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      =ADK= Discord Link   04/24/2017

      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! 

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Speed Test

Found 54 results

  1. Type-10 Defender out now

    The Lakon Spaceways combat retrofit of the Type-9 is now available at High Tech stations for 124 million credits base purchase. Lakon had announced it last week that they had a new ship in production that was designed to combat the Thargoids which does seem to be supported from its hardpoint lineup of 8x Utility Mounts 2x Small Hardpoints 3x Medium Hardpoints 4x Large Hardpoints. Said to be faster and more maneuverable than a Type-9 but that does not mean much when a soda can with a brick taped to it is more maneuverable than a Type-9.
  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.
  3. 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
  4. 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.
  5. 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.
  6. 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
  7. 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.
  8. 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
  9. 2.4 Patch Notes

    You can find all most of the new stuff added to Elite with the 2.4 patch here: https://forums.frontier.co.uk/showthread.php/378706-2-4-The-Return-Patch-Notes
  10. RP PvP Event

    I was approached by CMDR Subsync to do a RP PvP scenario. I talked it over with Montage just to see what he thought and he and I are in the same boat in that it sounds like a lot of fun. It would be a simple guard and defend scenario where we "A Different Kind mercs" are hired for a job to protect or escort an item we have not discussed yet (could be an outpost or even a freighter) and The Chaos Empire want whatever it is we are protecting and will do anything to get it. This would be strictly RP so trashtalk is to be expected but not personal. Subsync is a great guy who will say things in character like "Federal scum" and whatnot just because his character is an anarchist not because he intends to insult you specifically as a person. This would be a pvp scenario so expect to lose rebuy if you participate. One of the ground rules I have been thinking of putting in place is maybe vanilla ships only (no engineering) just so the playing field is as even as it can be. Subsync and his guys are really good pilots so it will be tough but it will all be in good fun. Rules: Toxicity will not be tolerated. This is in good fun so behave and just play a character. Meta gaming is to be kept to a bare minimum during the scenario. Dying will result in the end of your participation in this specific scenario. Just means don't fly back and keep fighting if you die. Other rules to come as results of the vote come through but that is all for now Fly Safe CMDRs
  11. Plans for 2.4

    With 2.4 due for the 26th of September (at the time of writing that is this Tuesday) there will be lots of attention in the Pleiades Nebula where the Thargoids are primarily dwelling as far as we know. But that doesn't mean much. If they stay there I expect them to spread like wildfire shortly after. I talked it over with Montage and we are in agreement that ADK will be staying in our systems bolstering our defenses. If we are hired on as support then it will be considered but for the time being, we will be building our defenses and doing more system management. As for Lore going forward, it will be a more cautiously preparing tone. Fully aware of the Thargoid threat and know they are coming but focusing our resources and preparing. We are on the final line to Sol if that is the goal eventually. If the Thargoids make it that far we are in the direct path of destruction. I will also be more active in making some Galnet articles for submission. All will be posted on the section forums for review from you guys to know that we are all in agreement or at least mostly. This is OUR story so if you want input you must speak up otherwise I will just go with the initial submissions posted on the forums as they are written. Training was also another note that I have seen a little about and talked it over with Montage. We want to first see how many players we have that need the training with 2.4's release. With every major update there is a surge in players old and new. With this, we will also be encouraging more open play interaction to amp up our recruitment game. The Private Group isn't going anywhere but I want to see it used a little less. There will not be group training sessions due to Montage's sporadic week to week schedule we wouldn't be able to pick a day. But he is usually available in the evenings to do some 1 on 1 training. It is the way he prefers to do training because it means fewer questions at once and he can go into deeper detail on questions that need a more thorough explanation without feeling like one of the other people is being neglected. If you have any questions feel free to ask either Montage or myself here on the thread or on discord. Fly Safe CMDRs.
  12. Aegis Community Goals

    The latest Community Goals are centered around 2.4. Aegis has reached out to the Engineers to make them some experimental items to help combat the Thargoid threat. The CGs will not decide whether or not the items are added to the game or not that is already pre-decided but instead the distribution of them. The higher the tier the more plentiful supply of stations that sell them. This will be crucial so I highly encourage everyone to participate on these ones. Galnet article: https://community.elitedangerous.com/en/galnet/uid/59c3cb9dffff1a05c9770bdd Fly Safe CMDRs.
  13. War in Ross 104 9/17/17

    Gentlemen we are at war with Ross 104 Blue Public Solutions in Ross 104. Orders are to fight and do missions for the ADK in game faction. If we win this war we will seize control of the system and have more of a bolstered position. Use Discord to coordinate wings and this thread with updates such as influence ticks and mission board statuses. Give em hell CMDRs
  14. 2.4 Launch Day Announced

    General quarters, general quarters man your battle stations. We got work to do (plans to be posted in Elite Dangerous Forum section soon). 2.4 has been announced to drop on the 26th of September. This means the Thargoids are right around the corner. They have given us warnings for years. Operating in the darkness of witchspace only revealing themselves some 8 months ago. War is coming, and we are beyond unprepared. So let's kick into high gear and fortify our defenses, bolster our lines and supply stockpiles. Video Revealed today:
  15. 2.4 Launch Day Announced

    General quarters, general quarters man your battle stations. We got work to do (plans to be posted in Elite Dangerous Forum section soon). 2.4 has been announced to drop on the 26th of September. This means the Thargoids are right around the corner. They have given us warnings for years. Operating in the darkness of witchspace only revealing themselves some 8 months ago. War is coming, and we are beyond unprepared. So let's kick into high gear and fortify our defenses, bolster our lines and supply stockpiles. Video Revealed today: View full article
  16. Battle for Brestla

    We have been reached out to by The Sovereignty to help take back their home system Brestla. After months of hard work building the factions reputation in the system they now are pending civil war. They have asked if we will fight with them and help them take back their home. I for one will be flying out to assist them and encourage all pilots to join me. Status updates will be posted here so keep tabs on this post. Feel free to discuss the situation here. Safe Flying CMDRs.
  17. 2.4 Beta changelog

    With the release of 2.4's beta there are obviously going to be changes. Here are the patch notes. Here's the changelog (keep in mind much of the content will arrive at launch and has been left out of the beta changelogs to avoid spoilers). There are also further small edits to this changelog related to tweaks and fixes to ships incoming, so keep an eye out for an edit later today: New Content & Features (Horizons) • 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 New Content & Features (Non-Horizons) • 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 • 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 • 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 based on migration winners and new NPC locations • Additional space stations added to Pleiades region to support civilian expansion narrative • Mysterious locations added that we’re not going to tell you about • 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) Fixes and Improvements Audio System Updates • Audio Collision Re-factor – the way we trigger audio on collisions is different now. Should sound the same as before • Music system – is completely replaced! Existing music should behave exactly as before. It is now much more maintainable and enjoyable to use • Radio chatter – The radio chatter system works differently under the hood now, enabling us to do cool magic chatter based things in the future. Existing chatter lines should function the same as before (around star ports and planet ports) • Flight controllers – This system also works differently now to be far more flexible and pave the way for future awesomes. Again the player experience should be the same as before for now 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 Factions • Encourage factions to not expand into starsystems that require permits Fighters/Crew • Restored the missing descriptions for the GU-97 and Taipan Fighter when viewing their details via the Roles panel Galaxy/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 General Fixes & Tweaks • Fixed datestamps on inbox messages • Various text fixes • Various localisation fixes 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 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 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 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 Render • Fixed an OSX specific issue with asteroid decals having bright textures when mining • Fixed an OSX 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 mysteriously floating around the screen when inspecting a fighter or SRV • We have made some improvements to the planetary surface textures to prevent it from 'jumping' when driving an SRV • Improvements made to station LOD (level of detail) when in a Wing 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 some occurrences of Cmdr Validating when displaying xbox commander names • Fix a transaction server error when passengers leave ship cabins • Fix a transaction server error in outfitting • Various reliability and performance improvements Ships 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 Diamondback Scout: 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 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 Federal Dropship: Patched a hole in the geometry 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 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 Viper MkIII: Fixed some clipping that could occur when equipping a spoiler Ship Kit Viper MkIV: Changed the hanger cameras with rear facing cameras for the spoiler and tail Ship Kits 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 memory leak • 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 • Fixed a crash that could occur when entering Supercruise 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 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 a mysterious 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 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 Weapons • We have made some improvements to the animations on railgun
  18. Frontier has announced that when 2.4 launches, the 32bit version of the game will no longer exist as a play option. The Decision was made some months back due to only 0.01% of the playerbase use this. Those who are affected will be directly contacted informing them of the change. To clarify it is the 2.4 launch not the 2.4 beta launch. I'd love to know what you guys think of this.
  19. 2.4 Beta Announced

    2.4 has been talked about for months all in excitement for the return of the much feared Thargoids. With Frontier Expo 2017 being announced and the third quarter of the year well on its way, it was only a matter of time. Recently the publishment of Newsletter #186 brought big news. 2.4 The Return will come to beta on August 17th. Here is what they had to share. "Greetings Commanders, We’re very excited to announce that the beta for 2.4 Elite Dangerous: The Return will begin on August 17. As 2.4 will roll out in a slightly different way to our previous updates, the same will be the case for the beta. The initial beta period will be open for those who have previously paid for beta access, it will then close for a few days to let us prepare for Open Beta, and then it will come back online for everyone to test. We’ll have full instructions on what we need testing in our beta specific forums, but just like the beta for 2.3.10 and as with previous updates, Thargoid specific content will remain a surprise and will not be present in the beta. We will still need everyone's help in making sure that bug fixes, general improvements and more under the hood updates are tested thoroughly though. If you do help us out by jumping in to test we’ll give you a unique tester’s decal (we'll share details of the decal on our social media channels) to use on your ships in the main game. These decals will be made available at a later date, and we’ll have more instructions on how you can get your hands on yours when the beta change list goes live on August 17. Previously we’ve held livestreams on the run up to our releases, featuring details all about the features in the update. However, due to the nature of this update we wouldn't want to spoil the narrative or interactions that the community will have so we won't be broadcasting these reveal streams in the build up to the upcoming beta for 2.4. We’ll still keep things going with small sneak peeks here and there, but largely we really want you to discover 2.4’s secrets for yourself. After release, we’ll be hosting streams that focus on the narrative, explaining what our Commanders are discovering, explaining how you can get involved and hinting at things to come. Although you won’t see them in the beta, from day one after 2.4’s final release the Thargoids will make their return. We can’t wait to see your interactions with the most mysterious and terrifying things you'll have seen in the Elite Dangerous galaxy to date. The dev team have put a lot of love in to 2.4 and we can’t wait to share that hard work with you." With this news we can expect that by mid-late September or even sooner we will be getting the full release of 2.4 and all its Thargoidy goodness but I encourage those who can to participate in the beta and help optimize the release so we can all enjoy it on release with minimal issues (they are inevitable but testing makes them less severe). Well, that's all for now CMDRs. Lock-n-load CMDRs, this is gonna be one hell of a fight.
  20. 2.4 Beta Announced

    2.4 has been talked about for months all in excitement for the return of the much feared Thargoids. With Frontier Expo 2017 being announced and the third quarter of the year well on its way, it was only a matter of time. Recently the publishment of Newsletter #186 brought big news. 2.4 The Return will come to beta on August 17th. Here is what they had to share. "Greetings Commanders, We’re very excited to announce that the beta for 2.4 Elite Dangerous: The Return will begin on August 17. As 2.4 will roll out in a slightly different way to our previous updates, the same will be the case for the beta. The initial beta period will be open for those who have previously paid for beta access, it will then close for a few days to let us prepare for Open Beta, and then it will come back online for everyone to test. We’ll have full instructions on what we need testing in our beta specific forums, but just like the beta for 2.3.10 and as with previous updates, Thargoid specific content will remain a surprise and will not be present in the beta. We will still need everyone's help in making sure that bug fixes, general improvements and more under the hood updates are tested thoroughly though. If you do help us out by jumping in to test we’ll give you a unique tester’s decal (we'll share details of the decal on our social media channels) to use on your ships in the main game. These decals will be made available at a later date, and we’ll have more instructions on how you can get your hands on yours when the beta change list goes live on August 17. Previously we’ve held livestreams on the run up to our releases, featuring details all about the features in the update. However, due to the nature of this update we wouldn't want to spoil the narrative or interactions that the community will have so we won't be broadcasting these reveal streams in the build up to the upcoming beta for 2.4. We’ll still keep things going with small sneak peeks here and there, but largely we really want you to discover 2.4’s secrets for yourself. After release, we’ll be hosting streams that focus on the narrative, explaining what our Commanders are discovering, explaining how you can get involved and hinting at things to come. Although you won’t see them in the beta, from day one after 2.4’s final release the Thargoids will make their return. We can’t wait to see your interactions with the most mysterious and terrifying things you'll have seen in the Elite Dangerous galaxy to date. The dev team have put a lot of love in to 2.4 and we can’t wait to share that hard work with you." With this news we can expect that by mid-late September or even sooner we will be getting the full release of 2.4 and all its Thargoidy goodness but I encourage those who can to participate in the beta and help optimize the release so we can all enjoy it on release with minimal issues (they are inevitable but testing makes them less severe). Well, that's all for now CMDRs. Lock-n-load CMDRs, this is gonna be one hell of a fight. View full article
  21. Possible Training Nights.

    The Staff and I have seen a lot of questions about gameplay and how to optimize efforts. We would like to know how many of you would like to have training nights scheduled to introduce you to new parts of the game you don't know about or get you started in parts that are complicated and need some explaining. Please vote in the poll and leave a comment on what you would like to see touched on in training so we can plan for events in the future. Fly Safe CMDRs
  22. This week EDCG (Elite Dangerous Community Goal) can be found here: https://community.elitedangerous.com/en/galnet/uid/5970b899dc4a6940976694d7 I'm currently running this CG in a Type-9 pulling 440 tons with a 10.11ly jump when fully loaded. I have Horizons. I am PUPing (picking up) 220 tons of Semiconductors and/or 220 tons of Lithium from Elgin Prospect (Buan Kuan 3 planetary) in the Buan Kuan system. Fully loaded it's two jumps to Campbell Horizons (cube station) in Abroin system. PUPing Geological Equiptment for the two jumps back for sale at Elgin Prospect in Buan Kuan. Rinse, wash, repeat. I've made three deposits so far and I'm already at the 25% level. The creds alone are worth the effort. Get the frak in here guys!!!
  23. 2.3.11

    Servers went down early this morning for 5 hours for a patch drop. It was only 25MB so nothing huge. Mostly server fixes and some stability solutions for PS4 players. Stability Fixes Fixed a crash involving Fighters. Fixed a crash that could occur when using the vanity camera shortcut while viewing the System/Surface Map. General Fixes & Tweaks Overworked Air Traffic Controllers will no longer greet pilots as they are leaving. Missions We no longer award micro resources that are not used for anything as mission rewards. Various mission tweaks and fixes. Console Notes Xbox, PlayStation 4: Fix for the welcome mission not appearing for new commanders. PlayStation 4: Fix for a bug where the game ran at an accelerated speed after resuming from Rest Mode. PlayStation 4: General client progression-flow fixes for new commanders.
  24. Operation: Sirius Business

    We are calling for a general attack on Sirius Corp (the NPC faction, not the PP group) from 6 pm UK time (12 PM CST for us US Bound folk) tomorrow evening. We will continue to press this attack until those responsible for the current galactic conspiracy are held to account for their actions. Any commanders interested in joining this historic venture are invited to join groups and individuals to concentrate their attacks for maximum efficiency. The discord will be deleted upon the end of the operation, whether that be a success or the arrival of an extra terrestrial invasion force.... Rise Up, Commanders. We have been forced to act by those who hold our strings for too long. Now is the time to break those chains, to free ourselves. So that when the Thargoid menace arrives, we can stand and defend ourselves knowing that we are fighting for ourselves, not dying according to some "elites" plan, in which we are nothing but a sacrificial pawn. Discord: https://discord.gg/FXGJX8K - this is a temporary discord for the event and will be deleted when it concludes. The Reason we Fight: Rise up CMDRs, Fight till they can lie to us no longer.
  25. Loremaking #2

    So now that our secession article has been out for a bit, we should think of our next step. As for Galnet submissions, we have a few directions we could take. 1) Federal response (could be oddly ok with it or playing the part but being really snooty with an underlying tone) 2) Victory letter in LHS 293. 3) Attempt on our lives/ attack on our office ward in Bursch (Ross 104 BPS *wink wink nudge nudge* ) Share your ideas or votes below, these are just suggestions but this can go wherever you guys want as long as it's not a drastic change from what is written and established.
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