[TÓPICO OFICIAL] Elite Dangerous: Horizons

almostpilot

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Hi all,

Please find the patch notes for the third Horizons beta build. I'm sure you'll agree there is an incredible amount of changes and fixes.
smile.png


We are expecting this to go live at 3pm and we're expecting the usual 30 minutes of beta server downtime.

Thanks,

Audio Changelog for beta 3

- Audio Mix - Improvements to non-self SRVs, and non-self SRV surface dust
- Audio Mix - Improvements on non-self ship launch-land sequence
- Audio Mix - Improvements to Turret HUD
- Audio Mix - Improvements to Material collection
- Audio Mix - Improvements to skimmers
- Audio Mix - Improvements to external sounds heard from SRV landing pad garages
- Audio Mix - External sounds no longer audible in planetary outfitting bays
- Audio Mix - Improvements to planet structures
- Audio Mix - Boosted Orbital HUD warning blips
- Audio Mix - Improvements to Buggy Shield
- Audio Bug - Fixed messy sounding Anaconda, Adder, Eagle, EmpEagle, DropshipMkII, Vulture, Cutter, EmpTrader, CobraMKIV on exiting from Glide
- Audio Bug - Fixed planetary launch “clunk” happening too late
- Audio Bug - Fix for hard music cut on leaving system map
- Audio Bug - Fixed hard-panned GUI sound in system map
- Audio Bug - Fix for buggy shield sounds being audible from huge distance
- Audio Bug - Fixed silent metal rich planet ambience
- Audio Bug - Ship engines now go silent when freefalling with FA off
- Audio Bug - Fixed silent canopy grit/scratch, when driving through dust kick-up
- Audio Bug - Ship voice no longer says "Landing Gear Deployed" when deploying buggy
- Audio Bug - Arrival from supercruise music delayed until a glide is complete near planets
- Audio Bug - Skimmer hatches now sound different depending on their size
- Audio Optimisation - Optimisations to skimmers


Game Changelog for Beta 3
- Fix crashes in power distributor
- Fixed server crash with island clean up
- Fix crash in station menu if a cockpit isn't present
- Kinematic input crash fix
- When the connection to the webserver is broken, prevent the game from softlocking at the end of a CQC match
- Speculative fix for some data points not being active at the right time
- Make sure that surface installation damage is fully network replicated
- Fix for only some data points actually giving a reward for completion
- Make some points of interest illegal, allowing you to attack and trespass for no permanent penalty
- Fix for some Commanders not being able to die or clear their save
- Enable a free ship option on SRV death; generalise resurrection options some more in preparation for respawning to orbit
- Fix rescuing Commanders stuck on planets without access to Horizons
- The "rejoin ship" option on the insurance screen now only returns to your last port if you deployed the SRV from a settlement; if you deployed straight from a landed ship, your ship respawns in orbit around the planet you were on
- Send through the market id of settlements so galaxy map can show them
- Close the cargo transfer panel when you can no longer switch back to the ship
- Allow more texture streaming memory
- Make sure time (and legal status) properties are replicated across the network
- Don't fix ship when dismissed and recalled
- Logging out while landed or hovering near a settlement or port should not longer potentially respawn you under the floor
- Making sure the SRV specific "surface map" button doesn't appear in the ship cockpit when going back to the ship
- Adding localisation key for system map "locale" panel ("settlements" category becomes "Ports" )
- Removing old icon system from system map station and surface settlements
- Stop all hostile ships in conflict zones targeting the player and friendly ships do not assist
- Trespass zones around settlements now fire a fine and then a bounty
- DataPoint rewards now select their payee from star polity. Federation, Alliance or Empire are acceptable factions
- Fix potential bad transform for far dust effects
- Added 50% more fuel for the SRV
- Fix for hologram advert activities blocking objects from activating (e.g. some port segments in a loading screen)
- When docked or landed altitude should now read 0
- Altitude in SRV should now read 0 when SRV is on the floor
- Altitude fixed for ships, incorrect parameter was being used for offsetting landing gear against ship location
- Fix remote client buggies spawning in the wrong place and doing a weird flip under their parent ship
- Fix FOR (Frame of Reference) error causing ships spawning in the right place and then flying to weird locations during ship recall
- Added disabled "Ship Departing" button to the role panel when the ship is departing
- UI support for updating the 'SC' panel to show distance and speed to orbital cruise
- Make sure we cant fire the turret if we are in any other state but active
- The canopy no longer repairs its self when leaving and re-entering the ship
- Split out the SRV roll into a new binding, this new binding can be bound to the same as the steering axis to get the same functionality as we have now
- Pushed Python drive hit spheres back so it can intersect with the hitcheck - so drives are not invulnerable
- Turrets remain in contacts at 1% health after they die fixed
- When applying a module perk, check that the new perk can be applied before deactivating the current one
- Restock panel no longer allow you to confirm a transaction with zero things selected
- Improved feedback when attempting to confirm a transaction you cannot afford (flashy red cost) on restock panel
- You should not be able to target modules on an SRV
- Orbital HUD now stops rendering when canopy is breached
- Enable the collision callback whether we are the authority or not, so collisions on the capsule of the SRV are registered (fixes some issues with SRV not taking damage)
- Goliath Skimmer vehicle missiles aren't affected by the weapons range value fixed
- Make skimmers a bit more mobile with shooting and moving
- Missile skimmers don't respond quick enough to players driving at them
- Setting skimmer missiles to have a range of up to 800m, instead of a couple of kilometers
- Adjusted the basic skimmer weapon attack and down time
- Skimmers do not have an image on the contact panel fixed
- Ramming into skimmers with your ship doesn't give the player a penalty fixed
- Able to partly hide behind settlement structures enough to obscure skimmer LoS making it super easy to kill them fixed
- You shouldn't be able to friend yourself while in the SRV
- Fix bug in vehicle where its trying to find some valid geometry below the SRV to ensure we'll spawn above the floor
- Fix for turrets/skimmers becoming hostile to the player without the player being hostile in return
- AI NPCs having issues docking at a station and a planetary port fixed
- Settlement/Planetary ports locations in the navigation panel are shuffling constantly fixed
- The choose module popup now continuously updates
- Look up the player's ship if they are in a buggy and we want to know if they can dock at an outpost
- LOD fixes for some buildings
- Collision mesh fixes for various buildings
- Fixed LODs for the hardpoint bunkers used for Outpost Planet Ports
- Fixed a number of UV and LOD issues on port road sections
- Fixed some floating POIs
- Improved VR camera positions in SRV
- Fix bullets not reliably appearing for their first frame. Looks significantly better in the SRV, especially at low framerates. will also improve feel of other projectile weapons (CQC cannons a notable case)
- Fixed the Keelback's name in local traffic reports
- Bobblehead GUI image disappears fixed
- Bobblehead slots 8 and 9 are not automatically re-selected after you place a bobblehead in it fixed
- Added new signal source for mining extractors
- Unbound system and galaxy map bindings from classic context scheme and resolved some other weird issues present in the file too
- Updated terrain GPU work option description to make it clearer what this option does
- Fix for star trails flickering off every time an envmap capture is taken
- Subtle tinting for surface materials that were coming through too flat / neutral grey
- Upgraded detail rocks AO and improved the textures on the metal rocks
- Adjust surface material blending values
- Fix Io type worlds not reporting their atmospheres
- Postpone planet rendering while in loading screens
- Display modules in the choose module popup as disabled if we can't apply a perk to them
- Fixed error that was preventing Ship Graveyard from spawning
- Fixed laser gate visibility issue (it wasn't turning off)
- Remove an extra copy of the firegroup in the data link scanners module data in the SRV starter loadout
- Tweak to the SRV muzzle flash to make it more visible when shooting close range
- Fix logic components and inactive turrets in one of the military settlements
- Player debris should now fall under gravity when the payer dies on a planet
- Don't kick out dust when ship is docked
- Initialise openvr tracking space to seated - will prevent compositor bounds being permanently shown
- Compute shader performance tweak
- Buying or swapping a ship in the ship yard causes the camera to float around the station
- Fix for the radar occasionally displaying in the wrong location above the player after the buggy redocks with the ship
- Removed decals to stop them floating on destroyed geometry
- Cockpit no longer marked as "inactive" once repaired
- Art pass on deco files for the Radial ports
- Various minor text fixes
- Xbox One: Fix an error seen when temporarily breaking the network connection during CQC matchmaking
- Xbox One: Wing members are not informed that another wing member is no longer part of the chat when they've accepted a new voice comms request
- Xbox One: If the UI is waiting for us to update our friends list but we're not updating (have done so too recently) then re-push the current friends list to the UI to remove the "Server Response" loading screen

New 2.0 mission changes

- General Text fixes
- Remove cargo requirement for off-Base 6/8/9
- Stop pirate ships respawning if killed in bespoke 4/5
- Show distance for all delivery missions
- Rep/inf/state/reward balancing first pass
- Crash fixes
- Prevent players being unable to take off-base missions because they are in the buggy
- Make more off-base missions trigger
Vem ai mais um update/fix pro Horizons
 
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mmedinas

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Interessante. Vou começar a me dedicar um pouco no Trading também então. Essas entregas são ilegais? Falando em carga ilegal, qual é o melhor jeito de prosseguir quando na estação? Vocês ligam o Silent Running quando dropam na estação?

Outra coisa; imagino que com essas cargas, deve ocorrer bastante interdição de piratas, não?

Tem ilegais no meio, mas não todas e são elas que geralmente tem o maior valor, na maioria as entregas são em outpost então sem scan, quando calha de ser estação, eu sou ruim de gerenciar o silent quase torrei a nave nas vezes que usei. Minha tática é sempre dropar de frente (o melhor possível) para a estação, termino de alinhar com a entrada na distância de 7,4km, peço permissão pra docar e então :ninja::wtf::flash:, pé embaixo e corrigindo o giro, deixo pré selecionado o landgear depois que passo da entrada ativo e engata a ré, pé no freio e freio de mão e torcer para que o pad selecionado não seja o primeiro:haha: .

Sempre aparece alguém pra me interditar no meio do caminho, uso sempre o padrão -> thust ->boost -> chaff -> jump, quando é pirata quando é puliça deixa cobrar a multa e vamos embora!!!
 

Rafael_bc

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Tem ilegais no meio, mas não todas e são elas que geralmente tem o maior valor, na maioria as entregas são em outpost então sem scan, quando calha de ser estação, eu sou ruim de gerenciar o silent quase torrei a nave nas vezes que usei. Minha tática é sempre dropar de frente (o melhor possível) para a estação, termino de alinhar com a entrada na distância de 7,4km, peço permissão pra docar e então :ninja::wtf::flash:, pé embaixo e corrigindo o giro, deixo pré selecionado o landgear depois que passo da entrada ativo e engata a ré, pé no freio e freio de mão e torcer para que o pad selecionado não seja o primeiro:haha: .

Sempre aparece alguém pra me interditar no meio do caminho, uso sempre o padrão -> thust ->boost -> chaff -> jump, quando é pirata quando é puliça deixa cobrar a multa e vamos embora!!!

Kkkkkkk, tá certo então, meu caro. Obrigado pela explicação. :joia:
 

almostpilot

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Dev update de hoje...

https://community.elitedangerous.com/node/349

"Hi everyone,

This week saw the beta release for Horizons Planetary Landings and an updated 1.5 beta build. An update was released on Tuesday and we’re planning another update before the end of the week.

There’s a ton of changes and new features to get to grips with so if you want to know more about them then watch the Commander Training Live stream from Tuesday evening with Adam and Ed – you can view it here:



It’s also worth taking a look at Sandro’s Quick Start Guide here:

https://forums.frontier.co.uk/showthread.php?t=205118

The beta itself has been busier with many of you eager to see the planets up close and that’s generated some excellent feedback on the new features in the update. We’re reviewing issues and comments and addressing as needed, some of the changes in the beta 3 release as a result of that feedback. While we often cannot respond directly to these discussions, they are noted and feed into our internal decision making on changes.

I’ve mentioned this on the forums already I’d like to reiterate that the current SRV death behaviour of returning to port is not the intended behaviour, you should restore to your ship – unless your ship has been destroyed. Also if your SRV is destroyed then you shouldn’t lose your exploration data, again unless your ship has been destroyed. These fixes should be in for next week’s build.

We also have some additional changes coming for explorers to integrate some of the new features into their progression a little more. The first addition is an exploration rank increase when finding materials for the first time. Subsequent material finds will provide a small increase to the Commander’s explorer rank value. Searching planets by driving in the SRV will also accrue explorer rank increases and the bonus is scaled depending on how far away from Sol you are.

Based on testing and feedback we’re extending the base fuel range for the SRV, and with the materials capacity by preparing in advance you can have plenty of refills for the fuel. In addition the bonus effect from the fuel synthesis is also going to be changed so it improves fuel efficiency rather than boosting the shield. This change might come in a bit late for the 2.0 release, so may come in 2.1. Another change to synthesis is that we’re toning down the damage bonuses before the Horizons release.

For the detailed surface scans we shall increase the payouts for these for the Horizons and 1.5 release.

And to finish up Zac has been busy putting together some fun activities over the Christmas period – we’re supporting SpecialEffect with a 24 hour charity livestream. You can find our more on this and the other events we’re running here:

https://forums.frontier.co.uk/showthread.php?t=205161

Thanks!

Michael"
 

fernandoway

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Tem ilegais no meio, mas não todas e são elas que geralmente tem o maior valor, na maioria as entregas são em outpost então sem scan, quando calha de ser estação, eu sou ruim de gerenciar o silent quase torrei a nave nas vezes que usei. Minha tática é sempre dropar de frente (o melhor possível) para a estação, termino de alinhar com a entrada na distância de 7,4km, peço permissão pra docar e então :ninja::wtf::flash:, pé embaixo e corrigindo o giro, deixo pré selecionado o landgear depois que passo da entrada ativo e engata a ré, pé no freio e freio de mão e torcer para que o pad selecionado não seja o primeiro:haha: .

Sempre aparece alguém pra me interditar no meio do caminho, uso sempre o padrão -> thust ->boost -> chaff -> jump, quando é pirata quando é puliça deixa cobrar a multa e vamos embora!!!

O esquema é esse mesmo, alinha com a entrada, acelera e qdo estiver entre 4 e 3,5 km de distância coloca em silent. A impressão que tenho é que te escaneiam abaixo de 3km, então coloco em silent a + ou - 3,5km. Nunca tive problemas assim, se frito é no máximo 2, 3 pontos de hull se demoro pra encontrar o ponto de pouso. ;D
 

almostpilot

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Com uma ASP nesse tipo de missão, eu nem chego a ligar o silent running...somente entre a toda



Horizons Beta community goal...que achar e retornar com um "data core" vai ganhar paint jobs...

https://forums.frontier.co.uk/showthread.php?t=206559&p=3188717#post3188717

lite Dangerous: Horizons Beta-only Community Goal - STARTS 04/12/15
Keep an eye on GalNet for when the beta-only Community Goal goes live.



Greetings Commanders,

LHS 3262 Solutions has reported the theft of a valuable experimental data core. The core, which has been in development for some time, has been described as being “of great importance” to LHS 3262 Solutions, and a generous reward has been offered for its safe return. The precise location of the thieves is not known and Security services in the LHS 3262 system, where LHS 3262 Solutions is based, have been unable to track the thieves, but they have determined that the criminals recently visited three systems: Eleu, Pijan and Baris.

LHS 3262 Solutions has stressed that the core must be recovered soon, before it degrades and becomes unusable and are offering a rich reward for the first pilot to return the item to their facility at Whitworth Park on Akan.

As an additional reward, the pilot that returns with the data core will also be awarded a special code to obtain a new ship paint job of their choice.

Community Goal:
Find the Stolen Data Core- LHS 3262, Whitworth Park on Akan, search for clues to recover the stolen data core.


Happy Hunting Commanders!
 
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fernandoyb

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Tenho uma Viper pra fazer bounty hunter, agora queria fazer mining ou esses trades, qual nave recomendam comprar pra cada função ? to com 2kk em caixa.
Esses trades são aqueles que vocês pegam na estações ou vocês compram materiais em uma estação e vendem em outra por um preço maior ?
 

almostpilot

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Tenho uma Viper pra fazer bounty hunter, agora queria fazer mining ou esses trades, qual nave recomendam comprar pra cada função ? to com 2kk em caixa.
Esses trades são aqueles que vocês pegam na estações ou vocês compram materiais em uma estação e vendem em outra por um preço maior ?

Acho que com esse valor é melhor voce sentar na "Cobra"....e é serio!

O trade é comprar em uma estação e vender em outra. Postei alguma paginas atras uma rota de trade para RARES GOODS, de uma olhada..
 

fernandoyb

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Acho que com esse valor é melhor voce sentar na "Cobra"....e é serio!

O trade é comprar em uma estação e vender em outra. Postei alguma paginas atras uma rota de trade para RARES GOODS, de uma olhada..
a type 6 não seria melhor pelo tamanho da carga dela ? eu botei o quanto de grana que tinha mas eu consigo mais grana rapidinho.
 

almostpilot

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a type 6 não seria melhor pelo tamanho da carga dela ? eu botei o quanto de grana que tinha mas eu consigo mais grana rapidinho.

cara infelizmente ja faz tempo que passei por essas naves e nem tenho mais noção de faixa de preço...compare os slots de carga de cada uma, velocidade/agilidade e JUMP e veja então qual a melhor....pode ser a type 6 mesmo, pra trade.

http://coriolis.io/
 

mmedinas

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Com uma ASP nesse tipo de missão, eu nem chego a ligar o silent running...somente entre a toda

Eu também não uso o silent running, é só entrar direto, as vezes aparece scan detected mas não finaliza, quando a voz fala "scan...ja passei pela entrada..detected" aí ja era!!rsrs
 
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Leandro

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Esse beta do Horizons é só para quem pegou ele e tal?
 

Peter_Genius

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Eu também não uso o silent running, é só entrar direto, as vezes aparece scan detected mas não finaliza, quando a voz fala "scan...ja passei pela entrada..detected" aí ja era!!rsrs

Eu fiz isso com a sidewinder algumas vezes hehehehehe... Com itens ilegais, alinhei e parti para o abraço, tudo em ENG e :ninja:!!!

Quando aparece scan detected eu já estou baixando a nave no dock (usando mouse e teclado hehehehehe :mr2:)
 
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Rafael_bc

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Senhores, uma dica, quando começarem a te escanear, soltem um shaff, ele atrapalha o scanner.

Muito boa dica. Uma dúvida: Já notei varias vezes que o Chaff atrapalha o Kill Warrant Scanner, mas nunca reparei se ele atrapalha o Scanner normal. Atrapalha também?
 

Columbina Talpacoti

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Finalmente usei o chat de voz do jogo com um amigo, MUITO LEGAL, Fizeram toda a sonoplastia pra deixar o jogador mais no clima, que legal. Adorei os sons.


ensinando um amigo com o pouco que eu aprendi kkk, Voltei ao jogo.

fica bem mais divertido jogar com um amigo. to dando umas dicas pro lazarento e aprendendo também sobre desacoplar em conjunto e tal, bem legal
 
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NoVaCa Rei

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A batalha ontem foi furiosa, vencemos a maioria dos embates, perdemos até anaconda, mas matamos e expulsamos todos do sistema, na goal então, não ficava um do império. É a gangue sendo ela mesmo :br:
 

jr2506

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Já já UPo o vídeo.
A batalha ontem foi furiosa, vencemos a maioria dos embates, perdemos até anaconda, mas matamos e expulsamos todos do sistema, na goal então, não ficava um do império. É a gangue sendo ela mesmo :br:

EDIT: Nooooooo, tive maior trabalho para editar e acabar o vídeo na madrugada e esqueci de gravar no pendrive de manhã! Agora só UPo amanhã! :bua:
 
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Rafael_bc

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Ontem, fiz uma visitinha em um dos black holes mais próximos do sistema solar, no sistema HIP 63835.

Já tinha visto alguns vídeos, mas não com um black hole tão próximo assim de uma estrela.

Os efeitos de distorções são muito bacanas, sem dúvidas, é um dever de todo comandante visitar um desses. :D

Screenshot:
F587FA06A144E8DB108544725065A99BA31B2388
 

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