If needed https://forums.frontier.co.uk/showthread.php?t=71532
Bought T Flight Hotas X for this game only. Using the setup above - only thing I've added was movement on the galaxy map.
Thanks! I'm sure this'll come in handy.
If needed https://forums.frontier.co.uk/showthread.php?t=71532
Bought T Flight Hotas X for this game only. Using the setup above - only thing I've added was movement on the galaxy map.
Has anyone managed to get their DK2 view mirrored on a monitor at the same time?
It doesn't matter if the image on the monitor is upside down, doubled, on its side or low res, I just need to guide some mates through the game.
Is this possible at all?
The top 5 ranked guys for the Ngaiawang combat zone community goal are just ridiculous.
Top guy was over 3 BILLION in claimed bounties. Second was just over one billion. No idea if they're hacking or just playing 24/7 since the goal started, as I did that combat zone a lot over the weekend and am still under 10m claimed.
I understand Anacondas with turrets can sit at the combat zone collecting kills completely unattended. That could be the explanation. The rich get richer.
I really wish they could fix the stutter when approaching a planet the first time in supercruise. I swear it's worse with each update. I'm not the only one getting this am I?
I understand Anacondas with turrets can sit at the combat zone collecting kills completely unattended. That could be the explanation. The rich get richer.
No, many get it.I really wish they could fix the stutter when approaching a planet the first time in supercruise. I swear it's worse with each update. I'm not the only one getting this am I?
I understand Anacondas with turrets can sit at the combat zone collecting kills completely unattended. That could be the explanation. The rich get richer.
I really wish they could fix the stutter when approaching a planet the first time in supercruise. I swear it's worse with each update. I'm not the only one getting this am I?
I think most of us are affected by that. I'm playing this game exclusively in VR, can you imagine the stutter in VR.. freezing everything for a split second, enough to shake my brain. Yeah, it's uncomfortable..
Anyway, after many months I'm STILL not used to (and will never be..) the "process" we have to go through when launching a ship from a station. This going down into the station, spinning around thing, and up again, just to having to see some flaps things slowly doing something something, is kinda infuriating to me. I understand the reason behind it, but ffs Frontier, at least give me the option to just take off, please?
- Added functionality at Starports with security offices for the Player to hand over Marked cargo
- Remove a spurious "Is Critical" flag from docking computer modules, you can no longer kill a ship by tickling one with a laser
- Added new light cone renderer
- 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.
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.
Nice. Now maybe make some for the Anaconda, uh?- Fix paintjobs to apply to cockpit model making them visible from inside the player ship
I don't remember this.- Brought back fuel usage gauge
Ehh, okay then.- Balance pass on repair costs
- Update to the repair discount based on faction reputation: Now only kicks in at 80% (allied) reputation, Reduced from 40%(ish) to 10%
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 Wingmans 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 ships frame shift drive to a wingmans 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 wingmans 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 wingmans 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 ships 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 wingmans 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.
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 ships hull will start to lose integrity.
BE AWARE, when your WEP capacitor is low, more heat will bleed out from the weapons cooling loop and increase your ships 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 ships overall hull integrity.
Be aware, hull upgrade packages have mass that may impact negatively on a ships 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: theres normally safety in numbers.
Heat Bar Update
The ships 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 ships 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.
If this is what I think it is they mean where the fuel gauge will says 1.35/ls or whatever the unit of measurement was. It was showing the fuel usage and it changed depending on your acceleration etc. Although I'm not 100% sure since I only remember seeing that for a few days after I started playing then they removed it in a patch so one of the veterans can correct me if I'm wrong.I don't remember this.
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.
So as usual when there's a new update (1.2) I rummage through the data files for clues as to what has been added, or will be added, but has not been mentioned in the changelogs. Luckily for us FDEV are good at forgetting to purge unused files and stuff under development when they release new patches.
Ok, here we go. If you're a beta 1.2 participant have a look at the following file system path:
\EDLaunch\Products\PUBLIC_TEST_SERVER\Win32\Shared*ProvingGrounds*
http://i.imgur.com/m6YC8aP.png
Uh oh! What's in there you say? Could it be... a competitive PVP mode ala Star Citizen Arena Commander?!
Let's look what's inside of it shall we, fire up that hex editor!
http://i.imgur.com/pIKRqSZ.png
As usual it's compressed, let's uncompress it! (if you want to know how to decompress it; find the zlib signature (78 9C) after the STATIC section, then uncompress till the end)
http://i.imgur.com/SMXkSsT.png
Well there we have it, three game modes...
Death Match
Team Death Match
Zone Control
... that in the future most likely will be located at "Earth Arena" in Sol
http://imgur.com/a/JvuW3
So if modules take damage above 100% how are we supposed to use fuel scoops without accumulating enough damage eventually to make the ship inoperable? The current way fuel scooping works sounds like it will be useless with this new heat system or am I misunderstanding it?
Well, this kind of sucks for explorers and fuel scooping in general, doesn't it?
Also, can't wait to get my hands on that debug cam:
Video of it in action: https://www.youtube.com/watch?v=CBipkcB69ak
Wow, that's exactly what I was hoping for.
Holy shit, that almost Babylon 5 CG level graphics!
Video of it in action: https://www.youtube.com/watch?v=CBipkcB69ak
Just make sure the heat remains below 100% when scooping. It's not a big issue as this is quite easy to do, but I guess you can scoop at high speed while being in a different room anymore
Saw that PVP Arena stuff on reddit. So many things I'd rather have them focusing on.
I must be doing something wrong. Everytime I've used a fuel scoop I've always shot up over 100% quickly and I would scoop until 140% then break off to cool down and resume. It always seems to shoot up past 100% so quick that I don't see how the new method works. Is there a trick that I don't know about or a method to refuel at a high intake without raising the temperature quickly?
I must be doing something wrong. Everytime I've used a fuel scoop I've always shot up over 100% quickly and I would scoop until 140% then break off to cool down and resume. It always seems to shoot up past 100% so quick that I don't see how the new method works. Is there a trick that I don't know about or a method to refuel at a high intake without raising the temperature quickly?
Ditto. I can't hit max scoopage without going over 100%.
Saw that PVP Arena stuff on reddit. So many things I'd rather have them focusing on.
I haven't gone into the beta yet but 100% heat resulting in module damage is absolutely absurd unless they're tweaking all heat values. Some of the bigger ships break that threshold just trying to frame shift. So dumb.
From what I understand it's just the UI that's changed
150% on Live Build = 100% on the Beta build.
FD said:So, under the hood the mechanics are exactly as before, we're just scaling the numbers that are shown on the heat UI so that 100% is the danger point (it makes more sense to most people, subjective of course ) - it's exactly as hard to reach what is now shown as 100% as it was to reach the old 150%. The fuel scoop UI doesn't seem to have been updated to match... yet, which I think is a source of confusion for now.
At the 100% danger point you do indeed now start taking module damage rather than hull damage, hull damage kicks in at 166% (previously 250%).
Saw that PVP Arena stuff on reddit. So many things I'd rather have them focusing on.
Hmm I don't think class 3 railguns currently exist (and this is probably a good thing). I'd guess since raw dps won't be the Vulture's strength (it should be similar to the Cobra/Viper) it should probably fly with at least one beam, hopefully fixed if the ship is nimble enough. The other could be another beam or a large gimballed multicannon, maybe?Hmm. What would you even put on the Vulture to maximize the two large hardpoints? Rails?
Hmm I don't think class 3 railguns currently exist (and this is probably a good thing). I'd guess since raw dps won't be the Vulture's strength (it should be similar to the Cobra/Viper) it should probably fly with at least one beam, hopefully fixed if the ship is nimble enough. The other could be another beam or a large gimballed multicannon, maybe?