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Thread: 2.3 Beta notes

  1. #1

    Join Date
    December 15, 2011
    The Establishment

    2.3 Beta notes

    No thread for this (and it's a while since it was posted, but here it is - anyone still playing?

    Hi everyone,

    The beta for Commanders 2.3 should be going live at approximately 4PM GMT (28/02) See the changelog below, and refer to the other stickied posts in this forum for where to leave your feedback.

    Enjoy Commanders!


    Also added details about the beta upgrade path being made available on our store tomorrow - https://forums.frontier.co.uk/showth...=1#post5214555


    New Content & Features (Horizons)

    Commander Creator
    Commander creator UI added
    Player avatars used in ship cockpits
    Commander creator exists within the player's cockpit
    Added holographic effect for commander avatars (when they are not physically present)
    Hooked up the player avatar display to the comms panel and the commander history, so now chat messages will have a picture of the senders avatar next to them
    We don't have a default avatar use one of the presets randomly instead
    Added Holo-Me option to cockpit Status Panel
    Added Holo-Me shortcut to Startport Services screen, as well as including player’s current commander profile image.
    Added 50 male and female preset commanders
    Added feature presets for Eyes, Nose, Mouth, Ears, Jawline and Neck
    Added zoom in with altered FOV for close ups in commander creator when playing without VR
    Added custom mode for commander creator close ups in VR
    Added randomise options to most feature categories in Commander Creator
    Added Undo/Redo to Commander Creator
    Group flight suits into collections to avoid top level list getting huge
    Updated cockpit chairs to allow for more elbow movement
    Fix avatar specular baking behaviour (it wasn't saving the output so it would simply replace its contents)
    Added beards!
    Added 14 new hairstyles
    Expanded number of skin tones to 8 for each head type
    Added “rough” female base head type
    Refreshed all hair assets to get them ready for commander creator
    Additional avatar morph options for nose bridge, profile, tip and tip angle
    Added avatar morph options for eye angle, width and upper eye fold
    Added morph option for upper lip profile
    Added jaw angle and depth options
    Added chin width and prominence options
    Hair shader improvements
    Avatar eyes now use correct environment map
    Fixed some incorrect skinning on the female pilot suit
    Added chin cleft options
    Added transparent and opaque versions of the helmet
    Added rank shoulder patches, unlocked with rank
    Added faction and pirate shoulder patches
    Added freckles, moles and pock marks to skin details
    Added Milky eye type
    Added fresnel shader to helmet glass to give the transparent version more definition
    Added a selection of eyeliner, blusher and lipstick options.

    Gunner role added
    External turret control view added
    Firegroup control added
    Quick fire slots added
    Scanner control added
    Updated UI for role
    Allow scanner view
    Allow schematic view
    Weapon mount highlights added
    Limpet control added
    Turreted weapons can be controlled
    Missiles can be fired

    Fighter Con role added
    Helm can kick other players from ship
    Allow an NPC fighter if another player is in a fighter (only for ships that can support 2 fighters)

    Helm role added
    Added multicrew cameras to supported ships
    Upgraded cockpits for multicrew
    Adder (upgraded second chair for multicrew)
    Anaconda (upgraded second and third chair for multicrew)
    Asp (added second chair for multicrew)
    Asp Scout (added second chair for multicrew)
    Beluga (upgraded second and third chair for multicrew)
    Cobra MkIII (upgraded second chair for multicrew)
    Cobra MkIV (upgraded second chair for multicrew)
    Empire Trader (upgraded second chair for multicrew)
    Corvette (upgraded second and third chair for multicrew)
    Fed Dropship (upgraded second chair for multicrew)
    Fed Assault (upgraded second chair for multicrew)
    Fed Gunship (upgraded second chair for multicrew)
    Fer de Lance (upgraded second chair for multicrew)
    Orca (upgraded second chair for multicrew)
    Cutter (upgraded second and third chair for multicrew)
    Type 9 (upgraded second and third chair for multicrew)
    Python (upgraded second chair for multicrew)
    Vulture (upgraded second chair for multicrew)

    Chat interface updated
    Matchmaking for different session types added
    Bounty Hunting
    Session summary screens added
    Allow friends invitations to multicrew

    Power Distributor
    Non helm MultiCrew players now provide an additional single power distribution pip
    Players can distribute their pip where they want, as long as there is space for it
    FireCon defaults to weapons, FighterCon defaults to systems

    Added idle animations for other commanders in cockpit
    Multicrew usage is based on the number of physical seats on your ship
    Crimes system updated to support multicrew
    Multicrew related stats added

    New mysterious things added
    New organics added to surfaces
    Dolphin playable ship added
    Dolphin NPC ships added

    New Content & Features (Non-Horizons)

    Ship Naming
    Added ship name plates to ships
    Added ID plates to ships
    Ships can be named from within station services
    Added ship names to various cockpit UI
    Added hangar cameras for ship name slots
    Request ship name when in the start new commander flow
    Name and ID plates can be added via Outfitting
    Ship names are server moderated if deemed inappropriate then will be masked off to other players
    If it's not our ship and they have no name plates, then we don't know the ship's name
    If you report a player in-game, we'll now fill in their ship name and ship ID for you

    Camera Suite
    Added vanity cameras to the ships
    Added free camera to ships
    Added Zoom and rotations controls for internal vanity cameras
    Added f-stop and focus Distance to vanity and free camera
    Enabled vanity and free camera to work in vr
    Updated ship cockpit interiors to account for new viewing angles

    Added asteroid base type station (including air traffic controllers)
    Added 32 asteroid bases in various deep space locations
    Added some new challenge scenarios
    4 new Incursion scenarios
    Speed docking
    Driver challenge
    Ship launched fighter challenge

    Added custom engine trails support
    Added Megaships
    Asteroid Miner
    Flight Operations
    Prison Ship
    Science Vessel

    Added 100 new tourist beacons
    Added Bucky Ball Beer Mats rare good

    Stability Fixes
    Make sure we wait for the loading screen to be ready before entering it when entering the CQC menu, this fixes an assert when the loading screen activates after the destination location is live
    Fix crash in the inertial camera simulation when in CQC
    Fix an error that can happen in outfitting if you replace the power distributor too fast
    Fix occasional directional lights assert when loading the system map
    Fix an error if a POIPlaceholder gains authority before going live after the original authority created the POI.
    Fix crash when entering CQC caused by the system map trying create the system map object store which doesn't work in CQC
    Prevent crash while trying to generate ambient heat on ships inside stations
    Avoid crash in physics if data for a wheel is not valid
    Don't parse an empty string within the Commander Interaction History as it causes the JSON parser to assert
    Fix deadlock if the galaxy map is repeatedly opened and closed
    Fix to clean up partly-initialised modules if the parent object(ship) is destroyed before they have received their first network replication

    General Fixes & Tweaks
    Prevent ships spawning inside each other on interdiction drop out
    The cursor was offset n some Front-end UI's circumstances when using 'In-Game Panel Based Cursor' mouse mode
    Fix cases of relaunching game after killing the SRV and appearing in orbit
    If we get a rank progress update that doesn't contain a value for combat rank, let's assume that that means that our combat rank hasn't changed and not that we're now harmless
    Fixed trespass zone radar elements being visible in the debug/classified camera modes
    Change order of string to Lat then long to revert the order of the latitude and longitude readout on the hud to be the same as pre 2.2
    Torval Powerplay Decal changes to Patreus Powerplay Decal
    String ID appears on info panel as the jump destination fixed
    Possible fix for multiple unwanted audio events triggering in Friends and Groups screen
    Updated some of the broken wireframe codes from the Unknown Artefact
    Improved performance of the 'triangle image load' animation (used on the mission board). Also added support for scaling the size of the effect
    Fix for Docking Computer crashing into back of station when approaching from rear
    Fix for Docking Computer crashing into Qwent Research tower when coming in to land
    When starting the game, don't bother waiting for PlanetarySurfaceGeneration to be complete before starting up, if docked at a space station. This is an optimisation to save a few seconds off the spinning sidewinder screen during startup
    In the cockpit friends list, show the distance to each friend (if they're in the same mode as you), and sort friends by the closest first
    Info in status panel now only shows scrollbar when focused
    Xbox One: File loading optimisations
    Modified the "modules/trade/list" so that it filters modules where possible that are only related to the players current ship
    Various mission template fixes
    When a bounty voucher or combat bond is awarded, all players in a wing who would previously have gotten a share will now get a copy of the full value
    Fixed missing info text for data link scanner
    Fixed some shadowing artefacts in the terrain rendering
    Fixed station interior changing when the station in under influence of a UA
    Fixed crash when looking at left-hand panel while in a fighter
    Make sure kill chances spawn on CollectPalin Mission template
    Improvements to planet shadows: Added new crossfade distance settings to allow a longer transition from shadows to patch lighting on higher quality presets. Rebalanced depth biases and enabled texel stability settings.
    Displaying station name rather than the schematics name in the target details panel (external panel) fixed
    Remove the missions market ignore case for Jaques station
    Various optimisations for Galaxy map
    fixed: Can't exit side panel with B Button after using fighter
    Fixed refinery tab still being selected on the right hand panel after removing the refinery module from a vessel
    Fixed Intermittent drop in frame rate in Challenge Scenario
    Fixed low-resolution cockpit on loading into CQC matches
    Various text fixes
    Various localisation fixes

    Passenger's demanded cargo has been updated in passenger mission wrinkles it is now related to the passenger type
    Added prisoner cells as alternatives to passenger cabins
    Custom passenger text on cargo display does not match Passenger Type in Customise Passengers
    Ensure that NPC cruise ships have passengers when scanned
    Updated passenger bulk, VIP and VIPConflict, as well as delivery and variant mission templates. The New Destination is now a choice on these mission templates
    Also updated Bulk to show the correct rewards on the inbox message when you get the wrinkle, and transaction panels during wrinklesNew destination and dont die
    Balanced numbers for explorers disgruntledness in the LDE template to be the same as on other templates
    Updated the demanded cargo reward amounts on the passenger missions to make them more worth wile
    Reduced exploration rank boost from passengers as it was way too high
    Occupied passenger cabin modules can no longer be stored using the store multiple menu
    Fixed NPC passengers not showing up properly after a manifest scan
    Fixed UI inconsistency, where the 'Pick Cabin' button was located differently to 'Accept Mission' even though both these UI essentially share the exact same user flow

    Make sure that the mission filter doesn't show illegal salvage when set to legal
    Updated the gating on missions. Now you should no longer see the planetary sign on the mission board for missions that don't take you to a planetary station as the main destination. If you don't have horizons, you should be getting gated at the new destination wrinkle if it is to a planetary stationpreventing you from accepting the new destination
    Multi-stage mission support added (different to wrinkles)
    Highlight a mission that is a direct consequence of completing a previous mission
    Fixed mission messages being duplicated during transitions
    Make supply to demand overrides take max distance into account (Stops Colonia making missions which intend to only go 500ly into missions to pop back to the bubble with a ~24 time limit)
    Add support for equipment requirements for missions
    Delivery, Collect, Passenger Bulk, Piracy, Rescue, Salvage and Smuggle mission change destination wrinkles are now optional
    Smuggle missions maximum range has been reduced to 100ly away
    Smuggle long minimum range has been increased to 100 ly away
    Fixed issue with showing credit rewards when there are no other rewards
    Updated the influence/reputation shown on the mission board for missions so that it matches the amount it actually changes on completion
    Added contract elements on all transaction panels to display the mission giver
    Added factions involved in the mission on inspace missions inbox messages so that you know who you are working for, and who you are working against
    Added missing text for assassination Inspace Scanthe first 2 inbox messages are missing
    Mission specific cargo can no longer be sold on the commodity market, although can still be sold as stolen items through the black market
    When missions which require you to pick up cargo exist, they should be able to say Collect Cargo instead of Claim Reward
    Welcome missions should not contribute towards influence or ranks
    Prevent exploit where selling cargo from abandonment didn't create a downward rep spiral
    Massacre conflict and massacre skimmer missions limited to 3 per player at a time. Rewards increased slightly to compensate
    Improve the chance of rank up and engineer missions being available
    Planetary scan missions now limited to 3 per player at a time. Rewards increased slightly to compensate
    The ancient codex now resets approximately 30 seconds after being scanned
    Decouple normal missions and passenger missions selection, so a full allocation is available to each type
    Added a check for illegal goods to system search to stop returning a system that doesn't contain the markets needed
    Prevent delivery scoop missions from appearing in systems without a landable planet
    Stop player getting spammed with an inbox message from in space planetary hitmen missions
    Changed the tags used for a system used in the text so that it now correctly displays the correct system for the destination. It used to only display the mission giver system (it is rare that it is not taking place in the mission giver system)
    Added a variable generator to find a faction and station in the same system as a given station
    Fixed superpower filtering in faction station generators

    Fix NPCs not having the long FSD cooldown after interdictions
    Added the Independent Fighter to alliance and independent faction navies
    Improve piracy behaviour and associated chatter to indicater the threat and a time limit for compliance
    NPC docking improvements
    Added in the Vulture & Python to the police archetype, these ships should now respond to crime and have the correct skins
    Make sure that we have the correct faction before using the automatic loadout for NPC archetypes
    Don't report that the player is clean when being scanned when they are not
    Balance pass for AI interdiction ability, to make it slightly easier
    Auto-loadout system will now automatically add required passenger cabins based on the custom passenger type
    Allowed auto-adding of cargo racks to consider slots which don't accept shield modules but do accept cargo racks
    Fixed a bug in adding passengers to cabins where Passenger Entries were being added to cabins with the number of passengers set to 0
    Removed VIP flag from CustomisePassengers. Custom Passengers being added to Imperial cabins will automatically be made VIP
    Changes to extend AI terrain avoidance on higher gravity worlds
    Authority ships now prioritise the closest ship to them when determining what to scan, ie either the Mothership or Fighters
    Fix Pirate Hunter Hostile behaviour so that they attack after interdicting
    In auto-loadout system, tweak chances of high-end weapons to make them slightly more unlikely for both military and all other archetypes
    For AI ships using the auto-loadout system, vary the amount of ammo that utility modules have based on rank. For police/military, override and have 100% ammo, unless in a conflict zone when the standard rules apply
    Get AI pirates to start attacking if the target moves more than 1km or starts charging FSD while the threatening process is ongoing
    Change pirates that interdict the player to always scan (rather than sometimes attacking without scanning), and to dismiss the player and fly off if the player doesn't have any/enough cargo
    Threaten time changed to 15s (from 18s) now that it's displayed in chatter
    Added jump after all ships scanned, which we didn't used to need for these pirates as they always attacked
    Ignore drones and powerplay cargo when deciding whether to send a generic cargo chaser after the player
    Pirates should now make it clear what cargo can be dropped to apease them
    Stop NPCs in ships that can't jump (like fighters) from trying to do so
    When a pirate has threatened you and started to attack, reiterate the conditions for the attack to stop occasionally, updated based on the amount of cargo already dropped
    Fix for pirate hunter hostiles not always being wanted
    Increased the combat bonds and bounty multiplier for the "big 3" (Anaconda, Corvette & Cutter), upping their values by ~10%
    Make sure that NPCs properly evaluate cargo worth to prevent some odd cases
    Fixed an issue in the AI defence code which stopped heat-sinks/Chaff/ECM from working

    When targeting a station's location (usually but not limited to when in supercruise heading towards it) show the schematic in the correct orientation. Note that this does not take into account the stations gentle axis-rotation, but will at the very least tell you where the entrance of an orbis/coriolis/etc will be when you drop out
    Stations can now be disabled, which will turn off thier response to crimes and will disable AI spawning
    Stations can now be placed within rings
    Stations can now be placed within asteroid clusters
    Fix for inner docks not using their own module list and instead always the default modules
    Fixed the attach to bone offset incorrectly assuming the rotation it receives in in degrees instead of radians
    Adjusted several garages in this location as planet terrain was poking through the floors
    Fixed ugly circle caused by fog being incorrectly clipped in stations
    Decreased the lens flare scale on the landing pad floor spots so that they don't obscure the GUI panels and generally look more sensible
    Remove self destruct option from the right panel when we're docked (we can't self destruct here anyway so the button just doesn't do anything)
    Adjusted the heat ring texture to get back some of the glow which had been lost
    Fixed LODs on the "Rich" road sections
    CPU optimisations around stations and capital ships

    Station Services
    Increase maximum stored ship limit to 35 to accommodate that we now have more than 30 kinds of ship
    Small tweaks for repairing ship paintwork and integrity when they're only very slightly damaged. Don't display 100% when it is actually slightly damaged and repairable. This makes the UI clearer and avoids some odd behaviour
    Check if a refinery has unprocessed materials in it, and display a warning if it does before storing the module, as these will be lost during the storage process
    Fixed module transfer timer wrapping around when the arrival time is in the past
    Don't show the Livery button if outfitting isn't available at that location
    Fix fuel level cap when exchanging modules
    Refuel and repair SRVs and Fighters when restocking
    Remove clip size modifiers on shield cell banks

    New blueprints added
    Manifest/Killwarrant/Wake scanner:
    Long Range
    Wide Angle
    Fast Scan

    Ship primary sensor:
    Light weight
    Long Range
    Wide angle

    Detailed Surface scanner (affects how fast you can basic/detailed scan planets):
    Long Range
    Wide Angle
    Fast Scan

    New blueprints added to:
    Bill Turner:
    DSS to grade 1, and sensor/scanner to grade 5

    Juri Ishmaak:
    Sensor/scanner to grade 4, and DSS to grade 2

    Lei Chung:
    Sensor/scanner to grade 2, and DSS to grade 2

    Lori Jameson:
    Sensor/scanner to grade 5, and DSS to grade 5

    Tiana Fortune:
    DSS to grade 5, and sensor/scanner – 5

    Added extra gun turrets to various engineer bases
    Fixed floating rock at Elvira Martuuk's base
    Added new longer range missile defences to various engineer bases
    Mic Turner Base had a population of 0, so added bakeout data for system "California Sector BA-A E6" so that it will pick up the correct details from server
    Add Engineer & Outfitting module groups for Life Support and Sensors so they don't all appear in the 'Other' category in the Engineer Workshop
    Remove button missing under Adjust Experimental effect screen fixed

    Crew rank does not update on the contacts or ship GUI after ranking up fixed
    Optimisations for load times on fighters and SRVs
    Perform extra crew resync after crew lounge role reassignment
    Fighters no longer 'red out'
    Crew being set to 'flying fighter' when switching into the fighter
    Prevent transaction error when entering supercruise while a fighter is docking
    Make fighter orders control group not conflict with non-ship (egSRV driving) controls
    Fix for crew cut of commodity trades being calculated on the client incorrectly

    Strengthening drone vfx as they were very difficult to see at long range
    Updated laser impact effects so that they are compatible with weapon colouring
    Limpets will show up in the restock menu while the players has them in the ships cargo allowing them to be sold even when the player has no limpet controller installed
    Seeker Missile target hologram fixed
    Added two turreted mining lasers
    Regeneration sequence healing will now be affected by the targets thermal resist resistance will block healing as well (note that negative resistances will not increase healing)
    Fix for Shield Cell bank displaying incorrect ammo amounts

    Make sure a sensible default control scheme is selected if we are unable to load the users preferred control scheme instead of just selecting the first in the alphabetical list
    Fix a bunch of the default control schemes that have had gamepad bindings added to them. This was causing them to not load if you did not have a gamepad connected to the PC
    Removed gamepad bindings from all schemes that don't rely on a gamepad. This will stop you requiring a gamepad to be plugged in to see the schemes for joysticks or keyboard controls
    Allowed the alternate control bindings to have inverted axis

    Lava Spouts now have proximity effects around them. Depending on the ferocity of their eurption, they deal heat and damage to the player. The more ferocious the eruption, the hotter and more damaging they become
    Added additional installation scenarios
    Medical installation added
    Added Space Bar installation
    Added Space Farm installation
    Added Government installation
    Added new Security Station installation
    Colour variations for installations added

    Enable replication of scannable space wreckage so that they are visible to all players
    Changes to stop Unknown Probes jumping about and rolling up hill on planets:
    The slow spinning animation did not work at all with things on the floor, it's been removed
    Align to planet and align to system no longer apply when the object they're aligning is near a planet
    Skimmers currently don't report hostiles to their owning settlement fixed
    Allow planet surface landed ships to take-off and attack if there's a near-by faction hostile
    Fumarole disappears in multiplayer situation when a collectable is collected while another client is logged out fixed
    Added new Passenger USS scenarios
    Fixed a bug with setting the health prop of a Destructible Mining Component to 1 causing it to have 0 health
    Fixed hitcheck on fumarole collectibles
    Improved loading of POIs
    Proximity effects support added
    Added more wreckage types
    Space scenarios can now have localised fog
    Fixed objects in a settlement drifting from their correct position if the player is far enough from the planets surface

    Fix collision warnings on ship authority dummy objects hitting terrain wen landed
    Prevent repeated malfunctions when they shouldn't occur
    Added a new Data Link scanner for ships
    Changed Vulture's planetary approach suite size to 1 as intended
    Some optimisations for large multi-ship scenes
    Prevent Eagle utility modules being swappable, because there is only one utility module slot and they're already in it.
    Lowered Orca weight to increase jump range and effectiveness
    Ship balance tweaks as described here by Sandro Sammarco

    Ship Art
    All ship explosive effects improved
    Attached decals to heat vents and moved the geometry up a bit to mitigate z fighting on the Imperial Cutter
    Beluga Liner now has similar strength headlights to the Anaconda
    Orca tactical paintjobs fixed
    Left Decals on the F63 Condor fixed
    Fixed Bobblehead cams and orientations on the Fer-de-Lance
    Fixed smoothing groups and some decal positions on the Imperial Cutter
    Updated Asp cockpit geometry to allow for the new camera views
    Anaconda death explosion sorting fixed. Timings are nicer too
    Disable GUI lights if the player is dying
    Tweaks to the Sidewinder's exterior hull
    Art fixes/improvements for the Cobra cockpits
    Fix misaligned lights on the Diamondback
    Fixed ship kit tail cameras for the Eagle and Fer-de-Lance
    Imperial Cutter hologram clipping when launching from docked is now
    Fix wear and tear on Python ship kit
    Added spotlights to the Beluga's tiny hardpoints to highlight them more in outfitting
    Added missing spoiler camera to the Viper
    Removed blinking light from Cutter cockpit
    Fixed bobblehead positioning in the Vulture
    Fixed Anaconda bobblehead camera 10
    Adjusted decal front outfitting camera for the Imperial Eagle
    Re-aligned the the F63 cockpit so thrusters align correctly
    Added tail kit hanger camera to the Asp
    Fixed blue emissive 'Lakon Systems' panel in T6 cockpit
    Fixed missing textures on Type 7 utility slots
    Fixed LOD popping with lime green gradient predator paintjob on cobra mk4
    Fixed fighter bay hitcheck on Federation_Dropship
    Fixed Z fighting issue on Federation_Corvette hardpoints
    Smoothed LOD transitions on Eagle
    Fixed clipping issues when deploying SRV from Viper
    Fix for Federal Dropship paintjobs covering the vehicle bay
    Fix for stretched textures on Viper MkIII ship kit
    UV fixes for Federal Fighter's drive
    Fixed wonky utility mounts on the Imperial Cutter
    Patched a small hole in the Corvette
    Fix a decal camera on the Vulture
    Fix a missing texture on the Corvette's nose
    Fixed bobblehead cameras in the Diamondback XL
    Fixed landing gear volumes and hitcheck on the Sidewinder
    Moved the Asp's front decal so as not to interfere with the ship kit
    Imperial Clipper now has an icon on the livery page of outfitting

    Adjust the sorting of signals being sent to the sinewave scanner GUI/audiorather than tracking a fairly unreliable subset of available signals, they should both now deal with as many as they can manage (8 and 32) ranked in order of signal strength. Fixes known cases where nearby objects can be omitted from the scanner (some entirely, some would be audio-only). Also includes some minor optimisation to the system as a whole
    Deploy option is available for SRV while still on the pad at engineer stations in a large ship fixed
    If ship gets stuck in "ship approaching" when recalled on extreme uneven ground, it can now be dismissed.
    Improved headlights on SRV for higher quality levels
    Fix issue where srv could still be driven even though it was
    Fix issue where the buggy was taking forever to cool down after taking heat damage
    Fixed SRV shield generator and sine wave scanner not remembering if they are disabled or not
    Optimisations to buggy headlight lens flares

    Rebalanced capacitor and charge rates to be the same across the different ships
    Make sure we wait for the loading screen to be ready before entering it when entering the CQC menu, this fixes an assert when the loading screen activates after the destination location is live
    Fix an error when accepting an invite from someone who has already joined a game
    Fix an issue with the CQC default player starting params getting modified
    Fixing flipped hit bubbles for CQC Empire Fighter hardpoints and adjusting other hit volumes to allow them to be triggered a bit easier

    Fix for hard edge on pfx smoke texture loop textures
    Fixed temporal reprojection not taking a correct average of the 3x3 pixel neighbourhood
    Added descriptions to various graphics setting options
    HBAO no longer writes in the AO when the data stored in the anisotropic channel is in fact a tangent
    Improved PFX lodding
    Optimize cost of spawning new lens flares (and thus, also improve the cost of spawning lights)
    Fixed the lens flare's having a 1 pixel line down the right hand side
    Fixed black line at the centre of insanely high res screenshots
    Fix the "Off" shadow preset being incorrectly flagged as "High" internally by default. This caused shadows to not update correctly when switching between Off and High settings

    Galaxy Map
    System map initialisation optimisations
    Galaxy map memory and performance optimisations
    Disable HBAO when using the galaxy map as it is not used
    Fix System Map not updating when scanning planets while open
    Fix a small bug where for single-jump plotting modes (synthesis or neutron-boosted jumps), there could be a discrepancy between which systems have the "plot route" button enabled, and which systems can actually be plotted to in one jump. The discrepancy happened because the calculation for the maximum plotting distance (which is usually 1000LY but for single-jump modes is based on the ship's actual jump distance) didn't take into account the cargo mass slider that's used by the route plotter
    Small route plotter optimisation: don't replot the route when toggling a map filter which has all systems enabled
    Systems that don't have meta-data now display as having pristine reserves in the system map

    Change powerplay pirates and security ships to only interdict if they will then go on to attack after scanning. This means PowersPirates check the player is pledged to the controlling power and either carrying any powerplay cargo or holding any powerplay vouchers. For PowersSecurity they check the player is pledged to an opposing (different superpower) power, and either carrying powerplay cargo of the controlling power or holding powerplay vouchers of the controlling power
    Previously ships could legally attack each other if the attacker shared the same superpower as the power of the current system, and the target was pledged to a power of a different superpower. First, we restrict this so that the attacker has to be the same power as the system. Second, we add an alternative to being different superpowersif the attacker is the same power as the system, and the target is of a different power from the attacker (but potentially now of the same superpower), is carrying powerplay cargo for the system's power, and the attacker has cargo scanned the target and knows this, then the attack is legal
    Set powerplay help scrollbar to external, to prevent text from truncating

    Can no longer use mouse 2 as back in station services menu fixed
    When comparing bindings for conflicts, first sort the array of bindings in a chord, this fixes an issue where you could bind the same button combo to multiple controls by changing the order you pressed the buttons
    Xbox One: Expose the yaw/pitch/roll bindings so they can be bound to an axis or a button

    Commander Stats
    Fix number of fines increasing whenever a mission has failed without a fine being levied
    Fix "Highest single reward" from assassination missions not displaying correct information

    Community Goals
    Fix inconsistent rewards being advertised when contributing to Community Goals that are in the process of ending

    Fix a rare opportunity for a conflict to start immediately after ending early
    Fixed faction influence change from smuggling weapons
    Faction influence change reduced from murder, interdiction and assault crimes
    Faction influence change increased from redeeming bounty vouchers
    Balanced faction effects from selling commodities with a zero purchase price
    Removed faction reputation gains from smuggling cargo at a black market
    Improved local news articles when faction conflicts end

    Rebalance the amount of exploration career rank awarded when completing Passenger missions
    Stop awarding First Discovery bonuses of zero credits
    Fix transaction server error when purchasing exploration data for certain systems
    Increased the credit values of exploration data for scans after this release. Unsold data from previous scans is unaffected by this change.

    Starports can now be injected via server updates
    Fix drop out distances for certain star types
    Added thread safety to the StellarforgePostGeneration as it is used by the stellarforge job system on worker threads
    Renamed a duplicate BD+56 521 system to 'Between'
    Renamed duplicate Kamba system to Mbooni
    Iorant JN-S c17-0 renamed to VonRictofen's Rescue
    Iorant PD-K d8-4 renamed to Macedonica's Leap
    Cuffey Plant in Acihaut renamed to Habermann Sanctuary
    System COL 359 SECTOR NN-S D4-16 renamed to Joseph’s Lighthouse
    Exoplanet in 61 Virginis renamed to 'Rubin's Discovery'
    Added a dockable megaship called 'Fisher's Rest' to the Aldebaran system
    Col 285 Sector Ke-V B17-1 renamed to Oliver and Ben's Beacon
    Col 285 Sector MZ-U b17-6 renamed to Sulis
    Fix orbit and type of Scheau Phoea WL-D d12-1 A 1
    Renamed a planet in 74 Aquarii to Ethan Raza Khan
    Hyades Sector Zu-Y D117 renamed to Fullerene C60
    Added starport "Rebuy Prospect" to Fullerene C60
    Added starport 'McArthur's Reach' to LHS 5287
    Added starport 'Bob Paffett' to Runo
    Added starport 'Jaitinder Singh' to Namba
    Added starport 'Mike Tapa Astronautics Ltd' to Sigma Hydri
    Added starport 'Contestabile' to Baltah'Sine
    Eol Prou IW-W e1-2400 renamed to Meretrida
    Eol Prou YI-W b17-19 renamed to Kopernik
    Eol Prou PX-T d3-347 renamed to Pergamon
    Eol Prou IW-W e1-3246 renamed to Magellan
    Eol Prou NH-K c9-40 renamed to Pyrrha
    Eol Prou LW-L c8-227 renamed to Signalis
    Eol Prou KW-L c8-164 renamed to Garuda
    Eol Prou IW-W e1-3167 renamed to Canonnia
    Eol Prou PX-T d3-336 renamed to Union
    Eol Prou IW-W e1-1601 renamed to Phoenix
    Eol Prou LW-L C8-10 renamed to Dubbuennel
    Eol Prou LW-L C8-6 renamed to Kioti 368
    Eol Prou LW-L C8-54 renamed to Mobia
    Eol Prou IW-W E1-3231 renamed to Edge Fraternity Landing
    Eol Prou SS-T D3-241 renamed to Tas
    Added a dockable megaship called 'The Harmony' to Yum Kamcabi system

    Fix texture distortion in ultra due to morphing not scaling correctly
    Improved quad efficiency for distant horizon planets
    Ice terrain surface improvements
    Reduce dark patches occurring when regenerating shadows
    Don't allow ships to fly backwards in a ring orbiting a black hole to sneak through the exclusion zone
    Surface rock system optimisations
    Make star lens flares check the actual depth instead of comparing against a constant value
    Red Spider Nebula is now red
    Split up terrain noise generation into chunks to avoid using too much memory at once
    Fix some nebula not appearing in the sky dome generation
    Fix a stellar jet render artefact on AMD cards
    Fix background brightness popping in multistar systems
    Performance improvements for terrain on 4/500 series nVidia cards
    Updated schematics for white dwarfs and neutron stars
    Distant asteroid billboards shading incorrectly when passing in front of their planet fixed
    Remove the planet material texture lod drop on consoles

    Physics optimisations for supercruise
    Ensure that the destination star billboard is displayed in the hyperspace sequence if lens flare is disabled

    Experimental IPV6 support added
    Network options and information page added to the options menu
    If you're already in a voice chat session with another player (eg if in a wing) and you block them, mute any further audio received from them during that talksession.
    Make sure that a player is removed from a wing if they delete their save game
    Added an option on Network Settings dialog to allow the port number used on IPv6 to be
    Streamline session join protocol (may fix cases of extended supercruise or jump transition times)

    When the game first connects to a server, if the game has a dual-stack connection, test the MTU over both IPv6 and IPv4

    Made the schematics render in stereo
    Added dithering support to tackle banding in VR
    Fixes to some of the cockpit VR cameras
    Fix some incorrect scale assumptions when fitting the left eye image to the monitor window. The view should feel a little less stretched. In addition there will be a significant memory saving moving from 2160x1200 to 1280x768
    Added Python ship kit VR hangar cameras

    Player Journal
    Added journal events for multicrew
    Replace the docking journal entry when switching back to a mother ship after a fighter or buggy has exploded, with VehicleSwitch
    Change several gameplay modules to use new 'Composite' Journal logging, for more consistent journal entries
    When a ship/slf takes damage, the journal entry now includes whether it's the ship or fighter, and whether the player is the pilot
    Added a journal entry when gaining Federation or Empire rank
    Added "Target" property in player journal when recording a kill
    Fix for getting the correct faction when docking at a station (to write into the journal)
    Include surface location (latitude/longitude) in the player Journal's "Location" event, if starting game in SRV
    Add a "StartJump" PlayerJournal event, at the start of the jump Countdown
    Basic Planetary Scan (ie without Detailed Surface Scanner) now write some limited info in the journal
    At the start of a jump, include the target star's spectral type in the journal
    When accepting a new mission, include some info in the Player Journal entry about the effect on Influence and Reputation
    Include Faction info in RedeemVoucher event in Player Journal
    When DSS-scanning a ringed planet, the journal entry now includes the 'ReserveLevel'
    Record journal entry when in SRV and the pilot's ship takes off or lands
    Added journal entry for setting a ship name
    Fixed a case where the amount scooped may be reported incorrectly (even -ve), if you start a hyperspace jump while you're still scooping
    Include more details about atmospheric composition in player journal, when detail-scanning a planet with atmosphere
    Include target faction and count in Player Journal when accepting a mission
    Added info in player journal at startup with Cargo, Materials, Passengers, Loadout
    Add a player journal event when scanned (on scan complete)
    Change the code for writing the 'Bounty' event into the player journal, so it gets written for every player in the wing that was involved in the fight
    Include the name of the destination starsystem in the "StartJump" player journal
    When buying or swapping ships in the Shipyard, write the ship's loadout to the player journal (similar to on startup)
    When writing a ship loadout into the playr journal, include the ship type, name, id etc; also include non-editable modulesin particular the cargo hatch, so we get the power priority
    The "Loadout" data now includes health and value for each module

    Audio Change Log
    Audio Additions
    Added audio for the FSD supercharge including voice alerts
    Added ambient audio details to the starport inner-dock variants
    3 New flight controllers – Empire, Anarchy, Independent
    Many audio optimisations and mix improvements
    Additional Wavescanner sounds
    Secret stuff. Shhh.

    Technical Audio Changes
    New Audio Emitter system! Imaginatively named “emitter2”, a major re-work of a critical audio system. This change is essential to support new listener/camera positions, and graceful switching of cameras and vehicles in Multicrew and Vanity Cam. Now also supports audio-lods, leading to improved efficiency and sonic detail when needed.
    Refactored Pooled audio object system. It's more than twice as fast now!
    Enabled audio Obstruction/Occlusion in main game. Previously it was only enabled in Arena.
    Improvements to the way soundbanks are loaded. Should help with fragmentation and memory issues.
    New “Vessel-Voice” system, to replace our beloved old “Ship-Voice” system. Now much more robust and maintainable. This drives the computer voice lines.
    Audio code optimisations. Audio work is better encapsulated into a single phase which improves the game's overall frame rate.

    Audio Bug Fixes
    Fixed broken sounds in galaxy and system maps
    Fixed NPC voice volume slider not working
    Fixed issues with tourist beacon ambiences
    Fixed tutorial voice text getting truncated
    Fixed various flight controller issues


    - Fix fuel level cap when exchanging modules

    - Refuel and repair SRVs and Fighters when restocking

    - Remove clip size modifiers on shield cell banks

    Commander Stats

    - Fix number of fines increasing whenever a mission has failed without a fine being levied

    - Fix "Highest single reward" from assassination missions not displaying correct information

    Community Goals

    - Fix inconsistent rewards being advertised when contributing to Community Goals that are in the process of ending


    - Fix a rare opportunity for a conflict to start immediately after ending early

    - Fixed faction influence change from smuggling weapons

    - Faction influence change reduced from murder, interdiction and assault crimes

    - Faction influence change increased from redeeming bounty vouchers

    - Balanced faction effects from selling commodities with a zero purchase price

    - Removed faction reputation gains from smuggling cargo at a black market (NF)


    - Rebalance the amount of exploration career rank awarded when completing Passenger missions

    - Stop awarding First Discovery bonuses of zero credits

    - Fix transaction server error when purchasing exploration data for certain systems

    - Increased the credit values of exploration data for scans after this release. Unsold data from previous scans is unaffected by this change.


    All players on 2.3 Beta 1 have a minimum starting balance on their existing Commander of 1,000,000 credits.

  2. #2

    Join Date
    December 15, 2011
    The Establishment
    Kinda excited about finally having an avatar in cockpit, plus the multicrew looks nice. Also, you can name your ship and buy ship name plates. Pimp mah ride.

    What I am most excited about though, is the new camera feature. Supposedly, you can now control your ship while in camera mode (though that isn't in the patch notes) - and you've got f-stop and focus distance on the vanity camera.

  3. #3
    Join Date
    April 18, 2011
    Only one here to predict a win for God Emperor
    Got my 21:9 3840x1600 ready for when 2.3 is released, then going to get lost in space for a bit.
    Are you an engineer? -- Quack

  4. #4
    Zacheria Malfor's Avatar
    Join Date
    June 13, 2011
    Recently picked up a set of pedals, planning my return once the patch drops. I'll concede that the 2.3 update is woefully underwhelming for me personally.
    I really wish they'd put more effort into the missions, events and add new ships while also addressing the current ships. I'd like to see a bit more
    specialisation regarding ship roles but I suspect this will never happen.

  5. #5
    Ben Derindar's Avatar
    Join Date
    April 10, 2011
    New Zealand
    I traditionally don't pay much attention to patch notes as most of them tend not to apply to me, since I've been exploring in space now for nearly 2 years straight and might not dock again for another year at the rate I'm going. Like I've never driven an SRV for example because I've been undocked for longer than they've been in the game.

    But when I skim over these I see a few interesting little fixes here and there. The commander creator will be a nice one-off thing when that comes through as well, I suppose.

  6. #6
    Saul's Avatar
    Join Date
    April 10, 2011
    Patch lands today.

  7. #7
    Darkening's Avatar
    Join Date
    April 9, 2011
    It's 10gig got it already just buying the name plate (£2) and the ID tag and a suit.

  8. #8

    Join Date
    December 15, 2011
    The Establishment
    Zoomg, can`t wait to get home and try the new camera. Also, higher exploration payouts sounds good - Elite here I come.

  9. #9
    Darkening's Avatar
    Join Date
    April 9, 2011
    Quote Originally Posted by morpheps View Post
    Zoomg, can`t wait to get home and try the new camera. Also, higher exploration payouts sounds good - Elite here I come.
    Did ten quick jump in scans when i was heading back to the station and made 300k so it's been buffed a bit.

  10. #10
    Join Date
    April 18, 2011
    Only one here to predict a win for God Emperor
    Having been doing lots of PP with small ships and building reputation before my hiatus, now that I got back I bought a dolphin put in a first class cabin and am earning millions per passenger mission.

    Getting close to fully upgrading the Dolphin and it is really fun flying.
    Are you an engineer? -- Quack

  11. #11
    Saul's Avatar
    Join Date
    April 10, 2011
    Got a Dolphin as well, but need to rep up with a faction to get the good payouts. Time to start working on the Fed factions at Jameson's I think.

  12. #12
    Corwyna's Avatar
    Join Date
    April 10, 2011
    Few days ago I finally upgraded to Horizons. Today I got to the first engineer. I didn't really read up on them as I like to try things first then read up if I get stucked.
    I can't even begin to describe how disappointed I was when I realized the whole thing was a fucking slot machine
    I've lost the faith in this game.
    Hiro Cor

  13. #13
    Saul's Avatar
    Join Date
    April 10, 2011
    Engineers aren't as bad as they used to be. Getting the mats isn't hard these days and the stupid commodity requirement has been dropped, so mats is all you need.

    Also the first 'roll' is always skewed towards a half-decent result. Subsequent rolls are not though, so if you're short on mats, just stick with the first roll until you get more.

  14. #14

    Join Date
    December 15, 2011
    The Establishment
    Also, if you are looking at leveling engineers, there's usually more efficient ways to level than producing stuff. The FSD engineer (Felicity Farseer) accepts exploration data, and with some exploration, it's easy to get her to lvl 5.

  15. #15
    Saul's Avatar
    Join Date
    April 10, 2011
    3.0 beta is very good. Patch notes here:


  16. #16
    Straight Hustlin's Avatar
    Join Date
    April 14, 2011
    Little worried about some of the feedback I've been seeing on the new crime and punishment system. 400-800 credit fines for accidental strafing turning into million+ bounties, can't be paid off in the same system the crime has been committed. EDev has said that the numbers are placeholders and subject to change, but that doesn't fill me with much hope.



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