as hollow squares on the scanner Players that have you on their sensors are now informed when you enable or disable "Report Crimes Against Me". Additionally, enabling crime reports now has a 15 second delay before actually becoming active (there is currently no delay when disabling crime reports) Made some changed to ensure the Navigation Panel UI stays in sync with the backend code Fixed some ship names that were incorrect on the 'Sell Ships on Rebuy' screen Fixed an issue that caused various elements of the UI displaying the currently selected destination to be out of sync, and allow surface destinations to be selected from the SRV Fixed a small dot that appeared next to the throttle pin on several ships Re-aligned the cargo scoop UI Fixed an issue whereby selecting to transfer a module from the list of stored modules displayed an incorrect list of viable slots Fixed an issue where the title of an inbox message would not fade out when the message had been read Improvements made to the Outfitting Livery UI, so it no longer resets to the top of the list when moving between slots Fixed some cut-off text on the 'Your Stored Ships' button within the Insurance Screen Fixed some cut-off text on the Taipan Fighter's role information screen Fixed an issue whereby the voice comms request icon temporarily appeared on the incorrect user in a player's friends list Fixed some text that was cut-off in the Holo-Me UI when playing the game in some languages Made some adjustments to prevent issues that could occur after Alt-Tabbing when in the Holo-Me UI Fixed some overlapping that could occur in the inbox message titles Fixed an issue where the no indication that a jet cone boost is due when using this option to plot a route appeared on the HUD VR We have made some adjustments to mouse behaviour when viewing the Holo-Me menu in VR so that it matches other UI screens We have disabled the bloom effect when using the VR graphical presets by default, as it could be a bit hard on the eyes Fixed a tiling issue that occurred when taking high resolution screenshots when using VR Adjusted a variety of outfitting cameras across a range of ships to work better when using VR Fixed an issue whereby the HUD target reticle was displayed inside your cockpit in one eye when using VR Weapons We have made some improvements to the animations on railguns If you're still reading this we're definitely not telling you about the mysterious things, you'll have to wait and find out......[WHY YOU LITTLE! *sounds of tables flipping*] Xbox One Added 25 new Achievements T.Flight Hotas One support Fix for an issue where Ship IDs would only show 5 characters despite 6 being entered War is here CMDRs, lock, and load.
  15. 2.4 Launch Party

    Do you like Elite Dangerous? Do you like aliens? Well do I got the day for you. September 26th is the launch day for Elite Dangerous update 2.4 The Return. Come hang out in discord with us and enjoy our panic and excitement over the much-anticipated return of the Thargoids. Now you may be thinking to yourself... "I don't play Elite Dangerous"... Doesn't matter this will probably turn into a bunch of us just in one channel having a good time. And nobody likes missing out on a good time so come hang out, laugh with us (or at us) as we embrace our insectoid doom in the form of giant flying space flowers.
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