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Skilzien lisäksi tappiin asti pimpatut thrusterit (5G dirty tuning + drag drives) on tarpeen dog fightissaHommasin AspX:n kylkeen Vulturen. Aika paljon opettelemista tuossa dog fightissa, kun tuntuu ettei pääse minkään aluksen perään. Samaa ohilentoa ja ympyrän pyörimistä kuin dog fight AspX:llä. NPC:n paremmat pilotit pyörii kuin väkkärät ympärillä, oli kiulu mikä hyvänsä. Vulture on A specattu Bi-Weave shieldeillä. Aseina gimbal pulset. Engineerausta vähän. Pulseissa efficient weaponia ja Distributorissa latausnopeutta pankin kustannuksella. Koitin fiksattua pulsea ja multi cannoneita myös. Fiksatulla ei oikeen osu ja multista loppuu kudit, kun ei ole liikaa ylimääräistä syntetisointi matskuakaan vielä. Käännyn kaasun sinisellä alueella ja bindasin tikun nappiin FA OFF holdilla. Silti hakusessa se perään pääsy. Kyllä ne vihut lopulta kuolee, mutta kestää heikompiakin vastaan suht pitkään. Kaippa tuo vaan vaatii paljon reeniä.
Kyllähän tuo FCS on parasta tässä hintaluokassa. Vähän se on muovinen rimpula mutta muuten erinomainen. Kaasusta lähtee viikon sisällä tehdasrasvat mutta sinne saa omat rasvat melko helposti ihan vaan tökkimällä sormenpäällä siitä reiästä. Täältä suositus TyöntömestarilleOstin tämän eilen ja laitoin illalla latinkiin. Tänään pitäisi hieman testailla. Mulla on vanha ja halpa Logitech 3D joystickki millä nyt täytyy heti päästä koittamaan. Tarkoitus kuitenkin hankkia heti nyt HOTAS ja kysymys kuuluukin mikä tähän parhaiten sopii (tarkoitus myös lennellä muita lentopelejä jahka pääsee genreen sisälle)? Tota Thrustmasterin T.160000M FCS HOTAS:sta on moni suositellut ulkolaisilla sivuilla. Onko tähän hintaluokkaan parempaa? Ilmeisesti Logitechin Saitekit on aika kuraa?
Tarkoitus on pelata VR-kakkuloilla minkä pystyy ja loput 40" 4k töllöstä mikä näytön virkaa toimittaa. Mitenkä tuo motion sickness tässä? Ajopelejä pystyy painamaan vaihtelevalla menestyksellä 1-2h putkeen pelistä, autosta ja radasta riippuen.
Itse kestän ihan ookoosti VR-sicknessiä. Ennen lasien hommaamista jännitti vitusti, koska esim. silmälasien linssien kanssa on tosi tarkkaa kun on herkät silmät. Yllättäen pystyin normi VR-pelejä pelaamaan todella hyvin ja eka sessio iRacingissä meni yli 30min. No sen nähdään tänään miten alkaa päässä pyöriäJos on VR sicknessille alttiutta niin erityisesti SRV:llä ajo voi aiheuttaa pahoinvointia joillekin, mutta siihenkin on pelin optionseissa helpotus kun lukitsee horisontin jolloin pyörivä liike vähenee. Immersiota se toki syö koska silloin olet kuin kana jota heilutellaan ympäriinsä mutta pää pysyy paikallaan.
Toki myös tiukat kaarrokset aluksilla voi aiheuttaa heikkoa oloa, mutta ite on paha sanoa mitään kun en ole moisesta koskaan kärsiny.
Yksi parhaiten tehdyistä VR-peleistähän tämä on, siitä ei pääse minnekään.
Ja ääni täältäkin FCS:lle, itsellä ollut tuo kohta 3 vuotta, tikku tosin meni jo uusiksi kun yaw potikka sanoi sopimuksen irti apout 2000 tunnin jälkeen.
Ostin tämän eilen ja laitoin illalla latinkiin. Tänään pitäisi hieman testailla. Mulla on vanha ja halpa Logitech 3D joystickki millä nyt täytyy heti päästä koittamaan. Tarkoitus kuitenkin hankkia heti nyt HOTAS ja kysymys kuuluukin mikä tähän parhaiten sopii (tarkoitus myös lennellä muita lentopelejä jahka pääsee genreen sisälle)? Tota Thrustmasterin T.160000M FCS HOTAS:sta on moni suositellut ulkolaisilla sivuilla. Onko tähän hintaluokkaan parempaa? Ilmeisesti Logitechin Saitekit on aika kuraa?
Tarkoitus on pelata VR-kakkuloilla minkä pystyy ja loput 40" 4k töllöstä mikä näytön virkaa toimittaa. Mitenkä tuo motion sickness tässä? Ajopelejä pystyy painamaan vaihtelevalla menestyksellä 1-2h putkeen pelistä, autosta ja radasta riippuen.
Aamen.Yksi parhaiten tehdyistä VR-peleistähän tämä on, siitä ei pääse minnekään.
Kiertoliike on ainoa missä itsellä tuli alussa vähän jännä olo, muuten ei lentely aiheuta juuri motion sicknessiä. Itse en pysty autopelejä juurikaan pelaamaan. SRV:llä en ole VR:nä juuri ajellut mutta eihän se ole pakollista muutenkaan.Itselleni Elite on erittäin low-kategoriassa motion sicknessin suhteen, tuskin sinun tarvii töllöstä tätä pelata, koska:
Aamen.
Tervetuloa tutkimaan Linnunrataa!
Annan ison suosituksen VR kokemuksena! Jos orkkis riftillä pelaa niin oranssi HUD kannattaa vaihtaa vaikka vihreäksi. Alkuperäinen oranssi ei ole kovin ystävällinen VR laseille.
Yksi vinkki että perehdy Galaxy Mappiin kunnolla! Se on ollut tähän asti pelin vaikeimmin hallittavia asioita. Tehtävien annot ovat myös vähän sinne päin, eli varaudu etsimään neuvoa esimerkiksi @Henkka77 n mainitsemasta Discordista tai Googlesta.Tattista kaikille vinkeistä yms! Ensiviikolla enempi aikaa paneutua tähän kun on kaikkea ylimääräistä hässäkkää (lue: elämä) tässä häiritsemässä ja tulee tuo HOTASi postista.
Greetings Commanders,
Following the launch of the September Update last month, we’d like to provide you all with an update on our plans for Elite Dangerous.
Firstly, thank you for all of your feedback on the September Update, which you've shared with us on the forums, across social media, on livestreams and through the Issue Tracker. There is no doubt that, in addition to the new features, the September Update introduced a number of issues and bugs which caused a lot of frustration. We are really sorry for these issues. We realise that some of the issues had an impact on your ability to enjoy Elite Dangerous. The team have been working hard to address the most critical issues and have already released a series of patches and updates to bring those fixes in as quickly as possible.
However, we know there's more to be done. You've asked for more focus on existing bug/fixes and issues, and for the community to be better integrated into the development process and testing for these upcoming updates.
In order to improve your overall experience, we have decided to refocus our efforts on addressing key issues and bugs. Since the launch of the September Update, we've been taking a deeper look at our internal development roadmap, the way in which we utilise public betas, and the content of our next updates.
Here is a summary of our plans:
As a result of our updated plans, we have made the difficult decision to defer the release of Fleet Carriers. We are now planning for Fleet Carriers to be released in an update in the second quarter of 2020, rather than in December 2019 as previously stated. This will grant us additional time to refine the feature as well as focusing time on addressing existing reported issues. It will also ensure the state of the game is in a better position to introduce Fleet Carriers, that will provide Commanders even more opportunities to interact with the Milky Way. We understand that this delay will be disappointing for some players, but do know that this decision is one that we do not take lightly, and is made with the best interests of the community and game at heart.
- From now and into next year (2020), the updates will focus almost exclusively on addressing recent and longstanding issues, including those reported in the Issue Tracker, ultimately making the game better.
- We are expecting to have a series of these updates, which will be rolled out (approximately) every three to four months.
- Each update will also include a public beta that will run prior to the update's release, with a dedicated time to address major issues that appear.
- The first of these updates will have its public beta in December, with an expectation that the launch will be early in 2020.
Ultimately, we are confident that this will improve the Elite Dangerous experience for all our players.
The team have been hard at work on the next major milestone, which you may remember we mentioned back in March as our next major paid addition to the game. They’re making fantastic progress and on schedule for release by the end of next year. We are very excited to show you what we’ve been working on. However, we can only announce the content when it’s at the right stage of development, we estimate this will be ready to talk about at some time in summer 2020, after the Fleet Carriers update. We appreciate there is a bit of a wait, but we want to make sure it is ready to be shown before making our full official announcement to the world.
We would like to take this opportunity to thank you for your ongoing and continued support and for helping give us the feedback, steer and insight to make decisions that will benefit the entire community and for your continued passion and dedication.
Greetings Commanders,
The January Update beta will be going live tomorrow (27 November) at 14:30 (UTC). We will publish more information to a dedicated beta section on how you can participate and specific issues we need your assistance on, when the beta goes live.
Please find the Patch Notes below:
ARX
Audio
- ARX will be disabled for the duration of the open beta - balances will be zeroed, and no ARX will be gained for in game actions. Links to the ARX store (where players purchase packs) will also be disabled. Note: this not affect the live build.
Crashes/Stability
- Fixed audio issues with the Generation Ship 'The Golconda'.
- Fixed missing audio and text for female crew members.
- Fixed bug that meant none of the Guardian articles in the Knowledge Base, would play their associated audio.
Background Simulation
- Fixed a crash that could occur when attempting to enter the 'Network Options' screen.
- Fixed a crash that could occur when mining in ice rings.
- Updated the way we check a players entitlements to fix issues, where the Horizons update is not being recognised as installed.
Conflict Zones
- Fixed issue that meant some deliveries made to repair Thargoid-attacked stations were not being counted.
- Added new faction states:
- Factions having trouble with water supplies can now sometimes suffer a Drought, causing an economic cost as they have to import significant amounts of water. This can be countered by selling water and other emergency supplies.
- Infrastructure Failure disrupts a faction's operations and reduces both security and economic standards. The increased demands on infrastructure elsewhere in the star system may lead to similar failures for other factions. Food and machinery deliveries can speed up repairs.
- Terrorism. Terrorists can target prosperous factions, causing a significant security and influence cost. This can be countered by legally selling weapons to the authorities and assisting with bounty hunting efforts, or by the faction entering a Lockdown.
- Natural Disasters have a significant economic and security cost for a faction. A natural disaster puts extra strain on the star system's infrastructure, increasing the chance of Drought or Infrastructure Failure for other factions in that system.
- Public Holidays increase a faction's influence and standard of living for their duration, however that comes at small economic and security cost.
- Fixed the icon for a Blight state.
- Added newer faction states to the Galaxy Map's list of state filters: Blight, Natural Disaster, Infrastructure Failure, Drought, Terrorist Attack, and Public Holiday.
- Fixed factions selected for 'Installation Scenarios' to be the installation's owner instead of the system controller.
Exploration
- Implemented a number of improvements to the Conflict Zones which should improve stability.
- Entering a Conflict Zone, and it appearing empty.
- Capital Ships causing issues when they arrive.
- Fixed issue that caused allied Capital Ships to open fire at friendly ship.
General
- Implemented a solution to help mitigate the long delay when scanning planets with geological sites:
- As it currently stands, in order for the geological/biological sites to be placed on the surface, the entire stellar body must be fully generated (we then know the topography and can place sites where they will be accessible). This can take tens of seconds.
- As part of the January Update, we aim to address this with an alternative process. We have run tests on thousands of in-game planetary bodies and by using this data, we're able to extrapolate the likelihood of geological/biologic sites being present on similar stellar bodies. We then use this data and indicate if the planet is ‘Unlikely’, ‘Likely’, or ‘Very Likely’ to have a geological/biological sites.
- It is not 100% guaranteed that there will be a geological/biological site on the planetary body, but does give commanders a much faster indication of probability. This will enable commanders to quickly ascertain if the planet's worth a visit.
- As this is an alternative way to display information, we would love to hear your feedback on it to determine whether or not it is better than the current process.
- Please note: this will not affect Thargoid, Guardian or Human sites, which will show up instantaneously.
- Fixed an issue that prevented the search function on the Galaxy Map to work correctly.
- Fixed issue with the Navigation Panel, that was incorrectly displaying if a planet had been mapped or not.
- Instead of showing a notification for each individual asteroid belt cluster discovered, we now condense as many as we can into one message.
Localisation/Text
- Added a 'Help' section to the main menu and pause menu with links to Issue Tracker and Customer Service sites (both will go through an external web browser).
- Expanded the faction alignment page in Squadrons to display influence to 1 decimal point, to match how it is displayed in other areas of the game.
- Fixed issue that meant players couldn't search for Commander names that include an underscore character.
- Fixed issue that meant the 'Data Point' reset timer didn't appear on the players screen that initiated the scan, but did appear on others in the wing.
- Updated the livery icon for 'The Scourge' decal to correctly match the decal that's actually applied to the ship.
- Fixed an issue occasionally causing some wing invites to not be sent to players in other instances.
Material Trader
- Fixed incorrect system description for 'Alioth'.
- Fixed small typo in the description of 'HR 7221 Wheat'.
- Fixed various typos in the Pilot's Handbook.
- Fixed various typos in some of the Challenge Scenarios.
Mining
- Speculative fix for a softlock that could occur when completing trades, at a Material Trader.
Missions
- Fixed case that could lead to the detonation graph not appearing if deep core mining with a wing.
- Fixed a disconnection ("Magenta Krait"), that could occur whilst mining.
New Player Experience
- Updated misleading retreat mission text - it was suggesting that the mission was helping the withdrawal of the faction, when in fact it should aid the faction in staying within the system.
- Fixed a softlock that could occur when browsing lists of missions.
Player Journal
- Fixed issue that meant the player could get 'stuck' waiting for zero throttle, when the throttle input is just above zero, in the New Player Experience Tutorial.
Powerplay
- Fixed missing/blank entries in Player Journal when selling Exploration Data.
Rendering
- Fixed the issue where the mouse input didn't work on the power contact screen.
- Control systems' ethos calculations now limit their search for controlling minor factions to star systems within 15 LY, that are exploited by the same power as the control system. Previously, the calculations considered all nearby star systems.
- Fixed reallocating exploit systems, and recalculating the income for a control system when a revolt system within 15 LY loses control.
- Recalculated many exploit systems value that did not match their current population.
- Recalculated many control systems income that was not the sum of their exploit systems, plus their own value.
Ships
- Fixed issue that was causing visual artifacts when capturing high-res screenshots.
SRV
- Increased the Dolphin's heat dissipation rate, and maximum heat capacity before it begins to take damage. Also increased the rate that it takes damage, to account for the ship now being harder to heat up.
- Speculative fix for Collector Limpets damaging ships when retrieving mining fragments - this hasn't been reliably reproduced in the studio, so needs testing during the open beta.
- Added ability to rescue any crew that where on board the player's ship when it was destroyed, from the insurance screen.
Thargoid
- Fixed control input being lost after interacting with an inbox message.
Trading
- Implemented speculative fixes that should reduce instance splitting when fighting Thargoid Interceptors.
- Updated Thargoid combat state to ensure it's correctly replicated over the network to reduce the occurrence of the heart cycles resetting.
- Fixed issue that caused Thargoid Combat bonds to not be correctly given out to all applicable players in a wing.
Please note that these Patch Notes are for the January Update (Beta), and not reflective of the final January Update Patch Notes.
- Fixed issue that meant players couldn't sell anything to a market if the buy list was empty.
- Added supply and demand volumes for certain, high-end minerals. Now, trading goods such as Void Opals is more realistic; markets can still offer a high buy price, but they will offer less as demand is met. As part of this change, these high-end minerals will now be demanded more by specific economy types. This change will affect the following commodities:
- Alexandrite
- Benitoite
- Grandidierite
- Low Temperature Diamond
- Monazite
- Musgravite
- Painite
- Rhodplumsite
- Serendibite
- Void Opal
Onko mahdollista ostaa alukseensa laitetta joka antaa/tuottaa löpöä mönkijään?
Olisi kiva tutkia planeettoja pitkillä reissuilla. Tankillinen ei vain riitä kovin kauan.
Siis eiks se tankkaa mönkkärin ku ajat sen sisään alukseen?
Eli lähetät aluksen pois ku ajat mönkijän ulos ja kutsut takaisin kun mönkijä tarvii tankkaa taas
Toki synteesillähän sitä saa koska vaan. Ja materiaali vaatimukset ei päätä huimaa. Olisko ollut joku 1x iron ja 1x nikkeli ja saa tankin täyteen.
Onks tää tankkaus joku uus ominaisuus, ku en oo koskaan mönkkäriä tankannut ennen?
Ja life support Sekä HUD kirkkaus, jota on aika kiva säädellä VR kypärillä kohdalleen.Elite on kyllä sellanen että valikoihin voi hukkua oleellisia asioita helpostikin. Sieltä oikeasta paneelista melko viimeisiltä välilehdiltä löytynee synthesis millä saa lisää ammoa, polttoainetta ja muuta mukavaa mönkkäriin tai alukseen. Kaikkea saa myös premiumina eli tehokkaampina versioina.
Tuliko Eliteen tänä vuonna lisäsisältöä?
Greetings Commanders,
It felt like only yesterday that we were celebrating 35 years of Elite, and next week is call for another celebration... the 5th anniversary of Elite Dangerous. Since the launch of the Kickstarter, we've seen commanders across PC, PlayStation and Xbox come together to blaze their trails across the Milky Way.
This birthday is yours as much as it is ours, and we want to thank each and every Commander who has joined us since Elite Dangerous first launched! We'll be celebrating our 5th Anniversary across all our social channels, so mark the following dates in your holo-diaries and be ready to party on the 16 December!
Anniversary Community Goal
Celebrate in-game by signing up for the Year’s End Festivities in Reorte Community Goals!
By taking part in the Anniversary Community Goal, Commanders will be awarded a cargo-bay full of credits and the... Cobra Mk III Iridescent Gleam Paint Job (pictured below!)
- Imports for Year’s End Festivities - Deliver Animal Meat, Fish, Fruit and Vegetables, Beer, Lavian Brandy, Anduliga Fire Works and Eranin Pearl Whisky to Davies High in the Reorte system.
- Security for Year’s End Festivities - Deliver Bounty Vouchers to Davies High in the Reortesystem.
- Start Date - 12 December @ 15:00 (UTC)
- End Date - 18 December @ 15:00 (UTC)
Anniversary Livestream
This year, we're also going to be taking a look back at the history of Elite Dangerous, the amazing stories from you, our community of commanders, and more! Join the community team and developer guests for our 5th Anniversary livestream on 16 December at 12:00 (UTC).
- Topic – Mega-awesome 5th Anniversary birthday stream!
- Date – 16 December 2019
- Time – 12:00 (UTC)
- Where – YouTube, Twitch and Mixer
We hope that you have enjoyed the last five years as much as we have, and cannot wait to continue traversing the Elite Dangerous galaxy together for years to come!
Elite: Dangerous täyttää 5 vuotta ensi viikolla, pelikin on varmasti alennuksessa:
ANNOUNCEMENT Join us for the Elite Dangerous 5th Anniversary!
Humble Store on jo eellä
Tai edes joskus.
Mikäs HOTAS kyseessä? Itsellä oli alkuun se Thrustmasterin T flight ja sillä ei osunut edes asemaan aseman sisällä mutta kun vaihdoin T.160000 FCS:n niin johan alkoi fixedeilläkin osumaan. Voisin kuvitella että joku Warthog oli vielä tarkempi.Innostuin taas loppu vuonna Eliteä pelailemaan melkein parin vuoden tauon jälkeen. On tullut kaikkea uutta ihmeteltävää. Ja aluksia viilatessa päivitettyjen insinöörien ja Guardian modulien kanssa onkin sitten mennyt tovi. (tietysti se materiaali metsästys vie suurimman osan aikaa. Onneksi tuli aikoinaan tahkottua niin paljon crediittejä, että ainakaan niistä ei tarvi enää koskaan välittää).
Päädyin nyt lopulta hippasille Thargoidien kansssa, joita niitäkin on nykyään montaa erillaista. Kasailin ilmeisesti ihan pätevän Anacondan, jossa Guardian aseet (kokeilin erillaisia). Pelailen HOTAS:lla, koska se nyt vaan on parasta. Mutta mutta...se fixed aseilla ampuminen on kyllä vaikeaa. Scoutteja nyt vielä kurmottaa mennen tullen, koska ne poksahtaa parilla salvolla, mutta Interceptorien kanssa on vaikeaa.
Kuulemma hiiri + relative mouse = easy mode, mutta ei viitsisi kokonaan HOTASia pistää pois. Varsinkin kun toi on totta vain tähtäämisen osalta.
Onko tietoa miten peliin saa hiiren ja HOTASin samaan aikaan?
Siellä on joku alternative control method (tjsp), mutta en ihan keksinyt miten hiiren saisi vain tähtäys hommiin kakkos ohjaimeksi.
Mulla on Saitek X52 Pro. Kyllä mä sillä jotenkin osun, mut ei o helppoo.Mikäs HOTAS kyseessä? Itsellä oli alkuun se Thrustmasterin T flight ja sillä ei osunut edes asemaan aseman sisällä mutta kun vaihdoin T.160000 FCS:n niin johan alkoi fixedeilläkin osumaan. Voisin kuvitella että joku Warthog oli vielä tarkempi.
Kyllä mä noita oman rodun aluksia vastaan pärjään, mut Thargoidien sydämiin kun nuolia pitäis ampua, niin siinä loppuu kyvyt kesken. Lisäksi kun niitä vastaan kannattaa käyttää noita Guardian aseita ja niistä ei ole gimballed versioita.Mä nyt en osuis fixedeillä edes FCS:llä, enkä edes halua opetella. Mulle piisaa gimballedit siihen vähään tappeluun mitä Elitessä harrastan.
Mulla on kaikki isot ja mediumit fixed guardian aseet avattuna.Large Guardian shard cannoneita vaan neljä condaan, alkaa kykloopit tippua. Haulikolla ei ole tähtäyksen kanssa niin nökönuukaa...;D Paljon shieldiä ja hullia sekä kunnon distro siihen vehkeeseen, niin sillä saa rynnäköityä kykloopin alle parissa minuutissa kuoliaaksi. Kovemmat interceptorit sitten tarvitsevat ilmeisesti Guardian gausseja, joita ei saa kuin pieninä ja medium-kokoisina.
Pitää kokeilla kun palaan uusimmalta 'moduli ja insinööri korkkaus' kierrokselta.Jep, läheltä ja kovaa iskien guardian shardit toimii loistavasti. Niissä on pienempi hajonta kuin esim. Frag cannoneissa, joten ne kyllä toimivat sydämiinkin myös keskietäisyyksiltä.
Jep, läheltä ja kovaa iskien guardian shardit toimii loistavasti. Niissä on pienempi hajonta kuin esim. Frag cannoneissa, joten ne kyllä toimivat sydämiinkin myös keskietäisyyksiltä.
Pitää kokeilla kun palaan uusimmalta 'moduli ja insinööri korkkaus' kierrokselta.
Avasin mm. nyt myös turreted guardian plasmat ja XG9 Lancen. Josko niiden kanssa sais myös jonkun hauskan kombon.
Juu...eiköhän mulla o melkein tommonen kippa. Paitsi mulla on engineeratut hull reinforcementit, kun jotenkin ajattelin, että ne on parempia. Ja prismatic shieldiä ei o vielä, koska sitä pitää odottaa sen 4 viikkoa. Mutta muuten on modulien puolesta vimosen päälle.Guardian shardeilla pitää spämmätä sitä goidia läheltä ja lujaa. Aluksessa on syytä olla paljon megajouleja shieldeissä ja reilusti armor pointseja. Hyvä distro, riittävästi virtaa ja guardian module- ja hull armoreista on hyötyä. Shieldissä vain joulet merkitsevät, resistanssit eivät toimi. Hullissa sama, poislukien caustic resistance, joka vähentää caustic missileistä tulevaa damaa. Jo 5% caustic resistancea, jonka saa yhdestä 5-koon guardian hull reinforcementista, vaikuttaa paljon.
Hmmm...ei mul kyl o shardeilla kuumentunut alus.Neljä largea kannattaa laittaa 2+2 firegrouppeihin, siten pystyy ampumaan pidempään ilman että alus ylikuumenee, mutta pystyy silti ampumaan täyslaidallisen kun saa siihen hyvä tilaisuuden.
Greetings Commanders,
Please find the Patch Notes for the January Update which launches on the 14 January. The Elite Dangerous servers will be offline for all platforms on 14 January at 09:30 AM (UTC) for approximately 3 hours as we apply the January Update. This time may run over, so we would appreciate your patience as we are implementing these changes.
We wanted to thank you all once again for your feedback during the January Update Beta, as well as your ongoing support for Elite Dangerous. We will continue to use this process for the the future updates throughout this year, and if you would like a recap from our previous post about this year's plans, you can read it here.
As always, we'll keep you updated across all of our channels.
Please find the Patch Notes below:
ARX
Audio
- Balance improvements for the generation of ARX, particularly for exploration-related gameplay.
Crashes/Stability
- Fixed audio issues with the Generation Ship, 'The Golconda'.
- Audio logs obtained from the Golconda can now be played in the Codex.
- Fixed missing audio and text for female crew members.
- Fixed a bug where none of the Guardian articles in the Knowledge Base would play their associated audio.
- Fixed a bug which meant that an audio effect on firing Pulse Lasers would loop indefinitely.
- Fixed a looping audio issue with the Shutdown Field Neutraliser.
Background Simulation
- Fixed a crash that could occur when attempting to enter the 'Network Options' screen.
- Fixed a crash that could occur when mining in Ice Rings.
- Updated the way we check a player's entitlements to fix an issue where the Horizons update is not being recognised as installed.
- Fixed a crash which could occur when an Imperial Fighter is destroyed.
- Fixed a softlock when entering Supercruise with "The Lucent Embrace" Megaship targeted, after launching from Forester's Choice.
Conflict Zones
- Fixed the issue that meant some deliveries made to repair Thargoid-attacked stations were not being counted.
- Added new Faction States:
- Factions having trouble with water supplies can now sometimes suffer a Drought, causing an economic downturn. This can be countered by importing water and other emergency supplies.
- Infrastructure Failure disrupts a faction's operations and reduces both security and economic standards. The increased demands on infrastructure elsewhere in the star system may lead to similar failures for other factions. Food and machinery deliveries can speed up repairs.
- Terrorism. Terrorists can target prosperous factions, resulting in a significant security and influence cost. This can be countered by legally selling weapons to the authorities and assisting with bounty hunting efforts, or by the faction entering a Lockdown state.
- Natural Disasters have a significant economic and security cost for a faction. A natural disaster puts extra strain on the star system's infrastructure, increasing the chance of drought or infrastructure failure for other factions in that system.
- Public Holidays increase a Faction's influence and standard of living for their duration, however that comes at small economic and security cost.
- Fixed the icon for the Blight state.
- Added newer Faction States to the Galaxy Map's list of State filters: Blight, Natural Disaster, Infrastructure Failure, Drought, Terrorist Attack, and Public Holiday.
- Fixed an issue where the factions selected for 'Installation Scenarios' were the installation's owner instead of the system controller.
- Added names for a selection of systems in the Witch Head Sector.
Exploration
- Implemented a number of improvements to Conflict Zones which should improve stability.
- Fixed a bug when entering a Conflict Zone, it appeared as empty.
- Fixed issues caused when Capital Ships arrived.
- Fixed an issue that caused allied Capital Ships to open fire at friendly ships.
General
- Implemented an alternative solution to help mitigate the long delay when scanning planets with geological sites.:
- As it currently stands, in order for the geological/biological sites to be placed on the surface, the entire stellar body must be fully generated (we then know the topography and can place sites where they will be accessible), which can take tens of seconds.
- As part of the January Update, we aim to address this with an alternative process. We have run tests on thousands of in-game planetary bodies and by using this data, we're able to extrapolate the likelihood of geological/biologic sites being present on similar stellar bodies. We then use this data, and indicate if the planet is ‘Unlikely’, ‘Likely’, or ‘Very Likely’ to have a geological/biological sites.
- It is not 100% guaranteed that there will be a geological/biological site on the planetary body, but does give commanders a much faster indication of probability. This will enable commanders to quickly ascertain if the planet's worth a visit.
- If the commander wants to have a definitive answer without travelling to the body they can still wait for the scan to complete in FSS. This data is also now shown in the body details on the system map.
- Thargoid, Guardian or Human sites will show up instantaneously. These results have moved to the stellar body details shown on the right in the zoomed in FSS view.
- Fixed an issue that prevented the search function on the Galaxy Map from working correctly.
- Fixed an issue with the Navigation Panel that incorrectly displayed if a planet had been mapped or not.
- Instead of showing a notification for each individual asteroid belt cluster discovered, we now condense as many as we can into one message.
- Fixed an issue where is was not sometimes possible to select asteroid ring hot-spots from the cockpit.
Localisation/Text
- Added a 'Help' section to the main menu and pause menu with links to Issue Tracker and Customer Service sites (both will go through an external web browser).
- Moved 'EULA' to the new Help section.
- Expanded the faction alignment page in Squadron menu to display influence to 1 decimal point, to match how it is displayed in other areas of the game.
- Fixed an issue that meant players couldn't search for commander names that included an underscore character.
- Fixed an issue that meant the 'Data Point' reset timer didn't appear on the player's screen that initiated the scan, but did appear on others' who were in the same wing.
- Updated the livery icon for 'The Scourge' decal to correctly match the decal that's actually applied to the ship.
- Fixed an issue occasionally causing some wing invites to not be sent to players in other instances.
- Fixed an issue where some Navigation Panel entries could be blank.
- Dropping out of Supercruise on a wingmate using nav-lock will no longer drop the player a significant distance away.
Material Trader
- Fixed incorrect system description for 'Alioth'.
- Fixed a small typo in the description of "HR 7221 Wheat".
- Fixed various typos in the Pilot's Handbook.
- Fixed various typos in some of the Challenge Scenarios.
- Fixed a pluralisation issue when discovering clusters.
- Updated text descriptions for high-end minerals to show correct economies with a demand.
Mining
- Introduced a speculative fix for a softlock that could occur when completing trades at a Material Trader.
Missions
- Fixed the issue that could lead to the detonation graph not appearing if deep core mining with a wing.
- Fixed a disconnection ("Magenta Krait") that could occur whilst mining.
- Fixed a deep core mining issue in multicrew where different crew members would see different detonation levels in the HUD.
- Fixed Subsurface Displacement Missiles in multicrew.
- Fix for a bug which made Seismic Charges instantly detonate in multicrew/wings.
New Player Experience
- Updated misleading retreat mission text - it was suggesting that the mission was helping the withdrawal of the faction, when in fact it should aid the faction in staying within the system.
- Fixed a softlock that could occur when browsing lists of missions.
- Fixed an issue which caused cargo canisters to continually respawn in Planetary Salvage Missions.
- Fixed an issue which meant that the mission target could be missing from Eliminate Enemy Captain missions.
- Fixed a bug which meant that a 'Disable the Megaship turrets' mission would not show a time limit in the mission board.
Networking
- Fixed an issue that meant the player could get 'stuck' waiting for zero throttle (when the throttle input is just above zero) in the New Player Experience Tutorial.
Player Journal
- Fixed issues with ship rubber banding.
- Integrated Oodle network compression library to reduce network bandwidth.
Powerplay
- Fixed missing/blank entries in journal when selling exploration data.
Rendering
- Fixed an issue where the mouse input didn't work on the Power Contact screen.
- Control systems' ethos calculations now limit their search for controlling minor factions to star systems within 15 LY, that are exploited by the same power as the control system. Previously, the calculations considered all nearby star systems.
- Fixed reallocating Exploit systems, and recalculating the income for a Control system when a revolt system within 15 LY loses control.
- Recalculated many Exploit systems value that did not match their current population.
- Recalculated many Control systems income that was not the sum of their Exploit systems, plus their own value.
- Removed obsolete Confirm button from Power Contact screen (it was superseded by the consolidation mechanic a long time ago).
- Fixed an issue which meant that some systems were not being locked when a system moved from 'Preparing to Taking Control'.
Ships
- Fixed an issue that was causing visual artifacts when capturing high-res screenshots.
- Fixed a visual issue rendering neutron star jet cones.
SRV
- Increased the Dolphin's heat dissipation rate and maximum heat capacity before it begins to take damage. Also increased the rate that it takes damage, to account for the ship now being harder to heat up.
- Implemented a speculative fix for Collector Limpets damaging ships when retrieving mining fragments.
- Added the ability to rescue any crew, that were on board the player's ship when it was destroyed, from the insurance screen.
- Rebuy cost in the right hand cockpit panel now includes cost to rescue crew.
- Crew rebuy costs rebalanced based on Beta feedback.
- Fixed directional decals being reversed.
- Fixed the Holo-Me view being obstructed.
Thargoid
- Fixed control input being lost after interacting with an inbox message.
Trading
- Implemented speculative fixes that should reduce instance splitting when fighting Thargoid Interceptors.
- Updated the Thargoid combat state to ensure it's correctly replicated over the network to reduce the occurrence of the heart cycles resetting.
- Fixed an issue that caused Thargoid Combat bonds to not be correctly given out to all applicable players in a wing.
- Fixed an issue with Thargoid Hearts becoming immune to damage when in a wing.
- Fixed the issue that meant players couldn't sell anything to a market if the buy list was empty.
- Added supply and demand volumes for certain, high-end minerals. Now, trading goods such as Void Opals is more realistic; markets can still offer a high buy price, but they will offer less as the demand is met. As part of this change, these high-end minerals will now be demanded more by specific economy types. This change will affect the following commodities:
- Alexandrite
- Benitoite
- Grandidierite
- Low Temperature Diamond
- Monazite
- Musgravite
- Painite
- Rhodplumsite
- Serendibite
- Void Opal