Je me suis détourné vers un des outpost, 1400Ly bien stressantes mais mon ASP est réparé.
Y a pas de quoi.
1400LY, ça se fait en une traite.
Je trouve ça cool comme RP, peut être que je vais m'y astreindre lors d'un prochain voyage.
Et un gros patch pour la beta. On s'approche de la fin.
https://forums.frontier.co.uk/showth...a-5-Change-Log2.3 Beta 5 Change Log
Good morning Beta Commanders,
We're deploying the 2.3 Beta 5 update to the servers with a host of fixes and changes based on all the reports and feedback we've received.
Stability Fixes
Fixed crash when loading a ship with an engineered surface scanner
Fix crash when trying to load refineries with empty bins
Fixed crash when selecting a new preset while the editor is changing avatar gender
Fixed crash entering a fighter as crew.
Fixed a crash if the helm was targeting an unexplored system you were not currently in
Protect against crash when docking
Fixed crash when launching a fighter and them immediately disconnecting before the fighter is constructed
Fixed crashes that could occur for a player when helm disbands a multicrew
Fixed a crash that occurred when being interdicted during a multicrew session
Fixed crash that occurred if the player's ship was destroyed while they were in the Holo-Me interface
Fixed a server disconnect that could occur when jettisoning cargo from an SRV underneath a ship
General Fixes/Tweaks
Fixed console specific icons in the Comms panel
Fixed: Highres Screenshot can cause network disconnection
Fixed star texture pop when arriving from hyperspace
Pause menu appears faster now
Fix destination star's lens flare from separating from it in hyperspace when in large ships
Fixed: Combat music will suddenly start playing for a few seconds when entering supercruise from combat with life support disabled/destroyed
History tab now shows date in shorter format "Mar 16" so it doesn't truncate commander names so much
If you report a player in-game, we'll now fill in their ship name and ship ID for you
fixed numerous issues with text truncation in power details screen
fixing instances of corrupted text throughout the game
Fix the visibility of stalks and jump highlights for systems in the galaxy map
Fix text chat not becoming available for players you just unblocked
Fix for AI ships in supercruise circling around station
Audio: Fixed celestial flybys
Fix some missing sounds for goals in CQC
NPC pilot suits have colour variants again
Fixed issue with Russian text being slightly cut off in various UI panels
Fixed issue whereby the labels for livery slots could display in black instead white or grey text
Updated the time format used in the comms panel timestamps
Fixed issue whereby long ship names were truncated on the ship transfer panel
Player Journal now shows faction data for redeemed voucher events
NPC portraits will no longer appear in the comms panel chat log
Further improvements for IPV4+IPV6 (Dual Stack) connections
Headlook
Added an option to disable the smoothing in headlook, this is useful for some headtracking devices to reduce the latency involved
Multicrew
Fixed silent pips in multi crew
Audio: Discovery scanner is no longer silent to multicrew members
Multicrew info panels should now correctly display red text
Can now focus on Back button in multicrew info panels using button input
Fix firegroup selection resetting when going in and out of Gunner mode
Fixed interdiction GUI on wing info not updating properly in multicrew
Added an "invited" state, displayed when a player has been invited to join a multicrew session, rather than showing them as connecting immediately
Fix Gunner target lock not being cleared after it has been destroyed
Fixed: Social Comms panel will lose focus whenever a friend comes online
enabled some changes to the multicrew info screens to turn tabs/text red when a role is unavailable
Only cycle through relevant firegroups (when Gunner is present, so you skip (local player) empty groups)
Clarified unit type for "Distance Travelled" values in the Settings panel and MultiCrew Session Report
Made sure mining chunks content info are displayed in gunner hud
Fixed connection error when trying to rejoin a crew after disconnecting
Fixed: Player will disconnect from a Multicrew session if they join while the Captain is channeling a Supercruise/Hyperspacejump and then cancels the jump upon the player joining
Audio: Fix for appropriate shields offline/online vessel voice lines not playing in multicrew
Audio: Silent running voice lines now play for player 2 in multicrew
Fixed utilities not working properly in multicrew
Disabling multicrew idle members seeing the helm targeting gui to avoid any conflicting behaviour
Audio: "Unable to dock, fighter still deployed" voice line now plays for all members of a multicrew session, including the ones deployed in fighters
Audio: Correct docking request voice notifications are now sent to the helm and fighter multicrew members when a fighter requests to dock with the mothership
Fixed ammunition levels not being replicated correctly between crew members
Fix for MultiCrew UI tab selection not being active when docked
Fix for station menu not working when not in MultiCrew
Fix for: [Multicrew] If a crew member swaps into an NPC-crewed fighter that is recalling, they have no control over it
Fix for: Multicrew welcome message panel stays on in gunner role if switch to gunner role whilst panel is open
Vessel Voice lines not all triggering in multicrew
Fixed multicrew gunners occasionally consuming 2 ammo instead of 1 when firing
Vessel voice lines no longer get cut off when transitioning from one ship to another
Players no longer receive the 'shield break' audio and VFX feedback when joining a ship with no shield generator
Various fixes to prevent the MultiCrew non-helm scanner/schematics from overlapping during transition of hyperspace, supercruise and when in a fighter
Fixed issue whereby only the helm would hear the self destruct countdown when in multicrew
When in a ship as a crewman you will now see correct timers/intro VFX for hyperspace and supercruise transitions
The "Switch To Mothership" option should never appear in the role panel until the player is actually in a fighter
Improvements to the cargo scanner when used in MultiCrew in the Gunner role
Bounty Vouchers and Combat Bonds are now awarded to MultiCrew members based on their combat rank
Avatars/Commander Creator
Categories panel in holo me now correctly displays 'Suit Categories' instead of just 'Suit'
Fixed issue with avatars floating in space, when a ship was destroyed
Female suffocation sounds now play when running out of oxygen
Fixed: Selecting a base preset in Holo-Me will never change the name of the suit despite the suit changing appearance
Changed the shoulder decal icons so they render at 1:1 ratio
Got rid of bright orange lip icons
Fixed inconsistent Cosmetics icons in the Holo-Me interface
Commander's Helmet now reacts to jaw width to prevent clipping
Fixed issue where some changes to facial features in the commander creator would not save correctly
Fixed issue whereby certain previewed features would remain applied to the commander when they changed tabs
Camera Suite
Various fixes to camera positions and FOV
Audio: Discovery scanner no longer retriggers when jumping between internal and external camera modes
Fix for Free camera roll modes acting in the inverse of what they say they do
Fixed bug in Cam UI that would still show DOF button even when it was disabled
Camera suite should now refer to Ship Controls as SRV Controls while in an SRV
Starports/Bases
Fixes to hangar lighting.
Hide powerplay contact at stations that lack the 'powerplay' service
Stations that are within a planetary ring are now displayed on the system map
Reduced some shimmering on asteroid bases
Missions
Changed UI text for Chain missions to 'Follow On' missions
Fixed an issue with the first inbox of a passenger vip Follow On mission. The correct portrait is now shown
Fixed an error where the massacre illegal blops mission was not spawning the correct mission targets
Balance pass on passenger mission rewards
Fixed issue where you could not focus onto the mission filtering box in the Mission Panel using just button input
Fixed issue with some missions not generating after completing a Piracy mission
Made certain Follow On missions spawn more reliably
Fix to allow missions to progress correctly if the player gets to the target system before the timer for the mission progresses
Alternative destinations for Planetary Rescue (plus variants), Federal Navy Salvage and Long Range Smuggling missions are now correctly optional
Address an issue whereby players could not open the mission board if they had a large number of pending follow on missions
Fixed issue whereby the mission target did not spawn in mission USS during Piracy Deal Assassination follow on mission
POIs/USSs/Megaships
Audio fix: Megaships having a loud sound and outposts events not loading issues
POI loot now remembers which commanders have already claimed them
Weapons
Audio: slight boost to the volume of other shields breaking and reforming.
Audio: Fixed issue with plinky-plonky small/medium turreted multicannon
Audio: beam laser tweaks. Turned up hardpoints by 3db
Fix for gimballed weapons stuck to fixed after switching from a fixed weapon fighter
Fix for The Enforcer multicannon sounds skipping when firing
Ships
A player's ship name will always be visible to other players when scanned
Various camera position fixes
Fixed various minor graphical issues across multiple ships
Fixed: Detailed surface scanner no longer claims to draw power in outfitting inconsistantly
Fixed: Detailed surface scanner cannot be turned off
Module popup in cockpit systems panel now retrieves the full name of the module rather than the short name
Fixed ship kits not rendering in hyperspace
Audio: Fixing cockpit reverb size on Beluga liner
Fixed certain ships being raised off of the landing pad when logging in while docked
Engine deploy for Diamondback and Diamondback XL now have their landing gear audio restored to proper working order
Fix for chugging sound that was present in a Beluga when stationary.
Fix for missing sounds on diamondback drive anims.
Audio: ship ready for boarding line vessel voice line now plays again
Audio: Fixed FSD supercharge voice line being triggered multiple times and every 5 minutes
Fixing missing distant external ship sounds on empire courier
Fixed broken retro drive sound on viper and viper 4
Fix for crackling loop on DiamondbackXL
Fixed issue whereby stellar audio and ship creaks would continue to play after rebuying your ship if you explode in the cone of a neutron star
Vessel voice will no longer spam the low oxygen lines when you jump/enter game with low oxygen
Fixed audio issue that occurred when completing the pre-flight checklist
Addressed an audio issue with ship engine sounds when deploying/retracting landing gears and cargo scoops at certain speeds
SRV
Fixed issue with inconsistent audio patterns while using the SRV wave scanner
Stations
Audio:Fix for cracking on xbox one for both industrial inner dock and station external ambiences
Vivement que ça sorte, en espérant que le stuttering soit enfin réglé (il paraît que c'est mieux pour beaucoup de monde, mais pas tous)
J'ai tout essayé mais depuis la 2.2 rien à faire
Pareil chez moi. ça secoue pas mal aussi malgré l'amélioration des performances de mon coté. Un rapport avec les accès aux fichiers sur le disque? Mieux en SSD? Je n'ai pas la réponse. Et je dis peut-être n'importe quoi en rapport avec les accès aux fichiers. Je ne suis pas assez calé.
UTC+4 : En ce moment sur VICTORIA 3 :-) et je suis loin d'avoir tout pigé ^^
Quelqu'un pourrait me donner un lien pour un bon profil de Saitex X52 (avec le hotas) svp ?
J'en trouve plein, mais impossible de savoir par où commencer pour les tester, je cherche donc le truc le plus générique, mais globalement le plus utilisé.
Je suis en train de loucher sur l'occulus rift juste pour Elite, avec un 6600k + 780ti faut s'attendre a ce que ca fonctionne moyen ou ca roule ?
ça tourne bien avec un gtx970 à condition de pas poussé le supersampling, ça devrais aller avec la 780 ti mais comme elle à pas de Multi Res Shading il faudra pas être trop exigeant graphiquement
Tout ce que je mets est trop gros
Ce qu'il y a de bien avec cette beta 5 c'est ceci :
:D En gros plus tu es un low, moins tu gagnesBounty Vouchers and Combat Bonds are now awarded to MultiCrew members based on their combat rank
Ou comment rendre intéressant le multicrew !
Mais c'est fun paraît il. (Pas essayé encore )
L'explication ou tentative par Ed. Ah oui mais vous allez gagner trop d'argent trop vite avec le multicrew. Mouarf :D
Et la pétition pour un retour arrière :Hi everyone,
Thanks for the feedback, it’s exactly why we run betas like this… to test out features, and find the right balance with support from the community.
With regards to multicrew, we felt it was important to balance the amount of credits you receive after joining a session for a few reasons.
Without this balance players would quickly be able to skip the initial progression in the game. This is something that was designed to teach players how to engage with the Elite Dangerous galaxy, and allowing players to jump in to someone else’s ship and earn millions of credits in no time at all would allow them to skip this progression entirely and hop straight in to a larger ship, without having learned how to make money in normal gameplay. These new players won’t have learned the intricacies of each ship, the intricacies of combat, exploration or trade, and most importantly they won’t feel like they’ve earned the right to sit in the mighty Anaconda. It would truly change the early in-game progression, and knock the balance of the game for the worse… for both new and experienced players.
The multicrew feature would be used as an exploit if rewards stay as high as they were in previous betas. We understand that this will still happen a little anyway, but reducing the reward will further reduce the frequency of people appearing on ships to simply earn as many credits as possible before being kicked.
We also think it’s important to find the right risk-reward balance. When you join a ship as a crew member you no longer have to worry about rebuy costs if you’re destroyed, and that reduces the risk vastly. For this reason, the rewards should be reduced to match that.
Also, I thought I'd correct a couple of things that have been said in here about how it works, just to make sure everyone is on the same page. Firstly the helm always gets the full reward, 100%, whatever their rank, as they have earned the ship, and are taking the rebuy risk etc. Their rank doesn’t affect this – after all they have already earned enough money for a big enough ship to multicrew in the first place. The money their crew gets is additional to this. Secondly, all players, crew or helm, still earn rank upgrades with only one exception, which is when the helm cashes in exploration data this would be an exploit for people that have merely joined their ship for the short time needed to cash them in, so crew are excluded from this, so exploration rank is not affected. Hope that clears up a few things!
Multicrew is an incredibly fun feature to use, take part in with your friends, and meet new Commanders to help explore, fight and trade… we want to continue rewarding players for taking part in Multicrew (because let’s face it earning credits for blowing up ships is still a lot of fun), but finding the right balance is incredibly important. Thanks for your patience.
https://forums.frontier.co.uk/showth...ounty-vouchers
Nan, le but, c'est de rendre le multicrew PAS intéressant, pour que peu de joueurs s'y connectent, pour que les serveurs tiennent.
"Because let’s face it earning credits for blowing up ships is still a lot of fun", donc, retirons les crédits, ce sera mieux.
CQFD.
Ca n'empêchera pas les joueurs "HL" de jouer les tontons en wing Anaconda/Sidewinder
On l'a fait plusieurs fois sur le Mumble en vocal, je l'ai fait avec un pote uniquement par écrit, c'est pas difficile de se coordonner. Maintenant ils gagneront encore plus les newbies, vu que tout le monde touchera pareil (je veux pas donner d'idées de nerf à Frontier ).
En même temps je vois pas comment ils peuvent faire autrement pour limiter les gains des nouveaux et les inciter à progresser "normalement" (aka sans rusher vers l'Anaconda).
Mais bon, ils peuvent mettre toutes les limitations qu'ils veulent (time-gate, money-gate, rank-gate), t'auras toujours des filous pour exploiter les failles et farmer salement pour atteindre l'Anaconda en 50 heures (ils font ce qu'ils veulent cela dit). Au final ils seront réduits à mettre un avertissement genre "attention vous êtes novice en combat, êtes-vous sûr de vouloir acheter la Corvette ? Ce type de vaisseau n'est pas aussi simple à équiper/piloter que votre vaisseau actuel (Cobra mk3)"
Voilà, les gens joueront en wing... Plus de puissance de feu, plus de creds, plus de fun !
Moi j'ai rien contre ces limitations au rank. La justification tient la route, et comme dit Truebadour y aura toujours des failles pour les rushers.
Ca colle avec les NPCs qui coûtent plus ou moins cher selon leur niveau. Tout ce qu'il faut c'est que tout soit sur le même modèle : les amendes, le coût de rebuy en cas de destruction, etc... doivent marcher pareil.
Tool new album Fear Inoculum
T'inquiète donc pas pour ça, c'est déjà signalé sur Reddit nerf les wings svp
Mais c'est pas grave c'est F.U.N !
https://www.reddit.com/r/EliteDanger...t_reward_when/
Sinon from scratch Sidy => Conda la base c'est plutôt déjà 20-25h00
En 2.1 y avait même mieux :
Sidewinder to Anaconda in 15.5 hours.
I started a new commander yesterday, and I already have 200 million. That's right, 200 million from start in 2 days!
RES farming in Sidewinder to 500k (1/2 hour)
RES farming in Viper to 2.2 mil (3.5 hours)
Fit out a cobra for long range trading and head on down to Sothis
Back and forth Sothis to Ceos doing only the data missions until the 5 million long range smuggling and hauling missions start spawning. (3 hours)
Long range hauling to 22 million for an Asp ( 2 hours)
14 million an hour in the Asp long range hauling and smuggling.
Not a single interdiction until I went past 100 million!
Oui voilà, ils peuvent pas empêcher le farm de thune, ils devraient laisser ceux qui veulent faire mumuse en MC gagner la même chose que s'ils étaient en Wing. En plus leur équilibrage est aux fraises : quand t'es Deadly tu gagnes 60% de ce que gagne un Elite
Enfin ça part pas d'une mauvaise intention à la base. Ils veulent qu'on commence petit et qu'on progresse doucement, ce que je comprends tout à fait. Mais le problème c'est que cette progression était déjà branlante sur certains aspects (notamment les vaisseaux de faction, qui deviennent "obsolètes" bien avant qu'on puisse les acquérir).
J'ai pas pu tester car j'ai pas la beta, mais j'ai vu des vidéos. D'après ce que j'ai compris, si t'es dans un vaisseau avec des tourelles et des missiles tu peux t'amuser. Si c'est du full gimbal, tu risques de t'ennuyer (sauf si ton kif c'est d'indiquer des cibles ou d'envoyer des limpets).
Le jour où les développeurs de jeux vidéo auront compris qu'il est impossible/illusoire/utopique (et j'en passe) d'équilibrer un jeu multijoueur, on pourra peut-être espérer qu'ils consacreront ce temps perdu à autre chose...
Salut les canards !
J'aurais une question de noob sur le chargement du fsd sur les neutrons et naines blanches !
J'ai essayé hier soir de faire la manip qui permet de booster la portée en passant dans le cône , c'était sur une naine blanche ! Le "cône d'ejection" semblait plus petit que sur les videos que j'ai pu voir , mais j'ai réussi à m'approcher en vitesse lente pour me jeter dedans en remettant les gaz en grand (en faisant bien gaffe de le faire vers l'extérieur et pas vers l'etoile) ... mon clipper a tangué dans tous les sens , j'ai eu un message comme quoi mon fsd était en surcharge mais c'est tout ! Impossible de le charger assez pour accroître sa portée ... J'ai loupé une étape ? Ça ne fonctionne plus sur les naines blanches ? Ou peut être pas sur toute ?
J'ai retenté la manip deux fois , avant d'abandonner , ça fais quand même flipper quand en plein tanguage tu vois l'étoile de près alors que tu la pensais derrière toi ... Et vu le prix de mon assurance je referais des test avec un SideWinder !
Autre question , quelqu'un connait un système où je pourrais faire des missions de "voyageurs cherchant à mêler aventure et tourisme" (me souvient plus de la formulation exacte) pour le compte de l'empire ?
1) Il faut effectivement passer dans le cône
2) Si ça tangue c'est normal.
3) Tu vas avoir un premier message qui indique : WARNING FSD UNDER GRAVITATIONAL STRAIN en rouge
4) Tu restes en gérant le tangage jusqu'à ce que ce message soit affiché : FSD HAS BEEN SUPERCHARGED en bleu.
Là tu es superchargé.
Pour vérifier : panneau de droite, dernier sous onglet FUNCTION, sous la représentation de ton vaisseau tu as ta portée de saut. Modifiée selon que tu sois sur une white dwarf (+50%) ou une neutron (+300%).
Attention : si tu es sur un calcul de plot route en cours, le prochain saut n'était pas réévalué. Il faut donc calculer une nouvelle route pour bénéficier de la portée maximum. D'où l'intérêt des waypoints pour faire son autoroute à neutrons.
Ceci dit je n'ai pas vérifié si récemment cela n'avait pas été rajouté en dynamique mais je ne crois pas. Vanité, Soban, ou d'autres pourraient te le confirmer peut être, vu qu'ils utilisent aussi les autoroutes.
- - - Mise à jour - - -
J'en suis a une quinzaine d'ingénieurs débloqués en quelques semaines. Depuis que j'ai ma corvette je me focalise la dessus.
Je dois bien avouer que je trouve ca cool actuellement. Ca permet de faire pas mal d'activités différentes, je me ballade dans la bulle, voit du paysage. Ca m'oblige a changer de vaisseau (je switch entre mon FAS et ma corvette, voir mon anaconda quand il faut faire du transport longue distance). Y'a toujours certains trucs un peu débile (hier soir, obligé de faire du rafraîchissement de mission board pour avoir trouver des Modular Terminals, puis pour avoir le permis pour Sirius, et je suis toujours en attente de l'invit pour Qwant ... Et ce putain de délai pour le déplacement des vaisseaux qui est vraiment pénible) mais globalement je passe un bon moment.
J'ai eu aussi un bon moment claquage de fesse quand je suis tombé dans un USS avec 3 anacondas Elites.
Ah bah ca, c'etait cool. Merci le double huge beam efficient G5 qui leur a fait cuire les fesses.