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Changelog Beta 1.2

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Jaker

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Changelog Beta 1.2
« en: 04 de Marzo de 2015, 08:57:55 am »
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Hi everyone,

the first beta build for the Wings update (1.2) will be live from 18.45 GMT. Please make sure to follow the new bug reporting guidelines when providing bug reports and they should be posted in the 1.2 Beta bug reporting forum here:

https://forums.frontier.co.uk/forumdisplay.php?f=106

The build contains the following changes:

New Content/Features:

- Wings functionality added
- Added playable ship:Fer-de-Lance
- Added playable ship: Vulture
- Comms interface overhaul
- Added AI Groups
- Added functionality at Starports with security offices for the Player to hand over Marked cargo
- Added ability to reboot destroyed sub systems (modules)
- Flyable debug camera with limited range added (CTRL+ALT+SPACE)




Stability Fixes:


- Fix issue in low level animation code
- Prevent crash trying to get kinematic outputs from non live ships when spawning limpet debris
- Prevent crash when shadow lights are being shut down
- Fix crash in beam weapons
- Fix a crash when trying to create asteroids in transition locations
- Prevent crash on Anaconda creation with damage regions not correctly initialised
- Fix for asteroid ring soft-lock
- Fix for unreleased dynamic material set on shutdown
- Crash dereferencing an invalid interface on shutdown fixed
- Fix for crash on entering WOLFPACK TACTICS and SUPPLY STRIKE tutorials
- Prevent crash when there is a null surface for a planet
- Fix for game crashing whenever we mouse-over an AFM in outfitting


Tweaks & Fixes:


- Don't create ambient AIs unless there's a player in range to see them
- Added some depth and detail to the engine throats on the station engine module
- Asteroid CPU improvements. Removed unused aabb and its update
- Fix schematic for High Metal Content No Atmosphere planets
- Adjusted the draw distance slightly on the text for station external names so that they don't switch on/off as abruptly
- Make sure that the local polity is updated if a player slow boats between jurisdictions
- Increase distance the system map camera can be zoomed out
- Two new headlook controls added: a sensitivity slider and a "don't centre when I turn headlook off" option
- Brought back fuel usage gauge
- When a large ship tries to dock at a station with no large enough pads, tell the player why they're refused
- Fixed fuel scoop and gauges panel heat level to be in sync
- Fixed: Letters cut off on the right hand side panel under statistics
- Optimise cargo replication
- Better checks for limpets against shield states
- Fix for looping ammo bar if it's initialised to 50%
- Fix decals on Python
- Show docked players on sensors
- When players try to move their ship and the engines are off (/broken/etc) give a warning message
- Fix for AI not scooping up mined chunks if they'd previously been in combat and their combat target was still set
- Interdiction can no longer spam fines if the thing you're interdicting isn't in a state to be interdicted (hyperspacing out for example)
- Galactic map jump data cargo mass slider - uses fractional cargo tonnage fixed
- If you have no cargo racks, you are able to cause your galaxy map jump range to become -1.0 fooling the route planner fixed
- Remove a spurious "Is Critical" flag from docking computer modules, you can no longer kill a ship by tickling one with a laser
- Fix decals from popping when in outfitting menu
- Added new light cone renderer
- Fix paintjobs to apply to cockpit model making them visible from inside the player ship
- Fix for distant rocks being missing from some metallic rings
- The Hull indicators for the French language cockpit is out of alignment compared to other languages fixed
- The characters used for localised 'units' in Russian were missing in our numeral font fixed
- Updated icons for station to be used in SuperCruise
- Self destruct now has a timer, during which your ship will overheat violently and have no power
- Fix FSDInterictor being a critical module
- FrameShiftDrive no longer a critical module as rebooting can repair it
- Turning a powering module off now correctly causes it to produce no power
- Fix non-localised strings in the cartographics window
- Fix the Python HitLayout for modules
- New community Goals Reward tier GUI bar is displaying incorrectly fixed
- Fix the issue of chatter not being called during the abandon branch of collect illegal slave missions
- Add a special text string for stars which are less than 1 million years old, rather than displaying '0 million years'
- Repeating SFX when long distance route planner failed fixed
- Scrolling a in community goal in the transactions tab generates excessive GUI sounds fixed
- Lowered the military interdiction a tiny amount to be the same as the police archetype
- Hide credits balance on galaxy map until we know what the value is
- Fix for the 'hazy' lighting bug in the adder cockpit
- Fix issue with ending interdiction (when immediately being re-interdicted) without enemy
- Reduce amount of system requests for the Cartography store
- Report when a player has not found any bodies in a discovery ping
- Added comms chat lines for transport and VIP scenarios
- Make sure AI pilots maintain their skill levels when their authority is transferred
- Fixed vouchers being styled as community missions in the transactions panel (they were white, when they should have been orange)
- Balance pass on extraction sites, better variety and increased respawn delay
- Tweaks to the nav and target highlights to makes them less pronounced then the nav and target selections
- Balance pass on repair costs
- Tweaked the overheating HUD animations to look less naffy
- HUD Ring weapon indicators will now use an ellipsis character to indicate that a label is being truncated
- Check if player has bought a paintjob while in outfitting and refresh list if needed
- Add mass to point defense turrets
- Changed location schematics to grey/white. Updated the supercruise sensor object target colour to match
- If the player is not wanted, but is carrying illegal cargo we should show the player in the local legal status area of the cockpit GUI
- Fix for planet ring sorting in system map
- Avoid mapping rocky ice worlds as water worlds
- If the collecting the cargo that we have targeted is illegal, say so in the target panel in the cockpit
- Strip out the odd blue colouring of the minor proximity colour on supercruise radar. Colours are now Orange by default, red for danger-close, blue for targeted
- Update to the repair discount based on faction reputation: Now only kicks in at 80% (allied) reputation, Reduced from 40%(ish) to 10%
- Let the player get much closer to the event horizon of a black hole
- Modify the strength multiplier of the black hole effects
- Various text fixes
- Removed the trailing particles from the chaff launcher and optimised FX
- Add system state modifiers to AI ambient traffic generation
- AI capital ships: don't spawn all fighters in response to first threat
- Make sure the cockpit spark effects trigger from module heat damage even when at 100% hull
- Fix the data in the alpha centauri system
- Added some warnings for consequences when changing modules (For example jump range has been massively reduced)
- Increased visibility of lines rendered in Galaxy map - in particular the orange plotted route
- Fixed some missing polys on the undersides of cranes
- Fixed offset mining laser beam
- Show the player a warning if they are changing power distributor and that power distributor does not have an engines capacitor large enough to facilitate boosting
- Fixed 'Activate cargo scanner' message remaining after you've successfully cargo scanned a ship
- Fixed supersampling issues with schematics
- Fixed hardpoint doors on the Python - these now open independently for Outfitting
- Fix incorrect allocation of influence from assasination mission
- Fix some odd NPC behaviour in stations
- Sidewinder seen grinding sideways into an outpost docking pad fixed
- AI should use lasers and projectiles based on target status, not range
- Don't lose the next system in a planned route when not arriving from hyperspace and the jump distance is over 20Ly. Next route destination will be reselected on each cruise transition unless the player already has a startup target
- Add a keybinding to select the next route destination
- Fix metal rich and high metal content planet descriptions
- Rename some backer stars and stations
- Added missing string for oxygen atmosphere type
- Fix i'm-inside-a-station schematic not updating colour
- The target name text on the cockpit target panel was getting cut-off in a couple of instances. The textfield now has a second line available
- Typo in the Cemiess system in the galaxy map fixed
- Update to AI ambient traffic, to increase wing chances and make Anarchies more dangerous
- Change WCM Transfer Orbital to Leonard Nimoy Station
- Fix Pantaa prayer sticks description
- Fix formatting in Silver description
- Changed minor faction name to Movement for V1688 Aquilae Independence
- Adjust station orbit for Stone's Legacy so you don't have to chase it to dock
- Fixed a flickering icon can be seen over your target when locking destinations
- Better catching of broken low level network messages
- Flat rate for fines now that cargo marking is in
- Balanced Type 7 schematic texture to make it not so bright
- Reworded text channel options header to be clearer
- Python now has comms panel focus for chat
- Fixed the heatsink material on the large pulse laser to glow, as they were using the incorrect shader type before
- Ensured the empire capital ship's weapons are unaffected by chaff
- Fix ship repair reporting mismatches
- Balance pass on ship repair values
- Fix that stops the small gimballed beam laser from tracking extremely lazily
- Add 'arrival point' line to station pop-up on system map, giving distance (in light-seconds) from the largest star in the system
- Fix slavery missions to have correct text and function correctly
- Fix broken federal assassination mission
- Added icons for 'point defence turret' and 'mining laser'
- Fix influence rewards on some collect missions
- Fix issue where kills against orcas in assassination missions were not counting
- Fix problem of being unable to sell some stolen goods on the black market
- Stop gimbals and other weapons paying any attention to turret mode settings, it causes bad things
- Add friend/wing location markers to System/Galaxy map
- Added friend, wing, mission and stored ship icons to the galaxy map
- Remove limit on number of factions shown on mission summary panel
- Add missing backer station
- Fixed flickering icon can be seen over your target when locking destinations
- Fixed large weapon gimbals being orientated backwards, causing guns to fire offset to their orientation
- Adjusted tri-mesh hitcheck to give more clearance so that the small RailGun can now fire when fitted to a Type6
- Fix NPCs created by following wakes/interdictions not replicating their bounties
- Adding valuable salvage convoys to three permitted systems: LFT 509, Isinor, Witch's Reach
- Fix system schematic showing briefly after collecting cargo
- Fix for incorrect text string on slave missions


Audio Change Log


New


- Fer De Lance Audio.
- Vulture Audio
- Sounds for “masslock”, “safe to disengage” and “slowdown” GUI alerts.
- Audio added for “FSD Cool-down” GUI animation.
- Audio for reboot-sequence.
- New heat indicator audio warnings.
- Specific new impact sounds for Cannons, Railguns and PlasmaAccelerator impacts.
- New Ship voice lines for enabling/disabling thrusters, self destruct and ship reboot.
- Upgraded audio engine (Wwise) to the latest version.


Fixes and changes:


- We have spend a lot of our time on performance related fixes and updates for this patch. Thank you commanders for helping us find them and we’re still hunting so please keep the feedback coming!
- Added a missing sound to scanners.
- Fixed some missing audio in the station gui.
- Fixed a positional bug that reduced the volume on the docking clamp.
- Rebuilt the station force-field audio from the ground up to minimise the wild inconsistencies caused by speed and ship differences. This also helps with


clipping on some set ups.
- Finished transitioning the Docking Bay lifts to the new animation system, which should bring back some of the missing low end layers experienced in 1.1.
- Update to station voice attenuation and reverb which fixes station voice being inaudible at some docking bays. Rebalanced the dry announcer voice and distant echoes so the station feels larger.
- Addressed rogue low frequency drones from the station reverb that was causing clipping sub-bass tones when lots of activity is present.
- Adjusted the reverb/volume balance of super-cruise engines and music, to reduce the sense that music or engines drop out entirely in favour of the other. Some emphasis remains to keep the mix clean.
- D-scanner no longer mutes all audio when used. Instead it dips the volume of other sounds gently and un-dips quicker after use.
- Switching lights on or off sounds less mechanical.
- Supercruise from hyperspace music take lead over fuel scooping ambiences & engine sound.
- Fuel scoop mix improvements.
- Removed high end noise and some (not all) low end tube like distortion from menu’s.
- Addressed low end noises in the system map.
- Made voice-comms more intelligible. Lessening of the distortion, and the way the players voice ducks incoming voices.
- Voice-comms volume slider in audio options uses a different curve to be more responsive at lower settings.
- Multi-cannon reloads are more audible.


Performance/Optimisations


- Numerous optimisations to audio systems, to reduce numbers of audio emitters and voice count, especially in busy scenes. Should improve audio engine performance without diminishing quality.
- Optimisations pass for all types of space station modules, Capital Ships, Outpost modules, landing pads, debris, fuel scoop, supercruise, alarms, heat, weapons, ships and frost.

We'll look forward to your feedback!

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


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Jaker

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Re:Changelog Beta 1.2
« Respuesta #1 en: 04 de Marzo de 2015, 09:03:32 am »
Sobre el funcionamiento de las Alas

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Overview


Update 1.2 allows players to fly in wings, small four man teams that cooperate together for mutual benefit.
In addition, a number of systems have been updated:

· Heat now primarily affects modules, only damaging hull once it reaches catastrophic levels
· Self destruct now has a timer
· Ships can initiate a reboot and repair sequence to bring broken modules back on line
· Commanders can purchase shield boosters and hull upgrade packages
· Signal sources are now roughly rated by signal strength

Finally, the Ship HUD has been updated in a number of ways to support game play.
Wings


Joining and Leaving


You use the updated Comms Panel to join and leave wings:

Inviting

To start a wing, select a Commander from the Comms Contacts tab in the Comms panel and choose:
[INVITE TO WING]
You’ll see the contact listed under a new, “Wing Requests” heading.
Once the Commander accepts the invitation, a wing is formed; all wingmen contacts will be listed under a “Wings” heading.
All wingmen may issue invites until the wing is full (contains four Commanders).

Accepting

When a Commander invites you to join a wing, a notification marker will appear next to your Inbox tab.
Navigate to your Inbox tab in the Comms Panel to view the invitation.
Highlight and select the TICK to accept the invitation.
Highlight and select the CROSS to decline the invitation.

Leaving


To leave a wing, select the Options entry under the “Wings” heading from the Comms Contacts tab, and choose:
[LEAVE WING]
You can leave a wing at any time. However, if you leave a wing there is a cool down before you can join or start a new wing.

Interface

Replacing the ship warning lights HUD bar is the wings interface. The warning lights are relocated to the top of the Info Panel.
Each wingman in your wing will have a status element in the wings interface HUD.

This element displays several pieces of information:
· Wing Icon: each wingman has a ID icon used to identify them in the HUD
o Your own ID icon is displayed at the top left of your Comms Panel tab line
· Surrounding the ID icon is a set of concentric rings showing the wingman’s ship shield status
o As the shields are depleted the rings fade away
· Below the shield status is a bar showing the wingman’s ship hull status
o As the hull is damaged the bar is reduced
· Below the hull status is the wingman’s Commander name
· To the left of the Commander name is the Wingman’s voice status
· Below the Commander name is the wingman’s current target
o If the wingman is in a different system the system name is displayed here

When a wingman targets a vessel, their ID icon will appear next to the entity when you look at it.
All HUD elements connected with your wingmen are coloured cyan to help you spot them.
When a vessel is hostile to a wingman, it will display with purple HUD elements to inform you of the state.
When you target a vessel and perform a basic scan, the bottom left target info panel will display if the ship is in a wing, and how many members the wing has.
Features

There are several beneficial features that become active when you are in a wing:

Wingman Targeting


NEW BINDINGS DEFAULT BINDING
Select Wingman 1 Not Set
Select Wingman 2 Not Set
Select Wingman 3 Not Set
Select Wingman’s Target Not Set
You can use new hotkey bindings to quickly target each wingman in your wing.
If you target a wingman you will target their wake if applicable.
If you target a wingman in a different system you will target their system.
If you have a wingman targeted, you can use the Select Wingman’s Target binding.
In addition, all scans performed by wingmen are shared across the entire wing as long as they are present at the location.

Wingman Relaxed Requirements

When using wakes created by your wingmen, you can travel faster and be further away and still safely use them.

Wingman Crime Exemption


You cannot commit crimes against wingmen, and no authorities will intervene as long as your actions do not affect other ships or structures.
Cargo can be freely transferred between wingmen who all count as its owner.
Crimes against non-wingmen remain personal; other wingmen are not punished directly, though they may well commit crimes if they wish to help out.

Wingman nav-Lock

You can slave your ship’s frame shift drive to a wingman’s vessel. Select a Commander from the Comms Contacts tab in the Comms panel who is listed under the “Wing” heading and choose:
[ENGAGE WINGMAN NAV-LOCK]
You will see a square marker appear on the wingman’s status element in the wing interface.
When you are nav-locked, the following effects occur *automatically* if you are close enough to them.
When the nav-lock marker is cyan, you are within nav-lock range.
When the nav-lock maker is red, you are out of range.
· You will follow the wingman into and out of super cruise
o Standard requirements still apply (retracted hardpoints and gear, etc.)
· You will follow the wingman into a hyperspace jump
o Standard requirements still apply (retracted hardpoints and gear, capable FSD, fuel, etc.)
· You will follow the wingman’s wakes
o Standard requirements still apply
Note, you can only slave your drive to a single wingman at a time, but you can change the nav-lock target freely.
To turn off the nav-lock, select the nav-locked Commander from the Comms Contacts tab in the Comms panel who is listed under the “Wing” heading and choose:
[CANCEL WINGMAN NAVLOCK]

Wingman Beacon Signal


When in normal space, you can activate your ship’s beacon signal, by navigating to the Functions tab, highlighting and selecting:
[BEACON]
Choose “Wing” to turn the beacon signal on.
Choose “Off” to turn the beacon signal off.
Whilst the beacon signal is on, any Commanders at super cruise in your system will see a signal contact on their sensors.
You can target and drop out at a signal contact to arrive at the wingman’s location in normal space.

Wingman Shared Bounties

When attacking wanted vessels, every wingman that takes part in the fight, landing some hits on target will be eligible for an equal share in the bounty claim, as long as they are present when the vessel is destroyed.

Wingman Trade Dividend

When a wingman makes a profitable trade, all other wingmen will receive a trade dividend claim, a small, profit-based credit payment awarded by starports to encourage the protection of traders in the system.
This voucher may be handed in at any starport in the system.

Wingman Shared Exploration

When in the same system as your wingmen, exploration data is awarded for all wingmen present, allowing the entire wing to profit.
The first person to hand the data in is eligible for any bonus payment, but if the data constitutes a new discovery, all wingmen present in the system when the body was scanned will be listed as the discoverers.

System Updates

Heat Damage

Heat damage now damages modules when ship heat reaches 100%. Whilst heat remains above this value, modules may randomly suffer small amounts of damage every few seconds.
Should ship heat rise above 160%, the ship’s hull will start to lose integrity.
BE AWARE, when your WEP capacitor is low, more heat will bleed out from the weapon’s cooling loop and increase your ship’s temperature.

Reboot and Repair

There is a new option in the Functions Tab:
[REBOOT/REPAIR]
Use this to initiate a diagnostics and repair sequence. During this sequence, your ship will cannibalise healthy modules to repair completely broken ones.
Each broken module will be brought back online with a couple of percentage points of health.
For every percentage point of health repaired, double this amount is taken from randomly selected healthy modules.
This sequence will fail if you have no modules with more than 5% health, or if you have no completely broken modules. The sequence cannot repair hull or canopy failure.
Warning, once imitated, you will have no ship control until the process is complete.

Shield Boosters

You can purchase and fit shield boosters to utility mounts.
Each booster increases your shields overall strength by a set amount when the booster is powered.
Be aware, increasing your shield strength in this manner will cause regeneration, including time required to reform after breaking, to increase.

Hull upgrade packages

You can purchase and fit hull upgrade packages for internal slots.
Each hull upgrade package increases your ship’s overall hull integrity.
Be aware, hull upgrade packages have mass that may impact negatively on a ship’s flight characteristics.

Signal Source Strength

You will encounter weak and strong signal sources.
Weak signal sources *tend* to imply that few vessels are present.
Strong signal sources *tend* to imply that many vessels are present. Be aware of elevated risk when investigating strong signal sources. Flying as a wing may help: there’s normally safety in numbers.

Interface Updates

Heat Bar Update

The ship’s heat bar has been updated. It is now clearly segmented.
The bottom, largest segment represents nominal ship temperature; no heat damage will occur if the ship’s temperature is in this segment.
The middle, smaller segment represents unsafe ship temperature. This segment will flash red when ship heat is within it, and alarms will sound, as well as short circuiting effects. Your modules will take damage when ship heat is in this segment.
The top, smallest segment represents catastrophic ship temperature. This segment will flash faster when ship heat is within it, in additional to all other indicators. Your ship hull will lose integrity when ship heat is in this segment.

Comms Panel Update

The Comms Panel interface has been updated to allow more functionality. Once you have selected the Comms Panel [use focus mode or Comms hotkey], you can use standard interface controls to navigate the Comms Panel, cycling through four tabbed screens:
Comms Text Feed: view incoming text comms and send text comms
· Untargeted (local) comms will be broadcast to *all* nearby ships
· Use [TAB] to cycle through valid message recipients
· Use [/r] to respond to the last ship that you received comms from
· Use [/t] to send comms directly to targeted ship
· Use [/w] to send comms to all wingmen
Comms text is colour coded:
· Orange: local broadcast
· Cyan: wing broadcast
· Yellow: Direct transmission
· Red: authority broadcast
Comms Contacts: view and interact with contacts
· Highlight and select a contact to summon comms and wings options
Inbox: view and interact with invites and messages
· Highlight accept/decline icons to accept or decline a wing invitation
Comms Options: view and alter text and voice settings
· Highlight and select options to toggle them
You can use standard interface controls to navigate the Comms Panel.
Lo que se pueda, cuando se pueda y si se puede...


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Skorp

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Re:Changelog Beta 1.2
« Respuesta #2 en: 04 de Marzo de 2015, 11:34:03 am »
Bah...poca cosa :boing:

Juder...:shock:




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:Changelog Beta 1.2
« Respuesta #3 en: 04 de Marzo de 2015, 11:51:58 am »
¿Para cuando va a ser el release?
Mas noticias desde el frente (
DCS:W (ED KA-50-2/A-10C/P-51D/CA/FC3/FW-190D-9/NTTR BST UH-1H/Mi-8/F-86F/F-5E LNK Mig-21Bis/AJS-37)

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Jaker

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Re:Changelog Beta 1.2
« Respuesta #4 en: 04 de Marzo de 2015, 12:08:39 pm »
Se dice que si la cosa va muy bien... para el próximo martes. Pero vamos, ves los foros y es un chorreo de bugs, así que no sabría decir.
Lo que se pueda, cuando se pueda y si se puede...


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Zorasht

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Re:Changelog Beta 1.2
« Respuesta #5 en: 05 de Marzo de 2015, 20:54:15 pm »
yo lo tengo abandonado hasta que no salgan las wings, o un par de semanas después cuando arreglen los bugs  :boing:

"When you're pushed, killing is as easy as breathing"
John Rambo