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  1. #4981
    Citation Envoyé par Darshyne Voir le message
    Les meilleures missions du jeux sont celle du tuto. Les seules avec une personne qui te parles, et franchement ca change tout.
    ah bin vi, c'est ça qui manque en fait. Best exemple ever.

  2. #4982
    C'est pas ce que suggérait l'article de PCgamesN justement : des voiceovers pendant les missions et un peu d'interactions et de décisions à prendre pendant celles-ci ?

    “Calling nearby military units,” the megaship says. “We’re under attack. Please provide support.” It’s a distress call. You can tell because the lady on the intercom sounds, beneath her curt professionalism, distressed.

    As it so happens, we’re flying a nearby military unit – but decide to turn the megaship down. Another voice, gruff and male, crackles in. “Glad to have you with us, commander.” A set of objectives materialise on the UI: we’re to help the pirates cripple the megaship.

    “What’s really lovely is that this is utilising things that players are already doing,” executive producer Adam Woods interjects, “like datalink scanning. But we can add a little bit of direction.”

    The gruff voice comes in again, suggesting we use our scanner to identify weak points on the megaship. Aha: now the cruiser’s many vulnerable fuel canisters are highlighted for the duration of the fight. We’ll need to blow up 15 of them to bring the megaship to a standstill.
    Tool new album Fear Inoculum

  3. #4983
    Je suis à Colonia en ce moment et j'aimerais faire le tour des POI mais il semble que beaucoup aient disparu.
    Par exemple les champignons sur Colonia 3CA, 47.21 / -174.16 indiqués par remlok-industries.fr n'existent plus.
    Vous auriez des POI récents à me conseiller ?
    "Lasciate ogne speranza, voi ch'intrate." Dante
    "Distinguer sans disjoindre pour relier sans confondre." Edgar Morin

  4. #4984
    Je sais pas, le nouvel ingé peut-être ?

    Résumé du stream d'hier soir par Obsidian Ant :

  5. #4985
    Hello.

    Petite question commandants. Lors de certains transports de vip, même avec un niveau de recherche bas, je me fais exploser à l'entrée des stations.

    Comment faire pour les amener à bon port ?

  6. #4986
    Tu transportes sans doute des VIP recherchés.
    Dernière modification par Sellig ; 28/10/2018 à 17h33.

  7. #4987
    Donc il suffit d'éviter les scans des vaisseaux de sécurité.

  8. #4988
    Comment je fais ça ? Ils sont devant la porte.

  9. #4989
    De mémoire, il faut que tu passes en mode furtivité et que tu débarques à toute vitesse dans la station

  10. #4990
    Citation Envoyé par taronyu26 Voir le message
    De mémoire, il faut que tu passes en mode furtivité et que tu débarques à toute vitesse dans la station
    Ou être copain avec la faction qui contrôle la station(ils sont plus laxiste dans ce cas) et tu as la solution de rentrer le plus vite possible dans la station(de préférence après avoir demandé l'appontage).

    Et être aligné avec l'entrée de la station avant de passer en espace normal aide aussi pour éviter de se faire scanner.

  11. #4991
    Ah bon sang le mode furtif... J'ai complètement zappé cette fonction...

    Rentrer à fond les ballons je vais essayer pour le fun. Merci

  12. #4992
    Et si tu commences à te faire scanner tu peux larguer un heatsink ça va interrompre le scan la plupart du temps.

  13. #4993
    et si tu commence a te faire scanner mais que tu passe la porte avant la fin, c'est bon.

    Perso je suis face à la porte et sasn mode furtif et sans y aller comme un bourrin ça passe toujours large.
    Dernière modification par moutaine ; 29/10/2018 à 22h24.

  14. #4994
    D’une manière générale transporter du VIP recherché ça peut être rigolo mais c’est très dangereux. Un scan mal placé et tu te fais pulvériser. Faut pas se laisser avoir par la récompense alléchante, transporter du péon est nettement moins prise de tête et est au final à peu près aussi rentable.

  15. #4995
    Tout a été dit. Aller un peu loin pour bien s'aligner face à la porte, les patrouilles sont en cercle autour de cette dernière, donc passer près des patrouilles, c'est déjà favoriser le scan. Ensuite, il y allait de manière soutenu et utiliser le mode furtif et les heatsinks si ça scan.

    Coté rentabilité, je suis monté à 100 millions pour 1h30, dont 50 sans être devant le PC. J'ai un beluga rempli de cabine qui fait des trajet Parutis -> 36 Opiuchi. En revanche, faut quelques déco / reco pour remplir toutes les cabines, même si on fait toutes les stations de Parutis.

  16. #4996
    Citation Envoyé par blork Voir le message
    Tout a été dit. Aller un peu loin pour bien s'aligner face à la porte, les patrouilles sont en cercle autour de cette dernière, donc passer près des patrouilles, c'est déjà favoriser le scan. Ensuite, il y allait de manière soutenu et utiliser le mode furtif et les heatsinks si ça scan.

    Coté rentabilité, je suis monté à 100 millions pour 1h30, dont 50 sans être devant le PC. J'ai un beluga rempli de cabine qui fait des trajet Parutis -> 36 Opiuchi. En revanche, faut quelques déco / reco pour remplir toutes les cabines, même si on fait toutes les stations de Parutis.
    Comment ça "sans être devant le PC".
    Il y a une option d'autopilotage maintenant ?

  17. #4997
    Citation Envoyé par Eloween Voir le message
    Comment ça "sans être devant le PC".
    Il y a une option d'autopilotage maintenant ?
    nan. En fait, je me charge de passager plus ou moins VIP (j'ai de l'éco, du buisness, du First Class et Luxe), et après je fais un saut, et c'est un vol unique en supercruise vers la station qui dure 45-50 mn. Résultat, je peux être intercepter que la 1ere minute après mon saut, ou 2-3 minutes avant de docker à destination.
    Résultat, je remplie les cabines, je fais mon saut, je pointe la station, et au bout d'1 mn, je peux laisser le pc tourner et aller passer l'aspiro. Même si y a un gars qui veut m'intercepter, vu l'accélération et la vitesse que je vais avoir dans le supercruise, il m'interdira qu'à la fin du voyage.

    Pas d'autopilot, juste que je vole tout droit à fond.

  18. #4998
    Beyond - Chapter Four - Pre-Beta Announcement

    Hello Commanders,

    Here's a special message from Game Director, Laurence Oldham, about the upcoming beta for Beyond - Chapter Four:

    Dear Commanders,

    It is with a feeling of anticipation and excitement that later today we release Beyond – Chapter Four’s open PC beta, giving you the first opportunity to get your hands on with the biggest Elite Dangerous update of 2018 ahead of its official launch later this year. With that in mind, I wanted to explain how the beta process works for the newest Commanders among you and how we can work together to make this a successful beta phase for Chapter Four.

    It’s been a long journey since we first announced our plans for this Chapter at Frontier Expo in October 2017 and we have been hard at work ever since, implementing many ambitious ideas and taking a deep look into aspects like Elite’s Background Simulation, Codex, and Exploration; just a few of the features you’ll be able to test during the first part of our open beta from this afternoon.

    However, our journey is not yet complete.

    Chapter Four will be the biggest influx of new content for Elite Dangerous in 2018 and it represents the culmination of our combined efforts during many months of development. To ensure the results will be as good as we can possibly make them, we would invite you to join us in this final opportunity to identify and fix any issues together. For us, this open beta is a vital part of the development process and our hope is that you, our dedicated community, will participate, enjoy, and let us know what you experience. Any problems you encounter during your travels, please take the time to report them to us here. Having this one central location for all Commanders to register feedback is very important as it allows us to easily collate and register comments, bugs, and suggestions. We have assigned a dedicated team to track all your reports as they come in and we are committed to improving Chapter Four based on your observations.

    As we progress through the weeks, new features and new content will become available for you to try out and report on.

    We are currently completing our pre-flight checks and we expect to be ready to launch shortly after 15:00 UTC. All that’s left is to say a huge thank you to everyone taking part, I really hope you enjoy it.

    Laurence
    Keep an eye on the forums for more news soon!
    https://forums.frontier.co.uk/showth...a-Announcement

  19. #4999
    Beyond - Chapter Four - Beta 1

    Hello Commanders,

    Please find the beta patch notes for the first week of beta.

    Exploration

    Discovery Scanner upgraded to include access to the new Full Spectral System (FSS) scanner mode
    Players use the FSS Mode to discover stellar bodies, stellar phenomenon, USSs, scenarios, distress calls, mission targets and more
    There is now only one Discovery Scanner available in game, that is based on the basic variant. Commanders that have purchased either the intermediate or advanced scanners will receive a credit refund

    Detailed Surface Scanner upgraded to include access to brand new planet probes
    Players can fire probes at bodies to gather data that can be sold.
    Players can also use these probes to pinpoint places of interest on landable planets as well as uncover lucrative places in planetary rings to mine (mining tools will be available at a later beta release)
    Each body has a "probe efficiency" target; if the player maps 100% of the body using either the same or less than the target, they are awarded a bonus

    Added "First Mapped By" tag - the first commander to 100% map a stellar body and sell the data at a port will be named for everyone to see
    Players will be unable to map Sol, Achenar or Alioth as these systems are already fully mapped

    A credit bonus will be awarded for players that get either 100% first discovered or 100% first mapped in a system (these will not carry over to the live servers)
    Added new things to find!
    Orrery view added - players can access the schematic orrery view of systems from the system map




    Codex

    Codex added to the ship's internal (right hand) panel. The Codex contains:
    Commander Stats
    Logs important player statistics
    Session Log records important game events for players review
    Archive holds all text and audio logs taken from the numerous narratives from across the galaxy
    Audio logs can be added to the improved Playlist feature

    Discoveries
    Contains either rumored, reported or discovered entries from across the 42 different galactic regions
    Discoveries are broken down in to 3 categories (Stellar Bodies, Biological and Geological, and Civilisations)
    Some content from the Biological and Geological section of the Codex has not been included for the beta.

    Knowledge Base
    Various articles from the rich history and lore of the Elite universe, from the history of the Super Powers, to important characters and corporations
    Each article is narrated and can be added to the improved Playlist feature





    Background Simulation

    Factions can now be in multiple states within each system that they are present
    Economic and Security status added
    War, Civil War and Election states are now a 7 day conflict, where players engage in activities (such as winning conflict zones in War and Civil War states) and attempt to beat their opponents
    Added a new 'Happiness' level for each faction, that is a combination of various states and influence. Happiness also plays into the Expansion state
    Civil Liberty state added (part of the Security Status)
    Added more information to the status tab in the right hand cockpit panel to help players manage/support factions




    Megaships and Installations

    Added new megaships and installations
    Applicable megaships will move location, on a weekly tick




    Scenarios

    Added new scenarios with voice over direction and feedback, and on screen choices and objectives
    Scenarios come in the form of USSs, Megaship locations and Conflict Zones
    Conflict zones are now round based; players battle to win a round which then feeds into the war state
    Side objectives can appear, and if the player completes them, they are awarded a points boost
    Once a round has finished, a new one will begin after a short pause

    Combat specific ambient chatter added.
    Ambient chatter now is now in place throughout the entire game and not just around stations.
    3000 + lines of NPC dialogue added to support scenario driven gameplay.




    Lighting

    Added new lighting model, using dynamic exposure
    Colour grading applied to various situations in the game, improving the look and feel of the game world
    Added a new 'Night Vision' mode to Ships, Fighters and SRVs, to allow players to navigate dark sides of planets, rings and other areas of the game




    Cockpit UI

    Starport contacts now displayed as a grid, rather than a flat list
    External Ship panel (left hand side)
    Combined 'clear filters' option with the 'set filters' option on the Navigation panel
    Added filters to the Transaction tab
    Added context sensitive, quick action button to contacts (such as 'Request Docking' when targeting a port)
    Combined sub-targets and inventory into one tab, with filters

    Comms Panel (top left)
    Reordered the tabs
    Added support for combining channels in to one main chat channel, or set them as separate tabs
    Combined invitations and multicrew tabs together in to a 'Social' tab which includes:
    Multicrew (find crew, join a ship)
    Friends invites
    Wing invites
    Online friends

    Squadron feed tab added

    Internal Panel (right hand side)
    Added a new 'Home' tab that replaces the previous status tab
    Includes new buttons to launch various features (holo-me, squadrons, codex, powers, Galnet etc)

    Replaced fire groups "1, 2, 3..." with "A, B, C..." to avoid confusion between group and fire buttons
    Added new contextual 'Ship' tab that replaces the 'Functions' tab and includes sections for 'Ship Preferences', 'Pilot Preferences' and 'Ship Stats'
    Inventory tab now has icon filters instead of text filters, increasing usable screen space
    Updated 'Status' tab to now include local faction information, Super Power and Powerplay status, a Session Log digest, info on Finances and acquired Permits
    Playlist tab functionality increased to allow players to build up a playlist from other areas of the game




    Text Chat Channels

    New star system wide text chat now available




    Friends and Group Management

    Players can now filter and sort their friends list and private groups they are part of




    Localised COVAS

    Added 5 free localised COVAS packs:
    French
    German
    Russian
    Brazilian Portuguese
    Spanish




    Audio Options screen


    Added “Wavescanner Autodocking” option. Disable this to hear the SRV wavescanner more clearly at high speeds
    Audio Options screen is reorganised for more clarity and ease of use
    Restore defaults button added




    -------------------------------------------------------------------------------------------------------------

    Bug Fixes and Improvements

    This update includes well over 2000 fixes for various issues that have been discovered and investigated during the development process.

    For the sake of clarity, we have primarily listed below fixes for issues that have been reported to us by the community or other significant changes.

    Adder

    Fixed clipping issues when deploying weapons



    Alliance Challenger

    Fixed misplaced caustic damage decals
    Fixed missing engine trails
    Fixed Ship ID cameras being swapped



    Alliance Chieftain

    Fixed very quiet multicannons



    Anaconda

    Fixed size3 hardpoint doors getting in the way of the size4 hardpoint
    Corrected mirrored text on external panel



    Asp Scout

    Added correct material to the reverse thrusters



    Diamondback Explorer

    Fixed LOD issues with hardpoint covers
    Fixed gap in cockpit



    Eagle

    Fixed paintwork showing wear even when at 100%



    F63 Condor

    Corrected mirrored external decals



    Federal Dropship

    Fixed thermal vent placement



    Federal Gunship

    Fixed engine flaps animating incorrectly



    Guardian Fighters

    Fixed Small Guardian Gauss Cannon clipping through hardpoint when deployed
    Corrected the left and right cockpit panel positions



    Imperial Clipper

    Fixed floating cockpit geometry



    Imperial Cutter

    Fixed some mirrored text on external panels



    Imperial Eagle

    Fixed incorrect shadow being used
    Fixed gaps in cockpit when using EDTracker or VR



    Imperial Fighter

    Fixed clipping when docking with mothership



    Krait Mk.II

    Fixed Z-fighting in cockpit
    Landing gear now lines up with ship door
    Fixed the engine boost SFX sounding like 'Hello'
    Decreased brightness of the red proximity warning lights
    Fixed overly 'scratched' cockpit glass
    Corrected the order of its bobble head slots



    Type-10

    Fixed cockpit seat being incorrectly placed
    Fixed various model issues
    Fixed winglets not animating correctly



    Type-6

    Fixed gap in between ship body and thrusters



    Type-7

    Fixed hole in the side of the ship
    Can now put a Size 2 passenger cabin in the size 2 slot



    Type-9

    Fixed the schematic having incorrect drives
    Fixed engine VFX being too far behind the actual thruster



    Viper Mk.III

    Fixed paintwork showing wear even when at 100%




    AI

    Fixed situations where security ships and Thargoids could incorrectly start attacking each other
    Fixed NPC ships charging FSD with weapons still active
    Ensure the 'Terrorist' archetype always comes with a bounty
    Fixed authority ships occasionally firing Plasma rounds when scanning ships
    Fixed NPC having no FSD cooldown after being interdicted
    Destroying an NPC power plant now takes the ship down to 40% power (inline with player ship behaviour)




    Avatar Animations

    Correctly invert the joystick animations if the controls are inverted



    Cockpit UI

    Correctly display if a targeted ship is in a wing or multcirew
    When firing weapons while looking at the module panel, the ammo count will now properly update
    Widened the target panel to fit in longer ship names
    Ensure ammo count is correct on the module tab after reloading weapons
    Ensure Commander names are always displayed in the comms panel
    Ensure module priority is retained after ship destruction
    Comms panel will no longer expand without focusing on it, if players leave the ships Multicrew session
    Fixed the navigation panel not displaying the correct destination system when in hyperspace in some cases
    Ensure completed and finished community goals are cleared from the transaction tab
    Make chat messages time display the same time as the galaxy time when using a machine in a different time zone
    Fixed an issue that caused inbox messages to show incorrect, and sometimes invalid, times and dates. PS4 only
    Fixed some inbox messages not clearing the notification icon once read
    Fixed overlapping text between inbox message subject and date
    Fixed cases where the fuel bar incorrectly indicates that the player has enough fuel to make a jump that it actually can't




    Commodities Market

    Fixed UI spacing issues with the commodities screen




    Controllers/Inputs

    Fixed the Thrust Master HOTAS S4 not appearing in the control screen
    Ensure default mappings appear for the Thrustmaster HOTAS4




    CQC

    Fixed a potential server disconnect when using beam lasers in CQC
    Fixed CQC structures disappearing when authority machine leaves the match




    Crashes/Stability/Performance

    Fixed a hang that could occur whilst fighting a Thargoid Interceptor
    Fixed crash that could occur when a fighter is docking
    Fixed crash that could occur on PS4 when in Multicrew
    Fixed crash that could occur whilst docking at "Chelomey Orbital" in Cubeo
    Fixed crash that could occur with Powerplay data
    Fixed crash that could occur when selecting the galaxy map from the transactions tab
    Fixed crash that could occur when exiting multicrew
    Fixed crash that could occur whilst reading an inbox message during a hyperspace jump
    Fixed crash that could occur whilst deploying a fighter when in a multicrew session
    Fixed a crash that could occur when handing in a mission
    Fixed a crash that could occur when dropping out of Supercruise at a port
    Fixed frame rate issues after driving on a planet surface for an amount of time




    Crime and Punishment

    Ensure a Powerplay bounty does not cause a premium for transporting the ship it was incurred on




    Engineering

    Corrected some inconsistencies in Engineer descriptions
    Added a line to explain that pinned blueprints may differ if applied to a different module
    Ensure there is room to display the modified icon even with long module names




    Fighter Crew

    Fixed instance where fighter crew in control of the mothership were trying to use FSD when the ship was nav locked to another ship, causing ship to become unresponsive to player input
    Fixed typo in crew lounge
    Fixed fighter crew sometimes struggling to dock a fighter with its mothership




    Galaxy Map

    Fixed systems controlled by Pilots Federation not appearing under the civilisation filter
    Selected filter settings remain selected when changing map configurations




    General

    Packhound missiles no longer clip through planet landscapes
    Fixed odd VFX artifacts on ships drives when at low throttle
    Ensure player set PIPS are retained when the ship is dismissed and recalled
    Tweaked the position of the interdiction UI element in the three Alliance ships
    Search and Rescue +/- buttons now increase/decrease if held down
    Fixed incorrect ship schematics displaying inside some ships cockpits
    Unify the GalNet logos to be the 7 points in all screens




    Generation Ships

    Removed the unnecessary warnings when firing weapons near a gen ship




    Guardian Beacons

    Corrected some text errors
    Fix for VFX disappearing when scanned
    Fixed LOD issues on beacon
    Fixed pylons animating before fully powered
    Fixed over sized physics
    Fixed pylon light clipping through ships
    Fixed ships being able to clip through the 'orb'




    Guardian Sites

    Fixed floating geometry




    Installations

    Added a new space bar, "The Orange Sidewinder"




    Listening Posts

    Fixed typos in Alpha Centauri B 1 listening post




    Livery Items

    Fixed LOD issue with onion head decal




    Localisation/Text

    Fixed truncated Search and Rescue Agent text in Russian
    Corrected typo in Synthetic Meat commodity description
    Fixed typo in Carbon class star description




    Materials

    Fixed description errors with Delta, Epsilon and Gamma obelisk data
    Fixed Piceous Cobble being hard to collect
    Increased the drop rate of more common guardian materials
    Fixed the crystalline cluster model
    Fixed Strange Wake Solutions description typo
    Reduce the chance the of mineral deposits spawning inside surface rocks




    Megaships

    Ensure that rescue ships offer the limpet restock service
    Ensure players don't get stuck in the Alcatraz Class Prison in HIP 17962 system, when dropping out at it's location




    Missions

    Increased wing delivery mission payouts
    Fixed Federal rank not increasing when successfully completing applicable mission
    Fix for valid massacre targets not counting towards mission progress
    Fixed USS not spawning for 'Wet Work' missions
    Corrected some Massacre missions that had inconsistent rewards for number of targets
    Stop missions requesting cargo that it views as illegal (Federal mission asking for imperial slaves, for example)
    Balance pass on Super Power reputation gain
    Added destination faction to passenger VIP missions
    Updated mission wording to reflect that ports in lock down do not have access to their commodities market
    Stop planetary scan missions sending players to scan mission giving faction
    Allow kills outside target system to count in assassination missions (fixes ships appearing to not be mission targets when they leave the target system)
    Ensure follow on missions spawn at the players current reputation level
    Added extra info to time bonus mission objectives
    Altered Massacre faction selection to prevent the target faction generator from picking the same target that is giving the mission.




    Multicrew

    Fixed the saved plotted route being cleared when entering multicrew
    Fixed geyser particle effects not appearing for a multicrew crew member




    Network

    Fixed situations where NPC ships could disappear from Supercruise when a player drops out of SC
    Fixed Planet SYNUEFE VM-D C15-10 2 A causing players to get stuck in log in loop
    Fixed possible disconnect when trying to escape a Thargoid




    Outfitting

    Fixed softlock that could occur when attempting to purchase or retrieve 5D Guardian Module Reinforcement
    Fixed missing "?" in livery section
    Fix for point defense module not restocking correctly
    Timers for modules in transit should now reflect time remaining more accurately
    Ensure modules are listed under correct categories in stored modules tab
    Players can only fit one FSD interdictor, as there is no benefit to fitting more and causes confusion
    Fixed outfitting stats becoming out of sync and applying incorrect values (a distance value for damage type, for example)
    Ensure all applicable multicrew enabled weapons/modules are clearly marked in outfitting
    Fixed dark lighting and outfitting cameras for the SRV




    Passenger Missions

    Added the faction to deliver to in transaction panel
    Ensure VIP passenger missions display their expiration time on the transaction tab
    Fix some passenger missions incorrectly reducing the timer by ~20mins when accepting them
    Ensure passengers that claim to be unfazed by hull damage, are actually unfazed




    Player Factions

    Add faction descriptions




    Player Journal

    Multiple faction activestates – in Location and FSDJump events
    The first “Cargo” event written to the journal contains full inventory
    Added “AsteroidCracked” event
    Added “SAAScanComplete” (Surface Area Analysis) event
    Added “CodexDiscovery” event
    Added “FSSDiscoveryScan” and “FSSSignalScan” events
    Added several events for Squadrons
    Simplify the “Category” in MaterialTrade
    Clarify meaning of bit 14 in status file: was called “under ship” but actually indicates when turret is retracted
    ApproachSettlement now includes Latitude and Longitude
    Note Bounty event is different for Skimmer bounty
    Update description of StoredShips event with InTransit flag
    Add ActiveFine info to Docked event
    EngineerProgress event at startup with summary for all engineers currently known
    Note a new ShipTargetted event is generated after using KillWarrantScanner, with updated bounty for target
    Note the MissionRedirected mission name now has any trailing “_name” removed
    Added MyReputation in faction list in FsdJump and Location events
    Added “FSDTarget” event when selecting a starsystem to jump to
    Added MissionID to cargo to indicate if it is mission-related: in Cargo, CollectCargo, EjectCargo events
    In ship loadout, indicate if it is ‘hot’
    Cargo summary is now written to a separate file, and updated when data changes
    Add “HullHealth” stat in the “Loadout” event
    MissionCompleted now indicates correct destination after redirection




    Player Stats

    Ensure 'Time Played' updates correctly




    Ports

    Added missing habitation ring to "Greeboski's Outpost"
    Ensured all new adverts are being displayed correctly
    Fixed docking computer causing hull damage in a ship with no shields, when docking at surface ports
    Fixed situation where loading into the game whilst docked on a pad can cause shields to go offline




    Powerplay

    Fixed broken 'Exploitation impact' column on Edmund Mahon's screen




    Rendering

    Fixed low quality shadows appearing when entering Orbital Cruise on PS4
    Corrected the rendering order of nebula
    Fix for the FSD charge up visual becoming mis-aligned after using vanity camera
    Fixed galaxy background vanishing after a Thargoid hyperdiction
    Fixed missing particles in some hi-res screenshots




    Ship Launched Fighters

    Fixed inability to deploy fighter weapons if the motherships weapons weren't deployed before switching




    Skimmers

    Ensure scanned skimmers return appropriate details on the target panel




    SRV

    Fixed the targeting reticule displaying when the weapon is deactivated




    Stellar Forge

    Renamed "Pleiades Sector Ir-W D1-55" to "Delphi"
    Fixed connection issues around "COL 285 SECTOR CV-Y D41 7 E"
    Fixed typo in the LHS 3006 system description
    Moved 2 moons in Kyloasly DA-A f69 slightly apart so that they no longer intersect
    Fixed "Lucifers" orbital period
    Fixed the star in the system "HD 168352" having a too small radius
    Ensure I Bootis B and C are a contact binary again
    Renamed some duplicate systems
    Persistent POIs now consistent for different graphics card vendors




    Synthesis

    Required grade 5 materials now display their correct grade icon (and not grade 4)




    System Map

    Corrected overly bright/shiny planets
    Ensure players can set navigation targets from the system map




    Thargoids

    Thargoid Interceptors can now still engage players, even if they are close to them
    Interceptors now launch Thargon kamikaze attacks if they detect a port
    Corrected some lore inconsistencies found in megaship logs to do with the Thargoid Link




    Vanity Camera

    Fixed inverted joystick animations when using the vanity camera




    Vanity Items

    Improved some of the visual artifacts on the Corvette Razor pack
    Increased space between the text and icon on the Trader Name Plate
    Ensure all engine colours are correct when customised engine trail colours are turned off
    Ship names can now have blank spaces at the front and end of it's name and they are saved
    Fixed clipping on Vulture ship kit




    Weapons/Modules

    Ensure the 'Restock All' option actually restocks the 1F Guardian Shard Cannon (Turret)
    Corrected inconsistency in AX outfitting descriptions
    Fixed Guardian Shard Cannon clipping through Type 7
    Fixed missing VFX on small Guardian Shard Cannon
    Fixed LOD issue with small Guardian Shard Cannon
    Fix LOD issue on Guardian Plasma Charger
    Fixed Guardian Shield Reinforcement Packages preventing shields restoring after reboot/repair
    Reduce the brightness of the enforcer cannon when it has a white weapon colouring applied to it
    Fixed module reinforcement packages being disabled under certain circumstances
    Corrected the cargo hatch closing when deploying a limpet and causing ship speed to change
    Corrected the retract animation on the Guardian Plasma Charger
    Limpets will now collect cargo that has been forcibly ejected from the players ship
    Corrected the Advanced Plasma Accelerator recoil animation
    Corrected typo in Remote Release Flechette Launcher
    Fixed SFX for the Kill Warrant Scanner sometimes going missing when switching between ship and fighter
    Fixed turrets firing at ships which are at 0% hull



    Wing Missions

    Fixed case where mission progress wasn't shared between players in Multicew
    Fixed trade wing missions not sharing Trade rank progression with wing



    Wings

    Ensure the 'target my wing mans target' key works in all applicable situations
    Fix for dropping out at a wake that is close to a planet, which should mean you drop out much closer to your intended target
    https://forums.frontier.co.uk/showth...61#post7117761

  20. #5000
    Rien que les scenarios donnent envie de revenir.
    Mon dieu, c'est plein d'étoiles.

  21. #5001
    Il y a un nouveau vaisseau visible dans la bétà(en plus du Krait Phantom vu dans les trailers) qui viens du 1er Elite le Mamba que je trouve assez joli.







    Dans le jeu original c'était un vaisseau de course apparemment, ça pourrait être marrant dans les canyon.

  22. #5002
    Ça ressemble vachement à un Vulture un peu allongé non ?

  23. #5003
    Un Vulture avec un bodykit et les moteurs du Fer-de-Lance.

  24. #5004
    De nouvelles images du Mamba qui serait de classe moyenne et fabriqué par Zorgon Peterson et apparemment équipe avec un armement de un classe 4/deux classe 3 et deux classe 1.

    Ça pourrait être une bonne alternative au Fer-de-Lance.

    Et les vaisseaux de passagers Orca/Dolphin/Beluga auront plus de modules internes réservé.

  25. #5005
    Sympa ces photos supplémentaires du Mamba. Un peu étrange qu'il porte un nom de serpent comme les vaisseaux de Faulcon DeLacy cela dit.

    Je viens de voir la petite diffusion de Frontier sur les escadrons et le minage v. 2.0, rien de bien nouveau si on a déjà lu un peu ce que le dernier patch va apporter.

    Le moteur de recherche pour se trouver un petit escadron a l'air bien sympathique, on peut filtrer sur des trucs comme la faction, la superpuissance, le style de jeu ou des détails pratiques comme les disponibilités, le fuseau horaire ou la langue parlée. Apparemment, il y aura une espèce de compétition et les 3 meilleurs auront droit à un petit trophée à mettre dans leur vaisseau. Il y a tout le nécessaire pour déléguer des pouvoirs, candidater, envoyer des messages, un canal de discussions,... Tout ça peut donc s'affilier à une superpuissances, une faction locale et une faction Powerplay histoire de jouer sur la simulation. Ça me rappelle les souvenirs que j'ai des guildes dans World of Warcraft donc ça devrait être pas mal.

    Le minage v2, comme l'exploration, est un ajout supplémentaire. Si on veut toujours pointer un laser de minage paresseusement sur un astéroïde et laisser les drones récupérer les morceaux on peut. On peut aussi maintenant utiliser le nouveau scanner de surface, envoyer une sonde sur les anneaux d'une planète pour les analyser et repérer les coins intéressants à aller miner, qui apparaissent dans le panneau de navigation. Après, il y a un autre scan qui permet de repérer les cailloux les plus prometteurs et le drone de prospection permet ensuite de repérer les dépôts en surface, souterrains et les fissures. Pour chacun, il y a nouvel outil de minage. Si on met des bombes dans les fissures, on peut casser l'astéroïde en petits morceaux, qui expose de nouveaux dépôts de surface (sur les débris, à l'intérieur). Par contre, si on reste trop près lors de l'explosion, on peut vite morfler méchamment, et les débris restant assez proches les uns des autres, il faudra certainement faire attention avec un Anaconda ou un Cutter. Comme pour l'exploration, on passe d'une activité assez passive à un vrai mini jeu. Les missiles pour les dépôts souterrains fonctionnent un peu comme le flak anti-thargoïde, il faut les lancer et maintenir le bouton de tir jusqu'à arriver dans une zone bleue. Les mines pour casser l'astéroïde doivent être bien placées, avec la bonne charge (à choisir entre petite, moyenne et forte) pour éviter d'en faire trop et de perdre des ressources. Une fois la première lancée, on a deux minutes avant que ça n'explose, mais on peut aussi désarmer ou au contraire faire péter tout de suite.

    Vivement la sortie du patch. J'ai un peu essayé la bêta aujourd'hui, c'est pas mal du tout même si j'ai plein de bugs dans tous les sens. Avec les nouveautés de l'exploration, je viens de voir que je n'ai plus assez de boutons disponibles sur mon HOTAS pour tout mettre.

  26. #5006
    Citation Envoyé par Mark Havel Voir le message
    Sympa ces photos supplémentaires du Mamba. Un peu étrange qu'il porte un nom de serpent comme les vaisseaux de Faulcon DeLacy cela dit.
    Même chez Zorgon Peterson leurs vaisseaux ont des noms de serpents: le Adder,Hauler et même le Fer-de-Lance sont des serpents.

    Donc un vaisseau appellé Mamba chez ZP est pas idiot.

    Il y a aussi quelques photos du Krait Phantom qui est assez étonnant(un Krait Mk2 à la sauce guardian).

  27. #5007
    Citation Envoyé par blork Voir le message
    nan. En fait, je me charge de passager plus ou moins VIP (j'ai de l'éco, du buisness, du First Class et Luxe), et après je fais un saut, et c'est un vol unique en supercruise vers la station qui dure 45-50 mn. Résultat, je peux être intercepter que la 1ere minute après mon saut, ou 2-3 minutes avant de docker à destination.
    Résultat, je remplie les cabines, je fais mon saut, je pointe la station, et au bout d'1 mn, je peux laisser le pc tourner et aller passer l'aspiro. Même si y a un gars qui veut m'intercepter, vu l'accélération et la vitesse que je vais avoir dans le supercruise, il m'interdira qu'à la fin du voyage.
    Pas d'autopilot, juste que je vole tout droit à fond.
    Le jeu de l'emmerdement maximal quoi

    Sinon plus sérieusement, sur le patch note, j'attends de voir ce que ça donne leur histoire de scénario.
    Mais si c'est encore un truc random sans queue ni tête qui n'aide pas à comprendre le Lore et le galnet c'est déjà useless à mes yeux.

    Les améliorations concernant l'exploration, cela n'apporte rien au jeu hormis du temps de gagné pour qui voudrait scanner un système.
    Cela n'apporte rien qui pousse à faire de l'explo... L'exploration c'est un jeu de piste, de recherche et de découverte.
    Pas un travail d'usine qui consiste à effectuer 1 million de fois la même opération.

    Le jeu de l'emmerdement maximal quoi

    Mais je salue l'effort sur le suivi du jeu quand même.

    ++

  28. #5008
    Euh justement la boucle d'exploration comme celle du minage s'est complexifié au contraire , les boucles trop courtes ça à toujours été le problème d'élite.
    Tout ce que je mets est trop gros

  29. #5009
    Citation Envoyé par toramo Voir le message
    Le jeu de l'emmerdement maximal quoi
    L'aspiro....? ouais...

  30. #5010
    Citation Envoyé par toramo Voir le message
    Le jeu de l'emmerdement maximal quoi

    Sinon plus sérieusement, sur le patch note, j'attends de voir ce que ça donne leur histoire de scénario.
    Mais si c'est encore un truc random sans queue ni tête qui n'aide pas à comprendre le Lore et le galnet c'est déjà useless à mes yeux.

    Les améliorations concernant l'exploration, cela n'apporte rien au jeu hormis du temps de gagné pour qui voudrait scanner un système.
    Cela n'apporte rien qui pousse à faire de l'explo... L'exploration c'est un jeu de piste, de recherche et de découverte.
    Pas un travail d'usine qui consiste à effectuer 1 million de fois la même opération.

    Le jeu de l'emmerdement maximal quoi

    Mais je salue l'effort sur le suivi du jeu quand même.

    ++
    Le codex peut être vu comme une incitation à la découverte, accompagné de la carte galactique désormais découpée en secteurs, qui va avec les découvertes que l'on peut y faire. Je ne sais pas s'ils ont prévu de modifier les missions d'explorations avec des passagers. Mais elles existent déjà, elles donnent un mois pour les faire et il faut déjà se balader à plusieurs milliers d'AL pour les accomplir. On pourrait imaginer étendre un peu le système pour dire, au lieu d'aller dans un système précis, de demander d'aller dans un secteur et d'essayer de trouver des trucs, genre des geysers, des planètes à terraformer, des ruines à trouver... En se basant sur les rumeurs et les rapports, ça pourrait peut-être fonctionner et donner une motivation supplémentaire, si les 10 expéditions partant chaque mois n'en sont pas déjà...

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