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Elite Dangerous Updates

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Skorp

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Re:Elite Dangerous Updates
« Respuesta #30 en: 11 de Marzo de 2015, 20:22:55 pm »
Hasta el nardo de la T6.




No Center......No Party XD.

Enfoca cualquier situación problemática como lo haría un perro:
olfatea el problema y si no te lo puedes comer o follar, méate en ello y vete.

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Jaker

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Re:Elite Dangerous Updates
« Respuesta #31 en: 12 de Marzo de 2015, 15:28:14 pm »
Wings Update 1.2.03

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Hi everyone,

Update 1.2.03 is due to go live at 4pm - expect up to 30 minutes of server downtime to allow us to apply the update.

See the full list of changes below:

- Fix crash in Hyperdrive, usually encountered when navlocked onto wingmen
- Fix for low level GUI crash loading into game
- Increased earnings from bounties
- Increased earnings from combat bonds
- Increased earnings from selling exploration data
- Refineries show up on the internal panel again and can be turned on/off
- Added shortcut key binding to open system map
- Fix issue stopping shield generators being repairable if fitted in some slots
- Fix issues with Fer-de-Lance scooping
- Stop toxic cargo damaging modules you cannot repair such as radiators or the cockpit, power plant is still corroded though!
- Fixed incorrect reference to mouse axes for headlook controls
- Fixed the onionhead paint job
- Freelook Y-axis disabled when Starport Services tab opens fixed
- Surface scanners also have a range, and should therefore have a range field in Outfitting Item Info
- Should now be able to switch back to Starport services menu if you check the comms panel whilst docked

Server side Changes:

- Decreased purchase costs of Vulture, FerDeLance and Federal Dropship
- Credited all Commanders who currently own a Vulture, FerDeLance or Dropship with the difference in prices for the ships and armour.
- Increased sale prices of exploration data
- Jameson Memorial in Shinrarta Dezhra now always stocks all ships and modules
- We always recommend Commanders carry enough credits to cover insurance costs, but if the worst does happen, maximum available debt levels have been increased to 600,000 credits. Fly safe, Commanders.
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Silver_Dragon

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Re:Elite Dangerous Updates
« Respuesta #32 en: 18 de Marzo de 2015, 13:26:36 pm »
Update incoming...1.2.05

https://forums.frontier.co.uk/showthread.php?t=128355&p=1967013#post1967013
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Hi everyone,

The Galaxy servers will be down from 2PM GMT for up to 30 minutes to allow us to update to Elite: Dangerous 1.2.05. See the full list of changes below:

-   Fix crash when sending a wing invite
-   Fix issue with starports being too far in deep space from their parent body
-   Increase hardware detection timeout to prevent crash on start
-   Fix stability issue when cancelling a wing invite
-   Fix for crash in physics system for ship hulls
-   Decrease chance for being scanned if you are in a low conspicuous rated ship – such as a Sidewinder
-   Target leads for projectile weapons missing in any other firegroup than 1 fixed
-   System Map now opens on correct star system
-   Fixed keyboard problem on Report Player Screen
-   Fix star visuals
-   Fix timeout issue with some wing invites not arriving
-   Added Pratchett's Disc starport
-   Network fix to make sure that a disconnected machine is also released
-   When listing modules - No longer show power priority on unpowered modules and make sure we show that priority for newly-bought module correctly
-   Fix broken Russian text for dormant bounties
-   Fix enabling wing beacon enabling voice comms as well
-   Fixed: the Onion Head paint job had no icon in the outfitting menu
-   Fix some errors in commodity descriptions

Server side changelog

- Fix friends location incorrectly showing 'Main Menu' when in a private group
- Fix data not propagating to wing members when scanning a body without a detailed surface scanner
- Fix a disconnect when entering outfitting screen


Thanks again.
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Jaker

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Re:Elite Dangerous Updates
« Respuesta #33 en: 25 de Marzo de 2015, 14:19:52 pm »
Wings Update 1.2.06 Incoming

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Hi everyone,

The Galaxy servers will be down from 3PM GMT for up to 30 minutes to allow us to update to Elite: Dangerous 1.2.06. See the full list of changes below:

Client Changes:

- Stability fixes for wing invites in cases where invites get through but only exist for a second
- Stability fix for low level thread deadlock
- Crash fix and better error handling for TrackIR
- Fix crash caused by trying to get a system address from a name before it was ready
- Fixed all the inconsistent canopy health values
- Fix for ship internals no longer listed
- Move JEPOCHAL-G OUTPOST away from planet so it can be reached
- Move Castellan Station away from Lave 2 to prevent people not being able to supercruise away
- Fix erroneous (empty) messages about combat bonds
- Put in a clamp to eccentricity in the constructors of orbits
- Fix for auto generated news malformed string
- Fix typos in Leestian Evil Juice description

Server Changes:

- Unblock the queue of minor faction influence changes from missions ending in certain star systems
- Allow exploration data to be listed and sold for certain commanders
- Automated the start and end of faction states of war and election
- Minor factions in a conflict can only take influence from other factions in the same conflict
- Fix to allow Commanders to remove old Albino Mammoths from their cargo holds
- Fix to allow Commanders to reject invitations to join other Commanders' private groups
- Stock the last few remaining ships and modules at Jameson Memorial
- Clear out ships' refinery buckets when removing a refinery module

Thanks guys!

Ed
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Silver_Dragon

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Re:Elite Dangerous Updates
« Respuesta #34 en: 01 de Abril de 2015, 14:05:55 pm »
Comentarios de la salida de MAC de elite dangerous y algunos datos del "PowerPlay". Interesante el tema de los drones en pirateria / Mineria y Ayuda de alas.

https://forums.frontier.co.uk/showthread.php?t=133134&p=2039001#post2039001
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Hi everyone,

I realise the date and this isn't an April Fools post!

The big release for this week is the Mac beta. If you have beta access then you can access the Mac beta by downloading the launcher from the store in the downloadable products page. You then install the launcher and the game as normal. Any issues found in the Mac beta should be reported in the Mac beta area of the bug reports forums here:

https://forums.frontier.co.uk/forumdisplay.php?f=112

General discussion on the Mac beta should take place in the Mac area of the forum here:

https://forums.frontier.co.uk/forumdisplay.php?f=113

We’re also working on the Powerplay update which is shaping up to be the biggest update so far. We know you’re all excited to learn the details and there will be a big announcement in around three weeks’ time. I can say that it will include a new method of interaction in the galaxy.

As well as the big ticket items we’re also working on smaller, but still important additions and improvements. A major part of this is balancing the different roles further and part of this is expanding the drones system. Collection drones will be added and will prove useful for pirates needing to gather cargo in a hurry and also to improve mining efficiency. Players will also be able to transfer fuel using the fuel transfer drones so players can act as buddy tankers for each other.

The collection drones have two modes of operation. The first is a targeted mode where you select something to collect and fire the drone which then collects the cargo or mining chunk and returns it to the ship – make sure that your cargo door is open! This will consume the drone. There’s also an area collection mode so when fired without a target the drone will collect what it can within a radius before it expires.

Last week we released the latest minor update (1.2.06) for the game which contained various fixes and tweaks. Two of the changes impacted the background sim in particular and knowing how many of you enjoy delving into the simulation here are a some details on those changes. Minor factions enter conflict in a few ways such as overtaking a rival minor faction’s influence or reaches 70% but isn’t the controlling minor faction. So once a conflict is declared it then enters one of three states: civil war, war and election. The state is selected from the following criteria:

- Election: two minor factions of the same type that isn't criminal, regardless of home star system
- Civil War: two minor factions of different types or are both criminals, with the same home star system
- War: two minor factions of different types from different home star systems

The conflict ends when the maximum duration is reached or their influence levels move too far apart in the daily update. The victor will the try to take ownership of the loser’s most important starport in the system.

Thanks!

Michael
« Última modificación: 01 de Abril de 2015, 14:07:33 pm por Silver_Dragon »
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Jaker

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Re:Elite Dangerous Updates
« Respuesta #35 en: 09 de Abril de 2015, 15:16:43 pm »
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Dev Update - 09.04.2015

    Hi everyone,

    First, I want to thank everyone who helped make our game the number one bestseller on Steam, and to all our players who helped welcome new Commanders into the community. We’re working hard on the game, and it’s great for the team to see so much passion from players.

    For those of you who already own Elite: Dangerous from our store and asked about getting the game in your Steam collection: we hear you and we’re looking into it. We can’t speak for other cases where the same question has come up, but turning EliteDangerous.com customers into Steam customers unfortunately isn't 100 percent our decision and isn’t free for us in the context of the game’s ongoing growth and development. It could take a few weeks to work through, but we hear your feedback and addressing it is a priority for all of us.

    For the Mac beta we’ve been receiving some excellent feedback, so as always, thanks to you all for that. A new Mac beta client will be released early next week.

    Looking further ahead we have the Powerplay update, the big announcement is still a couple of weeks away but I can reveal a bit more of what will form part of the wider update and that is a major overhaul for the missions system. This isn’t directly part of the new Powerplay feature, but does supplement it. We’ve been working on this since the game’s initial release to provide us with a mission system that will support the game as we keep adding new features and content and improve your experience with all missions.

    We’ve focused on a few clear goals for this revamp. The first is being able to provide a wider range of missions and in a method we can easily add to and increase variation within the mission type. We’re also adding the ability to select mission locations and targets (where applicable) in the galaxy and system map. Greater use of the player inbox will be used to support mission branches, making them easier to manage.

    One of the limitations of the current system is that missions tended to be a good option for starting players, but not so much for later on in the game. The overhaul will address this issue by making missions available for more experienced players as well as specific missions for higher ranks or status – such as being a Founder level member. The system will also expand the influence of reputation on missions to reward players who build a high reputation with minor factions.

    As with any major update we will take the opportunity to add some incidental improvements to the game. One such improvement is that the maximum loan value for ship rebuys will scale according to your Pilots Federation ranking, allowing a greater safety net as you progress through the game. For ship customisation you will also be able to fit more than one fuel tank to your ship – although this obviously takes up space you could have used on other modules!

    Thanks!

    Michael

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Jaker

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Re:Elite Dangerous Updates
« Respuesta #36 en: 10 de Abril de 2015, 11:08:56 am »
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Elite: Dangerous 1.2.07 incoming

Hi everyone,

The galaxy servers will be down for 30 minutes from 11.30 am BST to allow us to update to Elite: Dangerous 1.2.07.

See the full list of changes below:

- Added vibrant paint jobs for all ships except Anaconda (available for purchase from the store soon)
- Crash fix for star system generation
- Fix for crash in TrackIR caused by the disconnect function incorrectly handling the case when the TrackIR is in an error state. Also applied the same fix to FreeTrack
- Adjusted terraforming meta data to prevent server error
- When getting close to a capital ship while neutral, it will warn you at ~1KM away and then turn hostile at a few hundred metres
- Treat capital ships like players for assigning kills
- Don’t allow NPCs to kill steal by them hitting the powerplant
- Prevent docking after the police 'notice' that a player is wanted. This is the same reaction with committing a violent crime near the station.
- Network fix to catch some messages delivery bugs
- Fix a case where a ship with damage regions and no shields could try to save a game before its defense data has been initialised, resulting in showing in the GUI as a ship that's unrepairable at 0% health
- Adfjusted Type 7 and Viper collision mesh to make them a bit harder to get stuck in the starport entrance cage
- Various text fixes

Server-side Changes:

- Decriminalise Limpets
- When changing station ownership after a conflict, always treat system controlling stations as more valuable than anything else
- Fix Commander Stats for selling level 2 and level 3 survey scans
- Various performance and reliability improvements

Thanks everyone.

Ed
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Jaker

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Re:Elite Dangerous Updates
« Respuesta #37 en: 17 de Abril de 2015, 10:58:22 am »
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Dev Update - 16.04.2015

    Hi everyone,

    This week has seen the release of the latest Mac beta build. As always I’d like to thank everyone testing the build and providing feedback – it is much appreciated and please continue to do so! The Mac team are currently focused exclusively on the Mac build in isolation, but in a few weeks we’ll run a combined Mac and PC crossplay test. I’ll post more details on that as we approach that test.

    We’re only one week away from the Powerplay announcement, but in the meantime I have more ancillary goodness that will form part of the update alongside the new features. A couple of weeks ago I mentioned the new drones that are coming and I have one more to tell you about – the prospector drone. This can be fired off to investigate an asteroid and determine its metal/mineral composition. Like all of the other drones (and limpets) each unit occupies a cargo slot and requires an appropriate module to control the type. So you need a cargo hatch breaker module and a collection drone controller to deploy either of those types of drone. The drones are universal and it is up to the controller to determine the actions of the launched drone.

    While it does make some of the mining gameplay easier the main reason for adding the drones is to provide scalability for mining (in particular) thus making the larger ships more useful in that role. I also mentioned that there would be more love for mining beyond the new drones and here it is. Two new mining minerals are being added – painite and osmium. There will also be a bonus in created minerals or metals when mining at resource extraction sites. Beyond that we will have low and high intensity resource extraction sites. At low intensity sites there is lower output for mining, but also a heavier system authority presence and lower pirate presence. For the high intensity sites this is reversed, so is more dangerous with more pirates and less security, but also greater rewards for mining there.

    It’s not all about miners of course. Continuing from last week’s details on the new mission system there’s another change that I can tell you about. Currently targets for missions are found in USSs (Unidentified Signal Sources), this will remain the case for some targets, but others like assassination targets will have to be hunted down in supercruise before they can be taken out.

    Thanks!

    Michael

Lo que se pueda, cuando se pueda y si se puede...


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Jaker

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Re:Elite Dangerous Updates
« Respuesta #38 en: 21 de Abril de 2015, 10:51:40 am »
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Server side update at 11am - 21/04/15

    Hi everyone,

    The server update will go live this morning at 11 am. It has the following changes and a known issue.

    - Prevent being fined by the same authority more than once for carrying illegal goods near a station
    - Cap all bounties to 1 million credits per minor faction
    - Set all current bounties above 1 million credits to 1 million credits

    Known issue:

    When destroying another Commander's ship, the initial notification of any bounty awarded will incorrectly state the value if the bounty has been limited to 1 million credits. The correct value will be shown in the Transactions cockpit interface and when redeeming the bounty.

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Virusss

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Re:Elite Dangerous Updates
« Respuesta #39 en: 21 de Abril de 2015, 12:21:14 pm »
Yo lo voy a dejar una temporada, se me esta haciendo repetitivo, cuando le den caña al sistema de misiones vuelvo..

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Jaker

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Re:Elite Dangerous Updates
« Respuesta #40 en: 23 de Abril de 2015, 11:57:18 am »
Lo que se pueda, cuando se pueda y si se puede...


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Virusss

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Re:Elite Dangerous Updates
« Respuesta #41 en: 23 de Abril de 2015, 12:24:33 pm »
Pues a lomejor lo retomo XD XD

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Skorp

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Re:Elite Dangerous Updates
« Respuesta #42 en: 23 de Abril de 2015, 13:08:38 pm »
XD

:despollao:




No Center......No Party XD.

Enfoca cualquier situación problemática como lo haría un perro:
olfatea el problema y si no te lo puedes comer o follar, méate en ello y vete.

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Silver_Dragon

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Re:Elite Dangerous Updates
« Respuesta #43 en: 23 de Abril de 2015, 15:14:10 pm »
Me acabo de ver el newsletter, toma ladrillo, a ver si me lo leo y me aclaro de que va esto.  :confused2:
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Re:Elite Dangerous Updates
« Respuesta #44 en: 30 de Abril de 2015, 11:30:16 am »
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Dev Update - 30.04.2015

    Hi everyone,

    This week has seen the release of the latest Mac beta build and an accompanying PC build (it’s 1.2.07, the same as the current released game, but running on a different server setup), so even if you don’t have a Mac you can help the beta out as we’re focusing on looking for any issues playing between Mac and PC. As always thanks for the feedback so far, it had been invaluable.

    In last week’s Powerplay AMA David mentioned that I would be doing a crime special covering the changes relating to crime in the Powerplay update. We’ve covered a few in previous dev updates, but I’ll collate them all here in one place for easy reference.

    Fines will now take seven days before they mature into bounties, so giving you more time to clear them off.

    Active bounties are changing so that they are issued by minor factions only, even for systems owned by one of the three major factions. You won’t be able to pay these bounties for seven days. We’ll tweak the friendly fire to be a bit more forgiving and we can balance this number further if needed. We’ll also apply the friendly fire to hits on players in the same way they are for NPCs.

    Whenever you commit a new bounty offence in a jurisdiction where you already have an active bounty then the bounty value is increased and the timer reset to seven days. If you gain a fine in the same jurisdiction then the bounty value is increased, but the timer is not reset.

    An active bounty is resolved in one of the following ways: Firstly if a ship detects the bounty and destroys you then the bounty is claimed and removed. Secondly if your ship is destroyed, but the bounty is not detected then the following happens: The bounty becomes dormant and can only be detected by authority scans by agents of that jurisdiction and if detected will become an active bounty with a new seven day timer. If a dormant bounty is not detected within seven days then it is removed. If an active bounty is not claimed or made dormant within seven days then it will be cleared.

    Note that when a bounty is removed, for whatever reason, it is added as a legacy fine for the same amount and for the same jurisdiction. Legacy fines never expire and are automatically added to the rebuy cost if you restart in a station or outpost owned by that minor faction.

    We recently added caps to bounties per jurisdiction. These caps will remain although they do not apply to fines and legacy fines.

    During the Powerplay beta we’ll also trial a new crime of ramming at speed within no fire zones. If travelling at over 100 m/s and you collide with another ship within the no fire zone then it will be considered a crime. There has been some vigorous debate on this so it will be interesting to hear peoples’ thoughts on this once it’s in place.

    Something we’re looking at a bit futher down the line, but might not make the Powerplay update is the concept of interstellar bounties. These occur when fines and/or bounties for minor factions within a major faction cross a threshold then they are combined into an interstellar bounty. They work in the same way as normal bounties except that the jurisdiction is counted as the whole of the major faction. There will be legacy interstellar fines in a similar way to the legacy fines already described.

    One last piece of news for Powerplay before I sign off for this week and that is an improvement to how we cache shaders, especially for celestial objects like planets and stars, which is one of the causes for stutters that have been identified. We’ll continue to investigate other causes.

    Thanks!

    Michael

Lo que se pueda, cuando se pueda y si se puede...