Tekwar Inviato 27 Febbraio 2017 Condividi Inviato 27 Febbraio 2017 Nel mio caso sono già ripartito, circa 6.000 YL per arrivare a Sagittarius A, anche perchè devo ritornare nella bolla prima dell'uscita di Mass Effect Andromeda, che tra store Singapore ed EA Access dovrei poterlo giocare già dal 16 marzo. Cita Link al commento Condividi su altri siti More sharing options...
gaxel Inviato 27 Febbraio 2017 Condividi Inviato 27 Febbraio 2017 Nel mio caso sono già ripartito, circa 6.000 YL per arrivare a Sagittarius A, anche perchè devo ritornare nella bolla prima dell'uscita di Mass Effect Andromeda, che tra store Singapore ed EA Access dovrei poterlo giocare già dal 16 marzo. Perché devi tornare nella bolla prima di MEA? Cita Link al commento Condividi su altri siti More sharing options...
Tekwar Inviato 27 Febbraio 2017 Condividi Inviato 27 Febbraio 2017 Perché devi tornare nella bolla prima di MEA? Perchè poi mi dedico a MEA e non mi piace lasciare le cose in sospeso Già ora non ho ancora iniziato Halo Wars 2 perchè sono occupato con Elité e World of Tanks. Ma sono come mie Senzazionale scoperta di oggi, è a 40 anni luce da noi. Il cuore è la stella nana rossa Trappist-1, i pianeti hanno temperatura tra 0 e 100 gradi e quindi c'è la possibilità di acqua allo stato liquido, che li rende di grandissimo interesse per la ricerca di vita nell'Universo. good luck CMDR'S http://www.polygon.com/2017/2/25/14737940/elite-dangerous-trappist-1-system-predicted Cita Link al commento Condividi su altri siti More sharing options...
Soap Inviato 28 Febbraio 2017 Condividi Inviato 28 Febbraio 2017 Ieri sera avvio una missione vado allo spazio porto consegno e ne accetto un'altra che mi riporta da dove sono venuto, esco dallo spazio porto avvio la mod supercruiser male mi dice che non posso andare nel sistema perché la mia nave ha o.60 tone.....che vuol dire? Se prima mi ha fatto arrivare perché ora non posso fare il viaggio inverso? Cita http://www.mygamerprofile.net/card/onesig/x+Major+Soap+x.png Link al commento Condividi su altri siti More sharing options...
gaxel Inviato 28 Febbraio 2017 Condividi Inviato 28 Febbraio 2017 Ieri sera avvio una missione vado allo spazio porto consegno e ne accetto un'altra che mi riporta da dove sono venuto, esco dallo spazio porto avvio la mod supercruiser male mi dice che non posso andare nel sistema perché la mia nave ha o.60 tone.....che vuol dire?Se prima mi ha fatto arrivare perché ora non posso fare il viaggio inverso? Se hai caricato roba è normale, devi ri-plottare la destinazione nella mappa galattica. Cita Link al commento Condividi su altri siti More sharing options...
Soap Inviato 28 Febbraio 2017 Condividi Inviato 28 Febbraio 2017 Se hai caricato roba è normale, devi ri-plottare la destinazione nella mappa galattica.Fatto ma non me lo fa fare non traccia nessuna nuova rotta Cita http://www.mygamerprofile.net/card/onesig/x+Major+Soap+x.png Link al commento Condividi su altri siti More sharing options...
gaxel Inviato 28 Febbraio 2017 Condividi Inviato 28 Febbraio 2017 Fatto ma non me lo fa fare non traccia nessuna nuova rotta Devi controllare il tuo attuale jump range, che è influenzato dall'eventuale cargo e da quanto fuel hai (meno ne hai di entrambi e più in là balzi).Il jump range deve essere abbastanza per plottare una rotta verso un sistema. Potrebbe essere che l'unico modo per arrivare a quel sistema sia con un blazo di 25Ly e tu ad esempio arrivi al massimo a 24Ly. Verifica tutte queste condizioni e vedi perché non ti plotta la rotta.Beta su PC live a breve, questo è il changelog, per farsi un'idea di cosa cambierà tra un mesetto New Content & Features (Horizons) Commander CreatorCommander creator UI addedPlayer avatars used in ship cockpitsCommander creator exists within the player's cockpitAdded 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 themWe don't have a default avatar use one of the presets randomly insteadAdded Holo-Me option to cockpit Status PanelAdded Holo-Me shortcut to Startport Services screen, as well as including player’s current commander profile image.Added 50 male and female preset commandersAdded feature presets for Eyes, Nose, Mouth, Ears, Jawline and NeckAdded zoom in with altered FOV for close ups in commander creator when playing without VRAdded custom mode for commander creator close ups in VRAdded randomise options to most feature categories in Commander CreatorAdded Undo/Redo to Commander CreatorGroup flight suits into collections to avoid top level list getting hugeUpdated cockpit chairs to allow for more elbow movementFix avatar specular baking behaviour (it wasn't saving the output so it would simply replace its contents)Added beards!Added 14 new hairstylesExpanded number of skin tones to 8 for each head typeAdded “rough” female base head typeRefreshed all hair assets to get them ready for commander creatorAdditional avatar morph options for nose bridge, profile, tip and tip angleAdded avatar morph options for eye angle, width and upper eye foldAdded morph option for upper lip profileAdded jaw angle and depth optionsAdded chin width and prominence optionsHair shader improvementsAvatar eyes now use correct environment mapFixed some incorrect skinning on the female pilot suitAdded chin cleft optionsAdded transparent and opaque versions of the helmetAdded rank shoulder patches, unlocked with rankAdded faction and pirate shoulder patchesAdded freckles, moles and pock marks to skin detailsAdded Milky eye typeAdded fresnel shader to helmet glass to give the transparent version more definitionAdded a selection of eyeliner, blusher and lipstick options.Multicrew - ARRIVING IN A SEPARATE BETA UPDATE DATE TBCRolesGunner role addedExternal turret control view addedFiregroup control addedQuick fire slots addedScanner control addedUpdated UI for roleAllow scanner viewAllow schematic viewWeapon mount highlights addedLimpet control addedTurreted weapons can be controlledMissiles can be firedFighter Con role addedHelm can kick other players from shipAllow an NPC fighter if another player is in a fighter (only for ships that can support 2 fighters)Helm role addedShipsAdded multicrew cameras to supported shipsUpgraded cockpits for multicrewAdder (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 updatedMatchmaking for different session types addedBounty HuntingMentorPiracyMiningExplorationSmugglingSession summary screens addedAllow friends invitations to multicrewPower DistributorNon helm MultiCrew players now provide an additional single power distribution pipPlayers can distribute their pip where they want, as long as there is space for itFireCon defaults to weapons, FighterCon defaults to systemsAdded idle animations for other commanders in cockpitMulticrew usage is based on the number of physical seats on your shipCrimes system updated to support multicrewMulticrew related stats addedGeneralNew mysterious things addedNew organics added to surfacesDolphin playable ship addedDolphin NPC ships addedNew Content & Features (Non-Horizons) Ship NamingAdded ship name plates to shipsAdded ID plates to shipsShips can be named from within station servicesAdded ship names to various cockpit UIAdded hangar cameras for ship name slotsRequest ship name when in the start new commander flowName and ID plates can be added via OutfittingShip names are server moderated if deemed inappropriate then will be masked off to other playersIf it's not our ship and they have no name plates, then we don't know the ship's nameIf you report a player in-game, we'll now fill in their ship name and ship ID for youCamera SuiteAdded vanity cameras to the shipsAdded free camera to shipsAdded Zoom and rotations controls for internal vanity camerasAdded f-stop and focus Distance to vanity and free cameraEnabled vanity and free camera to work in vrUpdated ship cockpit interiors to account for new viewing anglesGeneralAdded asteroid base type station (including air traffic controllers)Added 32 asteroid bases in various deep space locationsAdded some new challenge scenarios4 new Incursion scenariosSpeed dockingDriver challengeShip launched fighter challengeAdded custom engine trails supportAdded MegashipsTankerCargoAsteroid MinerFlight OperationsPrison ShipScience VesselPassenger??????Added 100 new tourist beaconsAdded Bucky Ball Beer Mats rare goodStability FixesMake 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 liveFix crash in the inertial camera simulation when in CQCFix an error that can happen in outfitting if you replace the power distributor too fastFix occasional directional lights assert when loading the system mapFix 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 CQCPrevent crash while trying to generate ambient heat on ships inside stationsAvoid crash in physics if data for a wheel is not validDon't parse an empty string within the Commander Interaction History as it causes the JSON parser to assertFix deadlock if the galaxy map is repeatedly opened and closedFix to clean up partly-initialised modules if the parent object(ship) is destroyed before they have received their first network replicationGeneral Fixes & TweaksPrevent ships spawning inside each other on interdiction drop outThe cursor was offset n some Front-end UI's circumstances when using 'In-Game Panel Based Cursor' mouse modeFix cases of relaunching game after killing the SRV and appearing in orbitIf 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 harmlessFixed trespass zone radar elements being visible in the debug/classified camera modesChange 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 2.2Torval Powerplay Decal changes to Patreus Powerplay DecalString ID appears on info panel as the jump destination fixedPossible fix for multiple unwanted audio events triggering in Friends and Groups screenUpdated some of the broken wireframe codes from the Unknown ArtefactImproved performance of the 'triangle image load' animation (used on the mission board). Also added support for scaling the size of the effectFix for Docking Computer crashing into back of station when approaching from rearFix for Docking Computer crashing into Qwent Research tower when coming in to landWhen 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 startupIn 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 firstInfo in status panel now only shows scrollbar when focusedXbox One: File loading optimisationsModified the "modules/trade/list" so that it filters modules where possible that are only related to the players current shipVarious mission template fixesWhen 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 valueFixed missing info text for data link scannerFixed some shadowing artefacts in the terrain renderingFixed station interior changing when the station in under influence of a UAFixed crash when looking at left-hand panel while in a fighterMake sure kill chances spawn on CollectPalin Mission templateImprovements 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) fixedRemove the missions market ignore case for Jaques stationVarious optimisations for Galaxy mapfixed: Can't exit side panel with B Button after using fighterFixed refinery tab still being selected on the right hand panel after removing the refinery module from a vesselFixed Intermittent drop in frame rate in Challenge ScenarioFixed low-resolution cockpit on loading into CQC matchesVarious text fixesVarious localisation fixesPassengersPassenger's demanded cargo has been updated in passenger mission wrinkles it is now related to the passenger typeAdded prisoner cells as alternatives to passenger cabinsCustom passenger text on cargo display does not match Passenger Type in Customise PassengersEnsure that NPC cruise ships have passengers when scannedUpdated passenger bulk, VIP and VIPConflict, as well as delivery and variant mission templates. The New Destination is now a choice on these mission templatesAlso updated Bulk to show the correct rewards on the inbox message when you get the wrinkle, and transaction panels during wrinklesNew destination and dont dieBalanced numbers for explorers disgruntledness in the LDE template to be the same as on other templatesUpdated the demanded cargo reward amounts on the passenger missions to make them more worth wileReduced exploration rank boost from passengers as it was way too highOccupied passenger cabin modules can no longer be stored using the store multiple menuFixed NPC passengers not showing up properly after a manifest scanFixed UI inconsistency, where the 'Pick Cabin' button was located differently to 'Accept Mission' even though both these UI essentially share the exact same user flowMissionsMake sure that the mission filter doesn't show illegal salvage when set to legalUpdated 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 destinationMulti-stage mission support added (different to wrinkles)Highlight a mission that is a direct consequence of completing a previous missionFixed mission messages being duplicated during transitionsMake 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 missionsDelivery, Collect, Passenger Bulk, Piracy, Rescue, Salvage and Smuggle mission change destination wrinkles are now optionalSmuggle missions maximum range has been reduced to 100ly awaySmuggle long minimum range has been increased to 100 ly awayFixed issue with showing credit rewards when there are no other rewardsUpdated the influence/reputation shown on the mission board for missions so that it matches the amount it actually changes on completionAdded contract elements on all transaction panels to display the mission giverAdded factions involved in the mission on inspace missions inbox messages so that you know who you are working for, and who you are working againstAdded missing text for assassination Inspace Scanthe first 2 inbox messages are missingMission specific cargo can no longer be sold on the commodity market, although can still be sold as stolen items through the black marketWhen missions which require you to pick up cargo exist, they should be able to say Collect Cargo instead of Claim RewardWelcome missions should not contribute towards influence or ranksPrevent exploit where selling cargo from abandonment didn't create a downward rep spiralMassacre conflict and massacre skimmer missions limited to 3 per player at a time. Rewards increased slightly to compensateImprove the chance of rank up and engineer missions being availablePlanetary scan missions now limited to 3 per player at a time. Rewards increased slightly to compensateThe ancient codex now resets approximately 30 seconds after being scannedDecouple normal missions and passenger missions selection, so a full allocation is available to each typeAdded a check for illegal goods to system search to stop returning a system that doesn't contain the markets neededPrevent delivery scoop missions from appearing in systems without a landable planetStop player getting spammed with an inbox message from in space planetary hitmen missionsChanged 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 stationFixed superpower filtering in faction station generatorsNPCsFix NPCs not having the long FSD cooldown after interdictionsAdded the Independent Fighter to alliance and independent faction naviesImprove piracy behaviour and associated chatter to indicater the threat and a time limit for complianceNPC docking improvementsAdded in the Vulture & Python to the police archetype, these ships should now respond to crime and have the correct skinsMake sure that we have the correct faction before using the automatic loadout for NPC archetypesDon't report that the player is clean when being scanned when they are notBalance pass for AI interdiction ability, to make it slightly easierAuto-loadout system will now automatically add required passenger cabins based on the custom passenger typeAllowed auto-adding of cargo racks to consider slots which don't accept shield modules but do accept cargo racksFixed a bug in adding passengers to cabins where Passenger Entries were being added to cabins with the number of passengers set to 0Removed VIP flag from CustomisePassengers. Custom Passengers being added to Imperial cabins will automatically be made VIPChanges to extend AI terrain avoidance on higher gravity worldsAuthority ships now prioritise the closest ship to them when determining what to scan, ie either the Mothership or FightersFix Pirate Hunter Hostile behaviour so that they attack after interdictingIn auto-loadout system, tweak chances of high-end weapons to make them slightly more unlikely for both military and all other archetypesFor 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 applyGet AI pirates to start attacking if the target moves more than 1km or starts charging FSD while the threatening process is ongoingChange 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 cargoThreaten time changed to 15s (from 18s) now that it's displayed in chatterAdded jump after all ships scanned, which we didn't used to need for these pirates as they always attackedIgnore drones and powerplay cargo when deciding whether to send a generic cargo chaser after the playerPirates should now make it clear what cargo can be dropped to apease themStop NPCs in ships that can't jump (like fighters) from trying to do soWhen 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 droppedFix for pirate hunter hostiles not always being wantedIncreased 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 casesFixed an issue in the AI defence code which stopped heat-sinks/Chaff/ECM from workingStations/PortsWhen 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 outStations can now be disabled, which will turn off thier response to crimes and will disable AI spawningStations can now be placed within ringsStations can now be placed within asteroid clustersFix for inner docks not using their own module list and instead always the default modulesFixed the attach to bone offset incorrectly assuming the rotation it receives in in degrees instead of radiansAdjusted several garages in this location as planet terrain was poking through the floorsFixed ugly circle caused by fog being incorrectly clipped in stationsDecreased the lens flare scale on the landing pad floor spots so that they don't obscure the GUI panels and generally look more sensibleRemove 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 lostFixed LODs on the "Rich" road sectionsCPU optimisations around stations and capital shipsStation ServicesIncrease maximum stored ship limit to 35 to accommodate that we now have more than 30 kinds of shipSmall 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 behaviourCheck 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 processFixed module transfer timer wrapping around when the arrival time is in the pastDon't show the Livery button if outfitting isn't available at that locationFix fuel level cap when exchanging modulesRefuel and repair SRVs and Fighters when restockingRemove clip size modifiers on shield cell banksEngineersNew blueprints addedManifest/Killwarrant/Wake scanner:Long RangeWide AngleFast ScanShip primary sensor:Light weightLong RangeWide angleDetailed Surface scanner (affects how fast you can basic/detailed scan planets):Long RangeWide AngleFast ScanNew blueprints added to:Bill Turner:DSS to grade 1, and sensor/scanner to grade 5Juri Ishmaak:Sensor/scanner to grade 4, and DSS to grade 2Lei Chung:Sensor/scanner to grade 2, and DSS to grade 2Lori Jameson:Sensor/scanner to grade 5, and DSS to grade 5Tiana Fortune:DSS to grade 5, and sensor/scanner – 5Added extra gun turrets to various engineer basesFixed floating rock at Elvira Martuuk's baseAdded new longer range missile defences to various engineer basesMic 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 serverAdd Engineer & Outfitting module groups for Life Support and Sensors so they don't all appear in the 'Other' category in the Engineer WorkshopRemove button missing under Adjust Experimental effect screen fixedFighters/CrewCrew rank does not update on the contacts or ship GUI after ranking up fixedOptimisations for load times on fighters and SRVsPerform extra crew resync after crew lounge role reassignmentFighters no longer 'red out'Crew being set to 'flying fighter' when switching into the fighterPrevent transaction error when entering supercruise while a fighter is dockingMake fighter orders control group not conflict with non-ship (egSRV driving) controlsFix for crew cut of commodity trades being calculated on the client incorrectlyWeaponsStrengthening drone vfx as they were very difficult to see at long rangeUpdated laser impact effects so that they are compatible with weapon colouringLimpets 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 installedSeeker Missile target hologram fixedAdded two turreted mining lasersRegeneration 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 amountsControlsMake 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 listFix 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 PCRemoved 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 controlsAllowed the alternate control bindings to have inverted axisPOIs/USSsLava 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 becomeAdded additional installation scenariosMedical installation addedAdded Space Bar installationAdded Space Farm installationAdded Government installationAdded new Security Station installationColour variations for installations addedEnable replication of scannable space wreckage so that they are visible to all playersChanges 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 removedAlign to planet and align to system no longer apply when the object they're aligning is near a planetSkimmers currently don't report hostiles to their owning settlement fixedAllow planet surface landed ships to take-off and attack if there's a near-by faction hostileFumarole disappears in multiplayer situation when a collectable is collected while another client is logged out fixedAdded new Passenger USS scenariosFixed a bug with setting the health prop of a Destructible Mining Component to 1 causing it to have 0 healthFixed hitcheck on fumarole collectiblesImproved loading of POIsProximity effects support addedAdded more wreckage typesSpace scenarios can now have localised fogFixed objects in a settlement drifting from their correct position if the player is far enough from the planets surfaceShipsFix collision warnings on ship authority dummy objects hitting terrain wen landedPrevent repeated malfunctions when they shouldn't occurAdded a new Data Link scanner for shipsChanged Vulture's planetary approach suite size to 1 as intendedSome optimisations for large multi-ship scenesPrevent 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 effectivenessShip balance tweaks as described here by Sandro SammarcoShip ArtAll ship explosive effects improvedAttached decals to heat vents and moved the geometry up a bit to mitigate z fighting on the Imperial CutterBeluga Liner now has similar strength headlights to the AnacondaOrca tactical paintjobs fixedLeft Decals on the F63 Condor fixedFixed Bobblehead cams and orientations on the Fer-de-LanceFixed smoothing groups and some decal positions on the Imperial CutterUpdated Asp cockpit geometry to allow for the new camera viewsAnaconda death explosion sorting fixed. Timings are nicer tooDisable GUI lights if the player is dyingTweaks to the Sidewinder's exterior hullArt fixes/improvements for the Cobra cockpitsFix misaligned lights on the DiamondbackFixed ship kit tail cameras for the Eagle and Fer-de-LanceImperial Cutter hologram clipping when launching from docked is nowFix wear and tear on Python ship kitAdded spotlights to the Beluga's tiny hardpoints to highlight them more in outfittingAdded missing spoiler camera to the ViperRemoved blinking light from Cutter cockpitFixed bobblehead positioning in the VultureFixed Anaconda bobblehead camera 10Adjusted decal front outfitting camera for the Imperial EagleRe-aligned the the F63 cockpit so thrusters align correctlyAdded tail kit hanger camera to the AspFixed blue emissive 'Lakon Systems' panel in T6 cockpitFixed missing textures on Type 7 utility slotsFixed LOD popping with lime green gradient predator paintjob on cobra mk4Fixed fighter bay hitcheck on Federation_DropshipFixed Z fighting issue on Federation_Corvette hardpointsSmoothed LOD transitions on EagleFixed clipping issues when deploying SRV from ViperFix for Federal Dropship paintjobs covering the vehicle bayFix for stretched textures on Viper MkIII ship kitUV fixes for Federal Fighter's driveFixed wonky utility mounts on the Imperial CutterPatched a small hole in the CorvetteFix a decal camera on the VultureFix a missing texture on the Corvette's noseFixed bobblehead cameras in the Diamondback XLFixed landing gear volumes and hitcheck on the SidewinderMoved the Asp's front decal so as not to interfere with the ship kitImperial Clipper now has an icon on the livery page of outfittingSRVAdjust 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 wholeDeploy option is available for SRV while still on the pad at engineer stations in a large ship fixedIf ship gets stuck in "ship approaching" when recalled on extreme uneven ground, it can now be dismissed.Improved headlights on SRV for higher quality levelsFix issue where srv could still be driven even though it wasFix issue where the buggy was taking forever to cool down after taking heat damageFixed SRV shield generator and sine wave scanner not remembering if they are disabled or notOptimisations to buggy headlight lens flaresCQCRebalanced capacitor and charge rates to be the same across the different shipsMake 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 liveFix an error when accepting an invite from someone who has already joined a gameFix an issue with the CQC default player starting params getting modifiedFixing flipped hit bubbles for CQC Empire Fighter hardpoints and adjusting other hit volumes to allow them to be triggered a bit easierRenderFix for hard edge on pfx smoke texture loop texturesFixed temporal reprojection not taking a correct average of the 3x3 pixel neighbourhoodAdded descriptions to various graphics setting optionsHBAO no longer writes in the AO when the data stored in the anisotropic channel is in fact a tangentImproved PFX loddingOptimize 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 sideFixed black line at the centre of insanely high res screenshotsFix 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 settingsGalaxy MapSystem map initialisation optimisationsGalaxy map memory and performance optimisationsDisable HBAO when using the galaxy map as it is not usedFix System Map not updating when scanning planets while openFix 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 plotterSmall route plotter optimisation: don't replot the route when toggling a map filter which has all systems enabledSystems that don't have meta-data now display as having pristine reserves in the system mapPowerplayChange 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 powerPreviously 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 legalSet powerplay help scrollbar to external, to prevent text from truncatingControlsCan no longer use mouse 2 as back in station services menu fixedWhen 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 buttonsXbox One: Expose the yaw/pitch/roll bindings so they can be bound to an axis or a buttonCommander StatsFix number of fines increasing whenever a mission has failed without a fine being leviedFix "Highest single reward" from assassination missions not displaying correct informationCommunity GoalsFix inconsistent rewards being advertised when contributing to Community Goals that are in the process of endingFactionsFix a rare opportunity for a conflict to start immediately after ending earlyFixed faction influence change from smuggling weaponsFaction influence change reduced from murder, interdiction and assault crimesFaction influence change increased from redeeming bounty vouchersBalanced faction effects from selling commodities with a zero purchase priceRemoved faction reputation gains from smuggling cargo at a black marketImproved local news articles when faction conflicts endExplorationRebalance the amount of exploration career rank awarded when completing Passenger missionsStop awarding First Discovery bonuses of zero creditsFix transaction server error when purchasing exploration data for certain systemsIncreased the credit values of exploration data for scans after this release. Unsold data from previous scans is unaffected by this change.StellarForgeStarports can now be injected via server updatesFix drop out distances for certain star typesAdded thread safety to the StellarforgePostGeneration as it is used by the stellarforge job system on worker threadsRenamed a duplicate BD+56 521 system to 'Between'Renamed duplicate Kamba system to MbooniIorant JN-S c17-0 renamed to VonRictofen's RescueIorant PD-K d8-4 renamed to Macedonica's LeapCuffey Plant in Acihaut renamed to Habermann SanctuarySystem COL 359 SECTOR NN-S D4-16 renamed to Joseph’s LighthouseExoplanet in 61 Virginis renamed to 'Rubin's Discovery'Added a dockable megaship called 'Fisher's Rest' to the Aldebaran systemCol 285 Sector Ke-V B17-1 renamed to Oliver and Ben's BeaconCol 285 Sector MZ-U b17-6 renamed to SulisFix orbit and type of Scheau Phoea WL-D d12-1 A 1Renamed a planet in 74 Aquarii to Ethan Raza KhanHyades Sector Zu-Y D117 renamed to Fullerene C60Added starport "Rebuy Prospect" to Fullerene C60Added starport 'McArthur's Reach' to LHS 5287Added starport 'Bob Paffett' to RunoAdded starport 'Jaitinder Singh' to NambaAdded starport 'Mike Tapa Astronautics Ltd' to Sigma HydriAdded starport 'Contestabile' to Baltah'SineEol Prou IW-W e1-2400 renamed to MeretridaEol Prou YI-W b17-19 renamed to KopernikEol Prou PX-T d3-347 renamed to PergamonEol Prou IW-W e1-3246 renamed to MagellanEol Prou NH-K c9-40 renamed to PyrrhaEol Prou LW-L c8-227 renamed to SignalisEol Prou KW-L c8-164 renamed to GarudaEol Prou IW-W e1-3167 renamed to CanonniaEol Prou PX-T d3-336 renamed to UnionEol Prou IW-W e1-1601 renamed to PhoenixEol Prou LW-L C8-10 renamed to DubbuennelEol Prou LW-L C8-6 renamed to Kioti 368Eol Prou LW-L C8-54 renamed to MobiaEol Prou IW-W E1-3231 renamed to Edge Fraternity LandingEol Prou SS-T D3-241 renamed to TasAdded a dockable megaship called 'The Harmony' to Yum Kamcabi systemCelestialFix texture distortion in ultra due to morphing not scaling correctlyImproved quad efficiency for distant horizon planetsIce terrain surface improvementsReduce dark patches occurring when regenerating shadowsDon't allow ships to fly backwards in a ring orbiting a black hole to sneak through the exclusion zoneSurface rock system optimisationsMake star lens flares check the actual depth instead of comparing against a constant valueRed Spider Nebula is now redSplit up terrain noise generation into chunks to avoid using too much memory at onceFix some nebula not appearing in the sky dome generationFix a stellar jet render artefact on AMD cardsFix background brightness popping in multistar systemsPerformance improvements for terrain on 4/500 series nVidia cardsUpdated schematics for white dwarfs and neutron starsDistant asteroid billboards shading incorrectly when passing in front of their planet fixedRemove the planet material texture lod drop on consolesHyperspace/SupercruisePhysics optimisations for supercruiseEnsure that the destination star billboard is displayed in the hyperspace sequence if lens flare is disabledNetworkExperimental IPV6 support addedNetwork options and information page added to the options menuIf 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 gameAdded an option on Network Settings dialog to allow the port number used on IPv6 to beStreamline 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 IPv4VRMade the schematics render in stereoAdded dithering support to tackle banding in VRFixes to some of the cockpit VR camerasFix 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 1280x768Added Python ship kit VR hangar camerasPlayer JournalAdded journal events for multicrewReplace the docking journal entry when switching back to a mother ship after a fighter or buggy has exploded, with VehicleSwitchChange several gameplay modules to use new 'Composite' Journal logging, for more consistent journal entriesWhen a ship/slf takes damage, the journal entry now includes whether it's the ship or fighter, and whether the player is the pilotAdded a journal entry when gaining Federation or Empire rankAdded "Target" property in player journal when recording a killFix 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 SRVAdd a "StartJump" PlayerJournal event, at the start of the jump CountdownBasic Planetary Scan (ie without Detailed Surface Scanner) now write some limited info in the journalAt the start of a jump, include the target star's spectral type in the journalWhen accepting a new mission, include some info in the Player Journal entry about the effect on Influence and ReputationInclude Faction info in RedeemVoucher event in Player JournalWhen 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 landsAdded journal entry for setting a ship nameFixed a case where the amount scooped may be reported incorrectly (even -ve), if you start a hyperspace jump while you're still scoopingInclude more details about atmospheric composition in player journal, when detail-scanning a planet with atmosphereInclude target faction and count in Player Journal when accepting a missionAdded info in player journal at startup with Cargo, Materials, Passengers, LoadoutAdd 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 fightInclude the name of the destination starsystem in the "StartJump" player journalWhen 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 priorityThe "Loadout" data now includes health and value for each moduleAudio Change LogAudio AdditionsAdded audio for the FSD supercharge including voice alertsAdded ambient audio details to the starport inner-dock variants3 New flight controllers – Empire, Anarchy, IndependentMany audio optimisations and mix improvementsAdditional Wavescanner soundsSecret stuff. Shhh. Technical Audio ChangesNew 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 FixesFixed broken sounds in galaxy and system mapsFixed NPC voice volume slider not workingFixed issues with tourist beacon ambiencesFixed tutorial voice text getting truncatedFixed various flight controller issuesOutfitting - 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 Factions - 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) Exploration - 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. Cita Link al commento Condividi su altri siti More sharing options...
Davide Sp Inviato 28 Febbraio 2017 Condividi Inviato 28 Febbraio 2017 Devi controllare il tuo attuale jump range, che è influenzato dall'eventuale cargo e da quanto fuel hai (meno ne hai di entrambi e più in là balzi).Il jump range deve essere abbastanza per plottare una rotta verso un sistema. Potrebbe essere che l'unico modo per arrivare a quel sistema sia con un blazo di 25Ly e tu ad esempio arrivi al massimo a 24Ly. Verifica tutte queste condizioni e vedi perché non ti plotta la rotta. Beta su PC live a breve, questo è il changelog, per farsi un'idea di cosa cambierà tra un mesetto New Content & Features (Horizons) Commander CreatorCommander creator UI addedPlayer avatars used in ship cockpitsCommander creator exists within the player's cockpitAdded 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 themWe don't have a default avatar use one of the presets randomly insteadAdded Holo-Me option to cockpit Status PanelAdded Holo-Me shortcut to Startport Services screen, as well as including players current commander profile image.Added 50 male and female preset commandersAdded feature presets for Eyes, Nose, Mouth, Ears, Jawline and NeckAdded zoom in with altered FOV for close ups in commander creator when playing without VRAdded custom mode for commander creator close ups in VRAdded randomise options to most feature categories in Commander CreatorAdded Undo/Redo to Commander CreatorGroup flight suits into collections to avoid top level list getting hugeUpdated cockpit chairs to allow for more elbow movementFix avatar specular baking behaviour (it wasn't saving the output so it would simply replace its contents)Added beards!Added 14 new hairstylesExpanded number of skin tones to 8 for each head typeAdded rough female base head typeRefreshed all hair assets to get them ready for commander creatorAdditional avatar morph options for nose bridge, profile, tip and tip angleAdded avatar morph options for eye angle, width and upper eye foldAdded morph option for upper lip profileAdded jaw angle and depth optionsAdded chin width and prominence optionsHair shader improvementsAvatar eyes now use correct environment mapFixed some incorrect skinning on the female pilot suitAdded chin cleft optionsAdded transparent and opaque versions of the helmetAdded rank shoulder patches, unlocked with rankAdded faction and pirate shoulder patchesAdded freckles, moles and pock marks to skin detailsAdded Milky eye typeAdded fresnel shader to helmet glass to give the transparent version more definitionAdded a selection of eyeliner, blusher and lipstick options.Multicrew - ARRIVING IN A SEPARATE BETA UPDATE DATE TBCRolesGunner role addedExternal turret control view addedFiregroup control addedQuick fire slots addedScanner control addedUpdated UI for roleAllow scanner viewAllow schematic viewWeapon mount highlights addedLimpet control addedTurreted weapons can be controlledMissiles can be firedFighter Con role addedHelm can kick other players from shipAllow an NPC fighter if another player is in a fighter (only for ships that can support 2 fighters)Helm role addedShipsAdded multicrew cameras to supported shipsUpgraded cockpits for multicrewAdder (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 updatedMatchmaking for different session types addedBounty HuntingMentorPiracyMiningExplorationSmugglingSession summary screens addedAllow friends invitations to multicrewPower DistributorNon helm MultiCrew players now provide an additional single power distribution pipPlayers can distribute their pip where they want, as long as there is space for itFireCon defaults to weapons, FighterCon defaults to systemsAdded idle animations for other commanders in cockpitMulticrew usage is based on the number of physical seats on your shipCrimes system updated to support multicrewMulticrew related stats addedGeneralNew mysterious things addedNew organics added to surfacesDolphin playable ship addedDolphin NPC ships addedNew Content & Features (Non-Horizons) Ship NamingAdded ship name plates to shipsAdded ID plates to shipsShips can be named from within station servicesAdded ship names to various cockpit UIAdded hangar cameras for ship name slotsRequest ship name when in the start new commander flowName and ID plates can be added via OutfittingShip names are server moderated if deemed inappropriate then will be masked off to other playersIf it's not our ship and they have no name plates, then we don't know the ship's nameIf you report a player in-game, we'll now fill in their ship name and ship ID for youCamera SuiteAdded vanity cameras to the shipsAdded free camera to shipsAdded Zoom and rotations controls for internal vanity camerasAdded f-stop and focus Distance to vanity and free cameraEnabled vanity and free camera to work in vrUpdated ship cockpit interiors to account for new viewing anglesGeneralAdded asteroid base type station (including air traffic controllers)Added 32 asteroid bases in various deep space locationsAdded some new challenge scenarios4 new Incursion scenariosSpeed dockingDriver challengeShip launched fighter challengeAdded custom engine trails supportAdded MegashipsTankerCargoAsteroid MinerFlight OperationsPrison ShipScience VesselPassenger??????Added 100 new tourist beaconsAdded Bucky Ball Beer Mats rare goodStability FixesMake 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 liveFix crash in the inertial camera simulation when in CQCFix an error that can happen in outfitting if you replace the power distributor too fastFix occasional directional lights assert when loading the system mapFix 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 CQCPrevent crash while trying to generate ambient heat on ships inside stationsAvoid crash in physics if data for a wheel is not validDon't parse an empty string within the Commander Interaction History as it causes the JSON parser to assertFix deadlock if the galaxy map is repeatedly opened and closedFix to clean up partly-initialised modules if the parent object(ship) is destroyed before they have received their first network replicationGeneral Fixes & TweaksPrevent ships spawning inside each other on interdiction drop outThe cursor was offset n some Front-end UI's circumstances when using 'In-Game Panel Based Cursor' mouse modeFix cases of relaunching game after killing the SRV and appearing in orbitIf 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 harmlessFixed trespass zone radar elements being visible in the debug/classified camera modesChange 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 2.2Torval Powerplay Decal changes to Patreus Powerplay DecalString ID appears on info panel as the jump destination fixedPossible fix for multiple unwanted audio events triggering in Friends and Groups screenUpdated some of the broken wireframe codes from the Unknown ArtefactImproved performance of the 'triangle image load' animation (used on the mission board). Also added support for scaling the size of the effectFix for Docking Computer crashing into back of station when approaching from rearFix for Docking Computer crashing into Qwent Research tower when coming in to landWhen 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 startupIn 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 firstInfo in status panel now only shows scrollbar when focusedXbox One: File loading optimisationsModified the "modules/trade/list" so that it filters modules where possible that are only related to the players current shipVarious mission template fixesWhen 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 valueFixed missing info text for data link scannerFixed some shadowing artefacts in the terrain renderingFixed station interior changing when the station in under influence of a UAFixed crash when looking at left-hand panel while in a fighterMake sure kill chances spawn on CollectPalin Mission templateImprovements 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) fixedRemove the missions market ignore case for Jaques stationVarious optimisations for Galaxy mapfixed: Can't exit side panel with B Button after using fighterFixed refinery tab still being selected on the right hand panel after removing the refinery module from a vesselFixed Intermittent drop in frame rate in Challenge ScenarioFixed low-resolution cockpit on loading into CQC matchesVarious text fixesVarious localisation fixesPassengersPassenger's demanded cargo has been updated in passenger mission wrinkles it is now related to the passenger typeAdded prisoner cells as alternatives to passenger cabinsCustom passenger text on cargo display does not match Passenger Type in Customise PassengersEnsure that NPC cruise ships have passengers when scannedUpdated passenger bulk, VIP and VIPConflict, as well as delivery and variant mission templates. The New Destination is now a choice on these mission templatesAlso updated Bulk to show the correct rewards on the inbox message when you get the wrinkle, and transaction panels during wrinklesNew destination and dont dieBalanced numbers for explorers disgruntledness in the LDE template to be the same as on other templatesUpdated the demanded cargo reward amounts on the passenger missions to make them more worth wileReduced exploration rank boost from passengers as it was way too highOccupied passenger cabin modules can no longer be stored using the store multiple menuFixed NPC passengers not showing up properly after a manifest scanFixed UI inconsistency, where the 'Pick Cabin' button was located differently to 'Accept Mission' even though both these UI essentially share the exact same user flowMissionsMake sure that the mission filter doesn't show illegal salvage when set to legalUpdated 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 destinationMulti-stage mission support added (different to wrinkles)Highlight a mission that is a direct consequence of completing a previous missionFixed mission messages being duplicated during transitionsMake 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 missionsDelivery, Collect, Passenger Bulk, Piracy, Rescue, Salvage and Smuggle mission change destination wrinkles are now optionalSmuggle missions maximum range has been reduced to 100ly awaySmuggle long minimum range has been increased to 100 ly awayFixed issue with showing credit rewards when there are no other rewardsUpdated the influence/reputation shown on the mission board for missions so that it matches the amount it actually changes on completionAdded contract elements on all transaction panels to display the mission giverAdded factions involved in the mission on inspace missions inbox messages so that you know who you are working for, and who you are working againstAdded missing text for assassination Inspace Scanthe first 2 inbox messages are missingMission specific cargo can no longer be sold on the commodity market, although can still be sold as stolen items through the black marketWhen missions which require you to pick up cargo exist, they should be able to say Collect Cargo instead of Claim RewardWelcome missions should not contribute towards influence or ranksPrevent exploit where selling cargo from abandonment didn't create a downward rep spiralMassacre conflict and massacre skimmer missions limited to 3 per player at a time. Rewards increased slightly to compensateImprove the chance of rank up and engineer missions being availablePlanetary scan missions now limited to 3 per player at a time. Rewards increased slightly to compensateThe ancient codex now resets approximately 30 seconds after being scannedDecouple normal missions and passenger missions selection, so a full allocation is available to each typeAdded a check for illegal goods to system search to stop returning a system that doesn't contain the markets neededPrevent delivery scoop missions from appearing in systems without a landable planetStop player getting spammed with an inbox message from in space planetary hitmen missionsChanged 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 stationFixed superpower filtering in faction station generatorsNPCsFix NPCs not having the long FSD cooldown after interdictionsAdded the Independent Fighter to alliance and independent faction naviesImprove piracy behaviour and associated chatter to indicater the threat and a time limit for complianceNPC docking improvementsAdded in the Vulture & Python to the police archetype, these ships should now respond to crime and have the correct skinsMake sure that we have the correct faction before using the automatic loadout for NPC archetypesDon't report that the player is clean when being scanned when they are notBalance pass for AI interdiction ability, to make it slightly easierAuto-loadout system will now automatically add required passenger cabins based on the custom passenger typeAllowed auto-adding of cargo racks to consider slots which don't accept shield modules but do accept cargo racksFixed a bug in adding passengers to cabins where Passenger Entries were being added to cabins with the number of passengers set to 0Removed VIP flag from CustomisePassengers. Custom Passengers being added to Imperial cabins will automatically be made VIPChanges to extend AI terrain avoidance on higher gravity worldsAuthority ships now prioritise the closest ship to them when determining what to scan, ie either the Mothership or FightersFix Pirate Hunter Hostile behaviour so that they attack after interdictingIn auto-loadout system, tweak chances of high-end weapons to make them slightly more unlikely for both military and all other archetypesFor 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 applyGet AI pirates to start attacking if the target moves more than 1km or starts charging FSD while the threatening process is ongoingChange 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 cargoThreaten time changed to 15s (from 18s) now that it's displayed in chatterAdded jump after all ships scanned, which we didn't used to need for these pirates as they always attackedIgnore drones and powerplay cargo when deciding whether to send a generic cargo chaser after the playerPirates should now make it clear what cargo can be dropped to apease themStop NPCs in ships that can't jump (like fighters) from trying to do soWhen 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 droppedFix for pirate hunter hostiles not always being wantedIncreased 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 casesFixed an issue in the AI defence code which stopped heat-sinks/Chaff/ECM from workingStations/PortsWhen 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 outStations can now be disabled, which will turn off thier response to crimes and will disable AI spawningStations can now be placed within ringsStations can now be placed within asteroid clustersFix for inner docks not using their own module list and instead always the default modulesFixed the attach to bone offset incorrectly assuming the rotation it receives in in degrees instead of radiansAdjusted several garages in this location as planet terrain was poking through the floorsFixed ugly circle caused by fog being incorrectly clipped in stationsDecreased the lens flare scale on the landing pad floor spots so that they don't obscure the GUI panels and generally look more sensibleRemove 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 lostFixed LODs on the "Rich" road sectionsCPU optimisations around stations and capital shipsStation ServicesIncrease maximum stored ship limit to 35 to accommodate that we now have more than 30 kinds of shipSmall 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 behaviourCheck 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 processFixed module transfer timer wrapping around when the arrival time is in the pastDon't show the Livery button if outfitting isn't available at that locationFix fuel level cap when exchanging modulesRefuel and repair SRVs and Fighters when restockingRemove clip size modifiers on shield cell banksEngineersNew blueprints addedManifest/Killwarrant/Wake scanner:Long RangeWide AngleFast ScanShip primary sensor:Light weightLong RangeWide angleDetailed Surface scanner (affects how fast you can basic/detailed scan planets):Long RangeWide AngleFast ScanNew blueprints added to:Bill Turner:DSS to grade 1, and sensor/scanner to grade 5Juri Ishmaak:Sensor/scanner to grade 4, and DSS to grade 2Lei Chung:Sensor/scanner to grade 2, and DSS to grade 2Lori Jameson:Sensor/scanner to grade 5, and DSS to grade 5Tiana Fortune:DSS to grade 5, and sensor/scanner 5Added extra gun turrets to various engineer basesFixed floating rock at Elvira Martuuk's baseAdded new longer range missile defences to various engineer basesMic 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 serverAdd Engineer & Outfitting module groups for Life Support and Sensors so they don't all appear in the 'Other' category in the Engineer WorkshopRemove button missing under Adjust Experimental effect screen fixedFighters/CrewCrew rank does not update on the contacts or ship GUI after ranking up fixedOptimisations for load times on fighters and SRVsPerform extra crew resync after crew lounge role reassignmentFighters no longer 'red out'Crew being set to 'flying fighter' when switching into the fighterPrevent transaction error when entering supercruise while a fighter is dockingMake fighter orders control group not conflict with non-ship (egSRV driving) controlsFix for crew cut of commodity trades being calculated on the client incorrectlyWeaponsStrengthening drone vfx as they were very difficult to see at long rangeUpdated laser impact effects so that they are compatible with weapon colouringLimpets 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 installedSeeker Missile target hologram fixedAdded two turreted mining lasersRegeneration 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 amountsControlsMake 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 listFix 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 PCRemoved 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 controlsAllowed the alternate control bindings to have inverted axisPOIs/USSsLava 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 becomeAdded additional installation scenariosMedical installation addedAdded Space Bar installationAdded Space Farm installationAdded Government installationAdded new Security Station installationColour variations for installations addedEnable replication of scannable space wreckage so that they are visible to all playersChanges 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 removedAlign to planet and align to system no longer apply when the object they're aligning is near a planetSkimmers currently don't report hostiles to their owning settlement fixedAllow planet surface landed ships to take-off and attack if there's a near-by faction hostileFumarole disappears in multiplayer situation when a collectable is collected while another client is logged out fixedAdded new Passenger USS scenariosFixed a bug with setting the health prop of a Destructible Mining Component to 1 causing it to have 0 healthFixed hitcheck on fumarole collectiblesImproved loading of POIsProximity effects support addedAdded more wreckage typesSpace scenarios can now have localised fogFixed objects in a settlement drifting from their correct position if the player is far enough from the planets surfaceShipsFix collision warnings on ship authority dummy objects hitting terrain wen landedPrevent repeated malfunctions when they shouldn't occurAdded a new Data Link scanner for shipsChanged Vulture's planetary approach suite size to 1 as intendedSome optimisations for large multi-ship scenesPrevent 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 effectivenessShip balance tweaks as described here by Sandro SammarcoShip ArtAll ship explosive effects improvedAttached decals to heat vents and moved the geometry up a bit to mitigate z fighting on the Imperial CutterBeluga Liner now has similar strength headlights to the AnacondaOrca tactical paintjobs fixedLeft Decals on the F63 Condor fixedFixed Bobblehead cams and orientations on the Fer-de-LanceFixed smoothing groups and some decal positions on the Imperial CutterUpdated Asp cockpit geometry to allow for the new camera viewsAnaconda death explosion sorting fixed. Timings are nicer tooDisable GUI lights if the player is dyingTweaks to the Sidewinder's exterior hullArt fixes/improvements for the Cobra cockpitsFix misaligned lights on the DiamondbackFixed ship kit tail cameras for the Eagle and Fer-de-LanceImperial Cutter hologram clipping when launching from docked is nowFix wear and tear on Python ship kitAdded spotlights to the Beluga's tiny hardpoints to highlight them more in outfittingAdded missing spoiler camera to the ViperRemoved blinking light from Cutter cockpitFixed bobblehead positioning in the VultureFixed Anaconda bobblehead camera 10Adjusted decal front outfitting camera for the Imperial EagleRe-aligned the the F63 cockpit so thrusters align correctlyAdded tail kit hanger camera to the AspFixed blue emissive 'Lakon Systems' panel in T6 cockpitFixed missing textures on Type 7 utility slotsFixed LOD popping with lime green gradient predator paintjob on cobra mk4Fixed fighter bay hitcheck on Federation_DropshipFixed Z fighting issue on Federation_Corvette hardpointsSmoothed LOD transitions on EagleFixed clipping issues when deploying SRV from ViperFix for Federal Dropship paintjobs covering the vehicle bayFix for stretched textures on Viper MkIII ship kitUV fixes for Federal Fighter's driveFixed wonky utility mounts on the Imperial CutterPatched a small hole in the CorvetteFix a decal camera on the VultureFix a missing texture on the Corvette's noseFixed bobblehead cameras in the Diamondback XLFixed landing gear volumes and hitcheck on the SidewinderMoved the Asp's front decal so as not to interfere with the ship kitImperial Clipper now has an icon on the livery page of outfittingSRVAdjust 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 wholeDeploy option is available for SRV while still on the pad at engineer stations in a large ship fixedIf ship gets stuck in "ship approaching" when recalled on extreme uneven ground, it can now be dismissed.Improved headlights on SRV for higher quality levelsFix issue where srv could still be driven even though it wasFix issue where the buggy was taking forever to cool down after taking heat damageFixed SRV shield generator and sine wave scanner not remembering if they are disabled or notOptimisations to buggy headlight lens flaresCQCRebalanced capacitor and charge rates to be the same across the different shipsMake 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 liveFix an error when accepting an invite from someone who has already joined a gameFix an issue with the CQC default player starting params getting modifiedFixing flipped hit bubbles for CQC Empire Fighter hardpoints and adjusting other hit volumes to allow them to be triggered a bit easierRenderFix for hard edge on pfx smoke texture loop texturesFixed temporal reprojection not taking a correct average of the 3x3 pixel neighbourhoodAdded descriptions to various graphics setting optionsHBAO no longer writes in the AO when the data stored in the anisotropic channel is in fact a tangentImproved PFX loddingOptimize 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 sideFixed black line at the centre of insanely high res screenshotsFix 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 settingsGalaxy MapSystem map initialisation optimisationsGalaxy map memory and performance optimisationsDisable HBAO when using the galaxy map as it is not usedFix System Map not updating when scanning planets while openFix 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 plotterSmall route plotter optimisation: don't replot the route when toggling a map filter which has all systems enabledSystems that don't have meta-data now display as having pristine reserves in the system mapPowerplayChange 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 powerPreviously 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 legalSet powerplay help scrollbar to external, to prevent text from truncatingControlsCan no longer use mouse 2 as back in station services menu fixedWhen 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 buttonsXbox One: Expose the yaw/pitch/roll bindings so they can be bound to an axis or a buttonCommander StatsFix number of fines increasing whenever a mission has failed without a fine being leviedFix "Highest single reward" from assassination missions not displaying correct informationCommunity GoalsFix inconsistent rewards being advertised when contributing to Community Goals that are in the process of endingFactionsFix a rare opportunity for a conflict to start immediately after ending earlyFixed faction influence change from smuggling weaponsFaction influence change reduced from murder, interdiction and assault crimesFaction influence change increased from redeeming bounty vouchersBalanced faction effects from selling commodities with a zero purchase priceRemoved faction reputation gains from smuggling cargo at a black marketImproved local news articles when faction conflicts endExplorationRebalance the amount of exploration career rank awarded when completing Passenger missionsStop awarding First Discovery bonuses of zero creditsFix transaction server error when purchasing exploration data for certain systemsIncreased the credit values of exploration data for scans after this release. Unsold data from previous scans is unaffected by this change.StellarForgeStarports can now be injected via server updatesFix drop out distances for certain star typesAdded thread safety to the StellarforgePostGeneration as it is used by the stellarforge job system on worker threadsRenamed a duplicate BD+56 521 system to 'Between'Renamed duplicate Kamba system to MbooniIorant JN-S c17-0 renamed to VonRictofen's RescueIorant PD-K d8-4 renamed to Macedonica's LeapCuffey Plant in Acihaut renamed to Habermann SanctuarySystem COL 359 SECTOR NN-S D4-16 renamed to Josephs LighthouseExoplanet in 61 Virginis renamed to 'Rubin's Discovery'Added a dockable megaship called 'Fisher's Rest' to the Aldebaran systemCol 285 Sector Ke-V B17-1 renamed to Oliver and Ben's BeaconCol 285 Sector MZ-U b17-6 renamed to SulisFix orbit and type of Scheau Phoea WL-D d12-1 A 1Renamed a planet in 74 Aquarii to Ethan Raza KhanHyades Sector Zu-Y D117 renamed to Fullerene C60Added starport "Rebuy Prospect" to Fullerene C60Added starport 'McArthur's Reach' to LHS 5287Added starport 'Bob Paffett' to RunoAdded starport 'Jaitinder Singh' to NambaAdded starport 'Mike Tapa Astronautics Ltd' to Sigma HydriAdded starport 'Contestabile' to Baltah'SineEol Prou IW-W e1-2400 renamed to MeretridaEol Prou YI-W b17-19 renamed to KopernikEol Prou PX-T d3-347 renamed to PergamonEol Prou IW-W e1-3246 renamed to MagellanEol Prou NH-K c9-40 renamed to PyrrhaEol Prou LW-L c8-227 renamed to SignalisEol Prou KW-L c8-164 renamed to GarudaEol Prou IW-W e1-3167 renamed to CanonniaEol Prou PX-T d3-336 renamed to UnionEol Prou IW-W e1-1601 renamed to PhoenixEol Prou LW-L C8-10 renamed to DubbuennelEol Prou LW-L C8-6 renamed to Kioti 368Eol Prou LW-L C8-54 renamed to MobiaEol Prou IW-W E1-3231 renamed to Edge Fraternity LandingEol Prou SS-T D3-241 renamed to TasAdded a dockable megaship called 'The Harmony' to Yum Kamcabi systemCelestialFix texture distortion in ultra due to morphing not scaling correctlyImproved quad efficiency for distant horizon planetsIce terrain surface improvementsReduce dark patches occurring when regenerating shadowsDon't allow ships to fly backwards in a ring orbiting a black hole to sneak through the exclusion zoneSurface rock system optimisationsMake star lens flares check the actual depth instead of comparing against a constant valueRed Spider Nebula is now redSplit up terrain noise generation into chunks to avoid using too much memory at onceFix some nebula not appearing in the sky dome generationFix a stellar jet render artefact on AMD cardsFix background brightness popping in multistar systemsPerformance improvements for terrain on 4/500 series nVidia cardsUpdated schematics for white dwarfs and neutron starsDistant asteroid billboards shading incorrectly when passing in front of their planet fixedRemove the planet material texture lod drop on consolesHyperspace/SupercruisePhysics optimisations for supercruiseEnsure that the destination star billboard is displayed in the hyperspace sequence if lens flare is disabledNetworkExperimental IPV6 support addedNetwork options and information page added to the options menuIf 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 gameAdded an option on Network Settings dialog to allow the port number used on IPv6 to beStreamline 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 IPv4VRMade the schematics render in stereoAdded dithering support to tackle banding in VRFixes to some of the cockpit VR camerasFix 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 1280x768Added Python ship kit VR hangar camerasPlayer JournalAdded journal events for multicrewReplace the docking journal entry when switching back to a mother ship after a fighter or buggy has exploded, with VehicleSwitchChange several gameplay modules to use new 'Composite' Journal logging, for more consistent journal entriesWhen a ship/slf takes damage, the journal entry now includes whether it's the ship or fighter, and whether the player is the pilotAdded a journal entry when gaining Federation or Empire rankAdded "Target" property in player journal when recording a killFix 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 SRVAdd a "StartJump" PlayerJournal event, at the start of the jump CountdownBasic Planetary Scan (ie without Detailed Surface Scanner) now write some limited info in the journalAt the start of a jump, include the target star's spectral type in the journalWhen accepting a new mission, include some info in the Player Journal entry about the effect on Influence and ReputationInclude Faction info in RedeemVoucher event in Player JournalWhen 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 landsAdded journal entry for setting a ship nameFixed a case where the amount scooped may be reported incorrectly (even -ve), if you start a hyperspace jump while you're still scoopingInclude more details about atmospheric composition in player journal, when detail-scanning a planet with atmosphereInclude target faction and count in Player Journal when accepting a missionAdded info in player journal at startup with Cargo, Materials, Passengers, LoadoutAdd 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 fightInclude the name of the destination starsystem in the "StartJump" player journalWhen 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 priorityThe "Loadout" data now includes health and value for each moduleAudio Change LogAudio AdditionsAdded audio for the FSD supercharge including voice alertsAdded ambient audio details to the starport inner-dock variants3 New flight controllers Empire, Anarchy, IndependentMany audio optimisations and mix improvementsAdditional Wavescanner soundsSecret stuff. Shhh.Technical Audio ChangesNew 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 FixesFixed broken sounds in galaxy and system mapsFixed NPC voice volume slider not workingFixed issues with tourist beacon ambiencesFixed tutorial voice text getting truncatedFixed various flight controller issuesOutfitting - 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 Factions - 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) Exploration - 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. Wooo che listone! Cita http://gamercard.mondoxbox.com/mondo/Davide+Spica.png Link al commento Condividi su altri siti More sharing options...
Soap Inviato 28 Febbraio 2017 Condividi Inviato 28 Febbraio 2017 Ma ancora della lingua italica non ne vogliono sapere Cita http://www.mygamerprofile.net/card/onesig/x+Major+Soap+x.png Link al commento Condividi su altri siti More sharing options...
skynet983 Inviato 28 Febbraio 2017 Condividi Inviato 28 Febbraio 2017 Da quello che ho letto mi sa che fixano il discorso planetary scan, ovvero ogni scansione avrà un luogo specifico. Cita Link al commento Condividi su altri siti More sharing options...
gaxel Inviato 1 Marzo 2017 Condividi Inviato 1 Marzo 2017 Mi sembra che abbiano solo posto il limite di max 3 missioni di scansione planetaria o skimmer per volta, così uno non ne accumula 20 e in un colpo solo le fa tutte. Però hanno anche alzato la reward media per queste missioni. Cita Link al commento Condividi su altri siti More sharing options...
Soap Inviato 1 Marzo 2017 Condividi Inviato 1 Marzo 2017 Ieri sera son passato al cobra mk3 e l'ho fittata per il mining, ora devo capire la funzione del collector limpet che me ne faceva comprare 12 Cita http://www.mygamerprofile.net/card/onesig/x+Major+Soap+x.png Link al commento Condividi su altri siti More sharing options...
gaxel Inviato 1 Marzo 2017 Condividi Inviato 1 Marzo 2017 Ieri sera son passato al cobra mk3 e l'ho fittata per il mining, ora devo capire la funzione del collector limpet che me ne faceva comprare 12 Sarebbe meglio l'MkIV, ma mi sa che tu non l'hai (è disponibile solo a chi ha acquistato il gioco entro il primo anno). I limpet sono comuni a tutti i controller installati sulla nave, occupano spazio sul cargo e vengono consumati utlizzandoli.Per il mining ti serve il prospector controller e chiaramente il collector controller. L'idea di base è sparare prospector sugli asteroidi finché non ne trovi uno che ha materiali di valore o che cerchi, a quel punto iniziare il mining rilasciando quanti collectors il tuo controller permette contemporaneamente.Per questo motivo, si dovrebbe avere un cargo decisamente ampio in modo da caricarci qualche decina di limpets (di solito i limpet dovrebero essere tra 2/4 a 3/4 del cargo, perché usando il prospector ne vanno via parecchi. Se haI un cargo piccolo, conviene non usare i prospector, e ad ogni asteroide minarlo per far rilasciare un solo "pezzo", selezionarlo e vedere se ci sono i materiali cercati. Cita Link al commento Condividi su altri siti More sharing options...
skynet983 Inviato 1 Marzo 2017 Condividi Inviato 1 Marzo 2017 (modificato) Non si sa ancora la data di rilascio dell'aggiornamento? Un altra cosa...ma capita anche a voi di selezionare le missioni e da subito "missione fallita" senza apparente motivo? Modificato 1 Marzo 2017 da skynet983 Cita Link al commento Condividi su altri siti More sharing options...
Soap Inviato 1 Marzo 2017 Condividi Inviato 1 Marzo 2017 Non si sa ancora la data di rilascio dell'aggiornamento? Un altra cosa...ma capita anche a voi di selezionare le missioni e da subito "missione fallita" senza apparente motivo?Capitato ieri due volte però può essere che l'hai accettata che stava scadendo il tempo senza accorgertene Cita http://www.mygamerprofile.net/card/onesig/x+Major+Soap+x.png Link al commento Condividi su altri siti More sharing options...
skynet983 Inviato 1 Marzo 2017 Condividi Inviato 1 Marzo 2017 Capitato ieri due volte però può essere che l'hai accettata che stava scadendo il tempo senza accorgerteneA me lo fa in continuazione...bho 😒 Cita Link al commento Condividi su altri siti More sharing options...
Soap Inviato 1 Marzo 2017 Condividi Inviato 1 Marzo 2017 Ieri sera il gioco era lentissimo a caricare le mappe o quando entravi nell'hangar mi si bloccava per un po è non potevo vedere missioni o fate acquisti Cita http://www.mygamerprofile.net/card/onesig/x+Major+Soap+x.png Link al commento Condividi su altri siti More sharing options...
gaxel Inviato 1 Marzo 2017 Condividi Inviato 1 Marzo 2017 Probabilmente era colpa del lancio della beta 2.3 su PC.Qui Obsidian Ant mostra le nuovi basi asteroidali, la nuova camera e la nuova nave passeggeri Cita Link al commento Condividi su altri siti More sharing options...
Soap Inviato 1 Marzo 2017 Condividi Inviato 1 Marzo 2017 Comunque l' mk4 si ce l'ho come nave da acquistare e volevo prendere quella ma del sidewinter mi ero rotto non potevo fare molto e allora avendo i soldi per mk3 e fittare qualcosa ho optato per questo, appena avrò accumulato un po di soldi magari lo aggiungo alla flotta Cita http://www.mygamerprofile.net/card/onesig/x+Major+Soap+x.png Link al commento Condividi su altri siti More sharing options...
gaxel Inviato 1 Marzo 2017 Condividi Inviato 1 Marzo 2017 Ha semplicemente più moduli, quindi più cargo, ma è più lento. Comunque, se sei uno che non vuole provare tutte le navi come me, e avere una flotta ampia, con un navi specializzate per singoli compiti, allora lascia stare. Iop hp il MkIV per mining in attesa del Clipper, ma anche l'MkIII per missioni planearie, il Type-6 per trasporto, il Viper MkIV per bh, l'asp per esplorazione/turismo, il keelback per "killing", a breve prendo un Courier e un Vulture, e probabilmente un Type-7 al posto del 6. Se vuoi avere sempre e solo una nave da outfittare all'occorrenza, tieni il Cobra MkIII finché non hai 25M, a quel punto di outfitti al meglio un ASP Explorer, che va bene per tutto (balzo ambio, ben sei hardpoint, molti moduli, cargo oltre 100T) e tieni quello finché non puoi permetterti un Python e questo fino all'Anaconda, il resto è noia. Per bounty hunting puoi anche farti una Imperial Eagle o meglio un Viper MkIV e sei a posto, se le ingegnerizzi. Cita Link al commento Condividi su altri siti More sharing options...
Davide Sp Inviato 1 Marzo 2017 Condividi Inviato 1 Marzo 2017 Comunque l' mk4 si ce l'ho come nave da acquistare e volevo prendere quella ma del sidewinter mi ero rotto non potevo fare molto e allora avendo i soldi per mk3 e fittare qualcosa ho optato per questo, appena avrò accumulato un po di soldi magari lo aggiungo alla flottaTi riferisci al viper e non al cobra.. guarda bene Cita http://gamercard.mondoxbox.com/mondo/Davide+Spica.png Link al commento Condividi su altri siti More sharing options...
Soap Inviato 1 Marzo 2017 Condividi Inviato 1 Marzo 2017 Ti riferisci al viper e non al cobra.. guarda bene Si hai ragione perdonatemi ma ho iniziato da poco e l'inglese lo mastico proprio 😂😂😂 Cita http://www.mygamerprofile.net/card/onesig/x+Major+Soap+x.png Link al commento Condividi su altri siti More sharing options...
Shadowlord Inviato 1 Marzo 2017 Condividi Inviato 1 Marzo 2017 Ho superato i 625 milioni, mi manca poco per il cutter (due rank ma di uno sono già all'80%) resisto e continuo poi di clipper e cutterdimenticavo voglio i missilini stile gundam XD dove si trovano? Ho trovato solo i seeker e i dumbfire Cita Se un uomo non è disposto a lottare per le sue idee o le sue idee non valgono nulla o non vale nulla lui Articolo 1 codice di Norimberga Link al commento Condividi su altri siti More sharing options...
Soap Inviato 2 Marzo 2017 Condividi Inviato 2 Marzo 2017 Devo trovare 15 superconduttori in una missione, ho messo mappa galattica e il filtro con quel materiale ma non lo produce nessuno. Ho cercato su edbb e mi da un sistema a 500ly però non ho la garanzia di trovarli perché non apre la mappa di sistema.Come posso fare? Cita http://www.mygamerprofile.net/card/onesig/x+Major+Soap+x.png Link al commento Condividi su altri siti More sharing options...
Shadowlord Inviato 2 Marzo 2017 Condividi Inviato 2 Marzo 2017 Usa eddb e ti passa la paura XD Allora sono all'ultimo rank 28%... Lungo come la morte e non mi escono più missioni di donazione... ci metterò giorni a salire senza donazioni Cita Se un uomo non è disposto a lottare per le sue idee o le sue idee non valgono nulla o non vale nulla lui Articolo 1 codice di Norimberga Link al commento Condividi su altri siti More sharing options...
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